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Alia Amin

dblp:a/AliaAmin · also Alia K. Amin · DBLP profile ↗
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10ranked-venue papers
5as first author
0since 2021 · last 2010
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 4 first-authorDatabases, data management, data science and information retrieval · 4 · 1 first-authorArtificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%
Human-computer interaction and pervasive computing
2 papers
Human-robot interaction · 77% Usability and user experience research · 23%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Information retrieval › web search › web information retrieval › web content quality
credibility assessment
0.112009
Improving user confidence in cultural heritage aggregated results · SIGIR 2009
Information retrieval › distributed information retrieval
result fusion
0.112009
Improving user confidence in cultural heritage aggregated results · SIGIR 2009
Information retrieval › user behavior
user search behavior
0.112009
Improving user confidence in cultural heritage aggregated results · SIGIR 2009
Usability and user experience research
user study
0.012009
Improving user confidence in cultural heritage aggregated results · SIGIR 2009

Methods — techniques the papers use, named apart from their topics

empirical user study · 0.2video-based survey · 0.1between-subject experiment · 0.1
YearPublicationVenuePosition
2010 Designing a thesaurus-based comparison search interface for linked cultural heritage sources
abstract
Comparison search is an information seeking task where a user examines individual items or sets of items for similarities and differences. While this is a known information need among experts and knowledge workers, appropriate tools are not available. In this paper, we discuss comparison search in the cultural heritage domain, a domain characterized by large, rich and heterogeneous data sets, where different organizations deploy different schemata and terminologies to describe their artifacts. This diversity makes meaningful comparison difficult. We developed a thesaurus-based comparison search application called LISA, a tool that allows a user to search, select and compare sets of artifacts. Different visualizations allow users to use different comparison strategies to cope with the underlying heterogeneous data and the complexity of the search tasks. We conducted two user studies. A preliminary study identifies the problems experts face while performing comparison search tasks. A second user study examines the effectiveness of LISA in helping to solve comparison search tasks. The main contribution of this paper is to establish design guidelines for the data and interface of a comparison search application. Moreover, we offer insights into when thesauri and metadata are appropriate for use in such applications.
Alia Amin, Michiel Hildebrand, Jacco van Ossenbruggen, Lynda Hardman
IUI1
2009 Organizing Suggestions in Autocompletion Interfaces
Alia Amin, Michiel Hildebrand, Jacco van Ossenbruggen, Vanessa Evers, Lynda Hardman
ECIR1
2009 The effects of robot touch and proactive behaviour on perceptions of human-robot interactions
abstract
Despite robots' embodiment, the effect of physical contact or touch and its interaction with robots' autonomous behaviour has been a mostly overlooked aspect of human-robot interaction. This video-based, 2x2 between-subject survey experiment (N=119) found that touch and proactiveness interacted in their effects on perceived machine-likeness and dependability. Attitude towards robots in general also interacted with the effects of touch. Results show the value of further exploring the combination of physical aspects of human-robot interaction and proactiveness.
Henriette Cramer, Nicander A. Kemper, Alia Amin, Vanessa Evers
HRI3
2009 Fancy a Drink in Canary Wharf?: A User Study on Location-Based Mobile Search
Alia Amin, Sian Townsend, Jacco van Ossenbruggen, Lynda Hardman
INTERACT (1)1
2009 Improving user confidence in cultural heritage aggregated results
abstract
State of the art web search systems enable aggregation of information from many sources. Users are challenged to assess the reliability of information from different sources. We report on an empirical user study on the effect of displaying credibility ratings of multiple cultural heritage sources (e.g. museum websites, art blogs) on users' search performance and selection. The results of our online interactive study (N=122) show that when explicitly presenting these ratings, people become significantly more confident in their selection of information from aggregated results.
Junte Zhang, Alia Amin, Henriette Cramer, Vanessa Evers, Lynda Hardman
SIGIR2
2009 'Give me a hug': the effects of touch and autonomy on people's responses to embodied social agents
abstract
Abstract Embodied social agents are programmed to display human‐like social behaviour to increase intuitiveness of interacting with these agents. It is yet unclear what the differences in peoples' responses are to different types of agents' social behaviours. One example is touch. Despite robots' physical embodiment and increasing autonomy, the effect of communicative touch has been a mostly overlooked aspect of human‐robot interaction. This video‐based, 2 × 2 between‐subject survey experiment (N = 119) found that the combination of touch and proactivity influenced whether people saw the robot as machine‐like and dependable. Furthermore, participants' attitude toward robots in general was found to influence perceived closeness between a human and a robot. Results show that communicative touch could be considered a more appropriate behaviour for proactive agents rather than reactive agents. Also, people that are generally more positive towards robots find robots that interact by touch less machine‐like. These effects illustrate that careful consideration is necessary when incorporating social behaviours in agents' physical interaction design. Copyright © 2009 John Wiley & Sons, Ltd.
Henriette Cramer, Nicander A. Kemper, Alia Amin, Bob J. Wielinga, Vanessa Evers
Comput. Animat. Virtual Worlds3
2008 Semantic annotation and search of cultural-heritage collections: The MultimediaN E-Culture demonstrator
Guus Schreiber, Alia Amin, Lora Aroyo, Mark van Assem, Victor de Boer, Lynda Hardman, Michiel Hildebrand, Borys Omelayenko, Jacco van Ossenbruggen, Anna Tordai, Jan Wielemaker, Bob J. Wielinga
J. Web Semant.2
2006 MultimediaN E-Culture Demonstrator
Guus Schreiber, Alia Amin, Mark van Assem, Victor de Boer, Lynda Hardman, Michiel Hildebrand, Laura Hollink, Zhisheng Huang, Janneke van Kersen, Marco de Niet, Borys Omelayenko, Jacco van Ossenbruggen, Ronny Siebes, Jos Taekema, Jan Wielemaker, Bob J. Wielinga
ISWC2
2005 The SenseMS: Enriching the SMS Experience for Teens by Non-verbal Means
Alia Amin, Bram Kersten, Olga A. Kulyk, Elly Pelgrim, Jimmy Wang, Panos Markopoulos 0001
INTERACT1
2005 SenseMS: a user-centered approach to enrich the messaging experience for teens by non-verbal means
abstract
This paper reports the user study and design of a concept to improve mobile messaging for teens. A study of current mobile phone use by teens (16-18) showed that, while they prefer communicating by Short Message Service (SMS), they miss expressiveness in this application. An enhanced SMS application, SenseMS, is designed to support affective communication. An evaluation of a SenseMS prototype has shown that enhancing text messages with contextual information and human embodiment can result in a more pleasant experience for both the sender and receiver. Especially for negative emotions, contextual and emotional information are essential for interpreting the message. The study also showed different usage scenarios, in that SenseMS is preferred for emotion-rich messages, whereas SMS is more appropriate for fast and emotion-poor messages.
Alia Amin, B. T. A. Kersten, Olga A. Kulyk, P. H. Pelgrim, Panos Markopoulos 0001
Mobile HCI1