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  Subjects -> COMPUTER SCIENCE (Total: 2122 journals)
    - ANIMATION AND SIMULATION (31 journals)
    - ARTIFICIAL INTELLIGENCE (105 journals)
    - AUTOMATION AND ROBOTICS (105 journals)
    - CLOUD COMPUTING AND NETWORKS (67 journals)
    - COMPUTER ARCHITECTURE (10 journals)
    - COMPUTER ENGINEERING (11 journals)
    - COMPUTER GAMES (21 journals)
    - COMPUTER PROGRAMMING (26 journals)
    - COMPUTER SCIENCE (1231 journals)
    - COMPUTER SECURITY (50 journals)
    - DATA BASE MANAGEMENT (14 journals)
    - DATA MINING (38 journals)
    - E-BUSINESS (22 journals)
    - E-LEARNING (30 journals)
    - ELECTRONIC DATA PROCESSING (22 journals)
    - IMAGE AND VIDEO PROCESSING (40 journals)
    - INFORMATION SYSTEMS (107 journals)
    - INTERNET (96 journals)
    - SOCIAL WEB (53 journals)
    - SOFTWARE (34 journals)
    - THEORY OF COMPUTING (9 journals)

COMPUTER SCIENCE (1231 journals)                  1 2 3 4 5 6 7 | Last

Showing 1 - 200 of 872 Journals sorted alphabetically
3D Printing and Additive Manufacturing     Full-text available via subscription   (Followers: 24)
Abakós     Open Access   (Followers: 4)
ACM Computing Surveys     Hybrid Journal   (Followers: 31)
ACM Journal on Computing and Cultural Heritage     Hybrid Journal   (Followers: 8)
ACM Journal on Emerging Technologies in Computing Systems     Hybrid Journal   (Followers: 17)
ACM Transactions on Accessible Computing (TACCESS)     Hybrid Journal   (Followers: 3)
ACM Transactions on Algorithms (TALG)     Hybrid Journal   (Followers: 15)
ACM Transactions on Applied Perception (TAP)     Hybrid Journal   (Followers: 5)
ACM Transactions on Architecture and Code Optimization (TACO)     Hybrid Journal   (Followers: 9)
ACM Transactions on Autonomous and Adaptive Systems (TAAS)     Hybrid Journal   (Followers: 9)
ACM Transactions on Computation Theory (TOCT)     Hybrid Journal   (Followers: 12)
ACM Transactions on Computational Logic (TOCL)     Hybrid Journal   (Followers: 3)
ACM Transactions on Computer Systems (TOCS)     Hybrid Journal   (Followers: 18)
ACM Transactions on Computer-Human Interaction     Hybrid Journal   (Followers: 16)
ACM Transactions on Computing Education (TOCE)     Hybrid Journal   (Followers: 7)
ACM Transactions on Design Automation of Electronic Systems (TODAES)     Hybrid Journal   (Followers: 6)
ACM Transactions on Economics and Computation     Hybrid Journal   (Followers: 2)
ACM Transactions on Embedded Computing Systems (TECS)     Hybrid Journal   (Followers: 3)
ACM Transactions on Information Systems (TOIS)     Hybrid Journal   (Followers: 20)
ACM Transactions on Intelligent Systems and Technology (TIST)     Hybrid Journal   (Followers: 8)
ACM Transactions on Interactive Intelligent Systems (TiiS)     Hybrid Journal   (Followers: 5)
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)     Hybrid Journal   (Followers: 9)
ACM Transactions on Reconfigurable Technology and Systems (TRETS)     Hybrid Journal   (Followers: 6)
ACM Transactions on Sensor Networks (TOSN)     Hybrid Journal   (Followers: 8)
ACM Transactions on Speech and Language Processing (TSLP)     Hybrid Journal   (Followers: 9)
ACM Transactions on Storage     Hybrid Journal  
ACS Applied Materials & Interfaces     Hybrid Journal   (Followers: 35)
Acta Automatica Sinica     Full-text available via subscription   (Followers: 2)
Acta Informatica Malaysia     Open Access  
Acta Universitatis Cibiniensis. Technical Series     Open Access  
Ad Hoc Networks     Hybrid Journal   (Followers: 11)
Adaptive Behavior     Hybrid Journal   (Followers: 10)
Advanced Engineering Materials     Hybrid Journal   (Followers: 29)
Advanced Science Letters     Full-text available via subscription   (Followers: 11)
Advances in Adaptive Data Analysis     Hybrid Journal   (Followers: 7)
Advances in Artificial Intelligence     Open Access   (Followers: 15)
Advances in Calculus of Variations     Hybrid Journal   (Followers: 6)
Advances in Catalysis     Full-text available via subscription   (Followers: 5)
Advances in Computational Mathematics     Hybrid Journal   (Followers: 19)
Advances in Computer Engineering     Open Access   (Followers: 4)
Advances in Computer Science : an International Journal     Open Access   (Followers: 14)
Advances in Computing     Open Access   (Followers: 2)
Advances in Data Analysis and Classification     Hybrid Journal   (Followers: 59)
Advances in Engineering Software     Hybrid Journal   (Followers: 28)
Advances in Geosciences (ADGEO)     Open Access   (Followers: 14)
Advances in Human Factors/Ergonomics     Full-text available via subscription   (Followers: 23)
Advances in Human-Computer Interaction     Open Access   (Followers: 21)
Advances in Materials Science     Open Access   (Followers: 15)
Advances in Operations Research     Open Access   (Followers: 12)
Advances in Parallel Computing     Full-text available via subscription   (Followers: 7)
Advances in Porous Media     Full-text available via subscription   (Followers: 5)
Advances in Remote Sensing     Open Access   (Followers: 51)
Advances in Science and Research (ASR)     Open Access   (Followers: 6)
Advances in Technology Innovation     Open Access   (Followers: 6)
AEU - International Journal of Electronics and Communications     Hybrid Journal   (Followers: 8)
African Journal of Information and Communication     Open Access   (Followers: 9)
African Journal of Mathematics and Computer Science Research     Open Access   (Followers: 4)
AI EDAM     Hybrid Journal   (Followers: 1)
Air, Soil & Water Research     Open Access   (Followers: 14)
AIS Transactions on Human-Computer Interaction     Open Access   (Followers: 7)
Algebras and Representation Theory     Hybrid Journal   (Followers: 1)
Algorithms     Open Access   (Followers: 11)
American Journal of Computational and Applied Mathematics     Open Access   (Followers: 5)
American Journal of Computational Mathematics     Open Access   (Followers: 4)
American Journal of Information Systems     Open Access   (Followers: 6)
American Journal of Sensor Technology     Open Access   (Followers: 4)
Anais da Academia Brasileira de Ciências     Open Access   (Followers: 2)
Analog Integrated Circuits and Signal Processing     Hybrid Journal   (Followers: 7)
Analysis in Theory and Applications     Hybrid Journal   (Followers: 1)
Animation Practice, Process & Production     Hybrid Journal   (Followers: 5)
Annals of Combinatorics     Hybrid Journal   (Followers: 4)
Annals of Data Science     Hybrid Journal   (Followers: 12)
Annals of Mathematics and Artificial Intelligence     Hybrid Journal   (Followers: 12)
Annals of Pure and Applied Logic     Open Access   (Followers: 3)
Annals of Software Engineering     Hybrid Journal   (Followers: 13)
Annals of West University of Timisoara - Mathematics and Computer Science     Open Access  
Annual Reviews in Control     Hybrid Journal   (Followers: 8)
Anuario Americanista Europeo     Open Access  
Applicable Algebra in Engineering, Communication and Computing     Hybrid Journal   (Followers: 2)
Applied and Computational Harmonic Analysis     Full-text available via subscription   (Followers: 1)
Applied Artificial Intelligence: An International Journal     Hybrid Journal   (Followers: 12)
Applied Categorical Structures     Hybrid Journal   (Followers: 5)
Applied Clinical Informatics     Hybrid Journal   (Followers: 2)
Applied Computational Intelligence and Soft Computing     Open Access   (Followers: 14)
Applied Computer Systems     Open Access   (Followers: 2)
Applied Informatics     Open Access  
Applied Mathematics and Computation     Hybrid Journal   (Followers: 33)
Applied Medical Informatics     Open Access   (Followers: 11)
Applied Numerical Mathematics     Hybrid Journal   (Followers: 5)
Applied Soft Computing     Hybrid Journal   (Followers: 17)
Applied Spatial Analysis and Policy     Hybrid Journal   (Followers: 7)
Applied System Innovation     Open Access  
Architectural Theory Review     Hybrid Journal   (Followers: 3)
Archive of Applied Mechanics     Hybrid Journal   (Followers: 6)
Archive of Numerical Software     Open Access  
Archives and Museum Informatics     Hybrid Journal   (Followers: 153)
Archives of Computational Methods in Engineering     Hybrid Journal   (Followers: 6)
arq: Architectural Research Quarterly     Hybrid Journal   (Followers: 8)
Artifact     Open Access   (Followers: 2)
Artificial Life     Hybrid Journal   (Followers: 7)
Asia Pacific Journal on Computational Engineering     Open Access  
Asia-Pacific Journal of Information Technology and Multimedia     Open Access   (Followers: 1)
Asian Journal of Control     Hybrid Journal  
Assembly Automation     Hybrid Journal   (Followers: 2)
at - Automatisierungstechnik     Hybrid Journal   (Followers: 1)
Australian Educational Computing     Open Access   (Followers: 1)
Automatic Control and Computer Sciences     Hybrid Journal   (Followers: 6)
Automatic Documentation and Mathematical Linguistics     Hybrid Journal   (Followers: 5)
Automatica     Hybrid Journal   (Followers: 12)
Automation in Construction     Hybrid Journal   (Followers: 7)
Autonomous Mental Development, IEEE Transactions on     Hybrid Journal   (Followers: 8)
Balkan Journal of Electrical and Computer Engineering     Open Access  
Basin Research     Hybrid Journal   (Followers: 5)
Behaviour & Information Technology     Hybrid Journal   (Followers: 51)
Big Data and Cognitive Computing     Open Access   (Followers: 3)
Biodiversity Information Science and Standards     Open Access  
Bioinformatics     Hybrid Journal   (Followers: 327)
Biomedical Engineering     Hybrid Journal   (Followers: 16)
Biomedical Engineering and Computational Biology     Open Access   (Followers: 13)
Biomedical Engineering, IEEE Reviews in     Full-text available via subscription   (Followers: 19)
Biomedical Engineering, IEEE Transactions on     Hybrid Journal   (Followers: 35)
Briefings in Bioinformatics     Hybrid Journal   (Followers: 51)
British Journal of Educational Technology     Hybrid Journal   (Followers: 160)
Broadcasting, IEEE Transactions on     Hybrid Journal   (Followers: 12)
c't Magazin fuer Computertechnik     Full-text available via subscription   (Followers: 1)
CALCOLO     Hybrid Journal  
Calphad     Hybrid Journal   (Followers: 2)
Canadian Journal of Electrical and Computer Engineering     Full-text available via subscription   (Followers: 15)
Capturing Intelligence     Full-text available via subscription  
Catalysis in Industry     Hybrid Journal   (Followers: 1)
CEAS Space Journal     Hybrid Journal   (Followers: 2)
Cell Communication and Signaling     Open Access   (Followers: 2)
Central European Journal of Computer Science     Hybrid Journal   (Followers: 5)
CERN IdeaSquare Journal of Experimental Innovation     Open Access   (Followers: 3)
Chaos, Solitons & Fractals     Hybrid Journal   (Followers: 3)
Chemometrics and Intelligent Laboratory Systems     Hybrid Journal   (Followers: 15)
ChemSusChem     Hybrid Journal   (Followers: 7)
China Communications     Full-text available via subscription   (Followers: 8)
Chinese Journal of Catalysis     Full-text available via subscription   (Followers: 2)
CIN Computers Informatics Nursing     Hybrid Journal   (Followers: 11)
Circuits and Systems     Open Access   (Followers: 15)
Clean Air Journal     Full-text available via subscription   (Followers: 1)
CLEI Electronic Journal     Open Access  
Clin-Alert     Hybrid Journal   (Followers: 1)
Clinical eHealth     Open Access  
Cluster Computing     Hybrid Journal   (Followers: 2)
Cognitive Computation     Hybrid Journal   (Followers: 3)
COMBINATORICA     Hybrid Journal  
Combinatorics, Probability and Computing     Hybrid Journal   (Followers: 4)
Combustion Theory and Modelling     Hybrid Journal   (Followers: 14)
Communication Methods and Measures     Hybrid Journal   (Followers: 13)
Communication Theory     Hybrid Journal   (Followers: 24)
Communications Engineer     Hybrid Journal   (Followers: 1)
Communications in Algebra     Hybrid Journal   (Followers: 3)
Communications in Computational Physics     Full-text available via subscription   (Followers: 2)
Communications in Information Science and Management Engineering     Open Access   (Followers: 4)
Communications in Partial Differential Equations     Hybrid Journal   (Followers: 4)
Communications of the ACM     Full-text available via subscription   (Followers: 51)
Communications of the Association for Information Systems     Open Access   (Followers: 16)
COMPEL: The International Journal for Computation and Mathematics in Electrical and Electronic Engineering     Hybrid Journal   (Followers: 3)
Complex & Intelligent Systems     Open Access   (Followers: 1)
Complex Adaptive Systems Modeling     Open Access  
Complex Analysis and Operator Theory     Hybrid Journal   (Followers: 2)
Complexity     Hybrid Journal   (Followers: 6)
Complexus     Full-text available via subscription  
Composite Materials Series     Full-text available via subscription   (Followers: 8)
Computación y Sistemas     Open Access  
Computation     Open Access   (Followers: 1)
Computational and Applied Mathematics     Hybrid Journal   (Followers: 3)
Computational and Mathematical Biophysics     Open Access   (Followers: 1)
Computational and Mathematical Methods in Medicine     Open Access   (Followers: 2)
Computational and Mathematical Organization Theory     Hybrid Journal   (Followers: 2)
Computational and Structural Biotechnology Journal     Open Access   (Followers: 1)
Computational and Theoretical Chemistry     Hybrid Journal   (Followers: 9)
Computational Astrophysics and Cosmology     Open Access   (Followers: 1)
Computational Biology and Chemistry     Hybrid Journal   (Followers: 12)
Computational Chemistry     Open Access   (Followers: 2)
Computational Cognitive Science     Open Access   (Followers: 2)
Computational Complexity     Hybrid Journal   (Followers: 4)
Computational Condensed Matter     Open Access   (Followers: 1)
Computational Ecology and Software     Open Access   (Followers: 9)
Computational Economics     Hybrid Journal   (Followers: 9)
Computational Geosciences     Hybrid Journal   (Followers: 17)
Computational Linguistics     Open Access   (Followers: 24)
Computational Management Science     Hybrid Journal  
Computational Mathematics and Modeling     Hybrid Journal   (Followers: 8)
Computational Mechanics     Hybrid Journal   (Followers: 5)
Computational Methods and Function Theory     Hybrid Journal  
Computational Molecular Bioscience     Open Access   (Followers: 2)
Computational Optimization and Applications     Hybrid Journal   (Followers: 8)
Computational Particle Mechanics     Hybrid Journal   (Followers: 1)
Computational Research     Open Access   (Followers: 1)
Computational Science and Discovery     Full-text available via subscription   (Followers: 2)
Computational Science and Techniques     Open Access  
Computational Statistics     Hybrid Journal   (Followers: 14)
Computational Statistics & Data Analysis     Hybrid Journal   (Followers: 35)
Computer     Full-text available via subscription   (Followers: 105)
Computer Aided Surgery     Open Access   (Followers: 6)
Computer Applications in Engineering Education     Hybrid Journal   (Followers: 8)
Computer Communications     Hybrid Journal   (Followers: 16)

        1 2 3 4 5 6 7 | Last

Journal Cover
Advances in Human-Computer Interaction
Journal Prestige (SJR): 0.186
Citation Impact (citeScore): 1
Number of Followers: 21  

  This is an Open Access Journal Open Access journal
ISSN (Print) 1687-5893 - ISSN (Online) 1687-5907
Published by Hindawi Homepage  [339 journals]
  • An Energy Efficient Wearable Smart IoT System to Predict Cardiac Arrest

    • Abstract: Recently, many people have become more concerned about having a sudden cardiac arrest. With the increase in popularity of smart wearable devices, an opportunity to provide an Internet of Things (IoT) solution has become more available. Unfortunately, out of hospital survival rates are low for people suffering from sudden cardiac arrests. The objective of this research is to present a multisensory system using a smart IoT system that can collect Body Area Sensor (BAS) data to provide early warning of an impending cardiac arrest. The goal is to design and develop an integrated smart IoT system with a low power communication module to discreetly collect heart rates and body temperatures using a smartphone without it impeding on everyday life. This research introduces the use of signal processing and machine-learning techniques for sensor data analytics to identify predict and/or sudden cardiac arrests with a high accuracy.
      PubDate: Tue, 12 Feb 2019 09:05:08 +000
       
  • The Impact of an Augmented Reality Application on Learning Motivation of
           Students

    • Abstract: The research on augmented reality applications in education is still in an early stage, and there is a lack of research on the effects and implications of augmented reality in the field of education. The purpose of this research was to measure and understand the impact of an augmented reality mobile application on the learning motivation of undergraduate health science students at the University of Cape Town. We extend previous research that looked specifically at the impact of augmented reality technology on student learning motivation. The intrinsic motivation theory was used to explain motivation in the context of learning. The attention, relevance, confidence, and satisfaction (ARCS) model guided the understanding of the impact of augmented reality on student motivation, and the Instructional Materials Motivation Survey was used to design the research instrument. The research examined the differences in student learning motivation before and after using the augmented reality mobile application. A total of 78 participants used the augmented reality mobile application and completed the preusage and postusage questionnaires. The results showed that using an augmented reality mobile application increased the learning motivation of students. The attention, satisfaction, and confidence factors of motivation were increased, and these results were found to be significant. Although the relevance factor showed a decrease it proved to be insignificant.
      PubDate: Sun, 03 Feb 2019 00:00:00 +000
       
  • How Did Rumors on Twitter Diffuse and Change in Expression' An
           Investigation of the Process of Spreading Rumors on Twitter during the
           2011 Great East Japan Earthquake

    • Abstract: Twitter has been emerging as a major communication channels during disasters. The characteristics of Twitter—quickly and widely diffusing information and allowing every user to be an information transmitter—can be effective for problem solving in anxious and ambiguous situations such as disasters; however, false rumors on Twitter can be a serious problem. Rumor research has suggested that rumors are a kind of collective sense-making when mass media cannot provide people with enough information (e.g., during disasters). Furthermore, the expression of the rumor changes during the process of spreading. This study investigated the data of 187 thousand tweets related to the Cosmo Oil rumor during the Great East Japan Earthquake of March 2011 and analyzed the change in Twitter expressions and the collective sense-making process during this catastrophe. The results of this study suggest that collective sense-making is rare in diffused tweets, partly because of the gatekeeping role of hubs (i.e., users who have many followers on Twitter). Rumor discussion on Twitter during disasters might be suitable for broadcasting static information than for collective sense-making.
      PubDate: Wed, 23 Jan 2019 10:05:20 +000
       
  • Development and Preliminary Investigation of a Semiautonomous Socially
           Assistive Robot (SAR) Designed to Elicit Communication, Motor Skills,
           Emotion, and Visual Regard (Engagement) from Young Children with Complex
           Cerebral Palsy: A Pilot Comparative Trial

    • Abstract: Through play, typically developing children manipulate objects and interact with peers to establish and develop physical, cognitive, language, and social skills. However, children with complex disabilities and/or developmental delays have limited play experiences, thus compromising the quality of play and acquisition of skills. Assistive technologies have been developed to increase opportunities and level of interaction for children with disabilities to facilitate learning and development. One type of technology, Socially Assistive Robotics, is designed to assist the human user through social interaction while creating measurable growth in learning and rehabilitation. The investigators in this study designed, developed, and validated a semiautonomous Socially Assistive Robot to compare with a switch-adapted toy to determine robot effectiveness in quantity of, changes in, and differences in engagement. After interacting with both systems for three sessions each, five of the eight subjects showed a greater level of positive engagement with the robot than the switch-adapted toy, while the remaining three subjects showed slightly higher positive engagement with the toy. The preliminary results of the study suggest that Socially Assistive Robots specifically designed for children with complex cerebral palsy should be further researched and utilized to enrich play interactions and skill development for this population.
      PubDate: Wed, 23 Jan 2019 10:05:19 +000
       
  • Effect of Employees’ Values on Employee Satisfaction in Japanese Retail
           and Service Industries

    • Abstract: The Japanese workforce has decreased rapidly over the past few decades, and this is expected to continue. Retail and service industries are already experiencing human-resource shortages. In these industries, nonregular employees feature prominently. For most companies, recruitment is difficult, and employees change jobs often, making securing staff an important business issue. Nonregular and regular employees are treated differently; the problem is thus partly social in nature. However, some nonregular employees are content, although their work conditions are not good. Here, text mining was used to explore differences between the values of regular and nonregular employees in the retail and service industries.
      PubDate: Tue, 01 Jan 2019 00:00:00 +000
       
  • Exploring the Types of Casinos Preferred in Japan via Conjoint Analysis of
           Relevant Words

    • Abstract: A word can carry different meanings for different people. Conjoint analysis was applied to assess preferences for various words describing integrated resorts (IR) including casinos, to be introduced in Japan in the future. We discuss how the participants understood particular words (e.g., a specific casino’s place name or wording regarding restrictions on betting) that define the characteristics of a casino, as well as how casino-related words influenced participants’ preferences. Implications for enhancing public understanding of casinos are explored in the conclusion.
      PubDate: Tue, 01 Jan 2019 00:00:00 +000
       
  • A Systematic Review of Modifications and Validation Methods for the
           Extension of the Keystroke-Level Model

    • Abstract: The keystroke-level model (KLM) is the simplest model of the goals, operators, methods, and selection rules (GOMS) family. The KLM computes formative quantitative predictions of task execution time. This paper provides a systematic literature review of KLM extensions across various applications and setups. The objective of this review is to address research questions concerning the development and validation of extensions. A total of 54 KLM extensions have been exhaustively reviewed. The results show that the original keystroke and mental act operators were continuously preserved or adapted and that the drawing operator was used the least. Excluding the original operators, almost 45 operators were collated from the primary studies. Only half of the studies validated their model’s efficiency through experiments. The results also identify several research gaps, such as the shortage of KLM extensions for post-GUI/WIMP interfaces. Based on the results obtained in this work, this review finally provides guidelines for researchers and practitioners.
      PubDate: Wed, 05 Dec 2018 00:00:00 +000
       
  • How to Understand Belief Drift' Externalization of Variables
           Considering Different Background Knowledge

    • Abstract: It is necessary to make decisions by integrating appropriate information that is not used in daily life in disaster prevention before, during, and after disasters. Despite this, it is difficult for people to make use of appropriate information under circumstances where various kinds of information are complicated. People can be in an agitated state in which they do not know what will happen. In this paper, we define this situation as Belief Drift (BD) and discuss what kinds of data should be acquired to understand situations of BD because factors causing BD may be diverse. We collected explanations of BD from researchers with different background knowledge and discussed sets of variables inferred by VARIABLE QUEST (VQ). VQ is the inferring method for variables unifying cooccurrence graphs of variables in the datasets. The results indicate that common variables are externalized from the different explanations of BD by researchers with different background knowledge. Results suggest that, even if the terms used to explain the state of BD differ, the data acquired to understand BD are common.
      PubDate: Tue, 04 Dec 2018 06:05:16 +000
       
  • Organizational and Technological Aspects of a Platform for Collective Food
           Awareness

    • Abstract: Can Internet-of-food technologies foster collective food awareness within a food consumer community' The paper contributes to answer this question in a fourfold aspect. Firstly, we model a cooperative process for generating and sharing reliable food information that is derived from food instrumental measurements performed by consumers via smart food things. Secondly, we outline the functional architecture of a platform capable to support such a process and to let a consumer community share reliable food information. Thirdly, we identify main entities and their attributes necessary to model the contextualized interaction between a consumer and the platform. Lastly, we review articles reviewing technologies capable of acquiring and quantifying food characteristics for food performances assessment. The purpose is to give an insight into current research directions on technologies employable in a platform for collective food awareness.
      PubDate: Sun, 02 Dec 2018 00:00:00 +000
       
  • Incorporating Accessibility Elements to the Software Engineering Process

    • Abstract: The expansion of web is a phenomenon that brings several challenges in different segments of the society. Accessibility is one of these challenges and it is related to the digital inclusion and social welfare of the population. Thus, making accessible software available can contribute to solution of problems that currently exist in relation to access to information and services by all citizens. The purpose of this article is to present an approach that integrates accessibility to the Software Engineering process. We also present the Acero tool, which provides computational support to the proposed approach. Results were evaluated and we concluded that the use of the proposal reached the objectives, supporting different stages of the development process and contributing to obtain accessible software products.
      PubDate: Sun, 02 Dec 2018 00:00:00 +000
       
  • Factor Analysis of Utterances in Japanese Fiction-Writing Based on BCCWJ
           Speaker Information Corpus

    • Abstract: To analyse the characteristics of utterances in Japanese novels, several attributes (e.g., the speaker, listener, relationship between the speaker and listener, and gender of the speaker) were added to a randomly extracted Japanese novel corpus. A total of 887 data sets, with 5632 annotated utterances, were prepared. Based on the attribute annotated utterance corpus, the characteristics of utterance styles were extracted quantitatively. A chi-square test was used for particles and auxiliary verbs to extract utterance characteristics which reflected the genders of and relationships between the speakers and listeners. Results revealed that the use of imperative words was higher among male characters than their female counterparts, who used more particle verbs, and that auxiliaries of politeness were used more frequently for ‘coworkers’ and ‘superior authorities’. In addition, utterances varied between close and intimate relationships between the speaker and listener. Moreover, repeated factor analyses for 7576 data sets in BCCWJ speaker information corpus revealed ten typical utterance styles (neutral, frank, dialect, polite, feminine, crude, aged, interrogative, approval, and dandy). The factor scores indicated relationships between various utterance styles and fundamental attributes of speakers. Thus, results of this study would be utilisable in speaker identification tasks, automatic speech generation tasks, and scientific interpretation of stories and characters.
      PubDate: Mon, 19 Nov 2018 07:08:28 +000
       
  • Recognition of Symbolic Gestures Using Depth Information

    • Abstract: Symbolic gestures are the hand postures with some conventionalized meanings. They are static gestures that one can perform in a very complex environment containing variations in rotation and scale without using voice. The gestures may be produced in different illumination conditions or occluding background scenarios. Any hand gesture recognition system should find enough discriminative features, such as hand-finger contextual information. However, in existing approaches, depth information of hand fingers that represents finger shapes is utilized in limited capacity to extract discriminative features of fingers. Nevertheless, if we consider finger bending information (i.e., a finger that overlaps palm), extracted from depth map, and use them as local features, static gestures varying ever so slightly can become distinguishable. Our work here corroborated this idea and we have generated depth silhouettes with variation in contrast to achieve more discriminative keypoints. This approach, in turn, improved the recognition accuracy up to 96.84%. We have applied Scale-Invariant Feature Transform (SIFT) algorithm which takes the generated depth silhouettes as input and produces robust feature descriptors as output. These features (after converting into unified dimensional feature vectors) are fed into a multiclass Support Vector Machine (SVM) classifier to measure the accuracy. We have tested our results with a standard dataset containing 10 symbolic gesture representing 10 numeric symbols (0-9). After that we have verified and compared our results among depth images, binary images, and images consisting of the hand-finger edge information generated from the same dataset. Our results show higher accuracy while applying SIFT features on depth images. Recognizing numeric symbols accurately performed through hand gestures has a huge impact on different Human-Computer Interaction (HCI) applications including augmented reality, virtual reality, and other fields.
      PubDate: Mon, 19 Nov 2018 00:00:00 +000
       
  • Designing a Human Machine Interface for Quality Assurance in Car
           Manufacturing: An Attempt to Address the “Functionality versus User
           Experience Contradiction” in Professional Production Environments

    • Abstract: The complexity of nowadays car manufacturing processes increases constantly due to the increasing number of electronic and digital features in cars as well as the shorter life cycle of car designs, which raises the need for faster adaption to new car models. However, the ongoing digitalization of production and working contexts offers the chance to support the worker in production using digital information as well as innovative, interactive, and digital devices. Therefore, in this work we investigate a representative production step in a long-term project together with a German car manufacturer, which is structured into three phases. In the first phase, we investigated the working process empirically and developed a comprehensive and innovative user interface design, which addresses various types of interactive devices. Building up on this, we developed the device score model, which is designed to investigate interactive system and user interface in production context due to ergonomics, UI design, performance, technology acceptance, and user experience. This work was conducted in the second phase of the project, in which we used this model to investigate the subjective suitability of six innovative device setups that implement the user interface design developed in phase one in an experimental setup with 67 participants at two locations in south Germany. The major result showed that the new user interface design run on a smart phone is the most suitable setup for future interactive systems in car manufacturing. In the third and final phase, we investigated the suitability of the two best rated devices for long term use by two workers using the system during a full shift. These two systems were compared with the standard system used. The major conclusion is that smartphones as well as AR glasses show very high potential to increase performance in production if used in a well-designed fashion.
      PubDate: Thu, 15 Nov 2018 00:00:00 +000
       
  • Emergentist View on Generative Narrative Cognition: Considering Principles
           of the Self-Organization of Mental Stories

    • Abstract: We consider the essence of human intelligence to be the ability to mentally (internally) construct a world in the form of stories through interactions with external environments. Understanding the principles of this mechanism is vital for realizing a human-like and autonomous artificial intelligence, but there are extremely complex problems involved. From this perspective, we propose a conceptual-level theory for the computational modeling of generative narrative cognition. Our basic idea can be described as follows: stories are representational elements forming an agent’s mental world and are also living objects that have the power of self-organization. In this study, we develop this idea by discussing the complexities of the internal structure of a story and the organizational structure of a mental world. In particular, we classify the principles of the self-organization of a mental world into five types of generative actions, i.e., connective, hierarchical, contextual, gathering, and adaptive. An integrative cognition is explained with these generative actions in the form of a distributed multiagent system of stories.
      PubDate: Mon, 12 Nov 2018 00:00:00 +000
       
  • User Experiences from L2 Children Using a Speech Learning Application:
           Implications for Developing Speech Training Applications for Children

    • Abstract: We investigated user experiences from 117 Finnish children aged between 8 and 12 years in a trial of an English language learning programme that used automatic speech recognition (ASR). We used measures that encompassed both affective reactions and questions tapping into the children' sense of pedagogical utility. We also tested their perception of sound quality and compared reactions of game and nongame-based versions of the application. Results showed that children expressed higher affective ratings for the game compared to nongame version of the application. Children also expressed a preference to play with a friend compared to playing alone or playing within a group. They found that assessment of their speech is useful although they did not necessarily enjoy hearing their own voices. The results are discussed in terms of the implications for user interface (UI) design in speech learning applications for children.
      PubDate: Thu, 01 Nov 2018 06:31:02 +000
       
  • Dynamic Difficulty Adjustment (DDA) in Computer Games: A Review

    • Abstract: Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game’s features, behaviors, and scenarios in real-time, depending on the player’s skill, so that the player, when the game is very simple, does not feel bored or frustrated, when it is very difficult. The intent of the DDA is to keep the player engrossed till the end and to provide him/her with a challenging experience. In traditional games, difficulty levels increase linearly or stepwise during the course of the game. The features such as frequency, starting levels, or rates can be set only at the beginning of the game by choosing a level of difficulty. This can, however, result in a negative experience for players as they try to map a predecided learning curve. DDA attempts to solve this problem by presenting a customized solution for the gamers. This paper provides a review of the current approaches to DDA.
      PubDate: Thu, 01 Nov 2018 00:00:00 +000
       
  • Computational Intelligence in Sports: A Systematic Literature Review

    • Abstract: Recently, data mining studies are being successfully conducted to estimate several parameters in a variety of domains. Data mining techniques have attracted the attention of the information industry and society as a whole, due to a large amount of data and the imminent need to turn it into useful knowledge. However, the effective use of data in some areas is still under development, as is the case in sports, which in recent years, has presented a slight growth; consequently, many sports organizations have begun to see that there is a wealth of unexplored knowledge in the data extracted by them. Therefore, this article presents a systematic review of sports data mining. Regarding years 2010 to 2018, 31 types of research were found in this topic. Based on these studies, we present the current panorama, themes, the database used, proposals, algorithms, and research opportunities. Our findings provide a better understanding of the sports data mining potentials, besides motivating the scientific community to explore this timely and interesting topic.
      PubDate: Tue, 30 Oct 2018 00:00:00 +000
       
  • A Rollercoaster to Model Touch Interactions during Turbulence

    • Abstract: We contribute to a project introducing the use of a large single touch-screen as a concept for future airplane cockpits. Human-machine interaction in this new type of cockpit must be optimised to cope with the different types of normal use as well as during moments of turbulence (which can occur during flights varying degrees of severity). We propose an original experimental setup for reproducing turbulence (not limited to aviation) based on a touch-screen mounted on a rollercoaster. Participants had to repeatedly solve three basic touch interactions: a single click, a one-finger drag-and-drop, and a zoom operation involving a 2-finger pinching gesture. The completion times of the different tasks as well as the number of unnecessary interactions with the screen constitute the collected user data. We also propose a data analysis and statistical method to combine user performance with observed turbulence, including acceleration and jerk along the different axes. We then report some of the implications of severe turbulence on touch interaction and make recommendations as to how this can be accommodated in future design solutions.
      PubDate: Thu, 18 Oct 2018 07:25:36 +000
       
  • The Quantified Athlete: Associations of Wearables for High School Athletes

    • Abstract: The adoption of wearable technology in competitive sports can be an advantage to performance and training. Athletes who use personalised data to quantify their performances with the possibilities of sharing with others may use wearables to reinforce the athletic identity. Despite these changes, few studies have actually examined the associations between wearables and developing athletes in their quest for professional sports. Student athletes (n = 437, age = 17y) still in high schools completed a web-based survey about their professional aspirations, athletic identity, and the association with wearables. Wearables were measured by ownership and usage of apps, fitness trackers, or sports watches. Odds ratio (OR) and 95% confidence intervals (CI) were reported. Most high school athletes had apps (64.3%) or fitness trackers (65.2%) and over half of the athletes (58%) had aspirations for professional sport. Athletic identity was positively associated with ownership and usage of apps and fitness trackers. The OR was greater for professional sport aspiration with fitness trackers owners (OR = 2.60, CI = 1.44-4.73) and users (OR = 4.04, CI = 2.09-7.81) than athletes without fitness trackers. Wearables were common among high school athletes and it was part of their athletic identity. For professional aspiring athletes, wearables have the potential to help provide data to support suitable training and competition schedules at a time when students may be overloaded with academic pressures.
      PubDate: Mon, 01 Oct 2018 00:00:00 +000
       
  • With or against Each Other' The Influence of a Virtual Agent’s
           (Non)cooperative Behavior on User’s Cooperation Behavior in the
           Prisoners’ Dilemma

    • Abstract: Most applications for virtual agents require the user to cooperate. Thus, it is helpful to investigate different strategies for virtual agents to evoke the user’s cooperation. In the present work (N = 80), we experimentally tested the influence of an agent’s (non)cooperative nonverbal behavior and actual decision-making behavior on user’s cooperation in the Prisoners’ Dilemma considering different age groups (students and seniors). Therefore, we used a 2 (nonverbal behavior) x 2 (age group) between-subjects design in Wizard-of-Oz study. Results show age differences with seniors cooperating more often than students do. The nonverbal behavior had no effect on the users’ willingness to cooperate nor on the evaluation of the agent’s cooperativeness. However, the agent’s decision-making behavior in the game influenced the users’ willingness to cooperate. In summary, the nonverbal behavior seemed to be too subtle, while the actions of the agent were important in terms of cooperation.
      PubDate: Thu, 20 Sep 2018 09:48:52 +000
       
  • Towards a Model of User Experience in Immersive Virtual Environments

    • Abstract: There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).
      PubDate: Wed, 12 Sep 2018 00:00:00 +000
       
  • Heuristic Evaluation: Comparing Generic and Specific Usability Heuristics
           for Identification of Usability Problems in a Living Museum Mobile Guide
           App

    • Abstract: This paper reports on an empirical study that compares two sets of heuristics, Nielsen’s heuristics and the SMART heuristics in the identification of usability problems in a mobile guide smartphone app for a living museum. Five experts used the severity rating scales to identify and determine the severity of the usability issues based on the two sets of usability heuristics. The study found that Nielsen’s heuristics set is too general to detect usability problems in a mobile application compared to SMART heuristics which focuses on the smartphone application in the product development lifecycle instead of the generic Nielsen’s heuristics which focuses on a wide range of interactive system. The study highlights the importance of utilizing domain specific usability heuristics in the evaluation process. This ensures that relevant usability issues were successfully identified which could then be given immediate attention to ensure optimal user experience.
      PubDate: Sun, 02 Sep 2018 00:00:00 +000
       
  • A Method for Designing Physical User Interfaces for Intelligent Production
           Environments

    • Abstract: Physical user interfaces with enhanced interaction capabilities are emerging along with intelligent production environments. In this manner, we pose the question if contemporary design methods and tools are sufficient for the design of this new breed of user interfaces, or if there is rather a need for more efficient design methods and tools. The paper is initiated with a discussion about the need for more sophisticated physical user interfaces with enhanced capabilities for interacting in intelligent production environments. Based on this idea, we derive several functional and nonfunctional requirements for a suitable design method, supporting the conceptualisation of physical user interfaces in the early phases of product development. Hence, we suggest a model-based design method, which incorporates a comprehensive context model and modelling tool, applicable to intelligent production environments. In order to demonstrate the feasibility of the design method, we further conduct a validation and evaluation of the functional modelling tool, based on an industrial use case, in cooperation with design experts. In the final section of the paper, we critically discuss the key characteristics of the design method and thus identify potential issues for future improvement.
      PubDate: Thu, 16 Aug 2018 00:00:00 +000
       
  • A New PC-Based Text Entry System Based on EOG Coding

    • Abstract: Some disadvantages of optical eye tracking systems have increased the interest to EOG (Electrooculography) based Human Computer Interaction (HCI). However, text entry attempts using EOG have been slower than expected because the eyes should move several times for entering a character. In order to improve the writing speed and accuracy of EOG based text entry, a new method based on the coding of eye movements has been suggested in this study. In addition, a real time EOG based HCI system has developed to implement the method. In our method all characters have been encoded by single saccades in 8 directions and different dwell time. In order to standardize dwell times and facilitate the coding process, computer assisted voice guidance was used. A number of experiments have been conducted to examine the effectiveness of the proposed method and system. At the end of the fifth trials, an experienced user was able to write at average 13.2 wpm (5 letters = 1 word) with 100% accuracy using the developed system. The results of our experiments have shown that text entry with the eye can be done quickly and efficiently with the proposed method and system.
      PubDate: Mon, 06 Aug 2018 00:00:00 +000
       
  • Cognitive Mimetics for Designing Intelligent Technologies

    • Abstract: Design mimetics is an important method of creation in technology design. Here, we review design mimetics as a plausible approach to address the problem of how to design generally intelligent technology. We argue that design mimetics can be conceptually divided into three levels based on the source of imitation. Biomimetics focuses on the structural similarities between systems in nature and technical solutions for solving design problems. In robotics, the sensory-motor systems of humans and animals are a source of design solutions. At the highest level, we introduce the concept of cognitive mimetics, in which the source for imitation is human information processing. We review and discuss some historical examples of cognitive mimetics, its potential uses, methods, levels, and current applications, and how to test its success. We conclude by a practical example showing how cognitive mimetics can be a highly valuable complimentary approach for pattern matching and machine learning based design of artificial intelligence (AI) for solving specific human-AI interaction design problems.
      PubDate: Wed, 01 Aug 2018 00:00:00 +000
       
  • Student Evaluations of a (Rude) Spoken Dialogue System Insights from an
           Experimental Study

    • Abstract: Communicating with spoken dialogue systems (SDS) such as Apple’s Siri® and Google’s Now is becoming more and more common. We report a study that manipulates an SDS’s word use with regard to politeness. In an experiment, 58 young adults evaluated the spoken messages of our self-developed SDS as it replied to typical questions posed by university freshmen. The answers were either formulated politely or rudely. Dependent measures were both holistic measures of how students perceived the SDS as well as detailed evaluations of each single answer. Results show that participants not only evaluated the content of rude answers as being less appropriate and less pleasant than the polite answers, but also evaluated the rude system as less accurate. Lack of politeness also impacted aspects of the perceived trustworthiness of the SDS. We conclude that users of SDS expect such systems to be polite, and we then discuss some practical implications for designing SDS.
      PubDate: Wed, 01 Aug 2018 00:00:00 +000
       
  • Second Screen Engagement of Event Spectators

    • Abstract: An effective means of engaging spectators at live events involves providing real-time information from a variety of sources. Consumers demand personalized experience; thus, a single channel perspective fails. Modern entertainment must extend to spectator mobile devices and adapt content to individual interests. Moreover, such systems should take advantage of venue screens to engage in sharing live information, aggregated social media, etc. We propose a second screen application, providing each audience member a personalized perspective, involving mobile devices equipped with Wi-Fi, and spanning to venue screens in hotels, halls, arenas, elevators, etc. Such a system engages both local audience and remote spectators. Our work provides a case study involving experience from the deployment of such an application at the ACM-ICPC World Finals with audiences at the event and around the world. We analyze and categorize its features, consider its impact on the audience, and measure its demands.
      PubDate: Tue, 10 Jul 2018 00:00:00 +000
       
  • Design of a Massage-Inspired Haptic Device for Interpersonal Connection in
           Long-Distance Communication

    • Abstract: The use of tactile senses in mediated communication has generated considerable research interest in past decades. Since massage is a common practice in Asian cultures, we propose to introduce massage-based interactions in mediated communication between people in a close relationship. We designed a device for distant interactive massage to be used during online conversation and we assessed its effect on interpersonal connection with eight pairs of Chinese participants in romantic relationships. All pairs were asked to engage in a conversation, either through a video call or through a massage-assisted video call. The findings showed that the use of the massage device significantly increased the perceived emotional and physical connection between the users. The results also showed a significant increase in the engagement in the massage activity, e.g., total massage time and average force per finger, from positive conversation to negative conversation, demonstrating an evidence of the interplay between audio-visual and haptic communication. Post hoc interviews showed the potential of the massage device for long-distance communication in romantic relationships as well as in parents-children relationships.
      PubDate: Mon, 09 Jul 2018 09:08:24 +000
       
  • An Empirical Study of Visitors’ Experience at Kuching Orchid Garden with
           Mobile Guide Application

    • Abstract: This empirical study was conducted to measure visitors’ experiences with a mobile guide application at Kuching Orchid Garden (KOG). A between-group experimental design with 114 participants was conducted to test three groups; a group using the mobile guide application as an information aid, a control group (with no information aid), and a group using pamphlets to explore the KOG. The Museum Experience Scale (MES) was used to evaluate visitors’ experience for all participants, whilst the Multimedia Guide Scale (MMGS) was used to evaluate the visitors’ experience with the mobile guide group. The most notable result from the Museum Experience Scale (MES) showed an impact on the visitors in terms of knowledge and learning when using the mobile guide application. However, the study found that enhancing visitors experience goes beyond simply providing interactive technologies in public settings to aid with information delivery. A limitation was providing relevant information in a timely and seamless manner due to inaccuracies of mapping between physical and digital environments. Future works should consider beacons and other Bluetooth low energy (BLE) technology to address the issues with location based devices. It is also important to highlight that the use of one’s own device had a significant impact on learnability and control of the device, thus suggesting that the BYOD concept should be widely used in informal educational settings implementing mobile guide applications. The use of MES and MMGS informs future researches with an understanding of the different dimensions of visitors’ experiences with mobile guide technology in public spaces to inform mobile application development that may further boost visitors’ engagement, emotional connection, and meaningful experience.
      PubDate: Sun, 03 Jun 2018 00:00:00 +000
       
  • Tangible User Interface for Social Interactions for the Elderly: A Review
           of Literature

    • Abstract: The global population is ageing rapidly. The ageing population faces not only the risk of health-related problems but also the challenge of social isolation and loneliness. While mainstream technology is designed to improve daily life, elderly people’s unique needs are often neglected. These technology designs can be difficult for older adults to learn and use. Tangible user interface (TUI) gives physical form to digital information, with the aim of bridging the gap between the digital world and the physical world. Thus, it can be a more natural and intuitive interface for the older adults. The objective of this research is to review the existing research on TUI for enhancing the social interactions of elderly people. Results show that very little research has been published, given that the TUI concept was introduced 20 years ago. Our systematic literature review also resulted in several recommendations for future research, which includes getting elderly people involved in the process, from designing to evaluating the prototype and investigating the effect of TUI on older adults’ social interactions and health.
      PubDate: Wed, 02 May 2018 00:00:00 +000
       
 
 
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