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This is third issue of volume one of International Journal of Human Computer Interaction (IJHCI). IJHCI is an International refereed journal for publication of current research in Human Computer Interaction. Publications of IJHCI are beneficial for researchers, academics, scholars, advanced students, practitioners, and those seeking an update on current experience, state of the art research theories and future prospects in relation to applied science. Some important topics covers by IJHCI are affective computing, agent models co-ordination and communication, computer mediated communication, innovative interaction techniques and user interface prototyping for interactive systems etc.
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International Journal of Human
Computer Interaction (IJHCI)







Volume 1, Issue 3, 2010









Edited By

Computer Science Journals
www.cscjournals.org



International Journal of Human Computer
Interaction (IJHCI)
Book: 2010 Volume 1, Issue 3
Publishing Date: 20-12-2010
Proceedings
ISSN (Online): 2180-1347

This work is subjected to copyright. All rights are reserved whether the whole or
part of the material is concerned, specifically the rights of translation, reprinting,
re-use of illusions, recitation, broadcasting, reproduction on microfilms or in any
other way, and storage in data banks. Duplication of this publication of parts
thereof is permitted only under the provision of the copyright law 1965, in its
current version, and permission of use must always be obtained from CSC
Publishers. Violations are liable to prosecution under the copyright law.

IJHCI Journal is a part of CSC Publishers
http://www.cscjournals.org

© IJHCI Journal
Published in Malaysia

Typesetting: Camera-ready by author, data conversation by CSC Publishing
Services – CSC Journals, Malaysia


CSC Publishers




Editorial Preface

This is third issue of volume one of International Journal of Human Computer
Interaction (IJHCI). IJHCI is an International refereed journal for publication of
current research in Human Computer Interaction. Publications of IJHCI are beneficial
for researchers, academics, scholars, advanced students, practitioners, and those
seeking an update on current experience, state of the art research theories and
future prospects in relation to applied science. Some important topics covers by
IJHCI are affective computing, agent models co-ordination and communication,
computer mediated communication, innovative interaction techniques and user
interface prototyping for interactive systems etc.

This journal publishes new dissertations and state of the art research to target its
readership that not only includes researchers, industrialists and scientist but also
advanced students and practitioners. IJHCI seeks to promote and disseminate
knowledge in the applied sciences, natural and social sciences industrial research
materials science and technology, energy technology and society including impacts
on the environment, climate, security, and economy, environmental sciences,
physics of the games, creativity and new product development, professional ethics,
hydrology and water resources, wind energy.

IJHCI editors understand that how much it is important for authors and researchers
to have their work published with a minimum delay after submission of their papers.
They also strongly believe that the direct communication between the editors and
authors are important for the welfare, quality and wellbeing of the Journal and its
readers. Therefore, all activities from paper submission to paper publication are
controlled through electronic systems that include electronic submission, editorial
panel and review system that ensures rapid decision with least delays in the
publication processes.

To build its international reputation, we are disseminating the publication information
through Google Books, Google Scholar, Directory of Open Access Journals (DOAJ),
Open J Gate, ScientificCommons, Docstoc, Scribd, CiteSeerX and many more. Our
International Editors are working on establishing ISI listing and a good impact factor
for IJHCI. We would like to remind you that the success of our journal depends
directly on the number of quality articles submitted for review. Accordingly, we
would like to request your participation by submitting quality manuscripts for review
and encouraging your colleagues to submit quality manuscripts for review. One of
the great benefits we can provide to our prospective authors is the mentoring nature
of our review process. IJHCI provides authors with high quality, helpful reviews that
are shaped to assist authors in improving their manuscripts.

Editorial Board Members
International Journal of Human Computer Interaction (IJHCI)







Editorial Board

Associate Editor-in-Chief (AEiC)
Assistant Professor. Constantinos K. Coursaris
Information and Media Michigan State University (United States of America)
Dr. Vivekanandan Kumar
Athabasca University (Canada)

Editorial Board Members (EBMs)
Assistant Professor. Chui Yin WONG
Multimedia University (Malaysia)
Dr. Konstantinos Fouskas
University of Macedonia (Greece)
Dr. Khaled Hassanein
McMaster University (Canada)
Professor. Dr. Hema C.R.
Anna University of Technology Coimbatore (India)




























Table of Content




Volume 1, Issue 3, December 2010

Pages

12-32
Toward a More Robust Usability concept with Perceived Enjoyment
in the context of mobile multimedia service
Jieun Sung, Younghwa Yun
33-45
Real Time Blinking Detection Based on Gabor Filter
Kohei Arai, Ronny Mardiyanto
46-56
Camera as Mouse and Keyboard for Handicap Person with


Troubleshooting Ability, Recovery, and Complete Mouse Events
Kohei Arai, Ronny Mardiyanto
57-70
A Proposed Web Accessibility Framework for the Arab Disabled
Mohamed Abu El-Soud , Samaa M. Shohieb
71-82
Computer Input with Human Eyes-Only Using Two Purkinje Images
Which Works in a Real-Time Basis without Calibration
Kohei Arai, Makoto Yamaura
International Journal of Human Computer Interaction (IJHCI), Volume (1), Issue (3)

Jieun Sung & Younghwa Yun
Toward a More Robust Usability concept with Perceived
Enjoyment in the context of mobile multimedia service


Jieun Sung




sungji1@msu.edu
Telecommunication, Information Studies & Media
Michigan State University
East Lansing, USA

Younghwa Yun






younghwa@msu.edu
Telecommunication, Information Studies & Media
Michigan State University
East Lansing, USA


Abstract

Mobile multimedia service is relatively new but has quickly dominated people’s
lives, especial y among young people. To explain this popularity, this study
applies and modifies the Technology Acceptance Model (TAM) to propose a
research model and conduct an empirical study. The goal of study is to examine
the role of Perceived Enjoyment (PE) and what determinants can contribute to
PE in the context of using mobile multimedia service. The result indicates that PE
is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU)
and directly Behavior Intention (BI). Aesthetics and flow are key determinants to
explain Perceived Enjoyment (PE) in mobile multimedia usage.

Keywords: TAM, Perceived Enjoyment, Mobile multimedia, Aesthetics, Flow, Social Presence.


1. INTRODUCTION
The traditional usability concepts have been dominated by instrumental y motivated ideas of
information technology use. Approaches to measure usability have mainly focused on the tasks,
the goals, and their efficient accomplishment. However, since new technology such as the
invasion of mobile phones into people’s daily lives, the complexity of products is increasing and
user’s expectation becomes challenge with using new technology. According to Manovich [1],
interactions with computers and computer-based devices penetrate people’s lives outside of
work. Especially, the mobile phone is getting attractive to customers with its aesthetic features
such as animated icons and sounds, the personalized interfaces, and the various shapes and
surface finishes. Also, a mobile phone came to be used for al kinds of non-work activities:
entertainment (game, music, video and TV), information searching and social life, because of its
multi-functionality and flexibility of its usage. As a result, the emphasis on efficiency and
functionality came to be replaced by new criteria such as being friendly, pleasurable, aesthetical y
pleasing, animated graphics [1]. With this viewpoint, narrow focus on task-related usability was
challenged to designers and developers and widened by introducing “emotional usability” [2]. In
the emotional usability concept, enjoyment is more related with an important determinant of the
adoption of mobile service than the usefulness [3, 4, 5]. This study attempts to investigate
aesthetic, flow, and social presence as significant predictors of usability in multimedia use of
mobile context, especial y in the aspect of Perceived Enjoyment (PE). The model integrates
Technology Acceptance Model [6], social presence theory [7], theory of flow [8], and aesthetic. By
International Journal of Human Computer Interaction, Volume(1): Issue (2)
12

Jieun Sung & Younghwa Yun
investigating the linkage between these three concepts and PE, this study examines considerable
predictors for more robust usability of mobile phone usage.
2. PROBLEMS IN TRADITIONAL USABILITY CONCEPT
Traditional y, usability is defined as being:

“…the effectiveness, efficiency and satisfaction with which specified users achieve specified
goals in particular environment.” [9]

Effectiveness refers to the extent to which a goal or a task is achieved. Efficiency is about the
amount of effort required to accomplish a goal. Satisfaction refers to the level of comfort that a
user feels when using a product and to how acceptable a product is to users for achieving their
goal [10]. Thus, evaluation of usability has been conducted by having an evaluator to record the
data such as time per task, the number and types of errors and user attitudes while users are
doing some tasks. Likewise, Nielsen mentioned [11], [12] that usability was the question of how
well users could use the functionality and the main goal of the website should make users
complete their tasks easily and fast even if there was a need for fun and time to enjoy or relax on
the web. As shown above, there are rooms to argue the concept of traditional usability for
information technology use. Approaches to measure usability have mainly focused on given tasks
and goals, and their efficient and effective accomplishment.

2.1
Effectiveness
In a case of task oriented usability, scoring of effectiveness is arguable in some contexts such as
creative production, management, data analysis. Also, it is not clear in the traditional usability
concept of how to measure what outcomes are effective for users and, how users and outcomes
are related [13]. Also, as new technologies have embedded into the daily lives, the complexity of
product is increasing and user’s expectations become higher. For example, mobile phone can be
simultaneously used while travel ing, talking or doing other activities. However, most usability
tests assume that the context of a user facing a product would come with the ful attention in
comfortable environments. In the various contexts, the meaningful outcomes from users could be
different from the effectiveness of classic usability [14].

2.2

Efficiency
Efficiency is evaluated by the invested time or effort during completing the given tasks. In other
words, interactions between the products and users are evaluated by the time, number of steps,
or number of variations from ideal path. Those variables are highly correlated but there are
exceptions. For example, there can be a step users spend most of time or just skip not because
of the efficiency, but because of past experiences or preferences such as fun or special meaning
to users [13]. Usability issues are increasingly demanding and complex and are better considered
of as being about consumer experience than ease of use. The new technologies and applications
now have more challenge on users’ expectations, various types of users, and usages. However,
existing usability concepts are unable to handle such an intricate and multifaceted definition. For
example, IPTV (Internet Protocol TV) or DiTV (Digital interactive TV) is not just a TV. They
attempt to provide interactions between TV and viewers. Existing usability cannot measure how
users can best manage those interactions because it just emphasize on the functionality of TV
[14]. Also, mobile phone gives chal enge to the traditional concept of usability. In addition to the
context, existing usability cannot explain why people are so immersed into texting even though
numeric keyboard is not effective and efficient as a view of usability. There are needs for
understanding users’ behaviors based upon user experience integrated with, and beyond
functionality [15].


2.3

Satisfaction
The term “satisfaction” in usability is concerned with evading negative feelings rather than
producing positive emotions. It indicates that good usability equals the removing of usability flaws
International Journal of Human Computer Interaction, Volume(1): Issue (2)
13

Jieun Sung & Younghwa Yun
[16]. The concept of “satisfaction” is not enough to cover the human factors for usability. Also,
many new technologies are associated with both work and leisure, not just with task-based
performance issues. Based upon the user experience with performance, the satisfaction is
influenced by preferred user experience, aesthetics of product, intrinsic value to the users [13].
3. Extended Technology Acceptance Model (TAM) for the mobile
multimedia

3.1
Mobile Multimedia Services
Even only a decade ago, al mobile services were simple communication-oriented and network-
based applications, such as voice cal s or SMS messages. However, people have been
accustomed by the content-oriented services and various multimedia solutions. 3G, recently
including some 4G networks and smart phones with various value-added services are introduced
and reaching mass mobile markets. It is widely understood that the emergence of multimedia
services has reflective implications in the mobile industry based on the rise of IP-based mobile
services [27]. The mobile multimedia services refer to a trend in which mobile services integrate
with improving the contextual value through entertainment, information or communication [28, 29,
30]. In this study, al services and applications dealing with graphics, music, game, and video are
included in the scope. Also communication oriented functions which relate to multimedia content
are in the scope of the study. These include;
• Music/audio players (both offline and streaming)
• Movie/video players (both offline and streaming)
• Photo/image viewers
• Photo functions (Phone camera)
• Blogging applications
• Searching information applications (clients providing access to online information)
• Games
• Multimedia communication (MMS, Bluetooth, IM, email)

3.2
Extended Technology Acceptance Model
Traditional Technology Acceptance Model (TAM) suggests that Perceived Usefulness (PU) and
Perceived Ease of Use (PEOU) of Information Technology (IT) are major determinants of its
usage. Davis [6] defined PU as “the degree of which a person believes that using a particular
system would enhance his or her job performance,” and PEOU as “the degree of which a person
believes that using a particular system would be free of effort.” Also, user’s beliefs or trusts
determine the attitude toward actual using the system. Behavioral intentions (BI) to use are
determined by these attitudes toward using the system. Final y, BI to use leads to actual system
use. With this traditional TAM, PEOU and PU constructs have been considered important criteria
in determining the acceptance and use of IT in the past decades (Keil et al., 1995; Malhotra &
Gal etta, 1999; Moon & Kim, 2001). From the same aspect, the traditional approaches toward
improving usability have been focused on ease of use. The Human-Computer Interaction (HCI)
research has focused primarily more on technology-centered aspects of usability, such as time
complete tasks and the number of errors. These variables are the most fundamental and
motivational factors consisting of the TAM. Information system researchers have investigated and
agreed that PEOU and PU are valid in predicting the adoption of various information technologies
[19, 20, 21, 22, 23, 24].

However, depending on the specific technology context, additional explanatory variables may be
needed beyond the ease of use and usefulness constructs. Davis [6] argued that future
technology acceptance research needs to address how other variables affect usefulness, ease of
use, and user acceptance. Factors which are antecedent of the acceptance of a new IT are vary
with the technology characteristics, target users, and context [19]. Especial y, mobile phones
provide pleasure and usefulness at the same time. In other words, users will expect to get
information and enjoyment at anytime and anywhere.
International Journal of Human Computer Interaction, Volume(1): Issue (2)
14

Jieun Sung & Younghwa Yun

According to Vorderer et al. [25], Perceived Enjoyment (PE) is the core of media entertainment
experience, and it can be found in many ways depending on the user’s readiness and ability to
suspend disbelief to engage. PE has been confirmed that it has an important role in user
technology acceptance and has great implications [6]. Also, PE is based on the user experience
such as “how the person felt about the experience, what it meant to them, whether it was
important to them, and whether it sat comfortably with their other values and goals.” [26]. This
study would add PE as a significant predictor of behavior intention, and suggest aesthetic, flow,
and social presence as additional factors of explaining PE in the mobile multimedia usage. The
proposed research model of Extended TAM for this study is shown in Figure 1.


TAM (1989)
Perceived
Usefulness

H1
Perceived
Behavior
Actual
Intention
Use
Ease Of Use
to Use
H2
H3
Perceived
Enjoyment
H4
H6
H5


Aesthetic
Flow
Social

Presence


FIGURE 1: Proposed research model of Extended TAM for the mobile multimedia services.

3.3
Perceived Enjoyment (PE)
Perceived Usefulness (PU)
PE is defined as “the extent to which the activity of using computers is perceived to be enjoyable
in its own right, apart from any performance consequences that may be anticipated” [31]. PE is
referred to as an intrinsic motivation variable such as the doing of an activity for satisfactions
rather than for some outcomes or results. In contrast, extrinsic motivation, such as PU is a
construct that measures how user’s productivity and effectiveness have been improved by using
the product [32]. Davis et al [31] found that usefulness and enjoyment were significant
determinants of behavioral intention. However, the effect of enjoyment on perceived usefulness
was relatively unexamined [33].

People with a pleasurable perception of the enjoyment from using the product are more likely to
perceive it useful [8, 34]. Also, Agarwal and Karahanna [35] found a multi-dimensional construct
called “cognitive absorption,” a state of involvement with software, had a significant influence on
PU. High cognitive absorption status which makes high impact on PU is enjoyment. Assuming
other things being equal, the more enjoyable a product is the more useful a product can be
perceived. Furthermore, the purpose of mobile multimedia service includes pleasure and
enjoyment such as music, photo, movie, or even game. It means that PE would affect positively
on PU in mobile multimedia services. To verify the facts, fol owing hypotheses is addressed.

H1: PE has a significant positive effect on PU in the context of mobile multimedia services.
International Journal of Human Computer Interaction, Volume(1): Issue (2)
15

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