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Autore: | Kurosu Masaaki |
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 |
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 |
ISBN: | 3-031-35596-2 |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 996542671003316 |
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