|
|
|
|
|
|
|
|
|
1. |
Record Nr. |
UNINA9910865255203321 |
|
|
Autore |
Stephanidis Constantine |
|
|
Titolo |
HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
|
|
|
|
|
|
|
ISBN |
|
|
|
|
|
|
Edizione |
[1st ed. 2024.] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (463 pages) |
|
|
|
|
|
|
Collana |
|
Communications in Computer and Information Science, , 1865-0937 ; ; 2116 |
|
|
|
|
|
|
|
|
Altri autori (Persone) |
|
AntonaMargherita |
NtoaStavroula |
SalvendyGavriel |
|
|
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
|
|
Soggetti |
|
User interfaces (Computer systems) |
Human-computer interaction |
Application software |
Artificial intelligence |
Computer networks |
User Interfaces and Human Computer Interaction |
Computer and Information Systems Applications |
Artificial Intelligence |
Computer Communication Networks |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Nota di contenuto |
|
Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 26th International Conference on Human-Computer Interaction (HCII 2024) -- HCI International 2025 Conference -- Contents - Part III -- eXtended Reality and the Metaverse -- Unraveling the Meta Quest 3: An Out-of-Box Experience of the Future of Mixed Reality Headsets -- 1 Introduction -- 2 First Impressions -- 3 Unboxing -- 4 Use Case 1: |
|
|
|
|
|
|
|
|
|
Using Controllers to Play a Game -- 5 Use Case 2: Using Hand Tracking to Learn How to Play the Piano -- 6 Post Study Assessment -- 7 Conclusions -- References -- Exploring the Influences of Virtual Reality Experiences from the Perspective of Children's Cognition -- 1 Background -- 1.1 A Subsection Sample -- 2 Research Hypothesis Model from Children's Cognitive Perspective -- 2.1 Children's Cognitive Perspective -- 2.2 Factors that Affect VR Experience -- 2.3 Research Hypothesis Model -- 3 Analysis of Research Results -- 3.1 Research Method -- 3.2 Model Reliability and Validity Test -- 3.3 Hypothesis Model Test Results -- 3.4 Influence Effect Analysis -- 3.5 Multiple Regression Analysis -- 4 VR Experience Design Optimization Suggestions -- 5 Conclusion -- References -- Selection in Stride: Comparing Button- and Head-Based Augmented Reality Interaction During Locomotion -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials -- 2.3 Experimental Design and Procedure -- 3 Results -- 3.1 Quantitative Results -- 3.2 Qualitative Results -- 4 Discussion -- References -- Investigating How Interaction with Physical Objects Within Virtual Environments Affects Knowledge Acquisition and Recall -- 1 Introduction -- 2 Methods -- 3 User Study -- 4 Results -- 5 Conclusions -- References. |
Generative AI Tool Pipeline for Creating Artificial Historical Characters for Cultural Heritage XR -- 1 Introduction -- 2 Related Work -- 3 Generative AI Tool Pipeline -- 3.1 The AI Toolchain -- 3.2 Challenges and Limitations -- 4 Usage in Our XR-Application -- 5 Conclusion and Future Work -- References -- Force Characteristics to Reproduce Writing Pressure Introduction of Writing Task Characteristics into Virtual Reality -- 1 Introduction -- 2 System Configuration -- 2.1 Basic Concepts of Force Sensing Displays Basic Concepts of Force Sensing Displays -- 2.2 Hardware Configuration -- 2.3 Software Configuration -- 3 Experimental Investigation of the Coefficient of Presented Friction -- 3.1 Objectives of the Experiment -- 3.2 Experimental Methods -- 3.3 Experimental Results -- 4 Conclusion -- References -- The Optokinetic Nystagmus as a Physiological Indicator of Cybersickness - A Vergence-Based Evaluation -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Materials -- 2.3 Procedures -- 2.4 Design and Measures -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- SongScape: A Song Dynasty-Style Architectural Scene Design System Based on CGA Rules and Virtual Reality -- 1 Introduction -- 2 Procedural Generation of Individual Song-Style Buildings Based on CGA -- 2.1 CGA Programming Language -- 2.2 Characteristics of Song Dynasty Architecture -- 2.3 Design of CGA Rules for Song-Style Architecture -- 3 Song-Style Architecture Scene Design System -- 3.1 Adjustment of Parameters for Individual Buildings -- 3.2 Collaborative Design Among Multiple Users -- 4 Conclusion -- References -- XR Empowers a New City Landmark in Qingdao: Hi Metaverse -- 1 Introduction -- 2 Design and Implement: Hi Metaverse -- 3 Evaluation and Discussion -- 4 Conclusion -- References -- ColorIt: An Augmented Reality Application for Object Recoloring -- 1 Introduction. |
2 Related Work -- 3 System Overview -- 3.1 User Interface -- 3.2 Recoloring Algorithm -- 4 Evaluation -- 5 Conclusions and Future Work -- References -- A Comparative Study on Methods to Interact with Close-Distance Objects in Mixed Reality Environment: Direct Method vs. Raycasting Method -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Setting -- 2.3 Experimental Design -- 2.4 Experimental Procedure and Task -- 2.5 Data Analysis -- 3 Results -- 3.1 Task Performance -- 3.2 Subjective Evaluation -- 4 Discussion -- 5 Conclusions -- References -- Spatial Computing Through an HCI |
|
|
|
|
|
|
|
Lens - UX Evaluation Based on Situatedness -- 1 Introduction -- 2 Subject of Investigation: Example Applications -- 2.1 Subject 1: Mobile Augmented Reality -- 2.2 Subject 2: Head-Mounted Displays -- 2.3 Subject 3: Spatial Augmented Reality Based on Projection Mapping -- 3 Discussion -- 4 Conclusion and Future Work -- References -- Exploring the Impact of Virtual Reality on Viewer Experience: A Cognitive and Emotional Response Analysis -- 1 Introduction -- 1.1 Immersive Storytelling by Technology -- 2 Sample Selection and Characteristics -- 3 Related Works -- References -- Research on Interactive Design of AR Books -- 1 Introduction -- 2 The Interactivity of AR Books -- 3 Interactive Design Principle of AR Books -- 3.1 The Importance of Interactive Design -- 3.2 The Basic Principles of Interactive Design for AR Books -- 4 Research on Interactive Design Application of AR Books "Lost Time" -- 4.1 The Design Concept of "Lost Time" -- 4.2 The AR Interactive Design of "Lost Time" -- 5 Conclusion -- References -- Research on Human-Computer Re-Interaction in AR Books -- 1 Introduction -- 2 Interaction and Presentation Modes of AR Books -- 3 Gesture Recognition and Methods -- 4 Skin Color Recognition and Binary Image Conversion. |
5 Re-Interaction After Gesture Recognition -- 5.1 Re-Interaction Based on the Motion of Virtual Elements -- 5.2 Re-Interaction Based on Facial Expressions -- 5.3 User-Subjective Intervention Interaction Redesign Based on Color Recognition -- 6 Conclusion -- References -- A Comparative Analysis of Spectator Placement Methods in Virtual Reality Environments -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Formations -- 3.2 Dynamic Positioning -- 3.3 Personal Perspective -- 4 Evaluation -- 5 Results -- 6 Conclusion and Future Work -- References -- Exploring the Relationship Between the Interactive Range of Objects and the Performance of Freehand Grasping Interaction in Glasses-Free 3D Scenes -- 1 Introduction -- 2 Related Work -- 2.1 Freehand Grasping Interaction in the 3D Environment -- 2.2 Grasping Interaction Behavior Research -- 3 Experiment Design -- 3.1 Device Setup -- 3.2 Experiment Content -- 4 User Study -- 4.1 Participants -- 4.2 Measure -- 4.3 Tasks and Experiment Procedure -- 5 Result -- 5.1 Task Completion Time -- 5.2 Error -- 5.3 Task Load -- 6 Discussion -- 7 Conclusion -- 8 Future Work -- References -- Virtual Reality: A Window into the Future of Journalism -- 1 Introduction -- 2 Limitations of Current News Coverage -- 2.1 Limitations of Traditional News Reporting -- 2.2 Limitations of Remote Participation and Journalism -- 2.3 Limitations of Passive Audience Reception and Interaction -- 2.4 Challenges in an Interactive Environment -- 3 Specific Applications of VR Technology -- 3.1 Enhance Audience Immersion -- 3.2 Use of Panoramic Photos -- 3.3 The Important Role of 360-Degree Video -- 3.4 Applied to News Reporting in Complex Environments -- 3.5 VR Immersion News on CCTV -- 4 Possible Challenges of VR Technology in Live Interviews -- 4.1 Network Quality and Stability -- 4.2 Equipment Costs and Deficiencies. |
4.3 Insufficient Skilled Personnel -- 4.4 Level of Technology Affects Immersion -- 4.5 Threshold of Use and Cumbersome Steps -- 5 VR Technology Future Directions -- 6 Experiment Investigation -- 6.1 Experimental Method -- 6.2 Experimental Subjects -- 6.3 Experimental Content -- 7 Discussion and Analysis -- References -- Does the Metaverse Conflict with Social Goods? Challenges at the Intersection of the Metaverse and SDGs -- 1 Introduction -- 2 Metaverse's Impact on SDGs: Positive Contributions -- 3 Metaverse Versus SDGs: Identifying Conflicts -- 3.1 Metaverse Causes Gap -- 3.2 Concentration of Power -- 3.3 Crimes in the Metaverse -- 3.4 Lack of Governance -- 3.5 Metaverse Addiction -- 3.6 Transition from the Real to the Virtual -- |
|
|
|
|
|
|
|
|
|
3.7 Environmental Problems -- 4 Ethical Design Principles -- 5 Conclusion -- References -- Interacting with Cultural Heritage, Art and Creativity -- Exploring Relationships Between Personality and Creativity -- 1 Introduction -- 2 Literature Review -- 2.1 Creativity -- 2.2 Personality and Creativity -- 2.3 Other Factors that Influence Personality and Creativity -- 3 Research Framework -- 4 Research Methodology -- 5 Conclusions and Next Steps -- References -- Study on the Vivification Pathway of Lingnan Cantonese Opera in the Virtual Reality Interaction: A Case Study of Cantonese Opera "Di Nv Hua (The Emperor's Daughter)" -- 1 Introduction -- 2 Virtual-Real Space Interaction and Dynamic Inheritance of Cantonese Opera -- 2.1 Dual Dilemma of Cantonese Opera Intangible Cultural Heritage Inheritance -- 2.2 Innovative Application of Virtual-Real Space Interaction in Cantonese Opera -- 3 Research Path of "Dynamic Inheritance" Using "Di Nv Hua" as an Example -- 3.1 Three-Dimensional Virtual Reconstruction Module -- 3.2 Design and Practice Module -- 3.3 Innovation and Promotion Module -- 4 Conclusion -- References. |
"Landscape-Drama": Innovative Applications of Digital Projection Art in the Renewal of Chinese Old City Communities. |
|
|
|
|
|
|
Sommario/riassunto |
|
The seven-volume set CCIS 2114-2120 contains the extended abstracts of the posters presented during the 26th International Conference on Human-Computer Interaction, HCII 2024, held in Washington, DC, USA, during June 29–July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings were carefully reviewed and selected from 5108 submissions. The posters presented in these seven volumes are organized in the following topical sections: Part I: HCI Design Theories, Methods, Tools and Case Studies; User Experience Evaluation Methods and Case Studies; Emotions in HCI; Human Robot Interaction. Part II: Inclusive Designs and Applications; Aging and Technology. Part III: eXtended Reality and the Metaverse; Interacting with Cultural Heritage, Art and Creativity. Part IV: HCI in Learning and Education; HCI in Games. Part V: HCI in Business and Marketing; HCI in Mobility and Automated Driving; HCI in Psychotherapy and Mental Health. Part VI: Interacting with the Web, Social Media and Digital Services; Interaction in the Museum; HCI in Healthcare. Part VII: AI Algorithms and Tools in HCI; Interacting with Large Language Models and Generative AI; Interacting in Intelligent Environments; HCI in Complex Industrial Environments. . |
|
|
|
|
|
|
|
| |