Papers by Santiago Xavier Gavilanez Martinez
The purpose of this paper is to introduce a range of animation principles that the authors believ... more The purpose of this paper is to introduce a range of animation principles that the authors believe may be used to predict audience eye movements and responses, and to propose how a combination of practice-based and empirical research could lead to an enhanced understanding of how to create animated cues to allocate viewer attention. These insights inform the prediction of attention in deictic gaze cuing contexts where the convergence of motion stimulus, agent presence, and facial and gestural cuing has the potential to create an engaging interactive experience and long term affiliation. This record was migrated from the OpenDepot repository service in June, 2017 before shutting down.
Studies in health technology and informatics, 2015
This study presents the user-centred design and evaluation process of a Collaborative Information... more This study presents the user-centred design and evaluation process of a Collaborative Information System (CIS), developed for a new telehealth service for remote monitoring of chronic obstructive pulmonary disease patients after hospital discharge. The CIS was designed based on the information gathered in a workshop, where target end-users described the context of use, a telehealth workflow and their preferred ways of interaction with the solution. Evaluation of the iterative refinements were made through user tests, semi-structured interviews and a questionnaire. A field trial reported results on the ease of use and user satisfaction during the interaction with the fully developed system. The implemented CIS was successfully deployed within the secured Norwegian Health Network. The research was a result of cooperation between international partners within the EU FP7 project United4Health.
Studies in health technology and informatics, 2015
Telemedicine applications have the potential to enhance patient's safety at home by remote mo... more Telemedicine applications have the potential to enhance patient's safety at home by remote monitoring of chronic diseases. Telemedicine involves the interaction between multiple user groups through a system, making the usability aspect of such system crucial for the continuous, efficient and satisfactory use of the application. The main objective of this study was to carry out a usability evaluation in the field of a telemedicine application for remote monitoring of chronic obstructive pulmonary disease (COPD) patients to improve the application's user interface before system deployment. A field trial was performed with six COPD patients at their homes, continuously using the system's application on a tablet for seven days. The usability evaluation identified 23 usability problems related to users' interactions and system's functionality. These problems were solved with the refinement of the system through an iterative application development process. The outcome...
In Norway; the responsibility of citizens’ e-inclusion services relies on municipalities through ... more In Norway; the responsibility of citizens’ e-inclusion services relies on municipalities through the administration of se-lected electronic health information and services; these insti-tutions face the challenge of educating to use these health systems. In the case of ICT-illiterate people; the questions about what is the necessary ICT knowledge for basic use and how this content should be pedagogically delivered arose. This paper presents a pioneer intergenerational model for ICT education; in which young generations teach the basics of ICT use to elderly people without ICT experience. A qualitative evaluation of the piloted model in a Norwegian municipality was carried out using semi-structured interviews. The findings highlighted the fundamental role of the young people as experienced ICT users and teachers but also as a decisive factor for course participation for many elderly students. The outcome of the course was noticeable in both directions: most of the elderly attendees ac...
Static views of head and eye gaze allocate observer attention in the direction of agent gaze [Lan... more Static views of head and eye gaze allocate observer attention in the direction of agent gaze [Langton, et al., 2000, Attention and Performance, 4(2), pp. 50-59], but can a computer generated agent create effective, procedural sequences of deictic gaze and head cueing? Previous research has focussed on static images using manual response paradigms. We measured the efficacy of a static, two-frame or fully animated agent to orient observer gaze response to peripheral targets using agent head and eye-gaze cues. We assessed the location of the post-cue first-fixation of the observer to eight targets that were positioned radially around the agent’s head displayed on a monitor. Participant eye-movements were recorded with a modified SMI-HED system. The first-fixation time responses to animated agents were faster than to static or two-frame sequences of agent gaze. Observers’ fixation responses were accurate in 92% of trials. This suggests that use of first-fixation to assess response is a ...
Despite that paper-based medical procedures have historically been the most common way of registe... more Despite that paper-based medical procedures have historically been the most common way of registering and exchanging patient data, it does not avoid the potential risks of unauthenticated access, unregistered data loss, legibility and difficulty to share the data with third parties. The Coordination Reform 2009 (Samhandlingsreformen) has demanded from municipalities to implement health services for citizens based on electronic messaging that eases the access to and sharing of patient data. In the context of the Research project “Collaboration without borders” (Samhandling uten grenser), in this study electronic forms and collaborative assessment report by videoconference have been usability tested in order to evaluate the potential application of these electronic tools in an inter-municipality workflow of dementia assessment. The results showed that electronic forms helped to reduce the paper load of the process, allowing repeated access to the forms for retrospective amendments and...
The Norwegian Health sector is undergoing changes at all levels due to recent health reforms. Ser... more The Norwegian Health sector is undergoing changes at all levels due to recent health reforms. Services traditionally offered by specialized health care are being transferred to primary health care managed by municipalities. In this context, telemedicine technology is introduced to facilitate new services that support communication across local borders, optimizing resources and increasing cost effectiveness. This study focuses on the user-centred design, iterative development and evaluation of the user interface of a mobile application to be used in a new telemedicine service for remote monitoring of chronic obstructive pulmonary disease symptoms. The research is a result of the cooperation between a municipality and a hospital as part of the European Commission project United4Health. Through a user-centred design approach, the tablet device application was developed based on information gathered in a workshop and group interviews where the end-users, patients and health professional...
Mobile technologies' touchscreen allows the use of choreog-raphy of gestures to interact with... more Mobile technologies' touchscreen allows the use of choreog-raphy of gestures to interact with the user interface. Relevant aspects in mobile technology design become crucial when targeting users with disabilities. For instance, when assistive technology is designed to support speech interaction between visually impaired users and a system, accessibility and ease-of-use of such technology should be included in the usability and technical evaluation of their effectiveness. This paper presents the analysis of the technical and physical infrastructure of a controlled laboratory environment for user evaluations made in the research project " Visually impaired users touching the screen-A user evaluation of assistive technology " where VoiceOver, a screen reader in Apple Inc. products was tested. The paper reports on challenges related to the use of the test infrastructure, such as how to obtain valuable data when interactive high-speed gestures are performed and how to optim...
La diversidad actual de tipos de dispositivos actúa como barrera para el aprendizaje de los mismo... more La diversidad actual de tipos de dispositivos actúa como barrera para el aprendizaje de los mismos. La variedad de los elementos de la interfaz así como sus diferentes funcionalidades, incluso en la misma categoría de productos y bajo la misma marca o compañía, incrementan la curva de aprendizaje para alcanzar un uso efectivo. En consecuencia, es de esencial importancia el diseño de la interfaz para conseguir una mejora sustancial del rendimiento y la satisfacción de los usuarios con necesidades específicas. Sobre la base de un paradigma inclusivo, en este trabajo proponemos mejorar la usabilidad, la accesibilidad y la satisfacción con la interfaz para un grupo específico de usuarios, el de las personas mayores sin experiencia tecnológica, en beneficio de todos los tipos de usuarios. En este trabajo se analizan los requisitos de aquellos usuarios, sus objetivos y el contexto de uso, para comprobar la eficacia de un nuevo tipo de interfaz simplificada. Este tipo de interfaz es el res...
Proceedings of the International Conference on Health Informatics, 2015
In the Norwegian Health sector there are currently undergoing changes at local, regional and nati... more In the Norwegian Health sector there are currently undergoing changes at local, regional and national level triggered by recent health reforms. Municipalities are facing for first time the duty of implementing new primary health services. Inter-municipal coordination (IMC) health care teams have been created to operate across borders to share costs, extend geographical range of operation and optimise resources. This study focuses on the development and evaluation of the user interface (UI) functional prototype of a collaborative information system for IMC dementia team in Norway. Employing a user-centred design approach, the interface prototype was built based on the information gathered on two workshops where the end-users described their current clinical workflow of dementia assessment and how the UI would best fit into their daily work. The outcome of the workshops creatively informed the design of a working prototype that was qualitatively usability tested. Results showed that the UI effectively and efficiently supported the work of the IMC dementia team, with a sufficient level of satisfaction among the end-users. The resulting prototype established the foundation for the system implemented in the FP7 EU project United4Health.
ABSTRACT This article reports on a teaching research project that sought to encourage computer ar... more ABSTRACT This article reports on a teaching research project that sought to encourage computer arts students to engage with disciplines beyond that of entertainment design in order to stimulate the creation of novel game ideas. While teaching of both technical and artistic skills is essential to education that prepares students for employment in the creative industries, the authors identified a need for creative thinking, interdisciplinary awareness, and innovation to be encouraged alongside skills development within a game design curriculum. To investigate this problem, an education research project was conducted at the Scottish Centre for Excellence in Computer Games Education, at the University of Abertay Dundee. This involved an initial case study of a student team, who designed a strategy game in order to address a problem identified by colleagues in environmental science. The case study informed the design, delivery and evaluation of a live game design module undertaken by students of a computer arts programme. The findings indicated that a mix of skills demonstration, lectures that cross discipline boundaries, and activities outside the computer lab not only encouraged more creative thinking in terms of design concepts, but also motivated students to direct their own learning of technical and artistic skills.
ABSTRACT Research on emotional expression tends to use static faces and classic emotions. We repo... more ABSTRACT Research on emotional expression tends to use static faces and classic emotions. We report a series of experiments using digital animation techniques to assess the extent of emotional expression recognition for a range of artistically defined emotional expression choreographies varying the sequence of animation from the eyes and the mouth. Artistic theory prediction suggests that authentic emotional expression should be led by the upper half of the face. We constructed dynamic emotional expressions with 5 facial animation sequences, eyes then mouth, eyes and mouth overlapping in time, simultaneous mouth and eye animation, overlapping mouth and eyes or separate mouth and eyes. The six emotional expressions were presented in a random sequence to 30 observers. Emotional expressions were recognised above chance, and authenticity judgments favoured upper face leading animations. Given a secondary emotion label opportunity, disgust and fear were included in each-others descriptions, consistent with artistic prediction. The results show how a systematic approach to facial animation can test predictions from the artistic method. In addition, the use of computer-generated faces can be used to create emotional test stimuli that are able to test the extent of emotional expression recognition in a systematic manner not possible with human actors.
ABSTRACT This paper describes an experiment developed to study the performance of virtual agent a... more ABSTRACT This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participant’s eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging users’ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the users’ eye movements and touch responses.
International Journal of Computer Assisted Radiology and Surgery, 2015
Purpose A methodological framework is introduced to assess and compare a conventional fluoroscopy... more Purpose A methodological framework is introduced to assess and compare a conventional fluoroscopy protocol for peripheral angioplasty with a new magnetic resonant imaging (MRI)-guided protocol. Different scenarios were considered during interventions on a perfused arterial phantom with regard to time-based and cognitive task analysis, user experience and ergonomics. Methods Three clinicians with different expertise performed a total of 43 simulated common iliac angioplasties (9 fluoroscopic, 34 MRI-guided) in two blocks of sessions. Six different configurations for MRI guidance were tested in the first block. Four of them were evaluated in the sec
Lecture Notes in Computer Science, 2013
This paper will describe work funded by the European Union (Intereg NSR) iAge project which attem... more This paper will describe work funded by the European Union (Intereg NSR) iAge project which attempts to address the issues surrounding accessibility to mobile devices and services. The project takes the approach of combining three approaches directed at allowing greater inclusion in mobile technologies for our increasingly aging population. Focus groups sessions are used to ascertain the real problems the older generation has with mobile devices. An iterative design process is then used to create assistive applications which not only assist the user but give them a purpose to interact with the technology. Workshops are then used to provide developers and service providers with an interactive experience of how the elderly feel when using mobile technology. Finally the paper describes how the combination of these approaches will create a transnational framework of best practice for future developers.
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Papers by Santiago Xavier Gavilanez Martinez