Latest Articles from JUCS - Journal of Universal Computer Science Latest 100 Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ Fri, 29 Mar 2024 10:59:04 +0200 Pensoft FeedCreator https://lib.jucs.org/i/logo.jpg Latest Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ Traffic Optimization with Software-Defined Network Controller on a New User Interface https://lib.jucs.org/article/80625/ JUCS - Journal of Universal Computer Science 28(6): 648-669

DOI: 10.3897/jucs.80625

Authors: Derya Yiltas-Kaplan

Abstract: Software-defined networking (SDN) has emerged as a solution to the cumbersome structures of classical computer networks. It separates control and data planes to give independence to devices with respect to either traffic routing or network management. The two isolated planes communicate with each other via the help of software modules, which are located in an SDN controller, such as Floodlight, NOX, or Ryu. In this study, Floodlight is used and an SDN topology with 20 switches is constructed with Python code in Mininet. All algorithms have been coded with Java. The default routing algorithm in Floodlight is Dijkstra’s algorithm. Four different network optimization algorithms, namely Bellman-Ford, Ford-Fulkerson, Auction, and Dual Ascent algorithms, are utilized in ordinary network routing instead of Dijkstra’s algorithm. None of these four algorithms were used in SDN before and network implementations using Ford-Fulkerson, Auction, or Dual Ascent algorithms were scarce in the literature. The results are analyzed with multiple types of normalization on a new user interface communicating with Floodlight part via HTTP requests. There has not been a user interface that performs the same operations in Floodlight. In the future, this study may possibly be improved with considering normalization processes based on various proportions among the metric values and accounting the computational time of the algorithms.

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Research Article Tue, 28 Jun 2022 10:00:00 +0300
Interactive, Collaborative and Multi-user Augmented Reality Applications in Primary and Secondary Education. A Systematic Review https://lib.jucs.org/article/76535/ JUCS - Journal of Universal Computer Science 28(6): 564-590

DOI: 10.3897/jucs.76535

Authors: Stefano Masneri, Ana Domínguez, Mikel Zorrilla, Mikel Larrañaga, Ana Arruarte

Abstract: Augmented reality is a technology that enhances human perception with additional, artificially generated sensory inputs. This creates new experiences enriching human vision by combining natural with digital elements. Augmented reality development dates back to the early sixties but it is only in the last decade, thanks to improvements to hardware and software, when it has begun to be rapidly incorporated in several fields, including education. This study presents a systematic review of the literature on the use of augmented reality applications in primary and secondary schools, with a specific focus on collaborative, multi-user and interactive applications. The aim of the study is to investigate the characteristics of such applications, the processes that led to their adoption, and their effectiveness in enhancing the learning experience. This study synthesises a set of 100 publications from 2015 to 2020 and performs a qualitative analysis of their content. The review describes the current state of the art in research in augmented reality for education and provides future research lines, as well as trends for the future of such applications in educational settings, analysing the relevance of the multi-user interaction challenge within the augmented reality ecosystem.

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Research Article Tue, 28 Jun 2022 10:00:00 +0300
Non-verbal Aspects of Collaboration in Virtual Worlds: a CSCW Taxonomy-development Proposal Integrating the Presence Dimension https://lib.jucs.org/article/74166/ JUCS - Journal of Universal Computer Science 27(9): 913-954

DOI: 10.3897/jucs.74166

Authors: Armando Cruz, Hugo Paredes, Leonel Morgado, Paulo Martins

Abstract: Virtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive features of virtual worlds, namely those related with non-verbal communication. We intended to find out how the use of an avatar, gestures, spatial sounds, etc., influence collaboration in order to be able to include non-verbal communication in taxonomies of the field Computer-Supported Cooperative Work. Several cases of collaboration in virtual worlds are analysed, to find the impact of these non-verbal characteristics of virtual worlds. We proposed adding the concept of Presence to taxonomies of Computer-Supported Cooperative Work and contribute with guidance for future taxonomy development that includes it as a new dimension. This new dimension of Presence is subdivided into "avatar" and "physical space" subdimensions. In turn, these are divided into "physical appearance", "gestures, sounds and animations" and "focus, nimbus and aura"; "environment" and "objects / artefacts". This new taxonomy-development proposal may contribute to inform better design of virtual worlds in support of cooperative work.

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Research Article Tue, 28 Sep 2021 10:00:00 +0300
Multimodality for Passive Experience: Effects of Visual, Auditory, Vibration and Draught Stimuli on Sense of Presence https://lib.jucs.org/article/68384/ JUCS - Journal of Universal Computer Science 27(6): 582-608

DOI: 10.3897/jucs.68384

Authors: Fabian Honegger, Yuan Feng, Matthias Rauterberg

Abstract: Adequate use of multimodal stimuli plays a crucial role in help forming the sense of presence within a virtual environment. While most of the presence research attempts to engage more sensory modalities to induce a higher sense of presence, this paper investigates the relevance of each sensory modality and different combinations on the subjective sense of presence using a specifically designed scenario of a passive experience. We chose a neutral test scenario of “waiting at a train station while a train is passing by” to avoid the potential influence of story narrative on mental presence and replicated realistic multimodal stimuli that are highly relevant to our test setting. All four stimuli - visual, auditory, vibration, and draught - with 16 possibilities of combinations were systematically evaluated with 24 participants. The evaluation was performed on one crucial aspect of presence – “realness” to reflect user presence in general. The perceived realism value was assessed using a scalometer. The findings of main effects indicate that the auditory stimuli had the most significant contribution in creating the sense of presence. The results of interaction effects suggest the impact of draught stimuli is significant in relation to other stimuli - visual and auditory. Also, the gender effects revealed that the sense of presence reported by female participants is influenced by more factors than merely adding more sensory modalities.

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Research Article Mon, 28 Jun 2021 10:00:00 +0300
Recent Progress in Automated Code Generation from GUI Images Using Machine Learning Techniques https://lib.jucs.org/article/24108/ JUCS - Journal of Universal Computer Science 26(9): 1095-1127

DOI: 10.3897/jucs.2020.058

Authors: Daniel Baulé, Christiane Gresse von Wangenheim, Aldo Wangenheim, Jean Carlo Rossa Hauck

Abstract: The manual transformation of a user interface design into code is a costly and time-consuming process. A solution can be the automation of the generation of code based on sketches or GUI design images. Recently, Machine Learning approaches have shown promising results in detecting GUI elements for such automation. Thus, to provide an overview of existing approaches, we performed a systematic mapping study. As a result, we identified and compared 20 approaches, that demonstrate good performance results being considered useful. These results can be used by researchers and practitioners in order to improve the efficiency of the GUI design process as well as continue to evolve and improve approaches for its support.

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Research Article Mon, 28 Sep 2020 00:00:00 +0300
A Systematic Review of Research about Game-based Learning in Virtual Worlds https://lib.jucs.org/article/24101/ JUCS - Journal of Universal Computer Science 26(8): 1017-1042

DOI: 10.3897/jucs.2020.054

Authors: Nikolaos Pellas, Stylianos Mystakidis

Abstract: While a substantial body of literature has well-documented and demonstrated considerable potentials of virtual worlds (VWs) across a variety of learning subjects, little is known today regarding game-based learning (GBL) approaches that can be applied. This systematic literature review presents the current state of knowledge and practice about GBL approaches in VWs from Primary and Secondary (K-12) to Higher education (HE). It provides guidance for instructional designers and scholars by systematically appraising and summarizing the most relevant existing research articles published from 2006 until December 2019. Twenty-eight studies were finally included for a detailed analysis and synthesis during the selection and screening process. The results indicated that GBL in VWs gained popularity from 2014 until 2016. Many studies in K-12 and HE settings were focused on describing and evaluating the appropriateness or the effectiveness of the applied instructional design processes using various game prototypes to disseminate their findings on user experience, usability issues, students' outcomes, and/or learning performance. This study contributes by reviewing how GBL approaches in VWs can potentially benefit students' learning performance, leading to a higher level of satisfaction and dimensions of disciplinary understanding. It also proposes six concrete recommendations guiding game design and development to support learning in VWs.

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Research Article Fri, 28 Aug 2020 00:00:00 +0300
Comparing Collaboration Fidelity between VR, MR and Video Conferencing Systems: The Effects of Visual Communication Media Fidelity on Collaboration https://lib.jucs.org/article/24099/ JUCS - Journal of Universal Computer Science 26(8): 972-995

DOI: 10.3897/jucs.2020.052

Authors: Sangsun Han, Kibum Kim, Seonghwan Choi, Mankyu Sung

Abstract: Video/audio conferencing systems have been used extensively for remote collaboration over many years. Recently, virtual and mixed reality (VR/MR) systems have started to show great potential as communication media for remote collaboration. Prior studies revealed that the creation of common ground between discourse participants is crucial for collaboration and that grounding techniques change with the communication medium. However, it is difficult to find previous research that compares VR and MR communication system performances with video conferencing systems regarding the creation of common ground for collaborative problem solving. On the other hand, prior studies have found that display fidelity and interaction fidelity had significant effects on performance-intensive individual tasks in virtual reality. Fidelity in VR can be defined as the degree of objective accuracy with which the real-world is represented by the virtual world. However, to date, fidelity for collaborative tasks in VR/MR has not been defined or studied much. In this paper, we compare five different communication media for the establishment of common ground in collaborative problem-solving tasks: Webcam, headband camera, VR, MR, and audio-only conferencing systems. We analyzed these communication media with respect to collaborative fidelity components which we defined. For the experiments, we utilized two different types of collaborative tasks: a 2D Tangram puzzle and a 3D Soma cube puzzle. The experimental results show that the traditional Webcam performed better than the other media in the 2D task, while the headband camera performed better in the 3D task. In terms of collaboration fidelity, these results were somehow predictable, although there was a little difference between our expectations and the results.

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Research Article Fri, 28 Aug 2020 00:00:00 +0300
Bite-Sized Virtual Reality Learning Applications: A Pattern-Based Immersive Authoring Environment https://lib.jucs.org/article/24097/ JUCS - Journal of Universal Computer Science 26(8): 947-971

DOI: 10.3897/jucs.2020.051

Authors: Robin Horst, Ramtin Naraghi-Taghi-Off, Linda Rau, Ralf Dorner

Abstract: Bite-sized learning is a current educational trend in which educators divide content into relatively small, easily comprehensible chunks, called nuggets. In this paper, we introduce an authoring toolkit that relies on VR implementation of nuggets and show that a nugget-based approach is also facilitating the authoring of VR learning content. In particular, we present Immersive Nugget Tiles (IN-Tiles), a novel authoring toolkit aimed at authors who are not experts in VR. With IN-Tiles, manipulating VR nuggets and authoring VR learning content can be directly accomplished within a virtual environment allowing authors to immediately experience the results of their authoring efforts in VR. We discuss the underlying concepts of IN-Tiles, specifically how to visualize VR nuggets in a virtual environment and how to present affordances that support authoring and manipulating VR nuggets. We report the results of a user study where we evaluated the IN-Tiles toolkit and compared it to a conventional 2D authoring environment that also relies on component-based VR. The results support the hypothesis that nugget-based immersive authoring tools are suitable to create bitesized VR applications successfully and that authoring directly in VR has an added value particularly for authors who are no IT specialists.

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Research Article Fri, 28 Aug 2020 00:00:00 +0300
Speaker/Style-Dependent Neural Network Speech Synthesis Based on Speaker/Style Embedding https://lib.jucs.org/article/24008/ JUCS - Journal of Universal Computer Science 26(4): 434-453

DOI: 10.3897/jucs.2020.023

Authors: Milan Sečujski, Darko Pekar, Siniša Suzić, Anton Smirnov, Tijana Nosek

Abstract: The paper presents a novel architecture and method for training neural networks to produce synthesized speech in a particular voice and speaking style, based on a small quantity of target speaker/style training data. The method is based on neural network embedding, i.e. mapping of discrete variables into continuous vectors in a low-dimensional space, which has been shown to be a very successful universal deep learning technique. In this particular case, different speaker/style combinations are mapped into different points in a low-dimensional space, which enables the network to capture the similarities and differences between speakers and speaking styles more efficiently. The initial model from which speaker/style adaptation was carried out was a multi-speaker/multi-style model based on 8.5 hours of American English speech data which corresponds to 16 different speaker/style combinations. The results of the experiments show that both versions of the obtained system, one using 10 minutes and the other as little as 30 seconds of target data, outperform the state of the art in parametric speaker/style-dependent speech synthesis. This opens a wide range of application of speaker/style dependent speech synthesis based on small quantities of training data, in domains ranging from customer interaction in call centers to robot-assisted medical therapy.

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Research Article Tue, 28 Apr 2020 00:00:00 +0300
Social Choice-based Explanations: An Approach to Enhancing Fairness and Consensus Aspects https://lib.jucs.org/article/24006/ JUCS - Journal of Universal Computer Science 26(3): 402-431

DOI: 10.3897/jucs.2020.021

Authors: Thi Ngoc Trang Tran, Muesluem Atas, Man Le, Ralph Samer, Martin Stettinger

Abstract: Explanations are integrated into recommender systems to give users an insight into the recommendation generation process. Compared to single-user recommender systems, explanations in group recommender systems have further goals. Examples thereof are fairness, which helps to take into account as much as possible group members' preferences and consensus, which persuades group members to agree on a decision. In this paper, we proposed different types of explanations and found the most effective ones in terms of increasing the fairness perception, consensus perception and satisfaction of group members with regard to group recommendations. We conducted a user study to evaluate the proposed explanations. The results show that explanations which consider the preferences of all or the majority of group members achieve the best results in terms of the mentioned dimensions. Besides, we discovered positive correlations among these aspects. In the context of repeated decisions, group members' satisfaction from previous decisions are helpful to improve the fairness perception of users concerning group recommendations and speed up the group decision-making process. Furthermore, we found out that gender diversity does influence the perception of users regarding the mentioned dimensions of the explanations. Although the proposed explanations were analyzed in group decision scenarios for non-configurable (no-attribute) items, there exist potential possibilities to apply them to explanations for configurable items.

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Research Article Sat, 28 Mar 2020 00:00:00 +0200
Solver Requirements for Interactive Configuration https://lib.jucs.org/article/24004/ JUCS - Journal of Universal Computer Science 26(3): 343-373

DOI: 10.3897/jucs.2020.019

Authors: Andreas Falkner, Alois Haselböck, Gerfried Krames, Gottfried Schenner, Herwig Schreiner, Richard Taupe

Abstract: Interactive configuration includes the user as an essential factor in the configuration process. The two main components of an interactive configurator are a user interface at the front-end and a knowledge representation and reasoning (KRR) framework at the back-end. In this paper we discuss important requirements for the underlying KRR system to support an interactive configuration process. Representative of many reasoning systems and tools used for implementing product configurators, we selected MiniZinc, Choco, Potassco, Picat, CP-SAT solver, and Z3 for evaluation and reviewed them against the identified requirements. We observe that many of those requirements are not well supported by existing stand-alone solvers.

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Research Article Sat, 28 Mar 2020 00:00:00 +0200
Applicability of User Experience and United States of Americability Questionnaires https://lib.jucs.org/article/22694/ JUCS - Journal of Universal Computer Science 25(13): 1717-1735

DOI: 10.3217/jucs-025-13-1717

Authors: Andreas Hinderks, Dominique Winter, Martin Schrepp, Jörg Thomaschewski

Abstract: To be successful, interactive products need to fulfil user expectations and create a positive user experience (UX). An established method to measure UX involves questionnaires. What we aim in this paper is to present a list of user experience and United States of Americability questionnaires and its applicability for different digital products. A total of 13 questionnaires on United States of Americability and UX were analysed for this paper, and 25 factors were extracted from those questionnaires. A study was conducted based on this collection of factors with N=61 students. The study investigated the perceived importance of United States of Americability and UX factors for seven digital products. The goal was to have a collection of United States of Americability and UX factors that could be combined for suitable products evaluation. The results of the study revealed that no questionnaire covered all the factors perceived important by the participants.

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Research Article Sat, 28 Dec 2019 00:00:00 +0200
Developing and Assessing Augmented Reality Applications for Mathematics with Trainee Instructional Media Designers: An Exploratory Study on User Experience https://lib.jucs.org/article/22609/ JUCS - Journal of Universal Computer Science 25(5): 489-514

DOI: 10.3217/jucs-025-05-0489

Authors: Ioannis Kazanidis, Nikolaos Pellas

Abstract: Various interactive and innovative applications generated by Augmented Reality (AR) technology have given great potentials in different learning subjects and specifically in STEM (science, technology, engineering, and mathematics) education. Nevertheless, previous studies regarding AR integration inside classrooms have shown that as a valuable technology for students' motivation and participation alone cannot automatically lead to its successful use. This study focuses on teaching and learning mathematics by taking advantage of AR technology to visualize several problems and let users interact with its contents. In this perspective, the purpose of this study is to present an instructional approach by which competencies of seventy-eight (n=78) trainee instructional media designers with a successful and appropriate integration of AR technology inside classroom contexts using HP Reveal and Blippar. In favor of designing and assessing AR applications for mathematics, the instructional media designers have shown satisfactory performance and user experience. Specifically, all AR applications seemed that enable the representation of intuitive learning scenarios and increased greatly users' interactive experience, thus encouraging their achievements and outcomes. This study contributes to the most relevant practices of teaching and learning for mathematics with the integration of AR applications which are developed by trainee instructional media designers to support successfully the educational process with several examples to be visualized by merging physical ("target tracking") with digital features and objects.

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Research Article Tue, 28 May 2019 00:00:00 +0300
Community Detection Applied on Big Linked Data https://lib.jucs.org/article/23707/ JUCS - Journal of Universal Computer Science 24(11): 1627-1650

DOI: 10.3217/jucs-024-11-1627

Authors: Laura Po, Davide Malvezzi

Abstract: The Linked Open Data (LOD) Cloud has more than tripled its sources in just six years (from 295 sources in 2011 to 1163 datasets in 2017). The actual Web of Data contains more then 150 Billions of triples. We are assisting at a staggering growth in the production and consumption of LOD and the generation of increasingly large datasets. In this scenario, providing researchers, domain experts, but also businessmen and citizens with visual representations and intuitive interactions can significantly aid the exploration and understanding of the domains and knowledge represented by Linked Data. Various tools and web applications have been developed to enable the navigation, and browsing of the Web of Data. However, these tools lack in producing high level representations for large datasets, and in supporting users in the exploration and querying of these big sources. Following this trend, we devised a new method and a tool called H-BOLD (High level visualizations on Big Open Linked Data). H-BOLD enables the exploratory search and multilevel analysis of Linked Open Data. It offers different levels of abstraction on Big Linked Data. Through the user interaction and the dynamic adaptation of the graph representing the dataset, it will be possible to perform an effective exploration of the dataset, starting from a set of few classes and adding new ones. Performance and portability of H-BOLD have been evaluated on the SPARQL endpoint listed on SPARQL ENDPOINT STATUS. The effectiveness of H-BOLD as a visualization tool is described through a user study.

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Research Article Wed, 28 Nov 2018 00:00:00 +0200
An Experimental System for MQTT/CoAP-based IoT Applications in IPv6 over Bluetooth Low Energy https://lib.jucs.org/article/23524/ JUCS - Journal of Universal Computer Science 24(9): 1170-1191

DOI: 10.3217/jucs-024-09-1170

Authors: Chi-Yi Lin, Kai-Hung Liao, Chia-Hsuan Chang

Abstract: With the rapid development of Internet of Things (IoT), it is an inevitable trend that all things will get connected to the Internet to form various intelligent services such as Industry 4.0, smart home, smart medical care, etc. To make such intelligent IoT services practicable, it is vital to have a low-power link-layer technology that can accommodate a diversity of upper-layer networking protocols. Currently, there are many popular low-power wireless networking technologies for IoT such as ZigBee and Bluetooth Low Energy (BLE). Because of the ubiquity of BLE-enabled smartphones nowadays, BLE has gained much attention in the IoT industry recently. In this research, we aim at implementing an IPv6 over BLE experimental system using Raspberry Pi 3 and nRF51-DK development boards, and then run the Message Queuing Telemetry Transport for Sensor Networks (MQTT-SN) protocol and the Constrained Application Protocol (CoAP) over the protocol stack of IPv6/BLE. Specifically, in our experimental system every BLE node is IPv6-addressable and accessible through the MQTT/CoAP protocols from anywhere over the Internet. Moreover, to ease user accesses from ordinary web browsers, we build two gateways as the web servers for end users, which receive real-time sensor data via CoAP or MQTT-SN protocols and then push the data to end users' browsers. The gateways are also designed to routinely request sensor data and then forward the data to cloud database platforms, which serve as the data sources for historical sensor data. Preliminary results showed that our system is capable of achieving the designed goals and is user-friendly. Compared with the non-IP based BLE sensor networks, our implementation can be integrated into a variety of existing and widely used IP-based applications easily.

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Research Article Fri, 28 Sep 2018 00:00:00 +0300
Longitudinal Healthcare Data Management Platform of Healthcare IoT Devices for Personalized Services https://lib.jucs.org/article/23522/ JUCS - Journal of Universal Computer Science 24(9): 1153-1169

DOI: 10.3217/jucs-024-09-1153

Authors: Ahyoung Choi, Hangsik Shin

Abstract: Recently, many studies have been conducted on how to manage and analyze various types of health data such as clinical data, genomic data, and wirelessly collected multiple sensory data. In this paper, we propose a web-based healthcare data integration and management platform that collects heterogeneous types of health-related medical record as well as real-time lifelogging data. This platform provides flexible architecture to different types of data exchanges. The platform manages real-time data such as heart rate, blood pressure, and activity information extracted from various healthcare devices and provides functions to transmit them to the server. Then it analyses the risk based on a domain knowledge and individual differences by applying machine learning tools, then visualizes the result to the patient and doctor dynamically based on information simplification method. It also controls the data access authority concerning the level of expertise and role. For evaluation of integrated data analysis, we apply open database and evaluate the proposed risk analyser result. The proposed platform could be utilized for future healthcare service to share accumulated healthcare data in various situations.

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Research Article Fri, 28 Sep 2018 00:00:00 +0300
Exploratory Study of a Mobile Location-based Real-time Notification System for Frontline Police Officers https://lib.jucs.org/article/23381/ JUCS - Journal of Universal Computer Science 24(7): 916-934

DOI: 10.3217/jucs-024-07-0916

Authors: Stephan Lukosch, Mariëlle Hengst-Bruggeling, Corine Horsch, Dragos Datcu, Hendrik Engelbrecht

Abstract: The police organization is highly dependent on information. Frontline police officers are working on the streets and need the right information at the right time. Mobile technology can provide location-based information and could be of great assistance to them. We developed a mobile location-based real-time notification system and conducted an exploratory study in two real-life experiments. The system provides information on a point of interest (PoI) when frontline police officers are close to that PoI. Usability, recall of information, and situational awareness were measured to assess the impact of the system on police work. The results show that the system usability was adequate, recall of information varied between police officers working with the system and without, whereas little difference in situational awareness was found. Interviews suggest that awareness regarding PoI's was increased and new behaviour was triggered by the system. Future research will evaluate further developments of the system and its impact on police work.

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Research Article Sat, 28 Jul 2018 00:00:00 +0300
Do you Want to be a Superhero? Boosting Emotional States with the Booth https://lib.jucs.org/article/22990/ JUCS - Journal of Universal Computer Science 24(2): 85-107

DOI: 10.3217/jucs-024-02-0085

Authors: Jan Schneider, Dirk Börner, Peter Van Rosmalen, Marcus Specht

Abstract: Educational practitioners have stressed the relevance of providing learners with a set of 21th century skills that will allow them to face current life challenges. Among others this includes communication and social skills such as public speaking, argumentation, negotiation, etc. Besides the acquisition of knowledge and techniques, these skills have the special characteristic that their performance is usually conducted under emotionally charged and stressful situations. Recent advances in technology have allowed the creation of digital applications to support learners with the development of techniques for this type of skills. However, supporting learners on the preparation of a mindset that allows them to perform well under emotionally charged circumstances is an area that technology enhanced learning has practically overlooked. To examine this gap, we developed the Booth, an application designed to get learners into a powerful and resourceful emotional state. In this article we present a two-step user study. Results of the first evaluation show that the use of the Booth induced a positive emotional state on users. Results from the second step suggest that using the Booth helps learners to emotionally prepare for public speaking.

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Research Article Wed, 28 Feb 2018 00:00:00 +0200
A New m-Learning Scenario for a Listening Comprehension Assessment Test in Second Language Acquisition [SLA] https://lib.jucs.org/article/23773/ JUCS - Journal of Universal Computer Science 23(12): 1200-1214

DOI: 10.3217/jucs-023-12-1200

Authors: Teresa Magal-Royo, Jesus Garcia Laborda, Sara Price

Abstract: Computer adaptive language testing offers the possibility to research and practice m-learning using ubiquitous technology. Virtual education in m-learning uses conventional Learning Objects (LO) to enable the possibility of development of several tasks oriented towards language learning including the assessment and verification of skill improvements in second language acquisition. So far, there are few research papers on the impact of using new multimodal digital resources as LO in the design process of foreign language assessment tests through mobile devices because many English certification tests still continue to use traditional testing techniques [face-to-face and pen-and-paper assessments] combined with conventional digital environments oriented to virtual education. Learning languages requires not only new m-learning scenarios for assessment but also multimodal interactive environments to improve the user's experience during proficiency tests or language certification. Multimodal object learning such as augmented environments, learning games, spatial sound, etc. can be integrated into an assessment process to enhance the user´s experience by simulating natural communicative scenarios. The present article defines an innovative new m-learning scenario for listening comprehension assessment in an on-line test by implementing a multimodal audio learning source named binaural sound. Use of this technology will enable demonstration of other possibilities of human interaction to improve the user's experience in language learning through sound perception and its cognition from the user in an especific learning task.

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Research Article Thu, 28 Dec 2017 00:00:00 +0200
Afaneen: The Design and Evaluation of an Interactive Mobile Game to Enhance Arabic Spelling https://lib.jucs.org/article/23772/ JUCS - Journal of Universal Computer Science 23(12): 1172-1199

DOI: 10.3217/jucs-023-12-1172

Authors: Muna Al-Razgan

Abstract: Spelling is an important skill for children learning to strengthen their knowledge of a language and enhance their reading and writing comprehension. However, many young Arabic learners nowadays lack spelling competency, which affects their overall learning process. Traditional spelling instruction, which is usually based on the rote memorization of words, has its drawbacks, and this might be one of the reasons for the incompetency. In addition, there is a paucity of technology-based aids for facilitating spelling skills tailored for the specific intricacies of the Arabic language. This paper describes the design and development of an interactive mobile spelling game "Afaneen". The application targets Arab students at the elementary and higher levels, and aims to enhance their Arabic spelling ability. In the game, the learner can listen to words and is required to type the correct spelling for these words in order to move to the next level. Immediate feedback is presented to the learners, and they can access the spelling rules at any time to check their understanding. To evaluate the usefulness of the spelling game, three evaluation approaches were used: a case study; think aloud sessions; and interviews. The results demonstrate an overall positive attitude toward the game, and reveal areas for further improvement and development.

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Research Article Thu, 28 Dec 2017 00:00:00 +0200
Shortages and Challenges in Augmentative Communication through Tangible Interaction Using a User-centered Design and Assessment Process https://lib.jucs.org/article/23602/ JUCS - Journal of Universal Computer Science 23(10): 992-1016

DOI: 10.3217/jucs-023-10-0992

Authors: Cecilia Sanz, Veronica Artola, Andrea Guisen, Javier Marco, Eva Cerezo, Sandra Baldassarri

Abstract: In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.

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Research Article Sat, 28 Oct 2017 00:00:00 +0300
Computational Evaluation of Effects of Motivation Reinforcement on Player Retention https://lib.jucs.org/article/23213/ JUCS - Journal of Universal Computer Science 23(5): 432-453

DOI: 10.3217/jucs-023-05-0432

Authors: Darius Ašeriškis, Robertas Damaševičius

Abstract: We study how virtual incentive mechanisms (such as leaderboards) help motivate players to extend the game playing time. We have designed a multiplayer strategy game, called OilTrader, which is set in a game-theoretic framework of a Minority Game, to verify the effect of motivation reinforcement on the sustainability of game playing process. We have conducted an experiment with 114 players and evaluated their psychological types using the HEXAD player type model. Players were divided into a main experimental group (who used the user interface enhanced with motivation-increasing factors) and a control group (who used a simpler game interface). Results indicate that game players, who have used the motivation-enhancing interface, have had stronger motivation to play the game longer. Using statistical analysis, we have discovered that Free Spirits, Disruptors and Players (according to the HEXAD questionnaire player types) are more motivated by a progress leaderboard rather than an achievement leaderboard.

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Research Article Sun, 28 May 2017 00:00:00 +0300
Web Service SWePT: A Hybrid Opinion Mining Approach https://lib.jucs.org/article/23208/ JUCS - Journal of Universal Computer Science 22(5): 671-690

DOI: 10.3217/jucs-022-05-0671

Authors: Yolanda Baca-Gomez, Alicia Martinez, Paolo Rosso, Hugo Estrada, Delia Irazu Hernandez Farias

Abstract: The increasing use of social networks and online sites where people can express their opinions has created a growing interest in Opinion Mining. One of the main tasks of Opinion Mining is to determine whether an opinion is positive or negative. Therefore, the role of the feelings expressed on the web has become crucial, mainly due to the concern of businesses and government to automatically identify the semantic orientation of the views of customers or citizens. This is also a concern, in the area of health to identify psychological disorders. This research focuses on the development of a web application called SWePT (Web Service for Polarity detection in Spanish Texts), which implements the Sequential Minimal Optimization (SMO) algorithm, extracting its features from an affective lexicon in Mexican Spanish. For this purpose, a corpus and an affective lexicon in Mexican Spanish were created. The experiments using three (positive, neutral, negative) and five categories (very positive, positive, neutral, negative, and very negative) allow us to demonstrate the effectiveness of the presented method. SWePT has also been implemented in the Emotion-bracelet interface, which shows the opinion of a user graphically.

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Research Article Sun, 1 May 2016 00:00:00 +0300
Analyzing the Multicriteria of the Interaction Design of an Educational Map Application for Digital TV from User Preferences https://lib.jucs.org/article/23656/ JUCS - Journal of Universal Computer Science 21(11): 1470-1481

DOI: 10.3217/jucs-021-11-1470

Authors: Daniel Chagas, Elizabeth Furtado, Camila Loiola Brito Maia, Plácido Pinheiro

Abstract: The potential of digital TV demonstrates that it could be an excellent connection between map information suppliers and citizen, users of such information. The Brazilian digital television standard will be fully adopted in Brazil in 2016 and starts to be adopted in almost all Latin American Countries. It will reach many areas, being accessible to about 600000 people. Nevertheless, the Brazilian digital television standard and user population profile imposes restrictions on map access on TV or mobile screens, which leads to the challenge of this work. This article describes the analysis five criteria of three final prototypes of an educational application of maps for TV or mobile devices, based on ZAPROS III analysis. The results show the best interaction solutions suitable for DTV and mobile for maps.

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Research Article Sun, 1 Nov 2015 00:00:00 +0200
MLab: A Mobile Language Learning Lab System for Language Learners https://lib.jucs.org/article/23581/ JUCS - Journal of Universal Computer Science 21(10): 1307-1326

DOI: 10.3217/jucs-021-10-1307

Authors: Hind Alotaibi, Reem Alamer, Hend Al-Khalifa

Abstract: This paper describes the design and development of a mobile language lab system called MLab. The MLab system aims to replace the traditional language lab - which typically has a restrictive layout and lacks interaction - with a more user-friendly, low-cost mobile language lab. The target users of MLab are language teachers and students, and the system offers them the freedom to move around and use their own devices at any time and in any place. The MLab system was developed using several web technologies and Application Programming Interface (API) to provide a fast and convenient method of accessing required content. To evaluate the MLab system, a pilot test was conducted with a class of 15 students and their teacher. The results showed high usability rates and generally positive attitudes toward using the system.

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Research Article Thu, 1 Oct 2015 00:00:00 +0300
RITA: a useR Interface evaluaTion frAmework https://lib.jucs.org/article/23111/ JUCS - Journal of Universal Computer Science 21(4): 526-560

DOI: 10.3217/jucs-021-04-0526

Authors: Selem Charfi, Houcine Ezzedine, Christophe Kolski

Abstract: Interactive systems are constantly evolving. This evolution leads to new challenges. One of these challenges pertains to the quality of dialogue between interactive systems and humans. This dialogue essentially takes place through user interfaces. User interface evaluation is essential to improve communication between a system and its users. The research on interface evaluation is plentiful. Nevertheless, user interface evaluators still encounter difficulties. Therefore, in this article we suggest expanding the functionalities of existing evaluation tools by proposing a user interface evaluation framework. This framework is composed by software applications structured following a modular architecture. It is based on three different evaluation techniques and has a modular architecture that can be configured to evaluate different user interfaces. After being presented, this framework is tested on a network supervision system for a project in the transportation domain. The main advantages of the presented Framework are the following: (1) the guidelines are not hard coded into the evaluation engine; (2) it is based on three different evaluation techniques to avail further data for the evaluation; (3) it is structured following a modular architecture to enable flexible and configurable use; (4) interaction data are automatically captured and analyzed; and (5) the framework is intended for the evaluation of different kind of user interfaces.

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Research Article Wed, 1 Apr 2015 00:00:00 +0300
Learning Analytics for the Academic: An Action Perspective https://lib.jucs.org/article/22878/ JUCS - Journal of Universal Computer Science 21(1): 48-65

DOI: 10.3217/jucs-021-01-0048

Authors: Alan Dix, Justin Leavesley

Abstract: If learning analytics are to directly benefit students' learning rather than simply inform broad policy decisions, they must be used by academics in the midst of busy and fragmented lives. This paper takes an ecological or action-oriented perspective of the use of learning analytics in higher education, drawing on research sources in psychology, human-computer interaction and visual analytics. We unpack the circumstances during the learning interactions of academics with course materials and students where analytics could trigger or influence action. This leads to a framework based around different academic timescales, and the strategies for synchronising the recognition of need with the potential for execution of teaching and learning interventions.

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Research Article Thu, 1 Jan 2015 00:00:00 +0200
The Procrastination Related Indicators in e-Learning Platforms https://lib.jucs.org/article/22875/ JUCS - Journal of Universal Computer Science 21(1): 7-22

DOI: 10.3217/jucs-021-01-0007

Authors: Maria del Puerto Paule-Ruiz, Moises Riestra-Gonzalez, Miguel Sánchez-Santillan, Juan Pérez-Pérez

Abstract: In general, research confirms that learning is more effective when students obtain feedback regarding their learning progress. Currently, new versions of e-learning platforms include indicators that provide some static feedback mechanisms and help both learners and educators in planning their learning strategies. This paper explains the usage of indicators in current e-learning systems, generates a taxonomy for their classification, and studies their influence on student performance. Also, it provides a study which is based on the combination of a user-based evaluation process that facilitates data collection and data mining algorithms to infer association rules between learning variables and performance. The results highlight how procrastination influences negative learning performance and how time-related indicators are tightly coupled with students' performance in e-learning platforms.

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Research Article Thu, 1 Jan 2015 00:00:00 +0200
Media Content Adaptation Framework for Technology Enhanced Mobile e-Learning https://lib.jucs.org/article/23898/ JUCS - Journal of Universal Computer Science 20(15): 2016-2023

DOI: 10.3217/jucs-020-15-2016

Authors: Atif Alamri, Ghulam Muhammad, Abdulhameed A. Al Elaiwi, Khalid Al-Mutib, M. Hossain

Abstract: The increasing demand for ubiquitous access to technology enhanced learning environment has faced a challenge of heterogeneity in terms of networks, mobile device, platforms and finally, the learning content in various formats. In order to alleviate the challenge of the said diversity, content adaptation is essential. However, because of the diversity of the mobile users, networks and the rich media learning content, it is a major challenge for the access of learning content by the desired devices in the mobile learning environment. In order to alleviate the challenge of learning content mismatch, content adaptation is essential. This paper describes a content adaptation framework for mobile e-learning.

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Research Article Sun, 28 Dec 2014 00:00:00 +0200
EmotionsOnto: an Ontology for Developing Affective Applications https://lib.jucs.org/article/23820/ JUCS - Journal of Universal Computer Science 20(13): 1813-1828

DOI: 10.3217/jucs-020-13-1813

Authors: Juan-Miguel López-Gil, Rosa Gil, Roberto García, Cesar Collazos

Abstract: EmotionsOnto is a generic ontology for describing emotions and their detection and expression systems taking contextual and multimodal elements into account. The ontology is proposed as a way to develop an easily computerizable and flexible formal model. Moreover, it is based on the Web Ontology Language (OWL) standard, which also makes ontologies easily shareable and extensible. Once formalized as an ontology, the knowledge about emotions can be used in order to make computers more personalised and adapted to users' needs. The ontology has been validated and evaluated by means of an applications based on a emotions-aware Tangible User Interface (TUI). The TUI is guided by emotion knowledge previously gathered using the same TUI and modelled using EmotionsOnto.

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Research Article Fri, 28 Nov 2014 00:00:00 +0200
An Adaptive Intent Resolving Scheme for Service Discovery and Integration https://lib.jucs.org/article/23819/ JUCS - Journal of Universal Computer Science 20(13): 1791-1812

DOI: 10.3217/jucs-020-13-1791

Authors: Cheng Zheng, Weiming Shen, Hamada Ghenniwa

Abstract: Service discovery and integration is an important research area with efforts invested to explore the potential advantages of collaborative computing in general and service-oriented computing in particular. However, current technologies still limit their application within the reach of enterprise systems or privately available services. Intents is an emerging and innovative technique aimed to discover and integrate publically available services. In Intents, intent message resolving is a critical step which is deemed to decide the quality of the whole system. However, existing schemes applied in intent resolving adopt the exact-matching strategy which may rule out services desired by the user. This paper brings in information retrieval techniques and applies them to intent resolving. We take an empirical approach through extensive experiments and analyses on a real dataset to obtain guiding principles. Based on the resulting principles, an adaptive intent resolving scheme is designed. Afterwards, we integrate the scheme into the Intents user agent developed in a previous project.

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Research Article Fri, 28 Nov 2014 00:00:00 +0200
Semantic Based Support for Planning Information Delivery in Human-agent Collaborative Teams https://lib.jucs.org/article/23818/ JUCS - Journal of Universal Computer Science 20(13): 1766-1790

DOI: 10.3217/jucs-020-13-1766

Authors: Natasha Lino, Clauirton Siebra, Austin Tate

Abstract: Collaborative teams are organizations where joint members work together to solve mutual goals. Mixed-initiative planning systems are useful tools in such situations, because they can support several common activities performed in these organizations. However, as collaborative members are involved in different decision making planning levels, they consequently require different information types and forms of receiving planning information. Unfortunately, collaborative planning delivery is a subject that has not been given much attention by researchers, so that users cannot make the most of such systems since they do not have appropriate support for interaction with them. This work presents a general framework for planning information delivery, which is divided into two main parts: a knowledge representation aspect based on an ontological set and a reasoning mechanism for multimodality visualization. This framework is built on a mixed-initiative planning basis, which considers the additional requirements that the human presence brings to the development of collaborative support systems.

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Research Article Fri, 28 Nov 2014 00:00:00 +0200
User-Centered Requirement Engineering for Accessible Chats in m-Learning https://lib.jucs.org/article/23332/ JUCS - Journal of Universal Computer Science 20(7): 964-985

DOI: 10.3217/jucs-020-07-0964

Authors: Rocío Calvo, Ana Iglesias, Lourdes Moreno

Abstract: Chat applications are useful synchronous tools in mobile learning (m-learning) environments. However, these tools have accessibility problems which cannot be avoided by students and teachers with disabilities. This paper focuses on detecting these accessibility problems. Specifically, this paper presents the Requirement Engineering (RE) process carried out to obtain the requirements needed to improve the interaction for people who experience problems with the Flow and Rhythm of the conversation in chats. A methodological approach has been followed and Software Engineering (SE) and Human Computer Interaction (HCI) disciplines were combined in order to improve the interaction during the chat.

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Research Article Tue, 1 Jul 2014 00:00:00 +0300
Adapting an Awareness Tool for Massive Courses: the Case of ClassON https://lib.jucs.org/article/22871/ JUCS - Journal of Universal Computer Science 20(1): 24-38

DOI: 10.3217/jucs-020-01-0024

Authors: Israel Gutiérrez-Rojas, Raquel Crespo-García, Carlos Delgado-Kloos

Abstract: In this paper we analyse the challenges posed to teachers and students in massive face-to-face classes and explore how existing solutions can be applied to these contexts. In particular, we focus on classON1, a tool that provides teachers and students with the appropriate information to make the most out of face-to-face sessions in the computer lab. classON has been well tested in small-medium face-to-face lab sessions and we discuss some of its characteristics (current ones and foreseen) to adapt it to massive courses. As a result, we provide a set of recommendations for adapting tools to support massive face-to-face learning activities.

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Research Article Wed, 1 Jan 2014 00:00:00 +0200
A Multimodal Ambient Intelligence Environment for Playful Learning https://lib.jucs.org/article/23955/ JUCS - Journal of Universal Computer Science 19(17): 2617-2636

DOI: 10.3217/jucs-019-17-2617

Authors: Haris Papagiannakis, Margherita Antona, Stavroula Ntoa, Constantine Stephanidis

Abstract: This paper reports the design, development and evaluation of a technological framework for learning applications, named AmI Playfield, aimed at creating challenging learning conditions through play and entertainment. AmI Playfield is an educative Ambient Intelligent (AmI) environment which emphasizes the use of kinesthetic and collaborative technology in a natural playful learning context and embodies performance measurement techniques. In order to test and assess AmI Playfield, the "Apple Hunt" application was developed, which engages (young) learners in arithmetic thinking through kinesthetic and collaborative play, observed by unobtrusive AmI technology behind the scene. "Apple Hunt" has been evaluated according to a combination of methodologies suitable for young testers, whereas Children Committees are introduced as a promising approach to evaluation with children. The obtained results demonstrate the system's high potential to generate thinking and fun, deriving from the learners' full-body kinesthetic play and team work.

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Research Article Fri, 1 Nov 2013 00:00:00 +0200
CUBICA: An Example of Mixed Reality https://lib.jucs.org/article/23954/ JUCS - Journal of Universal Computer Science 19(17): 2598-2616

DOI: 10.3217/jucs-019-17-2598

Authors: Juan Mateu, Xavier Alamán

Abstract: Nowadays, one of the hot issues in the agenda is, undoubtedly, the concept of Sustainable Computing. There are several technologies in the intersection of Sustainable Computing and Ambient Intelligence. Among them we may mention "Human-Centric Interfaces for Ambient Intelligence" and "Collaborative Smart Objects" technologies. In this paper we present our efforts in developing these technologies for "Mixed Reality", a paradigm where Virtual Reality and Ambient Intelligence meet. Cubica is a mixed reality educational application that integrates virtual worlds with tangible interfaces. The application is focused on teaching computer science, in particular "sorting algorithms". The tangible interface is used to simplify the abstract concept of array, while the virtual world is used for delivering explanations. This educational application has been tested with students at different educational levels in secondary education, having obtained promising results in terms of increased motivation for learning and better understanding of abstract concepts.

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Research Article Fri, 1 Nov 2013 00:00:00 +0200
Web Search Results Exploration via Cluster-Based Viewes and Zoom-Based Navigation https://lib.jucs.org/article/23893/ JUCS - Journal of Universal Computer Science 19(15): 2320-2346

DOI: 10.3217/jucs-019-15-2320

Authors: Karol Rástočný, Michal Tvarožek, Maria Bielikova

Abstract: Information seeking on the Web has become day-to-day routine for more than two billion human beings most of who use traditional keyword-based search engines. Developers of these search engines stress personalization, prediction of users' next actions and mistake correction. But they are still struggling with results presentation and support for users, who make atypical queries or who do not exactly know what they are looking for. We address these issues via a novel approach for exploring web repositories, which naturally combines user search activities - look up, learning and investigation. We achieve this via view-based navigation in hierarchical clusters and two-dimensional graphs of search results.

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Research Article Sun, 1 Sep 2013 00:00:00 +0300
NIKVision: Developing a Tangible Application for and with Children https://lib.jucs.org/article/23891/ JUCS - Journal of Universal Computer Science 19(15): 2266-2291

DOI: 10.3217/jucs-019-15-2266

Authors: Javier Marco, Sandra Baldassarri, Eva Cerezo

Abstract: In this paper, the design process of a tangible game for a tabletop device (NIKVision) is presented. NIKVision is intended to give leisure and fun while reinforcing physical manipulation and co-located gaming for 3-6 year old children. Interaction is provided by the handling of conventional toys and computer augmentation on a table surface. The presence of an additional vertical monitor that complements table surface output is a distinguishing feature of NIKVision. By following a engineering design lifecycle, the paper describes the complete process of designing a Farm Game for the tabletop. Children have been involved, for the very starting point, through continuous test sessions in schools and nurseries. The data recovered from these sessions have been essential, not only to detect problems, but to take the more adequate design decisions. Different children-centred design methods have been used, depending on the question to be evaluated or designed, ranging from observation notes to Wizard of Oz, or video-analysis. The paper exposes the results of a final summative evaluation that summarizes the performance of the game in relation to Usability, User Experience and physical and co-located gaming. The experience obtained by the authors from this process has crystalized in a set of reflections about the feasibility of designing with very young children and about the value of the data obtained from them.

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Research Article Sun, 1 Sep 2013 00:00:00 +0300
The Analysis of the Users' Response to the Linear Internet Video Advertising by Using QoE Methods https://lib.jucs.org/article/23727/ JUCS - Journal of Universal Computer Science 19(12): 1736-1760

DOI: 10.3217/jucs-019-12-1736

Authors: Miloš Ljubojević, Vojkan Vasković, Dušan Starčević

Abstract: Internet video advertising is a sensitive application regarding the quality of the multimedia content, efficiency of displayed advertisement and user's attention. Therefore, video advertising have to be described with respect to Quality of Experience (QoE). Important issue represents trade-off between the Quality of Experience and ad efficiency. The analysis of payment which takes into account the duration of video ad is one of the aspects in this research. This paper analyzes influences of the format of the video ad to user's attention in order to achieve optimum ratio between the efficiency of the ad and QoE. We investigated impact of the position of the video ad in video content, ad duration and transition effects in merging video contents to the user's attention and ad efficiency. The model for estimation of QoE, taking into account improvement efficiency of video ad, was presented and metrics which are necessary for the evaluation of the QoE are introduced. The results show that it is possible to design video ad to achieve optimal ratio between the efficiency of ad and QoE. The improvement of the efficiency of an ad may be achieved while retaining the maximum QoE at the same time.

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Research Article Fri, 28 Jun 2013 00:00:00 +0300
Applying Professional Solutions within the Educational Environments by Means of Cloud Computing: Coaching for Teachers https://lib.jucs.org/article/23725/ JUCS - Journal of Universal Computer Science 19(12): 1703-1717

DOI: 10.3217/jucs-019-12-1703

Authors: Habib Fardoun, Abdulfattah Mashat, Sebastián López

Abstract: In a world where the most used sentences is: "I haven't got the time..." Information Technologies (IT) plays an important role in supporting our daily work, including in everyday educational settings. Such technologies can aid a complete educational system to function successfully so to help the whole school educational life. For this to prove, we present the "Coaching for Teacher" system, a personal technological conversational coach; it aims to provide solutions to overcome difficulties that teachers face during their teaching and learning process. In real time, a teacher can appeal and seek advice rapidly by comfortably talking to an agent. In this paper, we present the steps we followed to design and develop this agent-based application, and a case study conducted in an educational centre for proof that the concept works in an authentic educational environment.

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Research Article Fri, 28 Jun 2013 00:00:00 +0300
Achieving Adaptive Augmented Reality through Ontological Context-Awareness applied to AAL Scenarios https://lib.jucs.org/article/23479/ JUCS - Journal of Universal Computer Science 19(9): 1334-1349

DOI: 10.3217/jucs-019-09-1334

Authors: Ramón Hervás, José Bravo, Jesús Fontecha, Vladimir Villarreal

Abstract: This paper presents a proposal for supporting daily user needs by simple interactions with the environment through an augmented-reality perspective that applies proactive adaptation through knowledge representation using ontologies. The proposed architecture (i-ARA) uses principles of the Semantic Web that endow context-awareness and user personalization. In addition, these types of services allow the supervision and management of what is happening in the environment and, consequently, improve the information offered to users. The architecture has been used to implement applications using iPhone technology and has been applied to illustrative scenarios, including Ambient Assisted Living.

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Research Article Wed, 1 May 2013 00:00:00 +0300
A Case Study on User Experience (UX) Evaluation of Mobile Augmented Reality Prototypes https://lib.jucs.org/article/23408/ JUCS - Journal of Universal Computer Science 19(8): 1175-1196

DOI: 10.3217/jucs-019-08-1175

Authors: Amandeep Dhir, Mohammed Al-Kahtani

Abstract: Mobile Augmented Reality (MAR) blends the real world with digital objects especially in ubiquitous devices such as smartphones. The MAR applications provide an intelligent interface for users. In this, valuable digital information is advertised in physical spaces. However, the success of these applications is tied directly to the degree of user acceptance. This makes understanding the needs and expectations of the MAR's potential users of paramount importance for designing and building the proper application. The objective of the paper is to expose an important gap in the development of novel applications in the virtual world. Previous research has shown that it is essential to study and understand the needs and expectations of the potential users of the upcoming application or system. Studying user needs and expectations before offering the developed application ensures a minimum level of acceptance and, of course, success. This paper presents a detailed study comprising of a user-experience (UX) evaluation of different prototypes through the use of three different UX evaluation methods. This kind of evaluation allows new developments to offer systems, which do not fail. The main contributions of this study are that it: 1) solicits expectations when consumers use MAR applications, 2) assesses the UX over different prototypes using three different metrics, 3) provides methodological insights on UX evaluation experiments and, 4) is useful for anyone who wants to develop handheld applications after understanding user expectations and how his experience should progress. The results of the study show that users value concreteness, realizability, personalization, novelty, intuitiveness and the usefulness of presented information. Paying attention to these factors can help develop more acceptable MAR applications and lead to more novel future designs.

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Research Article Sun, 28 Apr 2013 00:00:00 +0300
Gesturing in the Air: Supporting Full Mobility in Remote Collaboration on Physical Tasks https://lib.jucs.org/article/23407/ JUCS - Journal of Universal Computer Science 19(8): 1158-1174

DOI: 10.3217/jucs-019-08-1158

Authors: Weidong Huang, Leila Alem

Abstract: Many collaborative situations require that a remote helper guides a local worker in performing manipulations of physical objects in the real world (physical tasks). Existing systems supporting such collaboration often confine collaborators in fixed desktop settings. Therefore they have limited usefulness in situations in which collaborators are mobile and/or desktop settings are not feasible. In this paper, we present HandsInAir, a wearable system for remote guidance. This system is designed to support mobility of the collaborators and provide easy access to remote expertise. HandsInAir draws on the richness of hand gestures for remote guiding and implements a novel approach that supports unmediated remote gestures and allows the helper to perform natural gestures by hands without the need of a physical support. We review related work, describe technical implementation, and present a usability study demonstrating the usefulness and usability of HandsInAir.

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Research Article Sun, 28 Apr 2013 00:00:00 +0300
Website Interactivity and Repeated Exposure, what Influences User Experience? https://lib.jucs.org/article/23405/ JUCS - Journal of Universal Computer Science 19(8): 1123-1139

DOI: 10.3217/jucs-019-08-1123

Authors: Ons Al-Shamaileh, Alistair Sutcliffe

Abstract: This paper reports a study of the influence of website design and repeated exposure to websites on user judgment. Thirty respondents participated in this study; each respondent viewed three websites on three occasions, with a two-week gap between each visit. The three websites differed at their interactivity level; a basic site with limited interactivity, an interactive website with customization features, and a highly interactive website with a virtual agent. Several criteria were assessed through questionnaires. Interviews were conducted to support questionnaire results. Finally, the relative importance of the quality criteria and websites overall preferences were investigated. Results showed that respondents were more positive about the websites with higher interactivity, and the preference for the more interactive site increased over time.

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Research Article Sun, 28 Apr 2013 00:00:00 +0300
Using SWET-QUM to Compare the Quality in Use of Semantic Web Exploration Tools https://lib.jucs.org/article/23399/ JUCS - Journal of Universal Computer Science 19(8): 1025-1045

DOI: 10.3217/jucs-019-08-1025

Authors: Jose Luis González Sánchez, Roberto García, Josep Brunetti, Rosa Gil, Juan Gimeno

Abstract: In order to make Semantic Web tools more appealing to lay-users, a key factor is their Quality in Use, the quality of the user experience when interacting with them. To assess and motivate the improvement of the quality in use, it is necessary to have a quality model that guides its evaluation and facilitates comparability. The proposal is based on the international standard ISO/IEC 25010:2011 and focuses on Semantic Web exploration tools, those that make it possible for lay-users to browse and visualise it. The model is applied to compare the three main Semantic Web exploration tools that feature facets and the pivoting operation. The analysis assesses that the work being carried out with one of them, as part of a User-Centred Development process with iterative user evaluations, outperforms the other two tools.

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Research Article Sun, 28 Apr 2013 00:00:00 +0300
Examining the Educational User Interface, Technology and Pedagogy for Arabic Speaking Children in Kuwait https://lib.jucs.org/article/23325/ JUCS - Journal of Universal Computer Science 19(7): 1003-1022

DOI: 10.3217/jucs-019-07-1003

Authors: Amandeep Dhir, Asmaa Alsumait

Abstract: The emergence of educational technology has resulted in a widespread popularity of different forms of education technologies among various multidisciplinary researchers. This is evident based on the high number of empirical, theoretical, and conceptual studies that are published on educational technology-related research. However, many open research questions and challenges remain unresolved. In this study, we are going to: 1) present an educational technology research agenda underpinned by extensive research and studies; 2) highlight the missing interconnections between empirical findings of published studies and the pedagogical theories; 3) discover if educational technology research is overly dominated by studies conducted in developed countries, while developing countries, for example, Arabic speaking populations in the Middle-East in general and the Gulf states, in particular, are overlooked by researchers. Based on our in-depth review of the existing literature, we will discuss the challenges of designing educational user interface, technology, and pedagogy-related research, and finally propose guidelines and recommendations for future research to overcome some of the existing challenges.

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Research Article Mon, 1 Apr 2013 00:00:00 +0300
Interactive Design System for Schools using Cloud Computing https://lib.jucs.org/article/23321/ JUCS - Journal of Universal Computer Science 19(7): 950-964

DOI: 10.3217/jucs-019-07-0950

Authors: Habib Fardoun, Bassam Zafar, Abdulrahman Altalhi, Antonio Paules

Abstract: The design of an educational system involves a good understanding of the whole school environment in order to find the correct approach to develop a comprehensive educational system that will meet real educational needs in their operation. This article describes a design model for an educational system based on the teaching methods applied in the Spanish classrooms, which takes into account new advances in technology, while preserving the current teaching methods in the classroom to ensure a quality teaching and learning process. This development has been achieved by combining technological components such as Cloud Computing, Web Services and Distributed User Interfaces. The proposed system is based on a systematic approach where different phases are implemented, containing workflows and stages.

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Research Article Mon, 1 Apr 2013 00:00:00 +0300
Defining Distribution Constraints in Distributed User Interfaces https://lib.jucs.org/article/23246/ JUCS - Journal of Universal Computer Science 19(6): 831-850

DOI: 10.3217/jucs-019-06-0831

Authors: Antonio Benavent, José López, Federico Botella, José A. Gallud Lázaro

Abstract: At present, the spread of hand held devices with growing computing power and functionality allows that different interaction elements can be distributed among a wide range of devices from different platforms, supporting interaction with one or many users. To take advantage of the benefits this kind of devices provides, traditional user interfaces have been evolving towards distributed user ones. The specification of the constraints on the way in which these elements can be distributed is still an open field and further research is needed. In this paper we propose a new schema-based definition of Distributed User Interfaces (DUIs), allowing the specification of the elements to be distributed, defining constraints on the distribution process itself, independently of the language selected to construct the interface. Thus, the interface distribution process becomes the creation of an XML instance from a grammar specified in Schema language. We also introduce two new definitions to complete the formalization of our previous definition of DUI. Our previously defined Abstract User Interface (AUI) model jointly with this new schema-based definition of DUIs will lead us to the full specification of concrete DUIs. We provide some examples of the distribution process using the proposed schema.

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Research Article Thu, 28 Mar 2013 00:00:00 +0200
The Role of the iPad in the Hands of the Learner https://lib.jucs.org/article/23179/ JUCS - Journal of Universal Computer Science 19(5): 706-727

DOI: 10.3217/jucs-019-05-0706

Authors: Amandeep Dhir, Nahla Gahwaji, Gote Nyman

Abstract: The iPad is a well-known handheld interactive multimedia tool that has been quite popular lately among teachers and students. Previous research indicates that handheld digital technology is, in general, capable of supporting learning and educational literacy; however, iPad-focused studies are still scarce. In this study, we access and review the instructional benefits of using the iPad in educational spaces, such as classrooms and laboratories, by reviewing a vast body of empirical and theoretical findings reported by multidisciplinary literature on digital technology and children, digital technology use in classrooms, and the impact of interactive technology on learning, instruction, and educational literature. We found that while some studies suggest that the iPad motivates and brings positive impact among students towards their studies, other studies suggest that the long-term impact of the iPad on learning could be even negative. Therefore, we highlight the common misconceptions and conflicts about the use of this new technology and discuss its advantages and challenges. We also sketch some of the future trends relevant to incorporating the iPad into our learning setups.

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Research Article Fri, 1 Mar 2013 00:00:00 +0200
Tweeters on Campus: Twitter a Learning Tool in Classroom? https://lib.jucs.org/article/23177/ JUCS - Journal of Universal Computer Science 19(5): 672-691

DOI: 10.3217/jucs-019-05-0672

Authors: Amandeep Dhir, Khalid Buragga, Abeer Boreqqah

Abstract: Twitter is a well-known Web 2.0 microblogging social networking site that is quite popular for organizing events and sharing updates. It provides just in time communication, social connectivity and immediate feedback through Web, smartphones, tablet PCs, etc. The use of Twitter has also attracted educators and researchers due to its growing popularity among students, teachers, and academic communities as a whole. This study provides a critical review of Twitter use in educational settings. By practicing a systematic research methodology in the selection and review of literature, different pedagogical and instructional benefits and drawbacks of Twitter use in education were discussed. Based on these discussions, it was discovered that Twitter has positive impact on informal learning, class dynamics, motivation, as well as the academic and psychological development of young students. However, the potential long-term impact of Twitter on academic performance of students and its long-term effect on learning is still worth investigating. 

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Research Article Fri, 1 Mar 2013 00:00:00 +0200
Evaluation of Turkish "E-Okul" System in Terms of Usability https://lib.jucs.org/article/23173/ JUCS - Journal of Universal Computer Science 19(5): 639-657

DOI: 10.3217/jucs-019-05-0639

Authors: Aslıhan Tüfekci

Abstract: Recently, many institutions have started to offer online services via the internet. In this respect, it can be said that one of the most frequently accessed websites in Turkey is the "e-Okul" system offering services in the field of education. The current study aims at evaluating the "e-Okul" system used by parents, students and teachers, in terms of usability, identifying the factors affecting its usability and, later, offering some suggestions to increase its effectiveness and quality. In the study, the "e-Okul" system was evaluated by ten high school teachers and 95 students and their parents. The Usability Test was administered to the teachers. Components of this Usability Test included a Demographic Survey, a Task List, a Satisfaction Questionnaire and an Observation Form that were used as data collection tools. The parents and students completed an Attitude Questionnaire. The data obtained was analysed on the basis of effectiveness, efficiency and satisfaction criteria, which form the basis for usability. According to the results of the study, the users reported some design and navigation problems, especially regarding the pages enabling access to student information. Nevertheless, the parents and students were found to be satisfied with the "e-Okul" system.

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Research Article Fri, 1 Mar 2013 00:00:00 +0200
A Proposal to Create Learning Environments in Virtual Worlds Integrating Advanced Educative Resources https://lib.jucs.org/article/23958/ JUCS - Journal of Universal Computer Science 18(18): 2516-2541

DOI: 10.3217/jucs-018-18-2516

Authors: David Griol, José Molina, Araceli De Miguel, Zoraida Callejas

Abstract: Social Networking has been a global consumer phenomenon during the last few years. Online communities are changing the way people behave, share and interact within their daily lives. Most of such communities are mainly focused on sharing contents and communicating using a traditional web interface. However, social virtual worlds are computer-simulated environments that the users can "inhabit" and in which they can interact and create objects. Education is one of the most interesting applications of virtual worlds, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. In this paper, we highlight the potential of virtual worlds as an educative tool and propose a model to create learning environments within Second Life or OpenSimulator combining the Moodle learning management system, embodied conversational metabots, and programmable 3D objects. We have implemented the proposal in a learning system for several subjects of the Computer Science degree in our university and show that it fostered engagement and collaboration and helped the students to better understand complex concepts.

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Research Article Mon, 1 Oct 2012 00:00:00 +0300
Service-Oriented Development of Web Information Systems https://lib.jucs.org/article/23942/ JUCS - Journal of Universal Computer Science 18(17): 2474-2492

DOI: 10.3217/jucs-018-17-2474

Authors: Valeria De Castro, Juan Vara, Esperanza Marcos

Abstract: During the last years, Web Information Systems have evolved from simple information sources to systems offering services to end-users. The development of this kind of systems presents different challenges, such as the alignment between business services and their implementation, and the way business processes are placed in the system. To address this type of challenges this paper presents a methodological and technical proposal for Service-Oriented development of Web Information Systems. It follows a model-driven approach, defining a set of models at different levels of abstraction and the model transformations needed to connect them. Besides, the development of a conference management system is used as case study to illustrate the proposal.

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Research Article Sat, 1 Sep 2012 00:00:00 +0300
Architecture for Collaborative Learning Activities in Hybrid Learning Environments https://lib.jucs.org/article/23876/ JUCS - Journal of Universal Computer Science 18(15): 2187-2202

DOI: 10.3217/jucs-018-15-2187

Authors: María Ibáñez, David Maroto, José Jesús García Rueda, Derick Leony, Carlos Delgado-Kloos

Abstract: 3D virtual worlds are recognized as collaborative learning environments. However, the underlying technology is not sufficiently mature and the virtual worlds look cartoonish, unlinked to reality. Thus, it is important to enrich them with elements from the real world to enhance student engagement in learning activities. Our approach is to build learning environments where participants can either be in the real world or in its mirror world while sharing the same hybrid space in a collaborative learning experience. This paper focuses on the system architecture and a usability study of a proof-of-concept for these hybrid learning environments. The architecture allows the integration of the real world and its 3D virtual mirror; the exchange and geolocalization of multimodal information, and also the orchestration of learning activities. The results of the usability evaluation show positive engagement effects on participants in the mirror world and, to a lesser extent, on those in the real world.

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Research Article Wed, 1 Aug 2012 00:00:00 +0300
Usability Evaluation Methods for a Scientific Internet Information Portal https://lib.jucs.org/article/23547/ JUCS - Journal of Universal Computer Science 18(10): 1308-1322

DOI: 10.3217/jucs-018-10-1308

Authors: Jens Hellmers, Jörg Thomaschewski, Eva-Maria Holt, Thomas Wriedt

Abstract: Sharing information is important for the scientific community. Over the years the internet became the main information source due to its actuality, interactivity and flexibility. While the amount of available data grows, especially non-profit scientific internet pages often lack the user friendliness known from commercial offers, sometimes they also fail to focus on the users’ needs. To analyze and improve the attractiveness of internet pages it became common to apply methods of usability engineering. But as it requires a certain amount of work it is usually done in 'big scale' for commercial offers. In this paper we would like to demonstrate the evaluation of a non-commercial scientific information internet portal using methods of usability engineering. For this an online User Experience Questionnaire (UEQ) in combination with web traffic analysis was used. We also would like to outline the experience made during the evaluation process, as well as some of the results.

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Research Article Mon, 28 May 2012 00:00:00 +0300
Computer Generated Voice-Over in a Medical E-Learning Application: The Impact on Factual Learning Outcome https://lib.jucs.org/article/22999/ JUCS - Journal of Universal Computer Science 18(3): 314-326

DOI: 10.3217/jucs-018-03-0314

Authors: Stefan Minder, Michele Notari, Felix Schmitz, Rainer Hofer, Ulrich Woermann

Abstract: The Medical Faculty of the University of Bern uses voice-over in picture driven e-learning modules to avoid split attention induced by the modality effect. To lower production costs, professional narrators have been replaced by computer-generated voices. The e-learning modules are produced with a content management system (CMS) offering text-to-speech functionality. 107 Swiss high school students passed a 20-minute e-learning sequence on cystic fibrosis. In a nested between-group design with four learning content presentation modalities (written text vs. human voice-over vs. artificial voice-over plus 15"-laptop-screens vs. 2,8"smart-phone screens), the learning outcome was assessed at three points in time: before, just after, and six weeks after the learning phase. All modalities led to significant short-term and long-term increase in factual knowledge about cystic fibrosis. Our two hypotheses are supported: (1) presenting pictures with both human and artificial voice-over leads to the same factual learning outcome, and (2) the e-learning module leads to the same learning outcome and acceptance independent of devices and their screen sizes. Furthermore, the image-voice-over modality on mobile devices (small screens) turned out to be a setting with no significant difference in effectiveness.

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Research Article Wed, 1 Feb 2012 00:00:00 +0200
Supporting End-User Development through a New Composition Model: An Empirical Study https://lib.jucs.org/article/22924/ JUCS - Journal of Universal Computer Science 18(2): 143-176

DOI: 10.3217/jucs-018-02-0143

Authors: David Lizcano, Fernando Alonso, Javier Soriano, Genoveva López

Abstract: End-user development (EUD) is much hyped, and its impact has outstripped even the most optimistic forecasts. Even so, the vision of end users programming their own solutions has not yet materialized. This will continue to be so unless we in both industry and the research community set ourselves the ambitious challenge of devising end to end an end-user application development model for developing a new age of EUD tools. We have embarked on this venture, and this paper presents the main insights and outcomes of our research and development efforts as part of a number of successful EU research projects. Our proposal not only aims to reshape software engineering to meet the needs of EUD but also to refashion its components as solution building blocks instead of programs and software developments. This way, end users will really be empowered to build solutions based on artefacts akin to their expertise and understanding of ideal solutions.

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Research Article Sat, 28 Jan 2012 00:00:00 +0200
Accessible Lifelong Learning at Higher Education: Outcomes and Lessons Learned at two Different Pilot Sites in the EU4ALL Project https://lib.jucs.org/article/22851/ JUCS - Journal of Universal Computer Science 18(1): 62-85

DOI: 10.3217/jucs-018-01-0062

Authors: Jesus Boticario, Alejandro Rodriguez-Ascaso, Olga Santos, Emmanuelle Raffenne, Lydia Montandon, David Roldán, Félix Buendía

Abstract: The EU4ALL project (IST-FP6-034778) has developed a general framework to address the needs of accessible lifelong learning at Higher Education level consisting of several standards-based interoperable components integrated into an open web service architecture aimed at supporting adapted interaction to guarantee students' accessibility needs. Its flexibility has supported the project implementation at several sites with different settings and various learning management systems. Large-scale evaluations involving hundreds of users, considering diverse disability types, and key staff roles have allowed obtaining valuable lessons with respect to "how to adopt or enhance eLearning accessibility" at university. The project was evaluated at four higher education institutions, two of the largest in Europe and two medium-sized. In this paper, we focus on describing the implementation and main conclusions at the largest project evaluation site (UNED), which was involved in the project from the beginning, and thus, in the design process, and a medium-sized university that adopted the EU4ALL approach (UPV). This implies dealing with two well-known open source learning environments (i.e. dotLRN and Sakai), and considering a wide variety of stakeholders and requirements. Thus the results of this evaluation serve to illustrate the coverage of both the approach and developments.

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Research Article Sun, 1 Jan 2012 00:00:00 +0200
Educational Innovation with Learning Networks: Tools and Developments https://lib.jucs.org/article/22850/ JUCS - Journal of Universal Computer Science 18(1): 44-61

DOI: 10.3217/jucs-018-01-0044

Authors: Peter Sloep, Adriana Berlanga, Wolfgang Greller, Slavi Stoyanov, Marcel Van Der Klink, Symeon Retalis, Jan Hensgens

Abstract: Professional Development is ill served by traditional ways of learning. It can profit from a Learning Networks approach, which emphasizes logistic, content and didactic flexibility. Learning Networks are online, social networks that have been designed and tooled to foster informal learning. Three European projects are discussed - idSpace, LTfLL, Handover - which have developed tools befitting networked learning. Each in its own way, the projects illustrate the benefits of a networked learning approach. This goes for all three flexibilities but in particular for the need to be didactically flexible. Finally, it is argued that formal education could profit from the tools discussed.

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Research Article Sun, 1 Jan 2012 00:00:00 +0200
Enabling Crowd Participation in Governmental Decision-making https://lib.jucs.org/article/30032/ JUCS - Journal of Universal Computer Science 17(14): 1931-1950

DOI: 10.3217/jucs-017-14-1931

Authors: Ana Cristina B. Garcia, Adriana Vivacqua, Thiago Tavares

Abstract: Democratic governments constantly need to make sense of their citizens' needs to make appropriate decisions that reflect the overall wishes and needs of the population. However, except for mandatory voting scenarios, a low rate of citizen participation in government decisions through democratic processes is an aspect that defies democracy itself. Brazil's participatory budget policy emphasizes people's direct guidance regarding certain budget allocations though group meetings. This paper presents mParticipation, an agent-based model for eliciting and answering citizen demands in a participatory government structure using mobile technology. A prototype system applied to the domain of public budget allocation domain demonstrates that it is feasible to provide effective computational support to participatory collective decision-making.

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Research Article Sat, 1 Oct 2011 00:00:00 +0300
Collaboration, Information Seeking and Communication: An Observational Study of Software Developers' Work Practices https://lib.jucs.org/article/30031/ JUCS - Journal of Universal Computer Science 17(14): 1913-1930

DOI: 10.3217/jucs-017-14-1913

Authors: Márcio Gonçalves, Cleidson R. B. De Souza, Victor González

Abstract: Different aspects defining the nature of software engineering work have been analyzed by empirical studies conducted in the last 30 years. However, in recent years, many changes have occurred in the context of software development that impact the way people collaborate, communicate with each other, manage the development process and search for information to create solutions and solve problems. For instance, the generalized adoption of asynchronous and synchronous communication technologies as well as the adoption of quality models to evaluate the work being conducted are some aspects that define modern software development scenarios. Despite this new context, much of the research in the collaborative aspects of software design is based on research that does not reflect these new work environments. Thus, a more up-to-date understanding of the nature of software engineering work with regards to collaboration, information seeking and communication is necessary. The goal of this paper is to present findings of an observational study to understand those aspects. We found that our informants spend 45% of their time collaborating with their colleagues; information seeking consumes 31,90% of developers' time; and low usage of software process tools is observed (9,35%). Our results also indicate a low usage of e-mail as a communication tool (∼1% of the total time spent on collaborative activities), and software developers, of their total time on communication efforts, spending 15% of it looking for information, that helps them to be aware of their colleagues' work, share knowledge, and manage dependencies between their activities. Our results can be used to inform the design of collaborative software development tools as well as to improve team management practices.

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Research Article Sat, 1 Oct 2011 00:00:00 +0300
Expertise Recommender System for Scientific Community https://lib.jucs.org/article/30006/ JUCS - Journal of Universal Computer Science 17(11): 1529-1549

DOI: 10.3217/jucs-017-11-1529

Authors: Muhammad Afzal, Hermann Maurer

Abstract: Finding experts in academics as well as in enterprises is an important practical problem. Both manual and automated approaches are employed and have their own pros and cons. On one hand, the manual approaches need extensive human efforts but the quality of data is good, on the other hand, the automated approaches normally do not need human efforts but the quality of service is not as good as in the manual approaches. Furthermore, the automated approaches normally use only one metric to measure the expertise of an individual. For example, for finding experts in academia, the number of publications of an individual is used to discover and rank experts. This paper illustrates both manual and automated approaches for finding experts and subsequently proposes and implements an automated approach for measuring expertise profile in academia. The proposed approach incorporates multiple metrics for measuring an overall expertise level. To visualize a rank list of experts, an extended hyperbolic visualization technique is proposed and implemented. Furthermore, the discovered experts are pushed to users based on their local context. The research has been implemented for Journal of Universal Computer Science (J. UCS) and is available online for the users of J.UCS.

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Research Article Fri, 1 Jul 2011 00:00:00 +0300
Usability Evaluation of a Visual Modelling Tool for OWL Ontologies https://lib.jucs.org/article/29986/ JUCS - Journal of Universal Computer Science 17(9): 1299-1313

DOI: 10.3217/jucs-017-09-1299

Authors: Juan García, Francisco García-Peñalvo, Roberto Therón, Patricia Ordóñez de Pablos

Abstract: Usability is generally regarded as ensuring that software products are effective and efficient to use from the user's perspective. Diverse aspects that ensure the usability of a software product should be assessed during the different phases in its life cycle. The goal of usability testing is to evaluate whether or not a tool that is being developed will be usable by the end user in order to achieve the tasks for which it is being designed. This paper is targeted at describing the evaluation and the usability of OWL-VisMod, a visual modelling tool for OWL ontologies, from the point of view of the human-computer interaction. This evaluation is based on a user-centred approach and the use of questionnaires. The whole usability evaluation process is described and the results are discussed.

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Research Article Sun, 1 May 2011 00:00:00 +0300
Ontology-based User Interface Development: User Experience Elements Pattern https://lib.jucs.org/article/29963/ JUCS - Journal of Universal Computer Science 17(7): 1078-1088

DOI: 10.3217/jucs-017-07-1078

Authors: Syed Shahzad

Abstract: The user experience of any software or website consists of elements from the conceptual to the concrete level. These elements of user experience assist in the design and development of user interfaces. On the other hand, ontologies provide a framework for computable representation of user interface elements and underlying data. This paper discusses strategies of introducing ontologies at different user interface layers adapted from user experience elements. These layers range from abstract levels (e.g. User needs/Application Objectives) to concrete levels (e.g. Application User Interface) in terms of data representation. The proposed ontological framework enables device independent, semi-automated GUI construction which we will demonstrate at a personal information management example.

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Research Article Fri, 1 Apr 2011 00:00:00 +0300
Markup upon Video - towards Dynamic and Interactive Video Annotations https://lib.jucs.org/article/29920/ JUCS - Journal of Universal Computer Science 17(4): 605-617

DOI: 10.3217/jucs-017-04-0605

Authors: Peter Schultes, Franz Lehrer, Harald Kosch

Abstract: Interactive video is increasingly becoming a more and more dominant feature of our media platforms. Especially due to the popular YouTube annotations framework, integrating graphical annotations in a video has become very fashionable these days. However, the current options are limited to a few graphical shapes for which the user can define as good as no dynamic behaviour. Despite the enormous demand for easy-creatable, interactive video there are no such advanced tools available. In this article we describe an innovative approach, to realize dynamics and interactivity of video annotations. First we explain basic concepts of video-markup like the generic element model and visual descriptors. After that we introduce the event-tree model, which can be used to define event-handling in an interactive video formally as well as visually. By combining these basic concepts, we can give an effective tool to the video community for realizing interactive and dynamic video in a simple, intuitive and focused way.

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Research Article Mon, 28 Feb 2011 00:00:00 +0200
The Synthesis of LSE Classifiers: From Representation to Evaluation https://lib.jucs.org/article/29902/ JUCS - Journal of Universal Computer Science 17(3): 399-425

DOI: 10.3217/jucs-017-03-0399

Authors: Fernando López-Colino, José Colás

Abstract: This work presents a first approach to the synthesis of Spanish Sign Language's (LSE) Classifier Constructions (CCs). All current attempts at the automatic synthesis of LSE simply create the animations corresponding to sequences of signs. This work, however, includes the synthesis of the LSE classification phenomena, defining more complex elements than simple signs, such as Classifier Predicates, Inflective CCs and Affixal classifiers. The intelligibility of our synthetic messages was evaluated by LSE natives, who reported a recognition rate of 93% correct answers.

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Research Article Tue, 1 Feb 2011 00:00:00 +0200
A Petri Nets based Approach to Specify Individual and Collaborative Interaction in 3D Virtual Environments https://lib.jucs.org/article/29891/ JUCS - Journal of Universal Computer Science 17(2): 243-260

DOI: 10.3217/jucs-017-02-0243

Authors: Rafael Rieder, Márcio Pinho, Alberto Raposo

Abstract: This work describes a methodology that supports the design and implementation of software modules, which represent the individual and collaborative three-dimensional interaction process phases. The presented methodology integrates three modeling approaches: Petri Nets, a collaborative manipulation model based on the combination of single user interaction techniques taxonomy, and object-oriented programming concepts. The combination of these elements allows for the description of interaction tasks, the sequence of interaction processes being controlled by Petri Nets with the codes generated automatically. By the integration of these approaches, the present work addresses not only the entire development cycle of both individual and collaborative three-dimensional interaction, but also the reuse of developed interaction blocks in new virtual environment projects.

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Research Article Fri, 28 Jan 2011 00:00:00 +0200
Multi-Device Context-Aware RIAs Using a Model-Driven Approach https://lib.jucs.org/article/29749/ JUCS - Journal of Universal Computer Science 16(15): 2038-2059

DOI: 10.3217/jucs-016-15-2038

Authors: Marino Linaje, Juan Preciado, Fernando Sánchez-Figueroa

Abstract: Model-Driven Development concepts are exhibiting as a good engineering solution for the design of ubiquitous applications with multi-device user interfaces and other context-aware capacities. The Web has become an ideal platform for the deployment of such applications and therefore traditional Web development techniques are rapidly adopting Model-Driven principles to cope with the adaptation issues imposed by context-awareness and multichannel solutions. This discipline is being known as Model Driven Web Engineering. However, at the same time that the use of the Web and the number of people with mobile devices is growing, users are demanding more and better user experiences through the user interface. Web vendors answered introducing Rich Internet Applications that take advantage of the single-page paradigm and expand traditional Web features, providing richer content types, richer controls, richer temporal behaviors, richer interactivity and richer communications. While many recent devices support some type of RIA technology, RIAs extended features are showing some limitations of Model Driven Web Engineering methodologies to cope with multi-device context-awareness at the presentation level. This paper presents the combination of two different methodologies, WebML and RUX-Method, both using MDD principles, to obtain multi-device context-aware Rich Internet Applications using a Model-Driven approach. While WebML provides context-awareness at the data and business logic levels, RUX-Method deals with the presentation issues introduced by Rich Internet Applications.

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Research Article Sun, 1 Aug 2010 00:00:00 +0300
Real-time Analysis of Time-based Usability and Accessibility for Human Mobile-Web Interactions in the Ubiquitous Internet https://lib.jucs.org/article/29745/ JUCS - Journal of Universal Computer Science 16(15): 1953-1972

DOI: 10.3217/jucs-016-15-1953

Authors: Yung Kim

Abstract: In the ubiquitous Internet, human mobile-web interactions can be evaluated with real-time analysis of time-based usability and accessibility with the different types of mobile Internet devices including smart phones (e.g. iPhone, Android phone, etc.). A ubiquitous mobile-web interaction server, accessible with a variety of mobile Internet devices, could be a unified estimation hub in real-time analysis of human-centric mobile-web interactions. We propose the real-time analysis scheme based on real-time estimation of time-based usability and accessibility for human mobile-web interactions with a name-based directory server for social networking in the ubiquitous Internet environment. We present an implementation of a ubiquitous mobile-web directory service and discuss our approach with some empirical results.

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Research Article Sun, 1 Aug 2010 00:00:00 +0300
Mobile Agent-based Context-aware Services https://lib.jucs.org/article/29744/ JUCS - Journal of Universal Computer Science 16(15): 1929-1952

DOI: 10.3217/jucs-016-15-1929

Authors: Ichiro Satoh

Abstract: This paper presents an agent-based system for building and operating agent-basedcontext-aware services in public spaces, including museums. The system provides users with agents and detects the locations of users and deploys location-aware user-assistant agents at com-puters near the their current locations by using active RFID-tags. When a visitor moves between exhibits in a museum, this dynamically deploys his/her agent at the computers close to the ex-hibits by using mobile agent technology. It annotates the exhibits in his/her personalized form and navigate him/her user to the next exhibits along his/her routes. It also introduces user move-ment as a natural approach to interacting between users and agents. To demonstrate the utility and effectiveness of the system, we constructed location/user-aware visitor-guide services andexperimented them for two weeks in a public museum.

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Research Article Sun, 1 Aug 2010 00:00:00 +0300
Developing Augmented Objects: A Process Perspective https://lib.jucs.org/article/29720/ JUCS - Journal of Universal Computer Science 16(12): 1612-1632

DOI: 10.3217/jucs-016-12-1612

Authors: Luis Guerrero, Sergio Ochoa, Hector Horta

Abstract: There are many examples of augmented objects in the literature. Augmented objects should provide intelligence to the ambient where they are located and also they must require a low cognitive effort to be used. Few works have been reported providing guidelines to conceive and design these components. Therefore, developers have to use improvised ad hoc software processes to support the development of augmented objects. In order to help dealing with this situation, this article presents a software process to develop these components. The proposed process was named Augmented Objects Development Process (AODeP) and it is based on the authors’ previous experiences and software engineering best practices. The article also reports two case studies in which AODeP was used to guide the development of augmented objects in specific problems. The obtained results are encouraging.

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Research Article Mon, 28 Jun 2010 00:00:00 +0300
PICTAC: A Model for Perceiving Touch Interaction through Tagging Context https://lib.jucs.org/article/29714/ JUCS - Journal of Universal Computer Science 16(12): 1577-1591

DOI: 10.3217/jucs-016-12-1577

Authors: Gabriel Chavira, José Bravo, Salvador Nava-Díaz, Julio Rolón

Abstract: A natural interface is one of three key technologies of Ambient Intelligence (AmI); one of its main objectives is to minimize the user's interactive effort, which is the difficulty level that depends on the diversity and quantity of devices that surround people in existing environments. The worldwide penetration of mobile phones at present makes mobile phones excellent devices for delivering new services to users without requiring learning effort. An NFC-enabled mobile phone will allow a user to demand and obtain services by touching its different elements in a given smart environment. In this paper, we present a proposal in which we analyze the scope of touch interaction and develop a perceived touch interaction through tagging context (PICTAC) model.

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Research Article Mon, 28 Jun 2010 00:00:00 +0300
A Context Model based on Ontological Languages: a Proposal for Information Visualization https://lib.jucs.org/article/29711/ JUCS - Journal of Universal Computer Science 16(12): 1539-1555

DOI: 10.3217/jucs-016-12-1539

Authors: Ramón Hervás, José Bravo, Jesús Fontecha

Abstract: In the last few years, people are increasingly demanding personalized information to carry out their daily activities. Information systems are needed to manage a representation of the user's situation, identify user needs and preferences, and implement information retrieval techniques that pull together data from diverse and heterogeneous sources. It is necessary to define and formalize context models for achieving these goals. In this paper, we present a formal context model based on advances on the Semantic Web. The model is compounded by four independent and related ontologies: users, devices, environment and services. Each of these ontologies describes general concepts and relationships involved in intelligent environments. The proposed design enables model specializations to particular domains and interoperability with external ontologies. Moreover, the model supports inference mechanisms to enhance the automatic context generation and the proactive behavior of particular services. Finally, this paper shows a specific prototype that offers personalized and context-aware information to the user, aided by the context model.

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Research Article Mon, 28 Jun 2010 00:00:00 +0300
Near Eyes-Free Chauffeur Computer Interaction with Chording and Visual Text Mnemonics https://lib.jucs.org/article/29690/ JUCS - Journal of Universal Computer Science 16(10): 1311-1326

DOI: 10.3217/jucs-016-10-1311

Authors: Frode Sandnes, Yo-Ping Huang, Yueh-Min Huang

Abstract: Modern cars are equipped with advanced technology requiring cognitively complex operation that is reliant on the user’s visual attention. It is therefore hazardous for drivers to operate such devices while driving. In this paper a user interface interaction style for in-car user interfaces are proposed. Users interact with the in-car computer using three chording keys and chording pattern sequences are derived based on visual mnemonics. Cases are illustrated for an in-car multimedia system, a mobile phone and a GPS-navigation system. Experimental results demonstrate that the technique is easy to learn, efficient to use and require low visual attention.

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Research Article Fri, 28 May 2010 00:00:00 +0300
Service Conflict Management Framework for Multi-user Inhabited Smart Home https://lib.jucs.org/article/29483/ JUCS - Journal of Universal Computer Science 15(12): 2330-2352

DOI: 10.3217/jucs-015-12-2330

Authors: Choonsung Shin, Woontack Woo

Abstract: In this paper, we propose a service conflict management framework for detecting and resolving conflicts of multi-users who share context-aware applications within a smart home. For supporting a general solution to deal with the multi-user conflicts, the framework utilizes an ontology that describes applications and their services, an approach determination tree that assigns an appropriate resolution strategy to the conflict, and a set of resolution strategies. Based on this ontology, it dynamically detects conflicts associated among multiple users who are using various applications affecting each other, or the same application with different preferences. An appropriate resolution method is assigned to the conflict according to the properties involved, their relationship, and users' preferences. The detected conflict is resolved either by an automatic decision, based on either priority or preferences, or by a user decision. Through implementing and evaluating the framework to a smart home test-bed, we found that the proposed framework dynamically detected and flexibly resolved multi-user conflicts which occurred among the services of multiple applications, as well as within a single application.

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Research Article Sun, 28 Jun 2009 00:00:00 +0300
An Agent for Web-based Structured Hypermedia Algorithm Explanation System https://lib.jucs.org/article/29471/ JUCS - Journal of Universal Computer Science 15(10): 2078-2108

DOI: 10.3217/jucs-015-10-2078

Authors: Elhadi Shakshuki, Richard Halliday

Abstract: Studying and understanding algorithms is important for all computer scientists. Over two decades of research has been devoted to improving algorithm visualization and algorithm explanation techniques. Knowledge gained from these practices allows us to design and implement logically correct programs with considerations to runtime and memory constraints. For many students, learning algorithms in a traditional manner (i.e. using text-books) is challenging. We have developed an alternative approach to teaching algorithms called the Structured Hypermedia Algorithm Explanation (SHALEX) system, which uses hypermedia and represents algorithms as an abstract tree structure. Although SHALEX is a fully functioning teaching tool, currently it does not provide a way of receiving feedback on student’s progress. To address this problem, this paper extends SHALEX with intelligent agent to monitor student progress, to provide the student with hints where necessary and to record the results of student interaction, all of which provide a means of quantifying the level of understanding the student has achieved. The system is implemented as a web-based application using the client-server architecture. This allows students to learn algorithms through both distance education and in the classroom setting.

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Research Article Thu, 28 May 2009 00:00:00 +0300
Using Embodied Conversational Assistants to Interface Users with Multi-Agent Based CSCW Applications: The WebAnima Agent https://lib.jucs.org/article/29459/ JUCS - Journal of Universal Computer Science 15(9): 1991-2010

DOI: 10.3217/jucs-015-09-1991

Authors: Emerson Paraiso, Cesar Tacla

Abstract: We have been using personal assistants (PA) coupled with multi-agent systems (MASs) in several CSCW applications. Since we are considering professional environments, where users have many tasks to perform, and where users are using several different applications at the same time (browsers, CADs, etc.), the PA interface should motivate users to keep using their assistant. To achieve this goal, we propose WebAnima. WebAnima is a web-based embodied interface agent specially designed to assist team members of a CSCW application during their daily work based on computers. In WebAnima, the intelligent behaviour is guaranteed thanks to a conversational interface and ontologies that support semantic interpretation. We believe that embodied conversational assistants will improve the quality of assistance and increase collaboration between project members. With WebAnima, we expect to acquire information that can be further processed and reused in current and subsequent projects aiming at increasing productivity. In this paper, we present the embodied conversational assistant and its insertion into an MAS designed for research and development projects. We describe the design of the agent, highlighting the role of ontologies for semantic interpretation and the dynamic behaviour of the embodied animated agent.

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Research Article Fri, 1 May 2009 00:00:00 +0300
Providing Multi Source Tag Recommendations in a Social Resource Sharing Platform https://lib.jucs.org/article/29330/ JUCS - Journal of Universal Computer Science 15(3): 678-691

DOI: 10.3217/jucs-015-03-0678

Authors: Martin Memmel, Michael Kockler, Rafael Schirru

Abstract: In today's information environments, tagging is widely used to provide information about arbitrary types of digital resources. This information is usually created by end users with different motivations and for different kinds of purposes. When aiming to support users in the tagging process, these differences play an important role. In this paper several approaches to generate tag recommendations are discussed, and a prototypical recommender system for the social resource sharing platform ALOE is presented. This interactive system allows users to control the generation of the recommendations by selecting the sources to be used as well as their impact. The component was introduced at DFKI, and a first evaluation showed that the recommender component was considered as helpful by a majority of users.

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Research Article Sun, 1 Feb 2009 00:00:00 +0200
Learning Design in Adaptive Educational Hypermedia Systems https://lib.jucs.org/article/29272/ JUCS - Journal of Universal Computer Science 14(22): 3627-3647

DOI: 10.3217/jucs-014-22-3627

Authors: Adriana Berlanga, Francisco García-Peñalvo

Abstract: After more than ten years of research aiming at defining methods and techniques to deliver personalized instruction, Adaptive Educational Hypermedia Systems have not made the jump into real practice systems. Reasons for this include the complexity of their development, their use of exclusive methods for defining adaptivity and educational elements, and their lack of interoperation amongst courses and applications. A possible alternative to cope with these issues is using as a common notational method the IMS Learning Design specification. This paper attempts to bring AEHS and IMS LD closer to each other in order to define adaptivity behaviour. To this end, it outlines how IMS LD could be used to define personalization properties and adaptive techniques and, based on that, it proposes a component called Adaptive Learning Designs, and an authoring tool to create these components. Furthermore, the paper discusses the benefits and limitations of IMS LD to define adaptivity behaviour, and ends suggesting additional research lines.

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Research Article Sun, 28 Dec 2008 00:00:00 +0200
Integrating Dialog Modeling and Domain Modeling - the Case of Diamodl and the Eclipse Modeling Framework https://lib.jucs.org/article/29238/ JUCS - Journal of Universal Computer Science 14(19): 3265-3278

DOI: 10.3217/jucs-014-19-3265

Authors: Hallvard Trætteberg

Abstract: For most applications, data-intensive applications in particular, dialog modeling makes little sense without a domain model. Since domain models usually are developed and used outside the dialog modeling activity, it is better to integrate dialog modeling languages with existing domain modeling languages and tools, than inventing your own. This paper describes how the Diamodl language, editor and runtime have been integrated with the Eclipse Modeling Framework.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
"Fine Tuning" Image Accessibility for Museum Web Sites https://lib.jucs.org/article/29235/ JUCS - Journal of Universal Computer Science 14(19): 3250-3264

DOI: 10.3217/jucs-014-19-3250

Authors: Barbara Leporini, Ivan Norscia

Abstract: Accessibility and usability guidelines are available to design web sites accessible to blind users. However, the actual usability of accessible web pages varies depending on the type of information the user is dealing with. Museum web sites, including specimens and hall descriptions, need specific requirements to allow vision-impaired users, who navigate using a screen-reader, to access pieces of information that are mainly based on visual perception. Here we address a methodology to be applied for the proper creation and elaboration of alternative image descriptions in museum web pages. Such methodology has been applied to a gallery of the Museum of Natural History and Territory (University of Pisa). Such indications allow the user: (1) to address indexed contents and to link to information in more details, (2) to calibrate image descriptions (with a command providing alternative explanations for specimens), and (3) to access extra information for the blind (via hidden labels). A multidisciplinary approach is necessary to obtain effective and comprehensive descriptions. In this perspective, a cooperative environment is eventually proposed for team work facilitation.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
A Model-Driven Approach to Align Business Processes with User Interfaces https://lib.jucs.org/article/29234/ JUCS - Journal of Universal Computer Science 14(19): 3236-3249

DOI: 10.3217/jucs-014-19-3236

Authors: Kenia Sousa, Hildeberto Mendonça, Jean Vanderdonckt

Abstract: Information Technology (IT) has evolved over time from its traditional use as administrative support towards a more strategic role to enforce business processes (BP). But several organizations that adopt BP modeling as a source to implement enterprise systems struggle to maintain such a link. To solve this problem, most researches are focused on software engineering to specify the association between models from business and IT to support propagating changes. But even though there are several techniques to control the alignment of BP and their systems, there lacks a solution that addresses a major aspect of systems: their User Interfaces (UI). The negative impact of focusing only on functional aspects is that many changes on business processes that affect user interfaces are not carefully considered. Our solution proposes a method for the alignment of business processes with user interfaces of systems by adopting a model-driven approach. Such support is targeted at large organizations in order to enable them to be more capable of managing those links. The method along with the tool guarantees that all the models used to develop enterprise systems are internally mapped and that any attempt to make changes in at least one of them is alerted with warnings about the possible impacts. We propose a practical method, adaptable to specic organizational structures, that enables professionals to focus on achieving organizational goals, and still puts forward users' need for a richer user interaction.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Model-Based and Prototyping-Driven User Interface Specification to Support Collaboration and Creativity https://lib.jucs.org/article/29231/ JUCS - Journal of Universal Computer Science 14(19): 3217-3235

DOI: 10.3217/jucs-014-19-3217

Authors: Thomas Memmel, Harald Reiterer

Abstract: When the user interface is specified, a picture is worth a thousand words, and the worst thing one can do is write a natural-language specification for it. Because this practice is still common, it is a challenging task to move from text-based requirements and problem-space concepts to a final UI design, and then back again. However, this activity is required frequently and is necessary to drive creative ideas. In our research we found that advanced UI specifications should therefore be made up of interconnected artefacts that have distinct levels of abstraction. With regards to the transparency and traceability of the rationale of the specification process, transitions and dependencies must be visual and traversable. For this purpose, we introduce a model-based user interface specification method and a corresponding experimental tool that interactively integrates interdisciplinary and informal models with different levels of fidelity of user-interface prototyping. With innovative styles of interaction and user input, our proposed tool supports the collaboration required in a multidisciplinary context.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Evaluation of Agent-based Interactive Systems: Proposal of an Electronic Informer Using Petri Nets https://lib.jucs.org/article/29230/ JUCS - Journal of Universal Computer Science 14(19): 3202-3216

DOI: 10.3217/jucs-014-19-3202

Authors: Chi Tran, Houcine Ezzedine, Christophe Kolski

Abstract: The evaluation of interactive systems has been an active subject of research for many years. Many methods and tools have been proposed but most of them do not take architectural specificities of agent-based interactive systems into account. In addition, electronic informers are popular evaluation tools but current ones have often some limits. In order to solve these problems, we propose an electronic informer to evaluate agent-based interactive systems. This tool captures interaction events occurred in agent-based interactive systems and then, based on such captured data, it realizes treatments such as calculations, statistics and generates Petri Nets (PNs) to assist evaluators in evaluating three aspects of the system: user interface, non-functional properties (e.g. response time, reliability, etc.) and user’s properties (e.g. abilities, preferences, etc.). The approach has been validated by applying it to evaluate an agent-based interactive system used for the supervision of urban transport network.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Consequence of Two-handed Manipulation on Speed, Precision and Perception on Spatial Input Task in 3D Modelling Applications https://lib.jucs.org/article/29228/ JUCS - Journal of Universal Computer Science 14(19): 3174-3187

DOI: 10.3217/jucs-014-19-3174

Authors: Manuel Veit, Antonio Capobianco, Dominique Bechmann

Abstract: We developed a free form deformation application for an immersive environment in which users can interact freely using data gloves. To ensure better comfort and performances, we added the possibility of bi-manual interaction in our environment. To investigate the actual gain obtained by this interaction technique we designed an experimental protocol based on spatial input tasks. In our experiment, we asked our subjects to use only the dominant hand to achieve the different tasks or, on the contrary, to use both hands. Comparison of users' performances - i-e, time and precision - shows that, without proper training, executing a task using two hands can be more time consuming than using one hand. In fact, the degree of symmetry of the tasks performed with each hand seem to have a significant impact on whether or not users take advantage of bi-manual possibilities. Our results also show that bi-manual interaction can introduce proprioceptive cues that can be of help to achieve more precision in the placement or selection only when proper visual information are missing. In this study, we also wanted to investigate if bi-manual interaction can help users in their perception of the task. Even if there aren't statistically significant, our results shows that using symmetric bi-manual interaction, proprioception cues can improve user's perception.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Model-Driven Approach to Design User Interfaces for Workflow Information Systems https://lib.jucs.org/article/29227/ JUCS - Journal of Universal Computer Science 14(19): 3160-3173

DOI: 10.3217/jucs-014-19-3160

Authors: Josefina García, Christophe Lemaigre, Juan Manuel González Calleros, Jean Vanderdonckt

Abstract: Many methods in the area of Human-Computer Interaction have been developed for deriving user interfaces considering individual users. However, nowadays information systems include more than single interaction, there is a need to explicitly include multi user interaction during the design process of information systems. One of this approaches are workflow systems. Workflow information systems present the view of the organization, while modelling their business process; workflow systems define explicitly the role of each actor during the performance of the different tasks. The introduction of aspects such as: organizational units, agendas, Wok list, user stereotypes and resources, allows the design of more robust systems, especially when all of them are considered during the development of the User Interfaces needed. In this paper, we present a model-driven approach to derive user interfaces of a workflow information system from a series of models. A graphical editor has been developed. It is described and exemplified on a real-world case study for designing the user interfaces of a workflow information system.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Using the Optical Flow to Implement a Relative Virtual Mouse Controlled by Head Movements https://lib.jucs.org/article/29223/ JUCS - Journal of Universal Computer Science 14(19): 3127-3141

DOI: 10.3217/jucs-014-19-3127

Authors: Tomàs Pallejà, Edgar Rubión, Mercè Teixido, Marcel Tresanchez, Alicia Fernández del Viso, Carlos Rebate, Jordi Palacin

Abstract: The following paper introduces the work conducted to create a relative virtual mouse based on the interpretation of head movements and face gesture through a low cost camera and the optical flow of the images. This virtual device is designed specifically as an alternative non-contact pointer for people with mobility impairments in the upper extremities and reduced head control. The proposed virtual device was compared with a conventional mouse, a touchpad and a digital joystick. Validation results show performances close to a digital joystick but far away from a conventional mouse.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Displaying Pictures according to the Songs Being Played https://lib.jucs.org/article/29222/ JUCS - Journal of Universal Computer Science 14(19): 3114-3126

DOI: 10.3217/jucs-014-19-3114

Authors: Jesús Ibáñez, David García, Oscar Serrano

Abstract: This paper presents Musimage, a novel system which displays pictures according to the songs being played at the same time. By using the interface the user selects the songs to be played, but the pictures are automatically selected. For each song to be played, the system selects a set of pictures, according to various criteria corresponding to some features of the song. In this sense, the pictures to be shown are, metaphorically, triggered by the songs.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Gaze-based Interaction for Virtual Environments https://lib.jucs.org/article/29218/ JUCS - Journal of Universal Computer Science 14(19): 3085-3098

DOI: 10.3217/jucs-014-19-3085

Authors: Jorge Jimenez, Diego Gutierrez, Pedro Latorre

Abstract: Abstract We present an alternative interface that allows users to perceive new sensations in virtual environments. Gaze-based interaction in virtual environments creates the feeling of controlling objects with the mind, arguably translating into a more intense immersion sensation. Additionally, it is also free of some of the most cumbersome aspects of interacting in virtual worlds. By incorporating a real-time physics engine, the sensation of moving something real is further accentuated. We also describe various simple yet effective techniques that allow eyetracking devices to enhance the three-dimensional visualization capabilities of current displays. Some of these techniques have the additional advantage of freeing the mouse from most navigation tasks. This work focuses on the study of existing techniques, a detailed description of the implemented interface and the evaluation (both objective and subjective) of the interface. Given that appropriate filtering of the data from the eye tracker used is a key aspect for the correct functioning of the interface, we will also discuss that aspect in depth.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Extending and Supporting Featured User Interface Models for the Development of Groupware Applications https://lib.jucs.org/article/29214/ JUCS - Journal of Universal Computer Science 14(19): 3053-3070

DOI: 10.3217/jucs-014-19-3053

Authors: Victor Penichet, María Lozano, José A. Gallud Lázaro, Ricardo Tesoriero, Maria Rodríguez, José Garrido, Manuel Noguera, María Hurtado

Abstract: This paper presents a proposal to tackle the design and development of user interfaces for groupware applications. This proposal includes important design and implementation issues of special relevance for this kind of interfaces. In particular, group awareness requirements in the development of groupware applications are addressed, both in the sense of the basic manipulation actions of the interface widgets, as well as in the sense of other kinds of group awareness in relation to the presence of actors, the roles they play in a concrete moment, etc. The design proposal we present is part of a complete development process (called TOUCHE) which defines a set of facets to describe Abstract Interaction Objects. These objects, at design level, provide the basis for the definition of Concrete Interaction Objects at implementation level within a software platform intended to facilitate the development of user interfaces for groupware applications. This way, we get an integral approach to tackle the development of this kind of user interfaces, taking into account in an explicit way the perception of the joint activity of a group of users involved in a common task and thus achieving a more effective collaboration.

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Research Article Sat, 1 Nov 2008 00:00:00 +0200
Authoring Social-aware Tasks on Active Spaces https://lib.jucs.org/article/29192/ JUCS - Journal of Universal Computer Science 14(17): 2840-2858

DOI: 10.3217/jucs-014-17-2840

Authors: Roberto Arroyo, Miguel Gea, José Garrido, Pablo Haya, Rosa Carro

Abstract: Social-aware computing is an emerging trend based on ubiquitous computing technologies and collaborative work. A successful design demands a better understanding of group tasks, adaptation mechanisms and support for dynamic changes in a nomadic computing paradigm. This paper proposes the use of a hypermedia model to describe and support group activities in intelligent environments. The resulting system integrates adaptive context-aware information on the basis of user/group models in order to provide a structured access to dynamic task scheduling. In particular, we propose the use of the calendar metaphor as an ongoing connection between active spaces and collaborative tasks. This proposal provides the appropriate support for an easier human coordination to achieve common objectives in blended learning scenarios, and thus, extending authoring social tasks to physical spaces.

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Research Article Sun, 28 Sep 2008 00:00:00 +0300
Supporting the Development of Accessible Web Applications https://lib.jucs.org/article/29179/ JUCS - Journal of Universal Computer Science 14(16): 2699-2719

DOI: 10.3217/jucs-014-16-2699

Authors: Myriam Arrue, Markel Vigo, Julio Abascal

Abstract: The aim of this paper is to review the best known methodologies for web applications development as well as the existing supporting tools and techniques from an accessibility-centric perspective. To this end, a number of development methodologies with their respective characteristics are described: model-based methodologies, user-centred processes, usability engineering methodologies and accessibility engineering methodologies. Some of these methodologies are provided with specific supporting tools which facilitate the accomplishment of specified tasks. However, there are methodologies which are not supported by specific tools. Therefore, web developers must deal with diverse tools in order to perform the corresponding activities. In this context, the development of accessible web applications is even more difficult. This paper concludes that there is not currently a holistic development framework to be used throughout the whole development process. Our contribution relies on a set of tools that support the different phases of the process. Since these tools are developed upon a common methodological basis, a high rate of interoperability is obtained. This cohesion allows their integration in a comprehensive framework so that the development of accessible web applications is facilitated.

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Research Article Thu, 28 Aug 2008 00:00:00 +0300
Designing Collaborative User Interfaces for Ubiquitous Applications Using CIAM: The AULA Case Study https://lib.jucs.org/article/29178/ JUCS - Journal of Universal Computer Science 14(16): 2680-2698

DOI: 10.3217/jucs-014-16-2680

Authors: Maximiliano Paredes, Ana Molina, Miguel Redondo, Manuel Ortega Cantero

Abstract: In this article we explain how we apply the CIAM methodology based on the CIAN notation in order to generate user interfaces in collaborative applications. CIAM has been applied successfully in the development of desktop applications, such as Domosim-TPC, demonstrating its effectiveness in the definition of user interfaces for collaborative applications where a shared context is required. We present the AULA system modeled by means of CIAM. The results in the application of this Methodology show the necessity to include those aspects closely related with context modeling and the synchronization of contents; that is why we make an outline of the way to take into account these characteristics as a future work.

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Research Article Thu, 28 Aug 2008 00:00:00 +0300
Cognitive Ergonomics in Interface Design - Discussion of a Moving Science https://lib.jucs.org/article/29174/ JUCS - Journal of Universal Computer Science 14(16): 2614-2629

DOI: 10.3217/jucs-014-16-2614

Authors: Gerrit Van Der Veer

Abstract: Cognitive Ergonomics is discussed as a systematic base for user interface design. The history of the discipline, explicitly existing now for about 25 years, is discussed, from participatory design, through various flavors of user centered design, to contextual design. Several persistent misunderstandings regarding the need for user interface design are analyzed. The concept of activity centered design is proposed as state of the art approach, and several techniques that support this paradigm are mentioned and illustrated.

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Research Article Thu, 28 Aug 2008 00:00:00 +0300
The State of HCI in Ibero-American Countries https://lib.jucs.org/article/29173/ JUCS - Journal of Universal Computer Science 14(16): 2599-2613

DOI: 10.3217/jucs-014-16-2599

Authors: Toni Granollers, Cesar Collazos, María González

Abstract: Human-Computer Interaction (HCI) is a challenging discipline that is currently concerned with the design, implementation and evaluation of interactive systems for human use, as well as the study of major phenomena surrounding them. Indeed, interdisciplinary communities formed by scientists, university teachers and students, people coming from the industry and customers related to HCI are emerging in different parts of the world. In particular, this article overviews the HCI community in the Ibero-American context, which involves hundreds of millions of people working or studying in HCI, whose cultural background is primarily associated with the Spanish and Portuguese languages and cultures, regardless of ethnic and geographical differences. Our final goal is to improve the visibility of this particular HCI community, enhancing the self awareness of its members and their individual motivation and future exchanges.

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Research Article Thu, 28 Aug 2008 00:00:00 +0300
Adapting Web 1.0 User Interfaces to Web 2.0 Multidevice User Interfaces using RUX-Method https://lib.jucs.org/article/29133/ JUCS - Journal of Universal Computer Science 14(13): 2239-2254

DOI: 10.3217/jucs-014-13-2239

Authors: Juan Preciado, Marino Linaje, Fernando Sánchez-Figueroa

Abstract: The development of Web applications, both functionality and Web User Interfaces (UIs), has been facilitated over the last few years using Web models and methodologies. However, new requirements that overcome traditional HTML-based Web 1.0 User Interfaces limits have arisen. Developers and tool vendors have answered these limits introducing Rich Internet Applications (RIAs). RIA technologies provide Web 2.0 UI capabilities such as high interactivity and native multimedia support among others. Currently, numerous developers are adapting many of their legacy Web 1.0 applications to Web 2.0 introducing Web 2.0 UI capacities while maintaining the business logic. Nevertheless, there is a lack of methodologies to support this adaptation process. In this paper we show how to use a model driven method called RUX-Method for the systematic adaptation of existing Web 1.0 UIs to Web 2.0 multidevice UIs. This method focuses on new UI capabilities provided by RIAs while taking advantage of functionality already provided by existing Web models. The proposal follows a common UI design for all the devices and an ad-hoc design approach for each device attending to its specific features.

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Research Article Tue, 1 Jul 2008 00:00:00 +0300
Easing the Smart Home: Semi-automatic Adaptation in Perceptive Environments https://lib.jucs.org/article/29071/ JUCS - Journal of Universal Computer Science 14(9): 1529-1544

DOI: 10.3217/jucs-014-09-1529

Authors: Manuel García-Herranz, Pablo Haya, Abraham Esquivel, Germán Montoro, Xavier Alamán

Abstract: This paper analyses the requirements of automation and adaptation in the so called perceptive environments. These environments are places with the ability of perceiving the context through sensors and other mechanisms. Focusing on personal/home environments, we present a first approach and prototype to semi-automatic adaptation of Perceptive Environments through a system of rule-based, configurable and modular agents, which are able to explain their behaviors and to adapt to the changing habits of the users. This prototype has been implemented over a real environment: a living room equipped with ambient intelligence capabilities. The core of the system relies on a set of modular agents equipped with rules. Those rules are composed of triggers, conditions and actions that enable them to express desired behaviors of the environment as well as to infer high-level context from low level context. One of the main objectives of the system is to leverage the control of the user over his/her own environment, making it easy to create powerful and personal behaviors without expert assistance. In this sense this work follows Greenberg’s thought of making "simple ideas simple to be done" [Greenberg 07].

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Research Article Thu, 1 May 2008 00:00:00 +0300
WebA: A Tool for the Assistance in Design and Evaluation of Websites https://lib.jucs.org/article/29065/ JUCS - Journal of Universal Computer Science 14(9): 1496-1512

DOI: 10.3217/jucs-014-09-1496

Authors: Luis Tobar, Pedro Latorre, Elena Lapena

Abstract: The development, analysis and follow-up of the processes designed to assure the usability and accessibility of websites is a tedious work for the moderator or evaluator. This is why there is a necessity for tools that can automate the processes. There are some tools that cover some of the technical aspects, but no tools have been identified that can tackle the process as a whole. For these reasons the Aragonese Usability Laboratory decided to develop WebA (Web Analysis), with the objective to have a complete application. This application is designed through modules with the objective of covering all of the evaluation and analysis phases, and it concludes with a process management module. For the analysis phase a Card Sorting module (open & closed) has been developed that uses the hierarchical and multidimensional cluster analysis, which allows a better information architecture. For the evaluation phases, modules have been developed that allow the semiautomatic evaluation of usability through user satisfaction tests based on Nielsen heuristics and ISO standards, the evaluation of accessibility through the verification of WCAG 1.0 guidelines. The application concludes with a process design and evaluation management module, and modules that automatically generate the reports of the analysis carried out.

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Research Article Thu, 1 May 2008 00:00:00 +0300
Capturing Interaction Requirements in a Model Transformation Technology Based on MDA https://lib.jucs.org/article/29064/ JUCS - Journal of Universal Computer Science 14(9): 1480-1495

DOI: 10.3217/jucs-014-09-1480

Authors: Jose Panach, Sergio España, Inés Pederiva, Óscar Pastor

Abstract: Currently, many models are used to capture functional software requirements. However, the Software Engineering community has faded interaction requirements into the background, dealing with interface mainly in design time. A sound MDA-compliant software development methodology, called OO-Method, is extended in this work to bridge this gap. The issue is to define a methodology for capturing interaction requirements. For this purpose, the formal notation ConcurTaskTrees (CTT) is used. This notation is a technique that is well-known in the Human Computer Interaction community. A set of interaction patterns has been defined to build CTT models. These patterns are defined with a very precise syntax and semantics. Moreover, transformation rules are defined to transform the Task Model into the OO-Method Presentation Model, which specifies the user interface in an abstract and platform-independent way. However, since editing the CTT models is hard work, this paper proposes superimposing a layer to the CTT diagram in order to capture interaction requirements using sketches. CTT models will be synchronously generated from these sketches. Because this transformation is 'transparent' to the analyst, he only needs to draw the sketches during the interaction requirements elicitation. The approach presented in this paper is instantiated for the environment of the OLIVANOVA technology. This environment makes it possible to obtain a final software product from its corresponding Conceptual Model through a Model Compilation process, where interaction modeling is properly embedded with the most conventional data and process modeling.

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Research Article Thu, 1 May 2008 00:00:00 +0300
Collaborative Explicit Plasticity Framework: a Conceptual Scheme for the Generation of Plastic and Group-Aware User Interfaces https://lib.jucs.org/article/29062/ JUCS - Journal of Universal Computer Science 14(9): 1447-1462

DOI: 10.3217/jucs-014-09-1447

Authors: Montserrat Sendín, Víctor López-Jaquero, Cesar Collazos

Abstract: The advent of new advances in mobile computing has changed the manner we do our daily work, even enabling us to perform collaborative activities. However, current groupware approaches do not offer an integrating and efficient solution that jointly tackles the flexibility and heterogeneity inherent to mobility as well as the awareness aspects intrinsic to collaborative environments. Issues related to the diversity of contexts of use are collected under the term plasticity. A great amount of tools have emerged offering a solution to some of these issues, although always focused on individual scenarios. We are working on reusing and specializing some already existing plasticity tools to the groupware design. The aim is to offer the benefits from plasticity and awareness jointly, trying to reach a real collaboration and a deeper understanding of multi-environment groupware scenarios. In particular, this paper presents a conceptual framework aimed at being a reference for the generation of plastic User Interfaces for collaborative environments in a systematic and comprehensive way. Starting from a previous conceptual framework for individual environments, inspired on the model-based approach, we introduce specific components and considerations related to groupware.

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Research Article Thu, 1 May 2008 00:00:00 +0300