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



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Autore: Kurosu Masaaki Visualizza persona
Titolo: Human-Computer Interaction : Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / 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 (542 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 II -- Children Computer Interaction -- Participatory Designs for Computational Play -- 1 Introduction -- 2 Related Work -- 2.1 From Computational Thinking to Computational Play -- 2.2 Participatory Design and Computational Play -- 2.3 Accessing the Analogue and Digital -- 3 Method -- 3.1 Material -- 3.2 Procedure -- 3.3 Data Collection -- 3.4 Ethical Considerations -- 3.5 Analytic Framework -- 4 Findings -- 4.1 Experimenting and Organizing -- 4.2 Modelling and Arranging -- 4.3 Instruction and Problem-Solving -- 5 Discussion -- 5.1 Access Points to Knowledge -- 5.2 The Role of Scaffolding -- 5.3 Developing Computational Play -- 5.4 Conclusion -- References -- Do 3-4-Year-Old Preschoolers Know that the Fictional Characters in Television Programs Are not Real? -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Materials and Procedures -- 2.3 Data Analysis -- 3 Results -- 4 Discussion -- 5 Limitations -- Appendix 1 -- Appendix 2 -- Appendix 3 -- Appendix 4 -- Appendix 5 -- Appendix 6 -- Appendix 7 -- References -- Story-Time Machine-Low-Tech Attachment Design for Pre-school Children -- 1 Introduction -- 2 Literature Review -- 2.1 Importance of Parent-Child Interaction and Parent-Child Reading and the Impact of 3C Devices on Parent-Child Relationships -- 2.2 Bedtime Stories and Smart Toys -- 2.3 Comparison of Teaching Aids for Children -- 3 Methodology -- 3.1 Design Research Plan -- 3.2 Design Research -- 4 Results and Discussion -- 5 Contributions and Future Research -- References -- Buddie: Design Exploration for Remote Interactions to Support Kids -- 1 Introduction.
2 Background -- 2.1 Parent-Child Communication -- 2.2 Impacts of Social Isolation on Children During the COVID Pandemic -- 2.3 Flat Stanley Project -- 2.4 Tangible Interaction for Children's Remote Communication -- 2.5 Buddie: Design Process -- 3 Prototyping -- 3.1 The App -- 3.2 The Soft Toy -- 4 Children's Experiences -- 4.1 Participants -- 4.2 Background Interviews with Participants -- 4.3 Separation Anxiety -- 4.4 Feeling Guilty -- 4.5 Communication Technology -- 4.6 Experiences with Buddie -- 4.7 Feeling Connected -- 4.8 Personalization of Buddie Project -- 4.9 Collecting Kids' Favorite Objects -- 4.10 Creation of Digital Toys -- 4.11 Placing Digital Toys in the Pictures -- 4.12 Flat Eric and Ava Project -- 4.13 Participants' Reflections -- 5 Conclusion -- References -- Research Design Based on Children's Participative Edutainment Products -- 1 Introduction -- 2 Design of Participatory Entertainment Products -- 2.1 Design for Users -- 2.2 Design Method -- 2.3 Design Role Participation -- 2.4 Design Process -- 3 Implementation Process -- 4 Research Results -- 5 Conclusion -- References -- Metacognitive Processes Involved in Human Robot Interaction in the School Learning Environment -- 1 Introduction -- 2 State of the Art -- 2.1 Self-assessment and Enjoyment in Mathematics, Programming and Tasks with Robots -- 2.2 Accurate Self-assessment and Difficulty in Mathematics, Programming and Robot Tasks -- 2.3 Accurate Self-assessment and Learning in Mathematics, Programming and Using Robots -- 2.4 Relationship Between Perceived Ease of Task and Enjoyment in Mathematics, Programming and Robot Tasks -- 2.5 Association Between Accurate Self-assessment of Perceived Performance Between Mathematics, Programming and Robot Tasks -- 3 Research Aim and Hypotheses -- 4 Methods -- 4.1 Participants -- 4.2 Measurements -- 4.3 Procedure -- 5 Results -- 6 Discussion.
7 Conclusion -- References -- Children's Indiscriminate Helping Behavior Toward the Robot Dog: Can Voice Influence It? -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials -- 2.3 Design -- 2.4 Procedure -- 2.5 Video Coding -- 3 Results -- 4 Discussion -- References -- Children's Toy Design Based on Multiple Intelligence Theory-Research Case of "Spatial Intelligence Children's Toy Design" -- 1 Introduction -- 2 Overview of Multiple Intelligences Theory -- 3 Design Model Based on Multiple Intelligence Theory -- 3.1 FBS Model -- 3.2 Emotional Design -- 3.3 Overview of Piaget's Theory of Child Development Stages -- 3.4 RBFES Children's Toy Design Model Based on Multiple Intelligence Theory -- 4 Design Practice of Spatial Intelligence Children's Toys -- 4.1 Investigate and Survey -- 4.2 Analysis of Competing Products -- 4.3 User Needs Analysis -- 4.4 Design Process -- 4.5 Space Smart Toy Design Display -- 4.6 Usability Testing -- 5 Summary and Outlook -- References -- Impacts of Information Accessibility and Diagnosticity on Children's Visual Perception of Recommended Books -- 1 Introduction -- 1.1 Background and Motivation -- 2 Related Work -- 2.1 Accessibility-Diagnosticity Model and Message Framing -- 2.2 Information-Seeking Behavior -- 2.3 Eye Movement -- 2.4 Kit of Factor-Referenced Cognitive Tests -- 3 Methods -- 3.1 Participants -- 3.2 Experiment Materials -- 3.3 Experiment Tool -- 3.4 Mobile Phone Swipe Trajectory Indicator -- 3.5 Eye Movement Indicators -- 4 Result -- 4.1 Children's Information-Seeking Behavior -- 4.2 Eye Movement Data -- 4.3 K-Means -- 5 Discussion -- 5.1 Effect of Cognitive Ability on Information-Seeking -- 5.2 Information-Seeking Behavior for Different Types of Information -- 5.3 Eye Movement Behavior for Different Information Systems -- 6 Conclusion -- References -- Emotions in HCI.
Emotion Recognition via Facial Expressions to Improve Virtual Communication in Videoconferences -- 1 Introduction and Motivation -- 1.1 Success Rate of Software Projects -- 1.2 Communication and Collaboration as Success Factor for Projects -- 1.3 Virtual Collaboration -- 1.4 Previous Research -- 2 User Studies -- 2.1 User Study 1: Emotion Recognition After the Meeting by a FER-Tool -- 2.2 User Study 2: Emotion Recognition in Real-Time by Human Observers -- 2.3 Discussion -- 2.4 Limitations -- 3 Conclusion and Future Work -- References -- Combining Computer-Based Activity Tracking with Human Energy and Sentiment Self-assessment for Continuous Work-Life Reflection -- 1 Introduction -- 2 Related Work -- 2.1 From Time Tracking to the Quantified Self -- 2.2 Human Energy and Sentiment as a Source of Vitality -- 2.3 Human Energy Tracking -- 3 Requirements for Integrated Desktop Work-Life Tracking -- 3.1 Data Tracking and Self-assessment -- 3.2 Data Visualization and Analysis -- 3.3 Personalization -- 4 Design and Implementation of the Desktop Work-Life Tracker -- 4.1 Data Capturing and Self-assessment Features -- 4.2 Activity Viewer -- 4.3 Daily Dashboard -- 4.4 Relation Analysis -- 4.5 User Settings -- 5 Preliminary Evaluation -- 6 Summary and Outlook -- References -- Features Focusing on the Direction of Body Movement in Emotion Estimation Based on Laban Movement Analysis -- 1 Introduction -- 2 Related Works -- 2.1 The Importance of Body Movement in Emotion Estimation -- 2.2 Laban Movement Analysis -- 2.3 LMA Values and Their Issues -- 3 LMA Values Focusing on Various Motions and Their Directions -- 3.1 Space -- 3.2 Weight -- 3.3 Time -- 4 Measurement Experiment -- 4.1 Video-Watching Task -- 4.2 Bespoke Task -- 4.3 Measurement Methods and Results -- 5 Emotion Estimation and Analysis -- 5.1 Emotion Estimation by SVM -- 5.2 Comparison of Estimation Accuracy.
6 Discussion -- 7 Conclusion -- References -- User-Friendly Automated Evaluation Tool for Assessment of Emotional Intelligence -- 1 Introduction -- 2 Defining the Six Dimensions of Emotional Intelligence -- 2.1 Self-awareness -- 2.2 Self-management -- 2.3 Relationship Management -- 2.4 Mood -- 2.5 Adaptability -- 3 Interventions -- 4 Emotional Intelligence Innovative Measurement -- 4.1 Stage 1- Paper-Based and Online Measurement -- 4.2 Stage 2- Initial Automation Using Excel -- 4.3 Stage 3- Adding Complexity to the Tool -- 5 Implementation and Strategies for Intervention -- 6 Implication and Recommendations: E.I. Innovative Profiling -- 6.1 Part I: E.I. Johari and Nohari Windows Model -- 7 Conclusion -- References -- Visualizing Emotions Perceived in Daily Activities for Self-Awareness Development -- 1 Introduction -- 2 Related Work -- 3 Proposed Visualization -- 4 Mobile Application: How Are You -- 5 Experiment to Examine the Effect of the Proposed Visualization -- 5.1 Self-Awareness and Quality of Life -- 5.2 Self-awareness and Behavioral Change -- 6 Discussion -- 7 Future Work -- 8 Conclusion -- References -- A Novel EEG-Based Real-Time Emotion Recognition Approach Using Deep Neural Networks on Raspberry Pi -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Emotion Model -- 3.2 Dataset -- 3.3 Preprocessing -- 3.4 Feature Extraction -- 3.5 Channel Selection -- 3.6 Classification -- 3.7 Model Transformation -- 4 Results and Discussion -- 4.1 Channel Selection -- 4.2 Training and Evaluation -- 4.3 Prediction on the Raspberry Pi -- 5 Conclusion -- References -- Evaluating the Outcome of Collaborative VR Mind Mapping Sessions with Sentiment Analysis and Emotional Intelligence -- 1 Introduction -- 2 Research Design and Methodology -- 2.1 Hardware and Software Integration Solution -- 2.2 Research Design and Tasks Implementation.
2.3 Data Collection and Evaluation Methods.
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: 3-031-35599-7
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910734881303321
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Serie: Lecture Notes in Computer Science, . 1611-3349 ; ; 14012