11547nam 2200541 450 99650006160331620231110220835.03-031-22131-1(MiAaPQ)EBC7146414(Au-PeEL)EBL7146414(CKB)25461617700041(PPN)266348858(EXLCZ)992546161770004120230408d2023 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierHCI international 2022 - late breaking papers interaction in new media, learning and games : 24th international conference on human-computer interaction, HCII 2022, Virtual Event, June 26-July 1, 2022, proceedings /edited by Gabriele Meiselwitz [and six others]Cham, Switzerland :Springer,[2023]©20231 online resource (684 pages)Lecture Notes in Computer Science ;v.13517Print version: Meiselwitz, Gabriele HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games Cham : Springer,c2023 9783031221309 Includes bibliographical references and index.Intro -- Foreword -- HCI International 2022 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 24th International Conference on Human-Computer Interaction (HCII 2022) -- HCI International 2023 -- Contents -- Interaction in New Media -- Hints of Advertising Digital Literacy: Fragments of Media Discourses -- 1 Introduction: Communication Studies Approaches to Advertising Digital Literacy -- 1.1 Defining Advertising Literacy -- 1.2 Pre-digital Advertising Literacy -- 2 An Advertising Digital Literacy -- 2.1 A History of Web Advertising -- 2.2 Fragments of an Advertising Digital Literacy? -- 3 Media Denunciations of Digital Advertising Manipulations -- 3.1 Inform and Explain/Alert and Denounce -- 3.2 Ordinary Manual of Digital Advertising: Cookies Instructions for Use -- 4 Conclusion: The web is not for free -- References -- Geolocation Detection Approaches for User Discussion Analysis in Twitter -- 1 Introduction -- 2 Related Works -- 2.1 Methods Based on the Text Content of the Message -- 2.2 Methods Based on Links in the Social Graph of Users -- 2.3 Methods Based on the Context of User Messages -- 2.4 Summary -- 3 Our Approach for User Geolocation Detection in Twitter Discussions -- 3.1 Discussion Processing -- 3.2 Datasets and Evaluation Measures -- 3.3 Evaluation Results -- 4 Geolocation Detection Results for Real Datasets -- 5 Conclusion -- References -- Portraits of a Killer: Visual Expressions of Patient/Parent Expertise on Social Media -- 1 Introduction -- 2 Scientific Images -- 2.1 Instagram and Images: Collecting a Collection About Glioblastoma -- 2.2 The Medical Image, Portrait of the Glioblastoma? -- 3 Parents as Portraitists -- 3.1 Holding on to the Living -- 3.2 Touched for the Very Last Time -- 4 Remember the Dead -- 4.1 One-Self(ie) for Others -- 4.2 Obituary Portrait -- 5 Conclusion.References -- The Research on User Use of Social Media in China Mobile Based on Self-image Construction -- 1 Introduction -- 1.1 Research Object -- 1.2 Research Method -- 2 Core Concepts -- 2.1 Self-image -- 2.2 Mobile Social Media -- 3 Research Results and Analysis -- 3.1 Analysis of Basic Usage of Mobile Social Media -- 3.2 Ways to Construct Users' Self-image on Mobil Social Media -- 4 Conclusion and Suggestions -- 4.1 Conclusion -- 4.2 Suggestions -- References -- Gender and Culture Differences in Perception of Deceptive Video Filter Use -- 1 Introduction -- 2 Literature Review -- 2.1 Augmented Reality Filters -- 2.2 Filters and Self-concept -- 2.3 Online Deception -- 2.4 Trust -- 3 Methods -- 3.1 Data Collection -- 3.2 Data Analysis -- 3.3 Research Questions -- 4 Findings -- 4.1 Beauty Filter Use -- 4.2 Responses to the Hypothetical Question -- 5 Discussion -- 6 Conclusion -- References -- Research on Experience Design of Social Reading Platforms Based on Social Presence Theory -- 1 Research Background -- 2 Social Presence and User Experience in Reading Communities -- 2.1 Social Presence Theory -- 2.2 User Experience -- 2.3 The Relationship Between Social Presence and Reading Community Experience -- 3 Read Community Experience Elements from the Perspective of Social Presence -- 3.1 Extraction of User Experience Elements of Social Reading -- 3.2 Conscious Social Presence and Reading Community Experience Elements -- 3.3 Emotional Social Presence and Reading Community Experience Elements -- 3.4 Cognitive Social Presence and Reading Community Experience Elements -- 4 The Construction of an Interaction Design Model -- 5 Design Strategies for Social Reading Platform -- 6 Conclusion and Prospect -- References -- e-Participation as Mediated Ecosystem? A Case Study on Municipalities of St. Petersburg, Russia -- 1 Introduction.2 What Do We Know and What Don't About Mediated Participation? -- 2.1 The Media Ecology Dimension -- 2.2 e-Participation Dimension -- 3 Methodology -- 3.1 Underlying Research Assumptions -- 3.2 Case Study -- 3.3 e-Participation Services -- 3.4 Municipality Size -- 3.5 Research Questions -- 4 Results -- 4.1 e-Participation Media Resources by Type and Status -- 4.2 e-Participation Services by Media Status -- 4.3 E-Participation Services by Municipality Size -- 5 Discussion and Conclusions -- Appendices -- References -- Sports Journalism: Its Global Future in the Age of Digital Media -- 1 Introduction -- 1.1 World Wide Web Adaptation -- 1.2 Sports Journalism and Social Media -- 2 Methodology and Framework -- 2.1 Procedure -- 3 Results -- 4 Discussion -- 4.1 Limitations of This Study and Future Research -- 5 Conclusion -- References -- Antecedents and Consequences of Information Cocoon Awareness in Short-Form Video APPs: An Information Ecology Perspective -- 1 Introduction -- 2 Theoretical Background -- 3 Research Model and Hypotheses -- 3.1 Information People -- 3.2 Information -- 3.3 Information Technology -- 3.4 Information Environment -- 3.5 IC Awareness and Continuance Usage Intention -- 4 Research Methodology -- 4.1 Measurements -- 4.2 Data Analysis and Results -- 5 Conclusions -- References -- Privacy and Data Protection in COVID-19 Contact Tracing Apps: An Analysis from a Socio-Technical System Design Perspective -- 1 Introduction -- 1.1 Objectives, Justification and Structure of Research -- 1.2 Initial Hypotheses -- 2 Literature Review -- 2.1 Design, Functionality, and Limitations -- 2.2 Privacy and Data Protection -- 2.3 Adoption -- 3 Methods -- 3.1 Participants/Recruitment -- 3.2 Materials -- 4 Results -- 4.1 Demographic Factors -- 4.2 Likert Scale Data -- 4.3 Ranking Data -- 4.4 Qualitative Data -- 5 Discussion.5.1 Privacy and Data Protection Concerns of the Public -- 5.2 Role of Privacy and Data Protection Concerns in Adoption -- 5.3 Limitations Due to Privacy and Data Protection Considerations -- 5.4 Socio-Technical Mechanisms Preserving Privacy and Data Protection -- 6 Conclusion -- References -- User Experience Design for Automatic Credibility Assessment of News Content About COVID-19 -- 1 Introduction -- 2 Related Work -- 2.1 Indicators of Credibility -- 2.2 COVID-19 as a Domain for Credibility Assessment -- 2.3 User Experience Design -- 2.4 Key Definitions -- 3 Methodology -- 4 Experiments -- 4.1 Moderated Remote User Experience Study (GUI Prototype 1) -- 4.2 Remote User Experience Survey (GUI Prototype 2) -- 5 Results and Discussion -- 5.1 Automatic Credibility Assessment -- 5.2 Algorithm Transparency, Understandability, and Relevance -- 5.3 Reflections on Methodology -- 6 Conclusion -- A Newspaper Article (Translation) -- B Questions from the Online Survey (Study 2) -- References -- Digital Τraces of News Media Public on Facebook: Comparing Estonian and Latvian Russophone Publics -- 1 Introduction -- 2 Theoretical Framework -- 2.1 News Engagement with Multiple National Public Spheres -- 2.2 Digital Traces of News Exposure on Facebook -- 3 Methodology -- 4 Results -- 4.1 RQ1. News from Which Countries Are Covered on the FB Pages of Russian-Language News Media Outlets in Estonia and Latvia? -- 4.2 Does the Context of the News Piece Correlate with the Data About the User Engagement on Facebook? -- 4.3 Do Users Tend to Repost Posts They Like More Than Comment on Them? -- 4.4 Do the Users of Media Outlets Differ in the Manner They Engage with the News About Their Host Country? -- References -- Servants, Friends, or Parents? the Impact of Different Social Roles in the Social Web of Things on User Experience -- 1 Introduction -- 2 Literature Review.2.1 Anthropomorphic Interaction Style with Smart Agent -- 2.2 Roles of SWoT -- 3 Methodology -- 3.1 Independent Variables and Dependent Variables -- 3.2 Participants -- 3.3 Procedure -- 4 Results -- 4.1 Descriptive Analysis -- 4.2 Interview Analysis and Results -- 5 Discussion -- 6 Conclusion -- References -- Online and Adaptive Learning -- Comparing the Effectiveness of Instructor-Led Versus Video-Based Learning Methods for Online Website Accessibility Training -- 1 Introduction and Literature Review -- 1.1 Cognitive Load -- 1.2 User Perceptions -- 1.3 Current Study -- 2 Methods -- 2.1 Participants -- 2.2 Materials -- 2.3 Design -- 2.4 Procedure -- 3 Results -- 3.1 Task Performance -- 3.2 Usability -- 3.3 Enjoyability, Perceived Usefulness, and Intention to Use -- 4 Discussion -- 5 Conclusion -- References -- Impact of the Implementation of Resources with Augmented Reality in Education -- 1 Introduction -- 1.1 Augmented Reality -- 1.2 AR Platforms and Applications -- 1.3 Application of Augmented Reality in Education -- 1.4 Benefits -- 1.5 Limitations for the Implementation of Augmented Reality -- 2 Investigation of Hypotheses -- 3 Methodology -- 4 Results -- 5 Conclusions -- References -- Research on the Construction of Graphical Data Intelligence Education Driven by Digital Intelligence Integration -- 1 Introduction -- 2 Literature Review -- 3 Research Method -- 4 Data Collection and Analysis -- 4.1 Expressive Teaching Objectives that Enhance the TEacher's Accurate Assessment of Learning and the Experience Gained -- 4.2 Inspiring Problem Situations Give Learners Access to Authentic Problem Situations and Optimise the Sense of Authentic Experience of How Learners Think -- 4.3 Dynamic Learning Paths, Constructing Learning Path Networks with Knowledge Mapping Intelligent Guidance Technology.4.4 Along with Teaching and Learning Assessments, Teachers Have Access to a Variety of Rich Teaching and Learning Outcomes Through Digital Intelligence Technology, Making the Whole Assessment Experience More Objective and Accurate.Lecture Notes in Computer Science Video gamesCongressesVideo gamesHuman-computer interactionVideo gamesVideo games.Human-computer interaction.794.8Meiselwitz GabrieleMiAaPQMiAaPQMiAaPQBOOK996500061603316HCI International 2022 - late breaking papers3041575UNISA