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CLIHC '19: Proceedings of the IX Latin American Conference on Human Computer Interaction
ACM2019 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
CLIHC '19: IX Latin American Conference on Human Computer Interaction Panama City Panama 30 September 2019- 4 October 2019
ISBN:
978-1-4503-7679-2
Published:
29 January 2020

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Abstract

CLIHC is an annual conference that aims at bringing together the Latin American and international HCI research communities to discuss and share ideas, methods, approaches and techniques for designing interactive user experiences. In accordance with previous editions, we believe that HCI must foster the production of technology that can be used and appreciated by as many people as possible, enabling intercultural exchange and cooperation between people with different backgrounds and needs.

research-article
ActEarly: a bi-national evaluation study of a mobile application for tracking developmental milestones

Actively tracking young children's developmental milestones can help detect developmental delays. However, this is not an easy task, as there are few resources that provide reliable and comprehensive references for tracking and logging developmental ...

short-paper
VR salsa: learning to dance in virtual reality

VR Salsa is a virtual reality environment designed to teach users to dance salsa so they can memorize the basic steps and execute them naturally inside a sequence. This is accomplished through the visual representation of the basic steps using an avatar ...

short-paper
Opinions concerning crowdsourcing applications in agriculture in D.C.

As big data has become increasingly necessary in modern farming techniques, the dependence on high quality and quantity of ground truthing data has risen. Collecting ground truthing data is one of the most labor-intensive aspects of the research ...

research-article
Understanding social interactions for the design of tangible user interfaces

Several research works talk about benefits of Tangible User Interfaces in Collaborative work. However, it is still convenient to understand how people interact with tangibles medias in order to design Tangible Interfaces to support Collaboration. In the ...

short-paper
Designing a video game to support climate change awareness in a museum exhibition context

Nowadays, human activities are having a direct impact on the natural dynamics of the earth resulting in climate alterations on a global scale, commonly known as climate change. Video games are a potential tool for supporting climate change awareness due ...

research-article
Design implications for exergames with moderate activity to improve inter-joint angle for older adults

Older adults global population has increased over the years. Several challenges have been identified with the increase of this sector of the world population. The World Health Organization encourages physical activation programs as a main form to ...

short-paper
MateBrun: serious game as a strategy to teach basic arithmetic operations for six-years-old children

This paper presents a prototype serious games in the teaching of basic arithmetic operations for six-year-old children, in this case, the arithmetic operations are addition and subtraction. For this reason, an educational application based on the Unity ...

short-paper
Academic viewpoints and concerns on CSCW education and training in Latin America

Computer-Supported Cooperative Work, or simply CSCW, is the research area that studies the design and use of socio-technical technology for supporting group work and everyday practices. CSCW has a long tradition in interdisciplinary work exploring ...

research-article
IsITethical? Board game: playing with speculative ethics of IT innovation in disaster and risk management

This research presents the design of a board game that explores Ethical, Legal and Social Implications (ELSI) of Information Technologies (IT) for the Disaster and Risk Management (DRM) domain. The game aims to support circumspect discussions of issues ...

short-paper
Electronic bracelet to facilitate navigation in smartphones to people with motor and visual impairment

In this paper, we analyze the physical characteristics of a user with both visual and motor impairment, as well as the user's context of smartphone use. Based on these factors, we designed a bracelet to facilitate navigation through gestures that are ...

research-article
FrUtEG: a conceptual framework for utility evaluation in groupware

The user experience is the form in which a user feels when using a product or service, for this reason the UX has become a fundamental factor in the success or failure of a product or service [12]. To achieve a good UX, a product must be useful to allow ...

short-paper
SSE: sistema de seguimiento de egresados, from the UTM to SUNEO

Doubtlessly the investment on the universities is indispensable for the development of a country. However, the fact (or phenomenon) of young graduates from the universities and without work is a reality on Mexico, owing to lack of opportunities or job ...

short-paper
Blue piece: a web-based tool to provide screening and intervention services for parents of children with autism spectrum disorder

Early intervention has been associated with the best outcomes for children with autism spectrum disorder (ASD). However, in some cities in Mexico is not easy to get access to early screening and intervention services due to socioeconomic disparities and ...

research-article
TorBook: a tangible book for older adults

Tangible User Interfaces allow users to manipulate digital information while taking advantage of their skills in using physical objects. This may be especially advantageous for older users with a lack of experience in technology use. This paper presents ...

short-paper
Amón_RA: augmented reality to value historic urban landscape

The main purpose of Amón_RA (Amón Augmented Reality in Spanish) project is "to develop augmented reality technology for the enhancement and dissemination of the historic urban landscape of Barrio Amón". To achieve this goal, the research project seeks ...

research-article
Usability evaluation process of brain computer interfaces: an experimental study

Usability includes concepts such as satisfaction, efficiency and effectiveness. This may be partly the result of functionality, but they are mainly defined by the user's interaction with the system. The brain-computer interface (BCI) provides a direct ...

short-paper
Towards a usable serious game app to support children's language therapy

Speech and language disorders in children account for about 6% of the population, and if not treated adequately they persist. Thus, affected children may experience long-term problems such as both diminished socialization and literacy in later life. ...

extended-abstract
Health monitoring with wearable devices when performing physical exercise: an initial exploration of the state of the art

Health care is an important factor for a better quality of life, especially when monitoring can be done from everyday environments without the need of requiring a health professional all the time. This can be achieved, knowing the technological advances ...

extended-abstract
Towards a wearable device for monitoring health of athletes

Continuous health monitoring has become essential for improving people's quality of life, either by medical prescription or personal control. Our objective is to develop a wearable device for real-time monitoring of patients breathing patterns and heart ...

extended-abstract
Use of augmented reality to teach basic computing concepts

Being able to create a computer program is one of the main skill that the younger generations must be capable to have, beginning in their earliest stages of education. We believe that this will be a determinant factor in accessing to more rewarding ...

extended-abstract
Semiotic ladder artifact to design an assistive technology product for people who are deaf

Brazilian Sign Language (Libras) is the native language of people who are Deaf or Hard of Hearing (D/HH) in Brazil and it does not replace the Brazilian-Portuguese written language. Considering this fact provided by law, in 2017, the High School ...

extended-abstract
Learning through designing, designing through doing

This paper presents an initial reflection on the construction of spaces of knowledge dialogues in the academic training of multimedia engineering students who are going to design human-computer interactions. Concepts associated with embodiment, ...

extended-abstract
Integrated framework for game design

Since the mid-nineties there has been efforts to define a formal language for game design. The MDA Framework, published in 2004, quickly became the most used guideline, mostly in academic environments. It presents a definition for mechanic, but does not ...

extended-abstract
A novel information sharing tool using new technologies: applied to a first responders use case

First responders, in situation of intervention, need to share information with their environment. Today, they use specific professional devices whose ergonomics is similar to phones and handheld transceivers to share information. However, depending on ...

extended-abstract
User interface model-based for basic-skills training in medical applications

Creating scenarios for training motor skills such as hand-eye coordination using augmented reality (AR) technology has several challenges. One of them, the application of task variability, a principle to foster flexibility and to unanticipated tasks ...

extended-abstract
A mixed methodology to discover what young people know about digital footprint

A growing portion of offline and online human activities leave digital footprints in electronic databases. Resulting big social data offers unprecedented insights into population-wide patterns and detailed characteristics of the individuals. The goal of ...

extended-abstract
A model-based method for cognitive user interface design for skills training in an augmented reality environment

Instructional and support information are very useful in learning and automation stages of skill acquisition. The spatial integration of information is fundamental to reduce in trainees the external cognitive processing. Non-integrated information ...

extended-abstract
Strategies for significant learning in the museum, based on interactive experiences

The research proposal seeks a significant change in the role of contemporary museums, come to conceive them as scenarios for educational development, applying interactive systems that encourage learning through the physical and psychological involvement ...

extended-abstract
Towards a human-computer interaction model for voice user interfaces

The user interaction with computer systems has evolved over the years, from Command Line Interfaces (CLIs), Graphics User Interfaces (GUIs), Natural User Interfaces (NUIs) and actually Voice User Interfaces (VUIs). The use of VUIs is increasingly common,...

extended-abstract
Mixed reality application for improving the procedural planning of mitral valve disease

3D immersion and interaction technologies as Mixed Reality (MR) and Virtual Reality (VR), have been applied to the visualization of three-dimensional medical image data of the cardiovascular system. This has generated positive findings related to ...

Contributors
  • University of Colima
  • Technological University of Panama

Recommendations

Acceptance Rates

Overall Acceptance Rate14of42submissions,33%
YearSubmittedAcceptedRate
CLIHC '15421433%
Overall421433%