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Autore: |
Wei June
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Titolo: |
Human-Centered Design, Operation and Evaluation of Mobile Communications : 5th International Conference, MOBILE 2024, Held As Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29-July 4, 2024, Proceedings, Part I
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Pubblicazione: | Cham : , : Springer International Publishing AG, , 2024 |
©2024 | |
Edizione: | 1st ed. |
Descrizione fisica: | 1 online resource (301 pages) |
Altri autori: |
MargetisGeorge
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Nota di contenuto: | Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 5th International Conference on Human-Centered Design, Operation and Evaluation of Mobile Communications (MOBILE 2024) -- HCI International 2025 Conference -- Contents - Part I -- Contents - Part II -- Mobile Health and Wellbeing -- Promoting Nutrition Literacy and Food Neophilia of Middle School Children Through a Serious Hybrid Game -- 1 Introduction -- 2 Objective of the Paper -- 3 Methods -- 3.1 FlavourGame: Short Description of the Game -- 3.2 Intervention -- 3.3 Control Group -- 4 Results -- 4.1 Characterization of Children in Intervention Group -- 4.2 Effect of the Intervention in Nutrition Knowledge -- 4.3 Effect of the Intervention in the Willingness to Test New Foods -- 5 Discussion -- References -- Exploring the Factors Influencing the Adoption of Wrist-Worn Wearable Devices for Well-Being Monitoring Among End Users -- 1 Introduction -- 2 Literature Review and Conceptual Model -- 2.1 Intention to Use (IU) -- 2.2 Perceived Usefulness (PU) -- 2.3 Perceived Value (PV) -- 2.4 Perceived Prestige (PP) -- 2.5 Social Image (SI) -- 2.6 Brand Name (BN) -- 2.7 Perceived Privacy Risk (PPR) -- 2.8 Health Information Sensitivity (HIS) -- 3 Methodology -- 4 Results -- 5 Discussion -- 6 Managerial Implications -- 7 Limitations and Future Research Avenues -- References -- Engagement of Electronic Word-of-Mouth on M-Health Platforms -- 1 Introduction -- 2 Conceptual Model and Hypotheses -- 2.1 Conceptual Model -- 2.2 Hypotheses -- 3 Data and Method -- 3.1 Data Collection -- 3.2 Measurement Tools and Pre-Test -- 4 Results -- 4.1 Demographic Statistics Analysis -- 4.2 Main Effect and the Mediating Effect -- 4.3 Moderating Effect -- 5 Discussion and Conclusion -- References. |
Design Mobile Exergames to Large-Scalely Promote Adolescent Physical Activity Based on Interval Training Theory -- 1 Introduction -- 2 Related Work -- 2.1 Interval Training -- 2.2 Exergames -- 3 Method -- 3.1 Design and Development of the Exergame -- 3.2 System Design -- 3.3 System Implementation -- 4 System Testing and Evaluation -- 4.1 Methodology -- 4.2 Results -- 5 Discussion -- 6 Conclusion -- References -- Unlocking the Potential of mHealth for Smoking Cessation: An Expert Viewpoint -- 1 Introduction -- 2 Literature Review -- 2.1 Rising Popularity of mHealth Applications -- 2.2 Bridging Behaviour Change Theory and HCI -- 3 Methodology -- 3.1 Expert Selection and Data Collection -- 3.2 Interview Guide and Data Analysis -- 4 Findings and Discussion -- 5 Limitations and Future Research -- 6 Conclusion -- References -- Mental Health Mobile Applications: Opportunities and Challenges -- 1 Introduction -- 2 Background -- 2.1 Mental Health Mobile Applications -- 2.2 AI-Driven Mental Health Mobile Applications -- 3 Identifying Mental Health Mobile Applications -- 4 Discussion -- 5 Conclusion and Future Research -- References -- Design and Evaluation of an Intelligent Rehabilitation System for Children with Asthma -- 1 Introduction -- 1.1 Children's Asthma Rehabilitation Products -- 1.2 Asthma Rehabilitation System -- 2 Methodology -- 2.1 KJ Method Analysis Requirements -- 2.2 Analysis of Functional Requirements Elements -- 3 Proposed Concept -- 4 Conclusion and Discussion -- References -- Wearable Wellness: Exploring User Experiences with Fitness Systems on Smartwatches -- 1 Introduction -- 2 User-Centered Design: Diary Studies and Co-creation -- 3 Methodology -- 3.1 Phase One: Diary Study -- 3.2 Phase Two: Co-creation Collaboration -- 4 Discussion -- 5 Conclusion -- References. | |
Young Consumers' Discontinuance Intention to Use Smartphone Fitness Applications - A Study of Generation Z Consumers in Bangkok -- 1 Introduction -- 2 Literature Review -- 2.1 Technology Readiness (TR) Model -- 2.2 Technology Acceptance Model (TAM) -- 2.3 Discontinuance Intention -- 3 Research Design -- 4 Findings -- 4.1 Respondent Profile -- 4.2 Common Method Bias -- 4.3 Evaluation of Measurement Model -- 4.4 Evaluation of Structural Equation Model -- 4.5 Mediation Analysis -- 5 Discussion and Conclusion -- 6 Implications -- 6.1 Theoretical Implication -- 6.2 Managerial Implications -- 7 Limitations -- References -- Mobile Applications, Serious Games and Advanced Interfaces -- Development of Scenario-Based Approach for Interface Design Aided by Key PSFs and Its Application to Design of New Autonomous Vehicles Monitoring System -- 1 Introduction -- 2 Improved Scenario-Based Design Using PSFs List -- 2.1 Original Version of Scenario-Based Design for Future System -- 2.2 Underlying Ideas to Support Creation of Scenario -- 2.3 Supporting Tool for Initial Scenario Creation -- 3 Case Study: Application to Interface Design of New Autonomous Vehicles Monitoring System -- 3.1 Outline of Design Project -- 3.2 Scenario Creation Processes -- 3.3 Example of Specifications Elicitation -- 4 Discussion -- 4.1 Feasibility of the Proposed Approach in Business Context -- 4.2 Managerial Implications -- 4.3 Limitations and Future Work -- 5 Conclusion -- References -- Iterative Design of an Interactive Augmented Reality Board Game: A Playful Approach to Recruiting Prospective Students -- 1 Introduction -- 2 Related Work -- 2.1 College Recruitment Strategies -- 2.2 AR Tangible Games -- 3 Research Approach -- 3.1 Focus Group and Interviews -- 3.2 Focus Group and Interview Learnings -- 3.3 Emerging Design Considerations -- 4 Iterative Design Process. | |
4.1 Initial Design Ideation -- 4.2 Refining Design Through Iterating Personas -- 4.3 Refining Game Components, Objectives, and Rules -- 5 Design Prototype -- 5.1 Game Components -- 5.2 Gameplay -- 5.3 Prototype Fabrication -- 6 Preliminary Evaluation -- 6.1 Evaluation Process -- 6.2 Evaluation Learnings -- 7 Reflections and Future Work -- 8 Conclusion -- References -- Mobile Application for Identifying Anomalous Behavior and Conducting Time Series Analysis Using Heterogeneous Data -- 1 Introduction -- 2 Related Work -- 3 Heterogeneous Data and System Architecture -- 4 Time Series Analysis Implementation -- 5 Anomaly Detection and Time Series Analysis -- 5.1 Anomaly Detection -- 5.2 Time Series Analysis -- 6 Conclusions -- References -- Exploring Player Experience in Mobile Learning Through Location-Based Games -- 1 Introduction -- 2 Problem and Objective -- 3 Literature Reviews -- 3.1 Location-Based Game -- 3.2 Playability -- 3.3 Player Experience and Its Evaluation Methods -- 4 Methodology and Steps -- 4.1 System Implementation Method -- 4.2 Quasi-Experimental Design -- 5 Research Results -- 6 Conclusion -- References -- "Furnish Your Reality" - Intelligent Mobile AR Application for Personalized Furniture -- 1 Introduction -- 2 General Concept -- 2.1 Start -- 2.2 Spatial Surveys via LiDAR -- 2.3 Generation of Product Suggestions via Generative AI -- 2.4 Selection of Suitable Product Suggestions -- 2.5 Triggering Ordering Process -- 3 Integrated Technologies -- 3.1 LiDAR Based AR -- 3.2 Generative AI -- 3.3 Intelligent Recommender System -- 4 Discussion -- 5 Conclusion and Future Research Perspectives -- References -- UXAR-CT - An Approach for Measuring UX for Mobile Augmented Reality Applications in Corporate Training -- 1 Introduction -- 2 Theoretical Foundation and Related Work -- 2.1 Concept of User Experience. | |
2.2 Importance of UX Quality Aspects -- 2.3 Measuring User Experience via Standardized Questionnaires -- 2.4 Augmented Reality UX Questionnaires -- 2.5 Research Objective and Methodological Approach -- 3 Quantitative Study 1: Determination of Important UX Quality Aspects -- 3.1 Study Approach -- 3.2 Results -- 4 Quantitative Study 2: Development and Evaluation of the UXAR-CT Questionnaire -- 4.1 Questionnaire Development -- 4.2 Data Collection -- 5 Conclusion -- 5.1 Implications -- 5.2 Discussion and Limitations -- 5.3 Outlook and Future Research -- A Exemplarily description of the UX quality aspect Efficiency translated in English -- B Statements of the UX Quality Aspects from the Quantitative Study -- References -- Augmented Astronomy for Science Teaching and Learning -- 1 Introduction -- 2 Related Work -- 2.1 Alternative Conceptions in Astronomy Education -- 2.2 Extended Reality for Teaching and Learning -- 2.3 Extended Reality for Astronomy Education -- 3 Method -- 3.1 Design-Based Educational Research -- 4 Results -- 4.1 Augmented Reality Astronomy Resources -- 4.2 Activities for Educational Environments -- 5 Conclusions -- 5.1 Limitations -- 5.2 Future Work -- References -- Self-location and Reorientation of Individuals Without Reading Maps: Increased Spatial Memory During GPS Navigation Using AR City Walls -- 1 Introduction -- 2 Design Prototyping -- 2.1 Generation Logic -- 2.2 Design Elements -- 3 Experiment -- 3.1 Participants -- 3.2 Navigation Environment -- 3.3 Conditions -- 3.4 Procedure -- 4 Results and Discussion -- 4.1 Spatial Memory -- 4.2 Workload -- 4.3 Limitations and Future Work -- 5 Conclusions -- References -- Research on the Impact of Mobile Terminal Information Layout on Visual Search-Taking Bookkeeping Application as an Example -- 1 Introduction -- 2 Related Work -- 3 Research Questions -- 3.1 Research Focus. | |
3.2 Research Material. | |
Titolo autorizzato: | Human-Centered Design, Operation and Evaluation of Mobile Communications ![]() |
ISBN: | 9783031604584 |
9783031604577 | |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910865254003321 |
Lo trovi qui: | Univ. Federico II |
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