UUID members have been actively involved and participated in activities. Below are the on-going and past activities:
3D Scanning & Data Collection: Keris
(20 September 2011, Cyberjaya) Muhammad Asyraf is a post graduate student, who is working on collecting digital data of Malaysian cultural and heritage artifacts using 3D scanner. Currently, 3D scanner and 3D software has been used by archeologists from all over the world to help them to document, restore and preserve historical artifacts and archeological sites.
Asyraf is scanning a keris (Malay dagger), a traditional asymmetrical dagger from Malay heritage. Forged by Master of blacksmith, keris is famous by its wavy blade characteristic, but some do have a straight blade, it also associates with supernatural belief. In addition, keris has 2 main material,l which is iron for the blade and the hilt, it is normally made from wood, metal or ivory. However, this particular keris is carved by wood.
During the 3D scanning exercise, keris is placed on a flat platform made by black board, which is marked by reflective marker (see Figure 1 below).
The next step is to use an optical single handle 3D scanner to scan the keris at one side at a time (Figure 2). The data is then directly transferred through the fire-wire to the computer and it will be ready for analyzing, editing and saving for future reference (Figure 3). More info can further contact Asyraf at email@example.com.
HCI International 2011
(9-14 July 2011, Orlando, Florida) HCI International 2011 was recently held in Orlando, Florida, USA to encourage participation and contribute to the international forum for the dissemination and exchange of up-to-date scientific information on theoretical, generic and applied areas of HCI with other participants. The Conference started with three days of tutorials followed by parallel sessions, poster sessions and the exhibition was held during the last three days of the conference.
UUID member, Kimberly Chu presented her work on “Methodologies for Evaluating Player Experience in Game Play” and discusses about current evaluation methods on player experience particularly on game play.
The paper addresses on player experience which constitute a significant factor in determining the success rate of games. Concept such as fun, flow, fulfillment, enjoyment, engagement, satisfaction, pleasure and playability are analyzed. The findings through the analysis were concluded in a playability matrix based on the methodologies for evaluating player experience in game play.
In addition other topics on design, user experience, usability and design access in ergonomics and interaction are included in the parallel session helps to form intellectual discussions and knowledge sharing session among conference participants.
Below are some of the pictures taken during HCII2011 Conference on 9-14th July 2011 held at Hilton Orlando Bonnet Creek, Orlando, Florida.
Further info can contact Kimberly at firstname.lastname@example.org.
Active Ageing and Mobile Technologies: An International Partnership Development Program
(4 – 9 July 2011, Barcelona, Spain) An international partnership development grant research project entitles ‘Active Ageing, Mobile Technologies’, which is funded by Canada SSHRC (Social Sciences and Humanities Research Council) for three years (2011-2014), signifies an interdisciplinary and transnational partnership across three continents. This international research project is led by Professor Kimberly SAWCHUK from Concordia University, Canada. Other research collaborators include Mireia Fernandex-ARDEVOL (Open University of Catalonia, Spain), Line GRENIER (Université de Montréal, Canada), Chui Yin WONG (Multimedia University, Malaysia) and Barbara CROW (York University, Canada).
This interdisciplinary and transnational partnership’s objectives are to expand the network of researchers collaborating on ageing and mobile, wireless media technologies, with a specific emphasis on the cellular telephone and its relation of media and communication; to support joint ventures such as conferences, symposia, shared web resources; to reach out to community organisations, industry and public sector groups in order to develop new connections.
The partnership will actively include the elderly in mobile, wireless telecommunication research, nationally and internationally, which will lead to a comparative perspective to help identifying the barriers in access to communication and media that might exist for this cohort in different contexts. This partnership approach, across disciplines, languages and nations, will take into account cultural, economic and gender issues in order to avoid the notion that there is a universal experience of ageing.
The first research meeting was hosted by Mireia Fernandex-ARDEVOL from 4th – 9th July in Open University of Catalonia, Spain (picture below) to discuss and revise the strategic partnership development and research direction that is aligned with the goals of funding agency.
Apart from this, the 1st Active Ageing and Mobile Technologies Open workshop was held in 7th July 2011 (see picture below). The open workshop gathered researchers working in the related areas, industries and also NGO (Non-Government Organisations) from Barcelona and Spain sharing the experiences and resources with the project team on this particular topic.
To have further enquiries about the project, you can send an email to Chui Yin Wong (email@example.com).
ACM SIGCHI Asia Workshop
(25-27 March 2011, Beijing) ACM SIGCHI (Special Interest Group on Computer Human Interaction) is the premier international society for professionals, academics and students who are interested in human-technology and human-computer interaction. SIGCHI is inviting representatives from Asian countries/regions who can present and discuss the local HCI activities with other representatives from the Asian region and with SIGCHI representatives.
UUID member, Chui Yin WONG, was invited to represent Malaysia to discuss and talk about the current state of HCI development in academia, industry, education, organizations, etc. taking into consideration of different HCI related disciplines. In addition, other topics such as the problems and challenges faced in local HCI development; role and help from external bodies to improve involvment of local HCI communities were some of the discussion highlights. To know more details, she can be reached at: firstname.lastname@example.org
Below are some photos taken during the ACM SIGCHI Asia Workshop, 25-27 March 2011, Beijing.
Optical Scanning – Issues, References and Scanning in 3D Space
(20th March 2011, Cyberjaya) Chee Weng KHONG is an advocate and researcher for product/interface design, ergonomics and rapid prototyping. Here he highlights an important aspect of optical scanning that is, the calibration of the scanning device with reference to the artefact or the object to be scanned. The main point of reference for the scanning device is a set of reflective “markers” in a fixed location with regards to the artefact. So, in a simple scanning set up (Figure 1), there will be 4 core components involved. This includes the artefact or object to be scanned, reference points (markers), scanning device and the data acquisition module (personal computer or laptop).
Acquiring the scan data is currently automated by using a handheld optical scanner. However, the scanned data still needs to be cleaned and patched. Inevitably, anomalies to the scanned data will appear as there are many variables present during the scanning process, especially when the scanning device is hand-held. Hence, acquiring three-dimensional (3D) scan data needs refer to the references in 3D space.
Several point-and-shoot tests were carried out in an effort to determine the best and optimised scanning situation. This, of course, is based on several factors. These factors will determine the accuracy, speed, disposition, and comfort of obtaining an optimised scanned data. The quick-and-dirty method appointed in this study (point-and-shoot) is to determine the variables that affect the scanning output. Figure 1 below shows the variation of scanned data based on altering the variables that affect scanning. These variables are as follows:
1. speed of scan (movement of wrist, elbow and arm),
2. position (placement of item to be scanned),
3. displacement of reference point (artefact-marker, marker-scanner, scanner-artefact),
4. references (marker and its placement),
5. material of scanned object (reflectivity, refraction and absorption),
6. device (sensitivity of imaging technology), and
7. environment (ambient lighting, temperature, air movement, etc.).
It is assumed that the data acquisition module in the form of a personal computer or notebook does not pose a significant effect on the optimisation factor in this study. This is an on-going study and involves the feasibility of scanning artefacts using a handheld, optical scanner. The study will also refer to the acquisition method employed and developing an optimised model for the handheld optical scanning process.For further enquiries, Chee Weng Khong can be reached at email@example.com
Sharing Session on Input Methods & Player Experience for Mobile Gaming
(17 December 2010, Cyberjaya) UUID (Universal Usability & Interaction Design) SIG organized a monthly talk and sharing session presented by UUID SIG member, Kimberly Chu. The talk entitled “Effects of Input methods on Player Experience for Mobile Gaming”.Date: 17 December 2010, Friday
Time: 2.30 pm -3.30 pm.
Venue: R1009 Interface Design Studio
During the sharing session, Kimberly shared her current development on mobile phone and games market worldwide. In addition, Kimberly also highlighted the current issues faced by the mobile input and games community such as small input size, key buttons constraints and device fragmentation. In addition, she shared various interfaces of existing mobile input such as hard keypad and soft keypad as the major input for mobile gaming. Finally, she also talked about a review on the methodology employed by other researchers, and how this information can contribute to the mobile input and interaction community from gaming perspective.
Apple Technology Talk
(2nd November 2010, Cyberjaya) UUID (Universal Usability & Interaction Design) SIG and Interface Design Program at Faculty of Creative Multimedia (FCM), Multimedia University jointly organised an Apple Technology Talk on 2nd November 2010 (Tuesday).
Venue: R1009 Interface Design Studio.
Speaker: Ahmad Sahar, Apple Certified Trainer and Technical Coordinator
The topics that cover in the talk:
Mobile Device Characteristics
– Compact Screen Size
– People See One Screen at a Time
– People Interact with One Application at a TimeHuman Interface Principles: Creating a Great User Interface
– Direct Manipulation
– See and Point
– User Control
– Aesthetic Integrity
Characteristics of Great iPhone Applications
– Build in Simplicity and Ease of Use
– Make it Obvious
– Think Top Down
– Minimize Required Input
– Express Information Succintly
– Provide Fingertip-Size Targets
– Focus on the Primary Task
– Communicate EffectivelyAccessibility
-Accessing Mobile Content
-Experience different ways to access content and learn about accessibility features which are built in.We received an overwhelming response with around 120 audience showed up at the talk.
Presentation on Multimodal Emotion & Affective Interaction Design
(16-18 April 2010, Chengdu, China) IEEE ICIME 2010 and ICCET 2010 are the main annual Information research conference aimed at presenting current research being carried out. The idea of the conference is for the scientists, scholars, engineers and students from the Universities all around the world and the industry to present ongoing research activities, and hence to foster research relations between the Universities and the industry. The conferences were held on 16-18th April 2010, in Chengdu, China. For more information; please visit the website: http://www.icime.org/cfp.htm
Our UUID member, Nor’ain Mohd Yusoff had presented two papers:
Paper 1: Multi-Modal Emotional Processing for SCOUT: Beyond the HCI Psychometrics Methods
The paper addresses significant roles of Multimodal Emotional Processing methods for SCOUT, which includes different types of Psychometric usability methods and Physiological emotional processing methods. SCOUT is an e-learning tool for the design and process of e-learning storyboard for experts in instructional design and subject-matters. The application of Psychometrics and Multi-modal Emotional Processing are then, analyzed. The results of the analysis revealed that the use of both processing methods would enrich the evaluation of emotion in human-computer interaction study.
Paper 2: SCOUT and Affective Interaction Design: Evaluating Physiological Signals for Usability in Emotional Processing
The paper describes the significant role of physiological signals as a method to study usability in emotion in the area of HCI and Affective Computing. Affective design and interaction are also discussed in the SCOUT development. SCOUT stands for e-Learning Storyboard Cognitive Operator User Tool, which aims to leverage the cognitive and affective skills in the design and process incorporating the experts in instructional design and subject-matter. The comparison of different research areas in HCI, focusing on different key attributes and physiological signals are studied. The result of the analysis revealed that physiological signal should be used as important as other usability psychometric in HCI, to enrich the evaluation of human-computer interaction study with human emotion. Nor’ain Mohd Yusoff can be contacted at: firstname.lastname@example.org