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Autore: | Streitz Norbert A |
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 II / / edited by Norbert A. Streitz, Shin'ichi Konomi |
Pubblicazione: | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Edizione: | 1st ed. 2024. |
Descrizione fisica: | 1 online resource (473 pages) |
Disciplina: | 005.437 |
004.019 | |
Soggetto topico: | User interfaces (Computer systems) |
Human-computer interaction | |
User Interfaces and Human Computer Interaction | |
Altri autori: | KonomiShin'ichi |
Nota di contenuto: | 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 II -- Contents - Part I -- Intelligent Environments for Health and Wellbeing -- Enhancing Human-Healing Environment Interaction Framework: Based on Two Applications -- 1 Introduction -- 2 Literature Review on Healing Environment Design -- 2.1 Concept Design in Healing Environments -- 2.2 Object Design in Healing Environments -- 2.3 Emotional Design in Healing Environments -- 3 Methods -- 3.1 Questionnaire of User Preferences in Healing Environments -- 3.2 Questionnaire of Healing Environment Design Evaluation -- 4 Results of User Preference Factors in Healing Environment Design -- 5 Design Applications -- 5.1 Design Framework Construction -- 5.2 PICU of Shanghai Children's Medical Centre -- 5.3 Sino-Danish Child-Friendly Space of Suzhou High-Speed Railway New Community -- 5.4 Design Evaluation -- 6 Discussion -- 7 Conclusion -- References -- Design Proposal for a Chatbot with Mental Support Functionalities Based on Artificial Intelligence -- 1 Introduction -- 2 Conceptual Framework and Literature Review -- 2.1 Conceptual Framework -- 2.2 Literature Review -- 3 Methodology -- 3.1 Research Methodology and Design -- 3.2 Chatbot in the Field of Health -- 4 Results and Discussion -- 4.1 Chatbot for Mental Health Design -- 4.2 Chatbot Implementation -- 5 Conclusions and Future Works -- References -- Embracing Virtual Reality: Understanding Factors Influencing Older Adults' Acceptance -- 1 Introduction -- 2 Literature Review -- 2.1 Older Adults and VR Technology -- 2.2 UTAUT2 -- 3 Methodology -- 3.1 Data Collection -- 3.2 Analysis. |
3.3 Coding and Themes -- 3.4 Procedures -- 3.5 Device and Stimuli -- 4 Results -- 4.1 Performance Expectancy -- 4.2 Effort Expectancy -- 4.3 Social Influence -- 4.4 Facilitating Conditions -- 4.5 Hedonic Motivation -- 4.6 Price Value -- 4.7 Habit -- 4.8 VR Experience -- 4.9 Physiological Feelings -- 4.10 Patriotic Sentiment -- 5 Discussion -- 5.1 Summary of Findings -- 5.2 Contributions -- 5.3 Limitations -- References -- Learning to Effectively Identify Reliable Content in Health Social Platforms with Large Language Models -- 1 Introduction -- 2 Related Studies -- 2.1 Reliability -- 2.2 Content Classification -- 2.3 Transfer Learning -- 3 Research Methods -- 3.1 Data Collection and Screening -- 3.2 Data Labelling -- 3.3 Experiment -- 4 Experiment Results -- 5 Discussion -- 5.1 Implications -- 5.2 Limitations and Future Work -- 6 Conclusion -- References -- Wearable and Pervasive Architecture for Digital Companions in Chronic Disease Care -- 1 Introduction -- 2 Related Work -- 2.1 Digital Companions -- 2.2 Reviews and Architectures -- 3 Architecture for Digital Companions -- 3.1 Functional Requirements -- 3.2 Non-functional Requirements -- 3.3 Architectural Components -- 4 Running Example: Medical Follow-Up -- 5 Anticipated User Experience Analysis -- 5.1 Tests -- 5.2 Results -- 5.3 Discussion -- 6 Conclusions and Future Work -- References -- Framework of Occupant-Centric Measuring System for Personalized Micro-environment via Online Modeling -- 1 Introduction -- 2 Related Work -- 3 Framework Design -- 3.1 System Architecture and Integration -- 3.2 Implementation of the Proposed Framework -- 3.3 Evaluation Criteria and Hypothetical Outcomes -- 4 Discussion -- 5 Conclusion -- References -- VIT.IN: Visualizing Collective Stress with a Dynamic Painting -- 1 Introduction -- 2 Related Work -- 2.1 Visualizing Vitality -- 2.2 Organizational Culture. | |
2.3 Behavior Change -- 3 Design -- 3.1 Design Process -- 3.2 VIT.IN -- 4 Evaluation -- 4.1 Participants -- 4.2 Material -- 4.3 Procedure -- 4.4 Data Analysis -- 4.5 Results -- 5 Discussion -- 5.1 Challenge and Approach -- 5.2 Behavioral Influences -- 5.3 Social Exchange -- 5.4 Limitations -- 5.5 Contribution and Future Work -- 6 Conclusion -- References -- Design and Practice of Traditional Chinese Massage Experience Based on Augmented Reality -- 1 Introduction -- 1.1 AR: Transforming Healthcare Learning and Practice with Massage -- 1.2 AR-Enhanced Traditional Chinese Massage -- 2 Related Works -- 2.1 AR Traditional Chinese Massage Research -- 2.2 Practice Strategy -- 3 Application of Traditional Chinese Massage in Sub-health Management -- 4 Methods -- 4.1 Interview Research -- 5 Questionnaire Survey -- 5.1 Questionnaire Design and Collection -- 5.2 Questionnaire Data Analysis -- 5.3 Findings -- 6 Experiment -- 6.1 Participants and Devices -- 6.2 Experimental Procedure -- 6.3 Results -- 6.4 Data Analysis -- 6.5 Findings -- 7 Concept Design and Interaction Process -- 7.1 Theoretical Frameworks -- 7.2 AR Massage Route Guide -- 7.3 Course of Treatment -- 8 Conclusion -- References -- A Proposed Framework of Virtual Reality System Design for Neuroscience Education in Mental Health -- 1 Introduction -- 2 Literature Review -- 2.1 Neuroscience and Mental Health -- 2.2 Mental Health and VR -- 2.3 Neuroscience Education and VR -- 2.4 Theoretic Basis -- 2.5 Research Questions -- 3 Method -- 4 The Development of VR Framework for Neuroscience Education in Mental Health -- 4.1 Empathize: Understanding Users and Needs -- 4.2 Define -- 4.3 Ideate -- 4.4 Prototype Development -- 4.5 Test and Evaluation -- 5 Discussion -- 6 Conclusion -- References -- Exploration of "ICH + Digital Game" Mode Under the Threshold of Culture and Tourism Integration -- 1 Introduction. | |
2 How to Understand the Concept of "ICH + Digital Game" Mode -- 2.1 Special Cultural Forms of Intangible Cultural Heritage -- 2.2 Definition of "ICH + Digital Game" Mode -- 2.3 Application of Human-Computer Interaction Technology in Digital Games -- 3 Four Levels of the Design Purpose of Intangible Cultural Heritage Games -- 3.1 Display and Dissemination of Culture -- 3.2 Enhancement of Cultural Awareness -- 3.3 Acquisition of Knowledge and Skills -- 3.4 Achievement of Additional Objectives -- 4 Transmission of Intangible Cultural Heritage in Digital Games -- 4.1 Characteristics of Intangible Cultural Heritage Transmission in Digital Games -- 4.2 Laws of Intangible Cultural Heritage Transmission in Digital Games -- 4.3 Transformation Strategy of Cultural Elements in the Digital Environment -- 4.4 Guarantee Mechanism of Cultural Authenticity -- 5 The Significance of "ICH + Digital Game" Mode Under the Threshold of Culture and Tourism Integration -- 5.1 Cultural Significance -- 5.2 Aesthetic Function -- 5.3 Economic Value -- 6 Conclusion and Prospect -- References -- Non-visual Effects Driven Fatigue Level Recognition Method for Enclosed Space Workers -- 1 Introduction -- 1.1 Effects of Lighting Environment on Enclosed Space Workers -- 1.2 Fatigue Evaluation -- 1.3 Fatigue Recognition Methods and Modeling -- 1.4 Research Objectives -- 2 Methods -- 2.1 Subjects -- 2.2 Experimental Environment and Equipment -- 2.3 Experimental Task -- 2.4 Experimental Procedure -- 2.5 Data Analysis -- 3 Results -- 3.1 Non-visual Effects in Different Lighting Environments -- 3.2 Fatigue Recognition Modeling -- 4 Concluding Remarks -- References -- Smart Ecosystems for Learning and Culture -- A.I. In All the Wrong Places -- 1 Artificial Intelligence Explosion -- 2 Early Generative Design Experiments -- 3 Large Generative A.I. Models -- 4 Generative A.I. In an Art &. | |
Design Course -- 4.1 Course Artifacts -- 5 Discussion -- 5.1 Surprises -- 5.2 Thinness of Generative A.I. -- 5.3 Questions, Answers, Fabrications -- 5.4 A.I. In Better Places -- Appendix -- References -- Exploring the Potential of Cognitive Flexibility and Elaboration in Support of Curiosity, Interest, and Engagement in Designing AI-Rich Learning Spaces, Extensible to Urban Environments -- 1 Introduction and Background -- 2 Theoretical Perspective -- 2.1 LLM AI Chatbots in Technology-Rich Learning Environments -- 2.2 Curiosity, Interest, and Engagement in Technology-Rich Learning Environments -- 2.3 Cognitive Flexibility and Elaborative Interrogation in Technology-Rich Learning Environments -- 2.4 Potential and Challenges of Cognitive Flexibility and Elaborative Interrogation in Support of Curiosity, Interest, and Engagement in AI-Rich Urban Learning Environments -- 2.5 Conceptual Framework for Cognitive Flexibility and Cognitive Elaborative Interrogation in Support of Curiosity, Interest, and Engagement in AI-Rich Urban Learning Environments -- 3 Methodology -- 4 Findings and Discussion -- 5 Limitations and Future Directions -- 6 Conclusion -- Appendix A- Iterative Prompting in Support of Elaborative Interrogation - https://docs.google.com/document/d/1sMkA-C9FC56sIwdRDaQEP3JfOnxNPpqyH-LNuGRS5s/edit -- Appendix B - Iterative Prompting for Urban Rewilding Using ChatGPT-4 - https://docs.google.com/document/d/1qOXu0lJLAWyQxJ341d6VPoFyK2SVrsTZbEUSzQgN70Y/edit -- Appendix C - ChatGPT Create Playground -- Appendix D - AI-Human Collaboration in Support of Urban Development - https://docs.google.com/document/d/17BEp7yd32VrvCz-LWeuEHs2XHpxnMY066fvwKILf8os/edit -- References -- Digital Empowerment of Excellent Traditional Chinese Music Culture Education -- 1 Introduction -- 1.1 Research Significance -- 1.2 Research Purpose and Content. | |
2 Concepts and Characteristics of Educational Digitalization. | |
Sommario/riassunto: | 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. |
Titolo autorizzato: | Distributed, Ambient and Pervasive Interactions |
ISBN: | 3-031-60012-6 |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910865265203321 |
Lo trovi qui: | Univ. Federico II |
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