Mathijs Verstraete's research while affiliated with Belgium User Support and Operation Centre and other places

Publications (15)

Article
Full-text available
Ontology engineering methodologies tend to emphasize the role of the knowledge engineer or require a very active role of domain experts. In this paper, a participatory ontology engineering method is described that holds the middle ground between these two 'extremes'. After thorough ethnographic research, an interdisciplinary group of domain experts...
Article
Although multi-touch applications and user interfaces have become increasingly common in the last few years, there is no agreed-upon multi-touch user interface language yet. In order to gain a deeper understanding of the design of multi-touch user interfaces, this paper presents semiotic analysis of multi-touch applications as an interesting approa...
Conference Paper
Full-text available
The envisioned ambient-intelligent patient room contains numerous devices to sense and adjust the environment, monitor patients and support caregivers. Context-aware techniques are often used to combine and exploit the heterogeneous data offered by these devices to improve the provision of continuous care. However, the adoption of context-aware app...
Article
Full-text available
The patient room of the future would be able to sense the needs and preferences of the patients and nurses and adapt itself accordingly by combining all the heterogeneous data offered by the different technologies. This goal can be achieved by developing a context-aware framework, which exploits and integrates the heterogeneous data by utilizing a...
Article
The research objective of this paper is to examine the parameters used to categorize male and female gamers as casual and hardcore gamers and the relation between these parameters. Four focus groups were organized, with in total 21 participants. A persona based approach was used as outline for the focus group interviews. Furthermore, this paper loo...
Conference Paper
Full-text available
In this paper, we describe how we have, thus far, conducted ontology co-creation in institutionalized care settings (i.e., a care residence and a hospital). We describe the goal and procedure of the co-creation workshops that we have already held. Through this paper, we want to start a discussion on ontology co-creation's merits and on appropriate...
Conference Paper
Full-text available
This paper describes a comparative study between the usage of low-fidelity and a high-fidelity prototyping for the creation of multi-user multi-touch interfaces. The multi-touch interface presented in this paper allows users to collaboratively search for existing multimedia content, create new compositions with this content, and finally integrate i...
Conference Paper
Full-text available
In educational settings, current digital technologies often work counter-productively because people using them with separation and isolation. This paper describes a set of multi-touch multimedia interaction applications that were especially designed to enhance collaboration between users. We present the underlying framework for creating such appli...
Conference Paper
Full-text available
This paper describes a user and task analysis that was conducted in order to examine the role of therapists in the use of video games in therapy. The results show that video games were used often, but improvements could be made to make them more effective for the therapist. From these results recommendations for video game design were derived. Reco...
Conference Paper
Full-text available
In this paper the creative design process of a collaborative content creation application on a multi-touch surface is presented. Based on a series of three low fidelity tests sessions using different techniques, the design of a high fidelity application prototype was informed. The research is approached from the designer's point of view and present...

Citations

... Additionally, respondents used a variety of styles in addressing the voice-control system, ranging from a purely 'technical', command-style interaction to a more anthropomorphized, personal communication with the system [10]. The latter interaction style focuses on the system as a conversation partner, addressing the system in a human or natural way. ...
... Gamification increases the customer value and could enhance desirable consumption, loyalty, and product advocacy (Gabe Zichermann, 2010;Blohm and Leimeister, 2013;Huotari and Hamari, 2017). Past research shows that gamification enhances arousal (Poels et al., 2012), perceptions of self-efficacy, competence, and autonomy (Przybylski et al. 2010); and social interactions among consumers (Nevskaya and Albuquerque, 2019). It has been found that games play a vital role in influencing people's attitudes and may generate positive thoughts (Anderson and Dill, 2000). ...
... This approach has the following advantages: (i) authors interact with the ontology frequently and this increases their familiarity with it; (ii) authors contribute terms to the ontology, making them more likely to think of it as 'their' ontology, increasing authors' buy-in; (iii) with increased familiarity, stronger buy-in and frequent usage of the ontology, authors can quickly spot issues in the ontology and (iv) with most of the knowledge acquisition work now completed by authors, ontology engineers can be left to focus on solving issues and designing useful patterns that in turn would make authors' contributions more effective and efficient. We believe this approach will address the well-known issues of current ontology construction and use, namely, knowledge acquisition bottleneck (6), incomplete coverage of ontologies (1,2) and misuse of terms in an ontology due to term label and definition issues (1). We believe that an author's direct contribution to phenotype ontologies is needed, because phenotypic characters are highly complicated and their interpretations are often subtle and require substantial knowledge on the specific taxon in question. ...
... These approaches are used to investigate, generate and develop new ways to achieve collective social goals [11,12]. Co-design is based on concept of 'radical democracy' [13], which focuses on the conflicting needs and interests of the public by synergizing and integrating concepts in an open space. ...
... For example, Yusoff, Crowder, Gilbert, and Wills (2009) define the steps to be taken when designing serious games without specifying the different types of actors involved in the different design phases. Finally, contradictory to the informant game design, the target groups and other stakeholders rarely participate in the early design phases of the design process (Zaman et al., 2012). In the informant design framework, the target audience is already included in phase 1 of the design process. ...
... x x x [62] [63] x x [64] x x [65] x [66] x x x x [67] x x x x x x x x x x [68] x x [69] x [70] x x x x x x x x x [71] x [72] x x x x x x x x [73] x x x x [74] x x x x [75] x x x x x x x Ref. a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak [76] x x [77] x [78] x x x x Table 8 al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be bf bg bh bi [ Only 14.06% of analyses were performed qualitatively, valuing the subjectivity of the answers. Economou et al. [44] analysed the experiment recording, where they extracted subjective information about aspects defined by them, such as the user's focus. ...
... The basic equipment for this system is a telephone exchange, voice channel, pushbutton arrangement and a set of alarms that tell which rooms request service [14]. Others systems use the same clientserver paradigm which quantifies the attention response of the nurse, monitors the patient's health and measures environmental variables to help the nurses by sending text message, programing dates to delicate patients, among others, however, there are cases when giving advices by messages can be stressful to the assistant staff [15,16]. Other developments prioritize the user's needs by looking for patient's call order to the infirmary, discriminating the exigency and the context of the request, so the nurse can evaluate the attention priority, therefore, giving better resource to the hospital by eliminating all kind of frustration and concern, unfortunately, some of these works are still in a prototype level of fidelity [8,18].The emergency call systems in hospitals are using more and more resources to store and consult in real time the information generated when the request has been sent, this in order to register and analyze the data and so to be able to set up the help routine and do the respective settings. ...
... For designing health services, Ongenae et al. (2011) propose a participatory design approach for an ontology based on workshops and observation. Kingsun et al. (2018) also suggest using workshops and observation for creating an ontology in the medical domain. ...
... This area pertains to the current study as assistive technologies, such as speaking to a device to perform a function, is most usually used in cases of motor impairment or autistic individuals (Noyes and Frankish 1992;Noyes, Haigh, and Starr 1989). It has now been extended out of being an assistive technology and into an emerging technology that can be used by anyone (Feil-Seifer and Mataric 2005;Newton and Dell 2011;Verstraete et al. 2012). ...
... Traditionally, ontology development methods were designed for knowledge discovery from documents, domain taxonomies or existing knowledge repositories. Current ontology development methods focus on object-orientated design and mathematical models rather than iterative co-design with stakeholders and domain experts [1][2][3][4]. Much of the essential, foundational literature on ontology development focuses on the steps needed to create an ontology, and the information required at each stage of development [5][6][7]. ...