12019nam 2200565 450 991079948630332120240119114057.03-031-49368-010.1007/978-3-031-49368-3(CKB)29468235400041(DE-He213)978-3-031-49368-3(MiAaPQ)EBC31051277(Au-PeEL)EBL31051277(EXLCZ)992946823540004120240119d2023 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierComputer-Human Interaction Research and Applications 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II /Hugo Plácido da Silva and Pietro Cipresso, editorsFirst edition.Cham, Switzerland :Springer,[2023]©20231 online resource (XVII, 362 p. 121 illus., 94 illus. in color.) Communications in Computer and Information Science Series ;Volume 19979783031493676 Includes bibliographical references and index.Intro -- Preface -- Organization -- Contents - Part II -- Contents - Part I -- Main Event -- I Am in Love with the Shape of You: The Effect of Mass Customization on the Human-Robot Relationship -- 1 Introduction -- 2 SARs' Morphology and Personality -- 3 Aim and Scope -- 4 Method and Study Design -- 5 Results -- 5.1 Acceptance Questionnaire -- 5.2 Thematic Analysis of the One-on-One Interactions -- 6 Discussion -- 7 Conclusion and Limitations -- References -- Eco-Design of a Smart Module to Provide Customizable and Effective Interaction for the Elderly -- 1 The Context of the Research -- 2 The Design of the Smart Module -- 2.1 The Electronic Architecture -- 2.2 The Mechanical Design -- 3 Experimental Results -- 3.1 The Scenarios -- 4 Conclusions and Future Work -- References -- Technology Enhanced Mulsemedia Learning: Insights of an Evaluation -- 1 Research Problem -- 2 Objectives -- 3 State of the Art -- 4 Methodology -- 4.1 Overview of Mulsemedia -- 4.2 Mulsemedia STEM Content -- 4.3 Mulsemedia Tools -- 5 Evaluation -- 5.1 Questionnaire -- 6 Results -- 6.1 One-Sample-Test -- 6.2 Discussion -- 6.3 Study Limitations -- 7 Conclusion -- References -- Accessible Applications to Improve the Tourist Experience -- 1 Introduction -- 2 Background and Related Work -- 2.1 Impairment Classification -- 2.2 Accessibility Guidelines for Mobile Applications -- 2.3 Accessibile Applications for Tourism -- 3 Method -- 3.1 Classification of Accessible Applications for the Tourism Sector -- 3.2 The Study -- 4 Results -- 4.1 General Questions on Mobile Apps -- 4.2 Evaluation Based on a Specific Disability -- 5 Discussion -- 6 Conclusions -- References -- An Augmented Reality Environment for Testing Cockpit Display Systems -- 1 Introduction -- 2 Visual Verification Methods for Cockpit Display Systems -- 2.1 Visual Verification of Cockpit Displays.2.2 Manual Visual Verification -- 2.3 Automated Visual Verification with an External Display -- 2.4 Automated Visual Verification with Augmented Reality -- 3 Experiments -- 3.1 Design of the Experiments -- 3.2 Participant Information -- 3.3 Experimental Setup -- 3.4 Questionnaires -- 4 Results -- 4.1 Quantitative Results -- 4.2 Qualitative Results -- 4.3 Discussion -- 5 Conclusion -- References -- Human-Centred Digital Sovereignty: Explorative Conceptual Model and Ways Forward -- 1 Introduction -- 2 Background -- 2.1 Digital Sovereignty: The Policy Discourse -- 2.2 Digital Sovereignty in HCI -- 3 Method -- 4 Human-Centred Digital Sovereignty -- 4.1 Concept: Expressions of Sovereignty -- 4.2 Concept: Actors -- 4.3 Concept: Actions -- 4.4 Concept: Research Domains -- 5 Discussion -- 5.1 How to Use the Conceptual Model? -- 5.2 Key Challenges and Ways Forward -- 5.3 Limitations -- 6 Conclusion -- References -- MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games -- 1 Introduction -- 2 Related Works -- 3 Contribution -- 3.1 Preliminary Concepts -- 3.2 Method -- 4 Experiments -- 4.1 Experimental Protocol -- 4.2 Training Trials -- 4.3 Results -- 5 Discussion -- 5.1 Interpreting Results -- 5.2 The Impact of Training Time -- 5.3 Comparison with Related Work -- 5.4 Future Directions -- 6 Conclusions -- References -- Human-Centered AI Goals for Speech Therapy Tools -- 1 Introduction -- 2 Methodology -- 2.1 Study Design -- 2.2 Participants -- 2.3 Procedure -- 2.4 Ethical Considerations -- 3 Results -- 3.1 Goal 1: Fairness -- 3.2 Goal 2: Responsible and Accountable -- 3.3 Goal 3: Human-Centered Empowerment -- 3.4 Goal 4: Trustworthy -- 3.5 Goal 5: Privacy -- 3.6 Goal 6: Unbiased Funding -- 3.7 Goal 7: Security -- 4 Discussion -- 4.1 Goal 1: Fairness -- 4.2 Goal 2: Responsible and Accountable.4.3 Goal 3: Human-Centered Empowerment -- 4.4 Goal 4: Trustworthy -- 4.5 Goal 5: Privacy -- 4.6 Goal 6: Unbiased Funding -- 4.7 Goal 7: Security -- 4.8 Limitations and Future Work -- 5 Conclusion -- References -- Designing a WhatsApp Inspired Healthcare Application for Older Adults: A Focus on Ease of Use -- 1 Introduction -- 2 Research Methodology -- 2.1 Phase-1 Study -- 2.2 Phase-2 Study -- 2.3 Phase-3 Study -- 3 Results -- 3.1 Results of Phase-1 Study -- 3.2 Result of Phase-2 Study -- 3.3 Result of Phase-3 Study -- 4 Discussion -- 4.1 Implications and Recommendations -- 4.2 Limitation of the Study -- 5 Conclusion -- References -- Understanding Adoption of Last Mile Electric Micromobility in Rural Areas: A Structural Equation Modeling Approach -- 1 Introduction -- 2 E-Micromobility and First and Last Mile Problems -- 3 Research Model -- 4 Data Analysis and Results -- 4.1 Demographics and Descriptive Results -- 4.2 Measurement Model -- 4.3 Structural Model -- 5 Discussion -- 6 Conclusion -- References -- Participative Development of a Learning Dashboard for Online Students Using Traditional Design Concepts -- 1 Introduction -- 2 Background -- 2.1 The Gestalt Laws -- 2.2 Factual and Interaction Problems -- 3 Method -- 3.1 Wireframe for the Learning Dashboard in the Content Area -- 3.2 Wireframe for the Learning Dashboard in the Sidebar -- 3.3 The Scope of the Study -- 4 Results -- 4.1 Evaluating the Gestalt Laws of the Content Area Wireframe (Fig. 2) -- 4.2 Evaluating the Gestalt Laws of the Sidebar Wireframe (Fig. 3) -- 4.3 Factual Problems -- 4.4 Interaction Problems -- 4.5 Bonus Task: Students Create an Alternative Solution to a Card of Their Choice Using the Gestalt Law of Proximity -- 5 Summary -- 6 Discussion -- References -- Easy Induction: A Serious Game Using Participatory Design -- 1 Introduction -- 2 Background and Related Work.2.1 Adaption Challenges for University Freshmen -- 2.2 Participatory Design -- 2.3 Serious Game Design -- 3 Methodology -- 3.1 Double Diamond Model -- 3.2 Participatory Design Workshop -- 4 Participatory Design of the Serious Game -- 4.1 First Participatory Design Workshop: Discover and Define -- 4.2 Second Participatory Design Workshop: Develop -- 4.3 Third Participatory Design Workshop: Deliver -- 5 Design Outcome: Easy Induction -- 5.1 Game Presentations -- 5.2 Rules of Easy Induction -- 6 Evaluating Easy Induction -- 6.1 Study Design -- 6.2 Experimental Procedure -- 6.3 Measures and Scoring -- 7 Results -- 7.1 Knowledge Acquisition -- 7.2 System Usability Scale -- 7.3 User Experience -- 8 Discussion -- 8.1 Summary of Findings -- 8.2 Research Implications -- 8.3 Limitations and Future Work -- 9 Conclusion -- References -- Creating StoryLines: Participatory Design with Power Grid Operators -- 1 Introduction -- 2 Related Work -- 2.1 Adapting to Control Room Modernization -- 2.2 Operator Strategies for Managing Information -- 2.3 Information Management Tools -- 3 Preliminary Study: Identifying Operators' Needs -- 4 Inspirations from Generative Theories of Interaction -- 5 Participatory Design of StoryLines -- 6 StoryLines -- 7 Conclusion -- References -- Visual Representations for Data Analytics: User Study -- 1 Introduction -- 1.1 Related Work -- 2 Visualization Methods -- 3 User Study -- 3.1 Datasets and Pre-Processing -- 3.2 Tasks Generation Procedure and Study Flow -- 3.3 Results -- 4 Comparison with DCNN Models -- 5 Discussion and Conclusions -- References -- A Web Platform to Investigate the Relationship Between Sounds, Colors and Emotions -- 1 Introduction -- 2 Theoretical Framework -- 3 Associations Between Sound and Color -- 4 The Test -- 4.1 Sound Stimuli -- 4.2 Colors -- 4.3 The Self-Assessment Manikin -- 5 The Web Interface.6 Early Results -- 7 Conclusion and Future Work -- References -- Continuous Time Elicitation Through Virtual Reality to Model Affect Dynamics -- 1 Introduction -- 1.1 Eliciting Affective States Through Virtual Reality -- 1.2 Modeling Dynamics in Affect Science -- 2 Experimental Design -- 2.1 How to Create Transitions? -- 2.2 How to Randomize Transitions? -- 2.3 How to Analyze Transitions? -- 3 Conclusion -- References -- Who Pays Attention to the User Experience Content Embedded in Mobile APP Reviews -- 1 Introduction -- 2 Related Studies -- 2.1 Review Helpfulness -- 2.2 Managerial Response -- 2.3 User Experience from Online Reviews -- 3 Theoretical Framework -- 3.1 Conceptualizing User Experience (UX) Richness -- 3.2 Conceptual Framework -- 4 Methodology -- 4.1 Data and Process -- 4.2 Variables -- 5 Results -- 5.1 Descriptive Statistics -- 5.2 Predicting Review Helpfulness -- 5.3 Predicting Review Response -- 5.4 Classification Analysis -- 6 Discussion -- 6.1 Theoretical Implications -- 6.2 Practical Implications -- 7 Conclusion -- Appendix A -- References -- Special Session on E3: Enhancing the Esports Experience -- Gamers' Eden: The Functioning and Role of Gaming Houses Inside the Esports Ecosystem -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 Inclusion Criteria -- 3.2 Sources -- 3.3 Disclaimer on Sources -- 3.4 Search Strategy -- 4 Findings -- 4.1 Tracing Gaming Houses' Roots and Defining Them -- 4.2 Gaming Houses as Platformised Environments -- 5 Discussion -- 6 Conclusion -- References -- The Communication Effectiveness of AI Win Prediction Applied in Esports Live Streaming: A Pilot Study -- 1 Introduction -- 2 Method -- 3 Primary Results from the Pilot Study -- 3.1 Perceived Usefulness -- 3.2 Credibility, Accuracy, and Dramatic Effects -- 3.3 The Anthropomorphic Image -- 4 Conclusion and Future Work -- References.Using Audience Avatars to Increase Sense of Presence in Live-Streams.These 2 volumes constitute the selected papers of the 7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023. The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems. .Communications in computer and information science ;Volume 1997.Human-computer interactionCongressesUser interfaces (Computer systems)CongressesHuman-computer interactionUser interfaces (Computer systems)004.019Silva Hugo Plácido daCipresso PietroMiAaPQMiAaPQMiAaPQBOOK9910799486303321Computer-Human Interaction Research and Applications2533130UNINA