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Human-Computer Interaction [[electronic resource] ] : Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Masaaki Kurosu, Ayako Hashizume



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Autore: Kurosu Masaaki Visualizza persona
Titolo: Human-Computer Interaction [[electronic resource] ] : Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Masaaki Kurosu, Ayako Hashizume Visualizza cluster
Pubblicazione: Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Edizione: 1st ed. 2023.
Descrizione fisica: 1 online resource (631 pages)
Disciplina: 004.019
Soggetto topico: User interfaces (Computer systems)
Human-computer interaction
Computer networks
Image processing—Digital techniques
Computer vision
Application software
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Communication Networks
Computer Imaging, Vision, Pattern Recognition and Graphics
Computer and Information Systems Applications
Artificial Intelligence
Altri autori: HashizumeAyako  
Nota di contenuto: Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- Human-Computer Interaction Thematic Area (HCI 2023) -- HCI International 2024 Conference -- Contents - Part I -- Design and Evaluation Methods, Techniques and Tools -- Co-creating User Journey Map - A Systematic Approach to Exploring Users' Day-to-Day Experience in Participatory Design Workshops -- 1 Introduction -- 2 Study Design -- 2.1 Workshop Participants and Locations -- 3 PD Workshop -- 3.1 Workshop 1: Learning NLP Technology -- 3.2 Workshop 2: Contextual Interview -- 3.3 Workshop 3: Creating the Journey Map -- 3.4 Workshop 4: Identifying Problems & -- Ideation -- 4 Findings -- 4.1 User Journey Map Generates Reflections -- 4.2 What They Also Learned from User Journey Map -- 4.3 Learning from Other Participants -- 4.4 Inspiration Brought by Brainwriting -- 5 Discussion -- 5.1 User Journey Map Enhanced Mutual Learning -- 5.2 Contradictory Reactions to the use of LEGO® -- 6 Conclusion -- References -- Integrate Gamification into Questionnaire Design -- 1 Introduction -- 1.1 Background and Motivation -- 1.2 Purpose -- 2 Methods -- 2.1 Preparation Phase -- 2.2 Investigation Phase -- 2.3 Analysis Phase -- 3 Results -- 3.1 Gamification Questionnaire and the Results of IPIP 50 -- 3.2 Gamification Questionnaire and Intrinsic Motivation -- 4 Discussion -- 5 Conclusion -- References -- Exploring the Tensions of Self-tracking Wearable Technologies Through Design -- 1 Introduction -- 2 Self-tracking Practices Mediated by Wearable Technologies -- 3 Self-tracking Research: Towards Data Analysis, Usability, and Utility -- 4 Widening the View: Scholarly Debate and Tensions of the Phenomenon -- 4.1 Allusion to Objectivity and Non-neutrality of Data.
4.2 Data Reductionism and Complexity of Lived Phenomena -- 4.3 Trust in Data and Reliance on Subjective Experience -- 4.4 Performance and Wellbeing -- 4.5 Surveillance and Self-surveillance -- 5 Addressing the Tensions Through Design: Alternative Design Approaches to Solutionism -- 6 Conclusions -- References -- User Clustering Visualization and Its Impact on Motion-Based Interaction Design -- 1 Introduction -- 2 Background -- 2.1 Movement Feature Extraction -- 2.2 Movement and Feature Visualization -- 3 Prototype Implementation -- 3.1 Pose Estimation and Tracking in 3D Space -- 3.2 Feature Extraction System -- 3.3 Visualization Engine -- 4 Proposal Assessment -- 4.1 Participants -- 4.2 Interview Method -- 4.3 Analysis -- 5 Results -- 5.1 Understanding User Behavior -- 5.2 Refining Design Practice -- 5.3 Impact on the Full Design-Production Cycle -- 6 Discussion -- 7 Conclusion and Future Work -- References -- eGLU-Box Mobile: A Smartphone App for Usability Testing by Italian Public Administration Webmasters -- 1 Introduction -- 1.1 eGLU-box: From Its Inception to Today -- 2 Methods -- 2.1 Design -- 2.2 Material -- 2.3 Participants -- 2.4 Procedure -- 2.5 Data Analysis -- 3 Results -- 3.1 Participants' Performance -- 3.2 PCTA Interview -- 3.3 Usability Questionnaire -- 3.4 Eye Movement Analysis -- 4 Discussion and Conclusion -- References -- MobE - A New Approach to Mobile Ethnography -- 1 Mobile Ethnography -- 2 MobE - An Application for Ethnographic Research -- 3 Evaluation Methods and Test Procedure -- 3.1 Study 1: Mobile Ethnographic Study -- 3.2 Study 2: Contextual Interview -- 3.3 Results -- 4 Discussion -- 4.1 Gamification -- 4.2 Context -- 4.3 Comparison of Contextual Interview and Mobile Ethnography -- 4.4 Recommendation for Further Research in Mobile Ethnography -- 5 Summary -- References.
A Comparative Analysis of Institutional Ethical Codes of Conduct for the Practice of Design -- 1 Introduction -- 2 Why Ethics Matters -- 3 Methodology -- 3.1 Methodological Approach -- 3.2 Data Collection and Analysis -- 4 Results -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Situation-Aware Adaptations for Individualized User Experience and Task Management Optimization -- 1 Introduction and Related Work -- 2 Adaptation Types in SitAdapt -- 3 The Different SitAdapt Adaptations -- 3.1 Changes in Design and Layout -- 3.2 Changes in Content -- 3.3 Changes of Media and Interaction Object Types -- 3.4 Technical Realization of the Adaptation Process -- 4 Task-Management Optimization and Adaptation Control -- 5 Conclusion and Future Work -- References -- Barrier-Free Design Leaf Vein Model for People with Disabilities -- 1 Introduction -- 1.1 Research Background -- 1.2 Research Status -- 1.3 Research Objective -- 2 Research Method -- 2.1 Barrier-Free Design Questionnaire for Professional Designers -- 2.2 Virtual User Models and Virtual Scenarios -- 3 Research Results -- 3.1 Questionnaire Results -- 3.2 Virtual User Model and Virtual Scenario Experiment Results -- 4 Barrier-Free Design Leaf Vein Model -- 4.1 Functionality Element -- 4.2 Applicability and Balance Element -- 4.3 Human-Computer Interaction Ergonomics Element -- 4.4 Emotionalization Element -- 4.5 Attribution and Circular Unity Elements -- 5 Research Cases -- 5.1 Tableware Series Barrier-Free Designed for Diabetic Patients -- 5.2 Designing for Special Groups - Accessible Urban Public Service System -- 6 Conclusion -- References -- Research on the Design of Online Participatory Design Workshop Platform Under Metaphor Design -- 1 Introduction -- 2 Related Work -- 2.1 Card-Based Design Tools in Participatory Design Workshop -- 2.2 Metaphor Design in Human-Computer Interface.
3 Design -- 3.1 Concept Metaphor Design -- 3.2 Function Metaphor Design -- 3.3 Behavior Metaphor Design -- 4 Usability Test -- 4.1 Participants -- 4.2 Results -- 5 Discussion -- 5.1 Promoting Communication -- 5.2 Inspiring Creativity -- 5.3 Increasing Engagement -- 6 Conclusion -- References -- Research on Elements of Physical Interaction Design and the Information Channel -- 1 Introduction -- 1.1 Research Background -- 1.2 Problem Statement -- 2 Related Work on Physical Interaction -- 3 Concept Definition -- 3.1 Physical -- 3.2 Interaction -- 3.3 Physical Interaction -- 3.4 Physical Interaction Design -- 4 Research Methods and Research Design -- 4.1 Research Methods and Tools -- 4.2 Research Design -- 5 Procedures and Results -- 5.1 Preparation -- 5.2 Data Collection and Analysis -- 6 Discussion and Conclusion -- 7 Future Work -- References -- Work Characteristics as Determinants of Remote Working Acceptance: Integrating UTAUT and JD-R Models -- 1 Introduction -- 1.1 The Present Study -- 2 Materials and Methods -- 2.1 Measures -- 2.2 Data Analysis -- 3 Results -- 3.1 Model Results -- 4 Discussion -- 4.1 Practical and Theoretical Implications -- 4.2 Limitation and Future Direction -- 5 Conclusion -- References -- User-Device-Interaction Model: A Multimodal Interaction Εvaluation System Based on Analytic Hierarchy Process -- 1 Introduction -- 1.1 Emerging Interaction Modalities -- 1.2 Multimodal Interaction Evaluation -- 2 Evaluation Indicator -- 2.1 Evaluation Elements -- 2.2 Interpretative Structural Modeling -- 3 AHP-Based Interaction Evaluation Model -- 3.1 Indicator Weights -- 3.2 Weight Vector -- 3.3 Consistency Testing -- 4 Empirical Analysis -- 4.1 Experiment Design -- 4.2 Experiment Results -- 4.3 Scale Data Reliability Testing -- 4.4 Model Validity Testing -- 5 Conclusion -- References.
Using Virtual Reality to Overcome Legacy Bias in Remote Gesture Elicitation Studies -- 1 Introduction -- 2 Related Work -- 2.1 Legacy Bias in Gesture Elicitation -- 2.2 Legacy Bias Reduction Designs -- 3 VR Application Design -- 3.1 Design Approach -- 3.2 Apparatus, Materials, and Setup -- 3.3 VR Training -- 3.4 VR GES with `Production' -- 3.5 VR GES with `Priming' -- 3.6 VR GES with `Partnering' -- 3.7 Control Group Design -- 4 Evaluating VR Design with Legacy Bias Reduction -- 4.1 Participants -- 4.2 Procedure -- 4.3 Measures -- 4.4 Gesture Binning -- 4.5 Legacy Bias Classification -- 5 Study Results -- 5.1 Legacy Bias Reduction Design Analysis -- 5.2 Qualitative Analysis -- 5.3 Legacy Bias Reduction Effect Analysis -- 6 Discussion -- 6.1 Limitation and Future Work -- 7 Conclusion -- References -- Design Guidelines Towards 4.0 HMIs: How to Translate Physical Buttons in Digital Buttons -- 1 Introduction and Research Context -- 2 Case Study -- 2.1 Case Study Description -- 2.2 Methods and Design Flow -- 3 Discussion and Design Guidelines -- 3.1 Design Guidelines for the Translation of Physical Buttons in Digital Buttons -- 4 Conclusions -- References -- Meta-analysis Qualifying and Quantifying the Benefits of Automation Transparency to Enhance Models of Human Performance -- 1 Introduction -- 1.1 Background -- 1.2 Existing HAI HPM Framework and Algorithm -- 1.3 An Influence Model of Human-Automation Team (HAT) Performance -- 2 Focus on Automation Transparency -- 3 Method -- 4 Results -- 5 Discussion -- 5.1 Review and Interpretation of the Effects -- 5.2 Implications for the HAI Model -- References -- A Review of Human-Computer Interface Evaluation Research Based on Evaluation Process Elements -- 1 Introduction -- 2 Human-Computer Interface Evaluation Purpose -- 2.1 Interface Usability -- 2.2 Visual Performance -- 2.3 Interface Aesthetics.
2.4 Suitability for Special People.
Sommario/riassunto: The four-volume set LNCS 14011, 14012, 14013, and 14014 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 25th International Conference on Human-Computer Interaction, HCII 2023, which took place in Copenhagen, Denmark, in July 2023. A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The papers included in the HCI 2023 volume set were organized in topical sections as follows: Part I: Design and evaluation methods, techniques and tools; interaction methods and techniques; Part II: Children computer interaction; emotions in HCI; and understanding the user experience; Part III: Human robot interaction; chatbots and voice-based interaction; interacting in the metaverse; Part IV: Supporting health, quality of life and everyday activities; HCI for learning, culture, creativity and societal impact.
Titolo autorizzato: Human-Computer Interaction  Visualizza cluster
ISBN: 3-031-35596-2
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 996542671003316
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Serie: Lecture Notes in Computer Science, . 1611-3349 ; ; 14011