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Record Nr. |
UNINA9910865265303321 |
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Autore |
Streitz Norbert A |
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Titolo |
Distributed, Ambient and Pervasive Interactions : 12th International Conference, DAPI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I / / edited by Norbert A. Streitz, Shin'ichi Konomi |
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Pubbl/distr/stampa |
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
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ISBN |
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Edizione |
[1st ed. 2024.] |
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Descrizione fisica |
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1 online resource (0 pages) |
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Collana |
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Lecture Notes in Computer Science, , 1611-3349 ; ; 14718 |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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User interfaces (Computer systems) |
Human-computer interaction |
User Interfaces and Human Computer Interaction |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 12th International Conference on Distributed, Ambient and Pervasive Interactions (DAPI 2024) -- HCI International 2025 Conference -- Contents - Part I -- Contents - Part II -- Designing, Developing and Evaluating Intelligent Environments -- Exploring the Motivation of Living Lab Participants for Continuous Co-creation -- 1 Introduction -- 2 Background -- 2.1 Research on Motivation of Living Lab Participants -- 2.2 Living Labs in Japan -- 3 Methodology -- 4 Survey Result -- 5 Open Coding Result -- 5.1 Motivation to Join the Kick-Off Workshop -- 5.2 Motivation to Keep Joining the Team Activities -- 5.3 Motivational Factors -- 5.4 Demotivational Factors -- 6 Interview Result -- 7 Discussions -- 7.1 Important Motivatinal Factors -- 7.2 Implications to the Practitioners -- 7.3 Limitations and Future Research -- References -- A Study on the Determinants of User Continuance Intention in Social Media Intelligent Recommendation Systems from the Perspective of Information Ecology -- 1 Introduction -- 2 Literature Review -- 3 |
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Theoretical Basis and Analysis Framework -- 4 Research Design -- 4.1 Research Methods -- 4.2 Questionnaire Design and Data Collection -- 4.3 Reliability and Validity Testing -- 5 Data Calibration -- 6 Data Analysis -- 6.1 Univariate Necessary Condition Analysis -- 6.2 Conditional Combination Analysis -- 7 Conclusion and Directions for Future Research -- References -- Exploring Spatial Relation Awareness Through Virtual Indoor Environments -- 1 Introduction -- 2 Related Work -- 3 Proposed Approach -- 3.1 Object Clustering -- 3.2 2D Spatial Relation Extraction -- 4 Gold Standard Preparation -- 4.1 Object-isClosed-Object Relationship. |
4.2 Object-isInside-Object Relationship -- 4.3 Object-isAbove/isOn/isBelow-Object Relationship -- 5 Experiments and Discussions -- 5.1 Object Detection -- 5.2 Object Clustering and Temporal Stability Analysis -- 5.3 2D Spatial Relation Extraction and Evaluation -- 6 Conclusion and Future Work -- References -- User-Centred Repair: From Current Practices to Future Design -- 1 Introduction -- 2 Literature Review -- 2.1 Right to Repair -- 2.2 The Decision to Repair -- 2.3 HCI and IoT Repair -- 3 Methodology -- 3.1 Design of the Fixing the Future Study -- 3.2 Participant Recruitment -- 3.3 Data Collection and Analysis -- 4 Findings -- 4.1 Current Practices Around Repair -- 4.2 Decision Making Around Repair -- 4.3 Responsibility of Repair Decision -- 4.4 Key Drivers of Decision Making Around Repair -- 4.5 Current and Future of Repair and Expectations -- 5 Discussion -- 5.1 Design Recommendations -- 6 Conclusion -- References -- Exploring Opportunities from the More-than-Human Perspective for Investigating Wicked Problem in Our Entangled World -- 1 Hybrid and Entangled World -- 2 Research Background -- 2.1 Agential Realism and Entanglement -- 2.2 Actor Network Theory -- 2.3 Posthuman and Speculative Realism -- 2.4 Anthropology and Ontological Turn -- 2.5 Affordance and Thoughtless Act -- 2.6 Safety-I and Safety-II -- 3 More-than-Human Perspectives and Postpluralism -- 3.1 Superhuman -- 3.2 Hybrids and Boundary Objects -- 3.3 Co-performance and Practice Theory -- 3.4 Invisible Things and Affordance -- 3.5 Postphenomenology and Multistability -- 4 Case Studies -- 4.1 Overview -- 4.2 Collective Sharing Human Eyes and Ears -- 4.3 Gamification Design from a Hybrids' Perspective -- 4.4 Paragraphica: An AI-Enhanced Context-to-Image Camera -- 4.5 Discussion -- 5 Conclusion -- References. |
An Exploratory Study of Artificial Intelligence Technology in Game Design for a New Interpretation of Historical Events -- 1 Introduction -- 2 The Feasibility of Technological Implementation -- 3 The Application of AI in Game Design -- 3.1 Real-Time Plot Adjustments and Personalized Experiences -- 3.2 Stimulating Learners' Curiosity and the Desire for Discovery -- 3.3 Enhancing the Interactivity and Engagement of Education -- 3.4 Player Behavior Response -- 3.5 Enhancing Playability and Educational Value -- 4 Discussion on Moral and Ethical Issues -- 4.1 Legal Norms and Moral Standards -- 4.2 Preserving Player Freedom -- 4.3 Moral and Legal Consequence Mechanisms -- 4.4 Social Ostracism and Loss of Trust -- 4.5 Legal Accountability -- 4.6 Educational Value and Innovative Thinking -- 5 Market Potential and Target Audience -- 5.1 Young Players: School Students -- 5.2 Adult Players -- 6 The High Integration of Education and Technology -- 6.1 The Future of Technology Integration -- 6.2 The Forefront of Educational Innovation -- 6.3 Challenges and Opportunities -- 7 Conclusion: Looking into the Future -- References -- Purpose Model Simulation - Purpose Formation of Multi-stakeholder by Dialog with LLM-Based AI -- 1 Introduction -- 2 Related Works -- 3 Approach -- 3.1 Purpose Model -- 3.2 Prompt |
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Templates for Simulating the Purpose Model by LLM-Based Generative AI -- 4 Use Case -- 4.1 Targeted Co-creative Project -- 4.2 Experimental Environment -- 5 Evaluation -- 5.1 Walkthrough of Outputs Generated by Generative AI -- 5.2 Comparison of Purpose Models -- 6 Conclusion -- References -- Utilizing Data Spectrum to Promote Data Interoperability Across Industries and Countries -- 1 Introduction -- 1.1 Research Background -- 1.2 Overview of Current Research -- 1.3 Research Questions and Aims -- 2 Conceptual Definition and Theoretical Analysis. |
2.1 Data Standards -- 2.2 Data Spectrum -- 2.3 Data Light Wave -- 3 Research Design -- 3.1 Data Sources and Sample Selection -- 3.2 Data Analysis and Algorithm Design -- 4 Research Results -- 4.1 Industrial Data Spectrum and Data Light Wave -- 4.2 National Data Spectrum and Data Light Wave -- 5 Conclusion and Future Research -- References -- Iterative Design Process of Smart Door Lock Interaction System in Homestay Scenario -- 1 Introduction -- 1.1 The Interaction of Smart Door Look in Homestay -- 1.2 Integration of Smart Home Products -- 2 Related Works -- 2.1 Interaction of Smart Home Products -- 2.2 The Application of Persona and Journey Map -- 3 Methods -- 3.1 Surveys -- 3.2 Personas and Interactions -- 3.3 User Journey Map -- 3.4 The Iterative Design Process -- 4 Results and Discussion -- References -- Use of Service Design Pattern Language to Support Learning and Practice in Design Project -- 1 Background of the Study -- 1.1 Problems Without Clear Solutions in the VUCA Era -- 1.2 Popularization of Design Education and Support Tools for Beginners -- 1.3 Importance of Behaviour Toward Design -- 2 Potential of Using Pattern Language -- 2.1 Patten Language -- 2.2 Expected Effects of Using Pattern Language -- 2.3 Related Case Study -- 3 Research Purpose -- 4 Method: Service Design Workshop Using Pattern Language -- 4.1 Procedure -- 4.2 Pattern Language Used in this Study -- 5 Workshop Procedure -- 5.1 Workshop 1: Student-Only Workshop -- 5.2 Workshop 2: Multi-generational Workshop -- 6 Interviews After the Workshop -- 6.1 Interview Description -- 6.2 Analysis: Thematic Analysis -- 7 Results -- 7.1 Extracted Themes -- 8 Discussion -- 8.1 Model Diagram that Provides an Overview of the Relationships Between Themes -- 8.2 Results in Relation to Research Purpose -- 8.3 Challenges and Suggestions -- 9 Conclusion -- References. |
Smart Cities, Smart Industries and Smart Tourism -- Enhancing Inclusiveness with Digital Technologies: A Case Study Combining Digital Participation Platforms with Living Lab Programs -- 1 Introduction -- 2 What is a Digital Participation Platform? -- 2.1 Digital Participation Platform Background -- 3 About the Digital Participation Platform "Liqlid" -- 4 Use Cases of the Digital Participation Platform "Liqlid" in Living Labs -- 4.1 Overview of Kashiwa-No-Ha Smart City -- 4.2 Details of Utilising Digital Participation Platforms in Living Labs -- 4.3 MINSTA ONLINE" Functions (Roles) -- 4.4 Activities and Results in Each Living Lab Program -- 4.5 Three Strategies to Increase Participation in the Platform -- 4.6 Evaluation of the Utilization of Digital Participation Platforms -- 5 Considerations for the Effective Operation of Digital Participation Platform -- 6 Conclusion - Perspectives for Co-Creation Processes in Living Labs Using Digital Participation Platforms -- References -- Development of a Prototype for the Monitoring and Management of Telecommunications Network Infrastructure -- 1 Introduction -- 2 Materials and Methods -- 2.1 Monitoring and Management System. Literature Review -- 2.2 Network Concepts. Project Components -- 3 Research Methodology -- 4 Results and Discussions -- 5 Conclusions and Future Works -- References -- Factors Influencing Data Completeness in Electronic Records: A Case |
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Study in a Chinese Manufacturing Enterprise -- 1 Introduction -- 2 Literature Review -- 2.1 Data Completeness as One Dimension of Data Quality -- 2.2 Related Studies on Factors Influencing Data Quality -- 2.3 Theory of Information Systems Life Cycle -- 3 Factors from Literature Review -- 3.1 Human Factors -- 3.2 Managerial Factors -- 3.3 Technical Factors -- 3.4 External Factors -- 4 Research Design for Ranking Factors -- 4.1 Instrument Development. |
4.2 Data Sample and Data Collection. |
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Sommario/riassunto |
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This book constitutes the refereed proceedings of the 12th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2024, held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024 (HCII 2024), was held as a hybrid event in Washington DC, USA, during June/July 2024. The total of 1271 papers and 309 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 5108 submissions. The DAPI conference addressed approaches and objectives of information, interaction, and user experience design for DAPI Environments as well as their enabling technologies, methods, and platforms, and relevant application areas. The DAPI 2024 conference covered topics addressing basic research questions and technology issues in the areas of new modalities, immersive environments, smart devices, and much more. |
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