Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part III / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (xxxi, 677 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42286-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Natural Language Processing and AI Explainability -- Exploring Natural Language Processing Methods for Interactive Behaviour Modelling -- “Garbage In, Garbage Out”: Mitigating Human Biases in Data Entry by Means of Artificial Intelligence -- Is Overreliance on AI Provoked by Study Design? -- RePaLM: A Data-driven AI Assistant for Making Stronger Pattern Choices -- Online Collaboration and Cooperative work -- A Systematic Literature Review of Online Collaborative Story Writing -- Algorithmic Management for Community Health Worker in Sub-Saharan Africa: Curse or Blessing? -- Explorative Study of Perceived Social Loafing in VR Group Discussion: A Comparison between The Poster Presentation Environment and The Typical Conference Environment -- Recommendation Systems and AI Explainability -- Blending Conversational Product Advisors and Faceted Filtering in a Graph-Based Approach -- Everyday-Inspired Movies: Towards the Design of Movie Recommender Systems based on Everyday Life through Personal Social Media -- Towards a practice-led research agenda for user interface design of recommender systems -- WeHeart: A Personalized Recommendation Device for Physical Activity Encouragement and Preventing “Cold Start” in Cardiac Rehabilitation -- Social AI -- “A solution to a problem that didn’t exist?”: Exploring Attitudes Towards Smart Streetlight Systems -- AI in the Human Loop: The Impact of Differences in Digital Assistant Roles on the Personal Values of Users -- Evaluation of the Roles of Intelligent Technologies in Shared Activity Spaces of Neighborhood Communities -- Problematizing “Empowerment” in HCAI -- Social and Ubiquitous Computing I -- “Draw Fast, Guess Slow”: Characterizing Interactions in Cooperative Partially Observable Settings with Online Pictionary as a Case Study -- Experience by Cohabitation: Living in a Smart Home Initiated by Your Partner -- Towards a Socio-technical Understanding of Police-citizen Interactions -- Social and Ubiquitous Computing II -- A Survey of Computer-Supported Remote Collaboration on Physical Objects -- Collaborative TV Control: Towards Co-Experience and Social Connectedness -- Introducing Sharemote: A Tangible Interface for Collaborative TV Control -- Social Media and Digital Learning -- A Mixed-Methods Analysis of Women’s Health Misinformation on Social Media -- Evaluating the Effects of Culture and Relationship Strength on Misinformation Challenging Behaviours Within the UK -- Exploring Indigenous Knowledge through Virtual Reality: A Co-Design Approach with the Penan Community of Long Lamai -- Factors influencing social media forgiveness behavior and cyber violence tendency among Chinese youth: Moderating ef-fects of forgiveness climate and risk perception -- Gender & Racism: Considerations for Digital Learning Among Young Refugees and Asylum Seekers -- Understanding Users and Privacy Issues -- Concerns of Saudi higher education students about security and privacy of online digital technologies during the coronavirus pandemic -- Exploring the Experiences of People who Inherited Digital Assets from Deceased Users: a Search for Better Computing Solutions -- “Hello, Fellow Villager!”: Perceptions and Impact of Displaying Users’ Locations on Weibo -- Intimate Data: Exploring Perceptions of Privacy and Privacy-Seeking Behaviors through the Story Completion Method -- User movement and 3D Environments -- Eyes on teleporting: comparing locomotion techniques in Virtual Reality with respect to presence, sickness and spatial orientation -- Sample-based Human Movement Detection for Interactive Videos Applied to Performing Arts -- Skillab - A Multimodal Augmented Reality Environment for Learning Manual Tasks -- User Self-Report -- A Longitudinal Analysis of Real-World Self-Report Data -- Awareness, Control and Impact in Digital Wellbeing - Results from Explorative Self-Experiments -- Eliciting Meaningful Collaboration Metrics: Design Implications for Self-Tracking Technologies at Work -- Perception versus Reality: How User Self-Reflections Compare to Actual Data. |
Record Nr. | UNINA-9910742483903321 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (xxxi, 653 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42280-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 3D Interaction -- AHO-Guide: Automatically Guiding the Head Orientation of a Local User in Augmented Reality to Realign the Field of View With Remote Users -- Point- and Volume-based Multi-Object Acquisition in VR -- Using Mid-Air Haptics to Guide Mid-Air Interactions -- Accessibility -- Brilliance and Resilience: A New Perspective to the Challenges, Practices and Needs of University Students with Visual Impairments in India -- Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences -- WAM-Studio: A Web-based Digital Audio Workstation To Empower Cochlear Implant Users -- Web Accessibility in Higher Education in Norway: To What Extent are University Websites Accessible? -- Wesee: Digital Cultural Heritage Interpretation for Blind and Low Vision People -- Accessibility and Aging -- Accessibility Inspections of Mobile Applications by Professionals with Different Expertise Levels: an Empirical Study Comparing with User Evaluations -- Evaluating the Acceptance of a Software Application Designed to Assist Communication for People with Parkinson’s Disease -- “The Relief is Amazing”: An In-situ Short Field Evaluation of a Personal Voice Assistive Technology for a User Living with Dementia -- Towards an Automatic Easy-to-Read Adaptation of Morphological Features in Spanish Texts -- Accessibility for Auditory/Hearing Disabilities -- Challenges faced by the Employed Indian DHH Community -- Haptic Auditory Feedback for Enhanced Image Description: A Study of User Preferences and Performance -- Using Colour and Brightness for Sound Zone Feedback -- Co-Design -- Common Objects for Programming Workshops in Non-Formal Learning Contexts -- Engaging a project consortium in ethics-aware design and research -- Exploring Emotions: Study of Five Design Workshops for Generating Ideas for Emotional Self-Report Interfaces -- Moving Away from the Blocks: Evaluating the Usability of EduBlocks for Supporting Children to Transition from Block-Based Programming -- Cybersecurity and Trust -- Dark Finance: Exploring Deceptive Design in Investment Apps -- Elements that Influence Transparency in Artificial Intelligent Systems - A survey -- Empowering Users: Leveraging Interface Cues to Enhance Password Security -- Friendly Folk Advice: Exploring Cybersecurity Information Sharing in Nigeria -- Trust in Facial Recognition Systems: A Perspective From the Users -- Data Physicalisation and Cross-device -- Comparing Screen-based Version Control to Augmented Artifact Version Control for Physical Objects -- EmoClock: Communicating Real-Time Emotional States through Data Physicalizations -- Extending User Interaction with Mixed Reality through a Smartphone-based Controller -- Fitts’ Throughput vs Empirical Throughput: A comparative study -- Eye-Free, Gesture Interaction and Sign Language -- Developing and Evaluating a Novel Gamified Virtual Learning Environment for ASL -- Effects of Moving Speed and Phone Location on Eyes-Free Gesture Input with Mobile Devices -- Hap2Gest: An Eyes-free Interaction Concept with Smartphones Using Gestures and Haptic Feedback -- User-Centered Evaluation of Different Configurations of a Touchless Gestural Interface for Interactive Displays -- Haptic interaction -- Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency -- GuidingBand: A Precise Tactile Hand Guidance System to Aid Visual Perception -- Mid-Air Haptic Cursor for Physical Objects -- Stress Embodied: Developing Multi-Sensory Experiences for VR Police Training -- Healthcare applications and Self-Monitoring -- Co-designing an eHealth Solution to Support Fibromyalgia Self-Management -- Designing Remote Patient Monitoring Technologies for Post-Operative Home Cancer Recovery: The Role of Reassurance -- SELFI: Evaluation of Techniques to Reduce Self-report Fatigue by Using Facial Expression of Emotion -- Usability and Clinical Evaluation of a Wearable TENS device for Pain Management in Patients with Osteoarthritis of the Knee. . |
Record Nr. | UNINA-9910742499303321 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part IV / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (liv, 697 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42293-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | User Studies -- Comparing Perceived Restorativeness and Stress Reduction in Virtual Reality Environments using Abstract Fractal Geometries versus Realistic Natural Landscapes -- “I miss going to that place”: The impact of watching nature videos on the well-being of informal caregivers -- Our Nudges, Our Selves: Tailoring Mobile User Engagement Using Personality -- Turn & Slide: Designing a Puzzle Game to Elicit the Visualizer-Verbalizer Cognitive Style -- User Studies, Eye-Tracking, and Physiological Data -- Electroencephalographic (EEG) correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) based simulations -- Exploring Eye Expressions for Enhancing EOG-Based Interaction -- How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites -- Quantifying Device Usefulness - How Useful is an Obsolete Device? -- Usability Evaluation of a Brazilian Dam Safety Data Exploration Platform: a Consolidation of Results from User Tests and Heuristic Evaluation -- Virtual Reality -- Asymmetric communication in virtual reality: designing for presence, effectiveness, and enjoyment -- Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling -- Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR -- PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality -- Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl’s Logotherapy -- Virtual Reality and Training -- A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training -- Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality -- VR for HR – a Case Study of Human Resource Development Professionals using Virtual Reality for Social Skills Training in the Workplace -- Courses -- Disability, Design and Innovation for a Fairer World -- Hacking the Brain: the risks and challenges of Cognitive Augmentation -- How to Assess Human Reliance on Artificial Intelligence in Hybrid Decision-Making -- Introduction to Information Visualisation -- The UCD Sprint: Bringing Users Along to Sprint -- Industrial Experiences -- How to Bring Diversity into Industry: Industrial Experiences in Public Transport Repair & Maintenance -- Whose responsibility is accessibility in games anyway? Everyone -- Interactive Demonstrations -- A Toolkit for Human-Centred Engineering: an Experience with Pre-teens -- Color Blind: A Figma Plugin to Simulate Colour Blindness -- Comfort Management Through a Universal Wheelchair Dashboard -- Dataslip: How Far Does Your Personal Data Go? -- Ingá Telikit: A Virtual Reality Game for Learning Penan’s Hunting Techniques -- StoryCarnival: Inspiring Play with Stories and an Enhanced Puppet -- Together Porting: Multi-user Locomotion in Social Virtual Reality -- Towards “Image Reflow” on the Web: Avoiding Excessive Panning of Magnified Images by Multiplexing Automatically Cropped Regions of Interest -- Two Domain-Specific Languages for Controlling a Humanoid Robot in a Therapeutic Context -- Using polymorphic glyphs to support the visual exploration of hierarchical spatio-temporal data -- Keynotes -- A Framework for Born-Accessible Development of Software and Digital Content -- Why we do what we do – HCI and societal impact -- Panels -- A Multi-Perspective Panel on User-centred Transparency, Explainability, and Controllability in Automations -- Ethical Value Exchange in HCI -- Posters -- A Comparative Analysis of Multi-Object Animation with Motion Paths in Virtual Reality -- A Human-Robot Conversation Interface for Children with ASD -- A Literature Review on Positive and Negative Effects of Interruptions and Implications for Design -- A new interactive paradigm for speech therapy -- A simple evaluation framework for enhanced usability and accessibility of Cultural Heritage Information Systems -- A Study on Prototyping in a Design Course -- A Theoretical Framework For The Development of “Needy” Socially Assistive Robots -- AllyChat: Developing a VR Conversational AI Agent Using Few-Shot Learning to Support Individuals with Intellectual Disabilities -- An Approach to Evaluate User Interfaces in a Scholarly Knowledge Communication Domain -- Are Italian and French Public University Websites Sustainable? -- Are You Okay? Development of Electronic Check-in Systems for Isolated Older Adults -- Availability for Work, Family, and Leisure: An Empirical Study -- Better Real-Life Space Utilization in VR Through a Multimodal Guardian Alternative -- Building Teamwork: Mixed Reality Game for Developing Trust and Communication -- Coding with colors: Children’s errors committed while programming Robotito for the first time -- Design and development of an immersive Virtual Reality application to reduce anxiety in young adults -- Designing AR Applications for People Living with Dementia -- Designing Interaction to Support Sustained Attention -- Digital Educational Games with Storytelling for Students to Learn Algebra -- Distinguishing user paths for personas and stakeholders through motives and decision making -- Embodied PointCloud: Combining Embodied Avatars with Point Clouds to Represent Users in VR Remote Meetings -- Enhancing Learnability with Micro Teachings -- Exploring Responsible AI Practices in Dutch Media Organizations -- Exploring Users’ Ability to Choose a Proper Fit in Smart-Rings: A Year-Long “In the Wild” Study -- Heuristics to design trustworthy technologies: study design and current progress -- Infuences of Cognitive Styles on EEG-based Activity: An Empirical Study on Visual Content Comprehension -- Interactive 3D printed urban maps for blind people -- Interactive Visualization of Sport Climbing Data -- Interactors, not users! Towards a neutral interaction design -- Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming -- Mapping The Digital Injustices of Technology-Facilitated Sex Trafficking -- MetaCUX: Social Interaction and Collaboration in the Metaverse -- Multisensory Climbing in the Magic Room -- News Bulletins Supporting Human Memory -- PECSOnline: A Bespoke Classroom Based Picture Exchange Communication System (PECS) for Children with Autism -- Prediction of Love-Like Scores after Speed Dating based on Pre-obtainable Personal Characteristic Information -- SamS-Vis: A Tool to Visualize Summary View using Sampled Data -- They need to know and learn – Gamified Social Communication Framework for Adolescent Reproductive Health and Well Being -- Towards Cross-Cultural Assessment of Trust in High-Risk AI -- Towards Enhancing the Media Industry through AI-Driven Image Recommendations -- Using virtual reality to investigate the emergence of gaze conventions in interpersonal coordination -- What’s in a Name? How Perceived Music Playlist Personalization Influences Content Expectations -- Where do all Stakeholders find the Software Product Blueprint? -- Why Choose You? - Exploring Attitudes Towards Starter Pokémon -- Wokshops -- Algorithmic affordances in recommender interfaces -- Co-Designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research -- Designing for Map-based Interfaces and Interactions -- Designing Technology for Neurodivergent Self-Determination: Challenges and Opportunities -- HCI for Digital Democracy and Citizen Participation -- HCI-E2-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education -- Human-Centered Software Engineering: Rethinking the Interplay of Human–Computer Interaction and Software Engineering in the Age of Digital Transformation -- Intelligence Augmentation: Future Directions and Ethical Implications in HCI -- Interacting with Assistive Technology (IATech) Workshop -- On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control -- Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults -- Re-Contextualizing Built Environments: Critical & Inclusive HCI Approaches for Cultural Heritage -- Sustainable Human-Work Interaction Designs -- Understanding HCI approaches for the Metaverse in Education applications for the Global South -- VR Accessibility in Distance Adult Education. |
Record Nr. | UNISA-996546850603316 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part II / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (xxx, 651 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42283-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Human-Robot Interaction -- Pedestrian Interaction with a Snow Clearing Robot -- Robot Collaboration and Model Reliance Based on its Trust in Human-Robot Interaction -- User Experience in Large-Scale Robot Development: A Case Study of Mechanical and Software Teams -- Information Visualization -- BiVis: Interactive and Progressive Visualization of Billions (and Counting) Items -- Modeling and Assessing User Interaction in Big Data Visualization Systems -- The Effect of Teleporting versus Room-scale Walking for Interacting with Immersive Visualizations -- Information Visualization and 3D Interaction -- Playing with Data: An Augmented Reality Approach to Interact with Visualizations of Industrial Process Tomography -- Supporting Construction and Architectural Visualization through BIM and AR/VR: A Systematic Literature Review -- Through Space and Time: Spatio-Temporal Visualization of MOBA Matches -- Interacting with Children -- Awayvirus: A Playful and Tangible Approach to Improve Children’s Hygiene Habits in Family Education -- Money from the Queen”: Exploring Children’s Ideas for Monetization in Free-to-Play Mobile Games -- Motivating Children’s Engagement with Sleep Diaries through Storytelling -- The Peer Data Labelling System (PDLS). A Participatory Approach to Classifying Engagement in the Classroom -- WashWall: an Interactive Smart Mirror for Motivating Handwashing Among Primary School Children -- Interaction with Conversational Agents I -- Beyond Browser Online Shopping: Experience Attitude Towards Online 3D Shopping with Conversational Agents -- Effects of Prior Experience, Gender, and Age on Trust in a Banking Chatbot with(out) Breakdown and Repair -- EaseOut: A Cross-Cultural Study of the Impact of a Conversation Agent on Leaving Video Meetings Early -- Interaction with Conversational Agents II -- An AI chat-based solution aimed to screen Postpartum Depression -- The Impact of Gender and Personality in Human-AI Teaming: the Case of Collaborative Question Answering -- Empirical Grounding for the Interpretations of Natural User Interface: A Case Study on Smartpen -- Methods for Evaluating Conversational Agents' Communicability, Acceptability and Accessibility Degree -- Methodologies for HCI -- A Review on Mood Assessment using Smartphones -- A close look at Citizen Science through the HCI lens: a systematic literature review -- The Gap Between UX Literacy and UX Practices in agile-UX Settings: A Case Study -- Model-Based UI Design and Testing -- AdaptReview: Towards Effective Video Review using Text Summaries and Concept Maps -- I perform my work with my body too: integrating body representations in and with task models -- Prototyping with the IVY workbench: Bridging Formal Methods and User-Centred Design -- Towards automated load testing through the user interface -- Montion Sickness, Stress and Risk perception in 3D Environments -- “Do I Run Away?”: Proximity, Stress and Discomfort in Human-Drone Interaction in Real and Virtual Environments -- Sick in the Car, Sick in VR? Understanding how Real-World Susceptibility to Dizziness, Nausea, and Eye Strain Influences VR Motion Sickness -- Spatial Augmented Reality in the Factory: Can In-Situ Projections Be Used to Communicate Dangers and Health Risks? -- Multisensory interaction and VR experiences -- Augmenting Indigenous Sámi Exhibition - Interactive Digital Heritage in Museum Context -- Design Paradigms of 3D User Interfaces for VR Exhibitions -- Multisensory Diorama: Enhancing Accessibility and Engagement in Museums -- Museum Visitor Experiences based on Hyperspectral Image Data. . |
Record Nr. | UNINA-9910742497403321 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (xxxi, 653 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42280-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 3D Interaction -- AHO-Guide: Automatically Guiding the Head Orientation of a Local User in Augmented Reality to Realign the Field of View With Remote Users -- Point- and Volume-based Multi-Object Acquisition in VR -- Using Mid-Air Haptics to Guide Mid-Air Interactions -- Accessibility -- Brilliance and Resilience: A New Perspective to the Challenges, Practices and Needs of University Students with Visual Impairments in India -- Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences -- WAM-Studio: A Web-based Digital Audio Workstation To Empower Cochlear Implant Users -- Web Accessibility in Higher Education in Norway: To What Extent are University Websites Accessible? -- Wesee: Digital Cultural Heritage Interpretation for Blind and Low Vision People -- Accessibility and Aging -- Accessibility Inspections of Mobile Applications by Professionals with Different Expertise Levels: an Empirical Study Comparing with User Evaluations -- Evaluating the Acceptance of a Software Application Designed to Assist Communication for People with Parkinson’s Disease -- “The Relief is Amazing”: An In-situ Short Field Evaluation of a Personal Voice Assistive Technology for a User Living with Dementia -- Towards an Automatic Easy-to-Read Adaptation of Morphological Features in Spanish Texts -- Accessibility for Auditory/Hearing Disabilities -- Challenges faced by the Employed Indian DHH Community -- Haptic Auditory Feedback for Enhanced Image Description: A Study of User Preferences and Performance -- Using Colour and Brightness for Sound Zone Feedback -- Co-Design -- Common Objects for Programming Workshops in Non-Formal Learning Contexts -- Engaging a project consortium in ethics-aware design and research -- Exploring Emotions: Study of Five Design Workshops for Generating Ideas for Emotional Self-Report Interfaces -- Moving Away from the Blocks: Evaluating the Usability of EduBlocks for Supporting Children to Transition from Block-Based Programming -- Cybersecurity and Trust -- Dark Finance: Exploring Deceptive Design in Investment Apps -- Elements that Influence Transparency in Artificial Intelligent Systems - A survey -- Empowering Users: Leveraging Interface Cues to Enhance Password Security -- Friendly Folk Advice: Exploring Cybersecurity Information Sharing in Nigeria -- Trust in Facial Recognition Systems: A Perspective From the Users -- Data Physicalisation and Cross-device -- Comparing Screen-based Version Control to Augmented Artifact Version Control for Physical Objects -- EmoClock: Communicating Real-Time Emotional States through Data Physicalizations -- Extending User Interaction with Mixed Reality through a Smartphone-based Controller -- Fitts’ Throughput vs Empirical Throughput: A comparative study -- Eye-Free, Gesture Interaction and Sign Language -- Developing and Evaluating a Novel Gamified Virtual Learning Environment for ASL -- Effects of Moving Speed and Phone Location on Eyes-Free Gesture Input with Mobile Devices -- Hap2Gest: An Eyes-free Interaction Concept with Smartphones Using Gestures and Haptic Feedback -- User-Centered Evaluation of Different Configurations of a Touchless Gestural Interface for Interactive Displays -- Haptic interaction -- Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency -- GuidingBand: A Precise Tactile Hand Guidance System to Aid Visual Perception -- Mid-Air Haptic Cursor for Physical Objects -- Stress Embodied: Developing Multi-Sensory Experiences for VR Police Training -- Healthcare applications and Self-Monitoring -- Co-designing an eHealth Solution to Support Fibromyalgia Self-Management -- Designing Remote Patient Monitoring Technologies for Post-Operative Home Cancer Recovery: The Role of Reassurance -- SELFI: Evaluation of Techniques to Reduce Self-report Fatigue by Using Facial Expression of Emotion -- Usability and Clinical Evaluation of a Wearable TENS device for Pain Management in Patients with Osteoarthritis of the Knee. . |
Record Nr. | UNISA-996546850403316 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part II / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (xxx, 651 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42283-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Human-Robot Interaction -- Pedestrian Interaction with a Snow Clearing Robot -- Robot Collaboration and Model Reliance Based on its Trust in Human-Robot Interaction -- User Experience in Large-Scale Robot Development: A Case Study of Mechanical and Software Teams -- Information Visualization -- BiVis: Interactive and Progressive Visualization of Billions (and Counting) Items -- Modeling and Assessing User Interaction in Big Data Visualization Systems -- The Effect of Teleporting versus Room-scale Walking for Interacting with Immersive Visualizations -- Information Visualization and 3D Interaction -- Playing with Data: An Augmented Reality Approach to Interact with Visualizations of Industrial Process Tomography -- Supporting Construction and Architectural Visualization through BIM and AR/VR: A Systematic Literature Review -- Through Space and Time: Spatio-Temporal Visualization of MOBA Matches -- Interacting with Children -- Awayvirus: A Playful and Tangible Approach to Improve Children’s Hygiene Habits in Family Education -- Money from the Queen”: Exploring Children’s Ideas for Monetization in Free-to-Play Mobile Games -- Motivating Children’s Engagement with Sleep Diaries through Storytelling -- The Peer Data Labelling System (PDLS). A Participatory Approach to Classifying Engagement in the Classroom -- WashWall: an Interactive Smart Mirror for Motivating Handwashing Among Primary School Children -- Interaction with Conversational Agents I -- Beyond Browser Online Shopping: Experience Attitude Towards Online 3D Shopping with Conversational Agents -- Effects of Prior Experience, Gender, and Age on Trust in a Banking Chatbot with(out) Breakdown and Repair -- EaseOut: A Cross-Cultural Study of the Impact of a Conversation Agent on Leaving Video Meetings Early -- Interaction with Conversational Agents II -- An AI chat-based solution aimed to screen Postpartum Depression -- The Impact of Gender and Personality in Human-AI Teaming: the Case of Collaborative Question Answering -- Empirical Grounding for the Interpretations of Natural User Interface: A Case Study on Smartpen -- Methods for Evaluating Conversational Agents' Communicability, Acceptability and Accessibility Degree -- Methodologies for HCI -- A Review on Mood Assessment using Smartphones -- A close look at Citizen Science through the HCI lens: a systematic literature review -- The Gap Between UX Literacy and UX Practices in agile-UX Settings: A Case Study -- Model-Based UI Design and Testing -- AdaptReview: Towards Effective Video Review using Text Summaries and Concept Maps -- I perform my work with my body too: integrating body representations in and with task models -- Prototyping with the IVY workbench: Bridging Formal Methods and User-Centred Design -- Towards automated load testing through the user interface -- Montion Sickness, Stress and Risk perception in 3D Environments -- “Do I Run Away?”: Proximity, Stress and Discomfort in Human-Drone Interaction in Real and Virtual Environments -- Sick in the Car, Sick in VR? Understanding how Real-World Susceptibility to Dizziness, Nausea, and Eye Strain Influences VR Motion Sickness -- Spatial Augmented Reality in the Factory: Can In-Situ Projections Be Used to Communicate Dangers and Health Risks? -- Multisensory interaction and VR experiences -- Augmenting Indigenous Sámi Exhibition - Interactive Digital Heritage in Museum Context -- Design Paradigms of 3D User Interfaces for VR Exhibitions -- Multisensory Diorama: Enhancing Accessibility and Engagement in Museums -- Museum Visitor Experiences based on Hyperspectral Image Data. . |
Record Nr. | UNISA-996546850303316 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part III / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (xxxi, 677 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42286-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Natural Language Processing and AI Explainability -- Exploring Natural Language Processing Methods for Interactive Behaviour Modelling -- “Garbage In, Garbage Out”: Mitigating Human Biases in Data Entry by Means of Artificial Intelligence -- Is Overreliance on AI Provoked by Study Design? -- RePaLM: A Data-driven AI Assistant for Making Stronger Pattern Choices -- Online Collaboration and Cooperative work -- A Systematic Literature Review of Online Collaborative Story Writing -- Algorithmic Management for Community Health Worker in Sub-Saharan Africa: Curse or Blessing? -- Explorative Study of Perceived Social Loafing in VR Group Discussion: A Comparison between The Poster Presentation Environment and The Typical Conference Environment -- Recommendation Systems and AI Explainability -- Blending Conversational Product Advisors and Faceted Filtering in a Graph-Based Approach -- Everyday-Inspired Movies: Towards the Design of Movie Recommender Systems based on Everyday Life through Personal Social Media -- Towards a practice-led research agenda for user interface design of recommender systems -- WeHeart: A Personalized Recommendation Device for Physical Activity Encouragement and Preventing “Cold Start” in Cardiac Rehabilitation -- Social AI -- “A solution to a problem that didn’t exist?”: Exploring Attitudes Towards Smart Streetlight Systems -- AI in the Human Loop: The Impact of Differences in Digital Assistant Roles on the Personal Values of Users -- Evaluation of the Roles of Intelligent Technologies in Shared Activity Spaces of Neighborhood Communities -- Problematizing “Empowerment” in HCAI -- Social and Ubiquitous Computing I -- “Draw Fast, Guess Slow”: Characterizing Interactions in Cooperative Partially Observable Settings with Online Pictionary as a Case Study -- Experience by Cohabitation: Living in a Smart Home Initiated by Your Partner -- Towards a Socio-technical Understanding of Police-citizen Interactions -- Social and Ubiquitous Computing II -- A Survey of Computer-Supported Remote Collaboration on Physical Objects -- Collaborative TV Control: Towards Co-Experience and Social Connectedness -- Introducing Sharemote: A Tangible Interface for Collaborative TV Control -- Social Media and Digital Learning -- A Mixed-Methods Analysis of Women’s Health Misinformation on Social Media -- Evaluating the Effects of Culture and Relationship Strength on Misinformation Challenging Behaviours Within the UK -- Exploring Indigenous Knowledge through Virtual Reality: A Co-Design Approach with the Penan Community of Long Lamai -- Factors influencing social media forgiveness behavior and cyber violence tendency among Chinese youth: Moderating ef-fects of forgiveness climate and risk perception -- Gender & Racism: Considerations for Digital Learning Among Young Refugees and Asylum Seekers -- Understanding Users and Privacy Issues -- Concerns of Saudi higher education students about security and privacy of online digital technologies during the coronavirus pandemic -- Exploring the Experiences of People who Inherited Digital Assets from Deceased Users: a Search for Better Computing Solutions -- “Hello, Fellow Villager!”: Perceptions and Impact of Displaying Users’ Locations on Weibo -- Intimate Data: Exploring Perceptions of Privacy and Privacy-Seeking Behaviors through the Story Completion Method -- User movement and 3D Environments -- Eyes on teleporting: comparing locomotion techniques in Virtual Reality with respect to presence, sickness and spatial orientation -- Sample-based Human Movement Detection for Interactive Videos Applied to Performing Arts -- Skillab - A Multimodal Augmented Reality Environment for Learning Manual Tasks -- User Self-Report -- A Longitudinal Analysis of Real-World Self-Report Data -- Awareness, Control and Impact in Digital Wellbeing - Results from Explorative Self-Experiments -- Eliciting Meaningful Collaboration Metrics: Design Implications for Self-Tracking Technologies at Work -- Perception versus Reality: How User Self-Reflections Compare to Actual Data. |
Record Nr. | UNISA-996546850203316 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
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Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part IV / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (liv, 697 pages) : illustrations (some color) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín) PetrieHelen PiccinnoAntonio WincklerMarco |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-42293-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | User Studies -- Comparing Perceived Restorativeness and Stress Reduction in Virtual Reality Environments using Abstract Fractal Geometries versus Realistic Natural Landscapes -- “I miss going to that place”: The impact of watching nature videos on the well-being of informal caregivers -- Our Nudges, Our Selves: Tailoring Mobile User Engagement Using Personality -- Turn & Slide: Designing a Puzzle Game to Elicit the Visualizer-Verbalizer Cognitive Style -- User Studies, Eye-Tracking, and Physiological Data -- Electroencephalographic (EEG) correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) based simulations -- Exploring Eye Expressions for Enhancing EOG-Based Interaction -- How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites -- Quantifying Device Usefulness - How Useful is an Obsolete Device? -- Usability Evaluation of a Brazilian Dam Safety Data Exploration Platform: a Consolidation of Results from User Tests and Heuristic Evaluation -- Virtual Reality -- Asymmetric communication in virtual reality: designing for presence, effectiveness, and enjoyment -- Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling -- Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR -- PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality -- Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl’s Logotherapy -- Virtual Reality and Training -- A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training -- Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality -- VR for HR – a Case Study of Human Resource Development Professionals using Virtual Reality for Social Skills Training in the Workplace -- Courses -- Disability, Design and Innovation for a Fairer World -- Hacking the Brain: the risks and challenges of Cognitive Augmentation -- How to Assess Human Reliance on Artificial Intelligence in Hybrid Decision-Making -- Introduction to Information Visualisation -- The UCD Sprint: Bringing Users Along to Sprint -- Industrial Experiences -- How to Bring Diversity into Industry: Industrial Experiences in Public Transport Repair & Maintenance -- Whose responsibility is accessibility in games anyway? Everyone -- Interactive Demonstrations -- A Toolkit for Human-Centred Engineering: an Experience with Pre-teens -- Color Blind: A Figma Plugin to Simulate Colour Blindness -- Comfort Management Through a Universal Wheelchair Dashboard -- Dataslip: How Far Does Your Personal Data Go? -- Ingá Telikit: A Virtual Reality Game for Learning Penan’s Hunting Techniques -- StoryCarnival: Inspiring Play with Stories and an Enhanced Puppet -- Together Porting: Multi-user Locomotion in Social Virtual Reality -- Towards “Image Reflow” on the Web: Avoiding Excessive Panning of Magnified Images by Multiplexing Automatically Cropped Regions of Interest -- Two Domain-Specific Languages for Controlling a Humanoid Robot in a Therapeutic Context -- Using polymorphic glyphs to support the visual exploration of hierarchical spatio-temporal data -- Keynotes -- A Framework for Born-Accessible Development of Software and Digital Content -- Why we do what we do – HCI and societal impact -- Panels -- A Multi-Perspective Panel on User-centred Transparency, Explainability, and Controllability in Automations -- Ethical Value Exchange in HCI -- Posters -- A Comparative Analysis of Multi-Object Animation with Motion Paths in Virtual Reality -- A Human-Robot Conversation Interface for Children with ASD -- A Literature Review on Positive and Negative Effects of Interruptions and Implications for Design -- A new interactive paradigm for speech therapy -- A simple evaluation framework for enhanced usability and accessibility of Cultural Heritage Information Systems -- A Study on Prototyping in a Design Course -- A Theoretical Framework For The Development of “Needy” Socially Assistive Robots -- AllyChat: Developing a VR Conversational AI Agent Using Few-Shot Learning to Support Individuals with Intellectual Disabilities -- An Approach to Evaluate User Interfaces in a Scholarly Knowledge Communication Domain -- Are Italian and French Public University Websites Sustainable? -- Are You Okay? Development of Electronic Check-in Systems for Isolated Older Adults -- Availability for Work, Family, and Leisure: An Empirical Study -- Better Real-Life Space Utilization in VR Through a Multimodal Guardian Alternative -- Building Teamwork: Mixed Reality Game for Developing Trust and Communication -- Coding with colors: Children’s errors committed while programming Robotito for the first time -- Design and development of an immersive Virtual Reality application to reduce anxiety in young adults -- Designing AR Applications for People Living with Dementia -- Designing Interaction to Support Sustained Attention -- Digital Educational Games with Storytelling for Students to Learn Algebra -- Distinguishing user paths for personas and stakeholders through motives and decision making -- Embodied PointCloud: Combining Embodied Avatars with Point Clouds to Represent Users in VR Remote Meetings -- Enhancing Learnability with Micro Teachings -- Exploring Responsible AI Practices in Dutch Media Organizations -- Exploring Users’ Ability to Choose a Proper Fit in Smart-Rings: A Year-Long “In the Wild” Study -- Heuristics to design trustworthy technologies: study design and current progress -- Infuences of Cognitive Styles on EEG-based Activity: An Empirical Study on Visual Content Comprehension -- Interactive 3D printed urban maps for blind people -- Interactive Visualization of Sport Climbing Data -- Interactors, not users! Towards a neutral interaction design -- Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming -- Mapping The Digital Injustices of Technology-Facilitated Sex Trafficking -- MetaCUX: Social Interaction and Collaboration in the Metaverse -- Multisensory Climbing in the Magic Room -- News Bulletins Supporting Human Memory -- PECSOnline: A Bespoke Classroom Based Picture Exchange Communication System (PECS) for Children with Autism -- Prediction of Love-Like Scores after Speed Dating based on Pre-obtainable Personal Characteristic Information -- SamS-Vis: A Tool to Visualize Summary View using Sampled Data -- They need to know and learn – Gamified Social Communication Framework for Adolescent Reproductive Health and Well Being -- Towards Cross-Cultural Assessment of Trust in High-Risk AI -- Towards Enhancing the Media Industry through AI-Driven Image Recommendations -- Using virtual reality to investigate the emergence of gaze conventions in interpersonal coordination -- What’s in a Name? How Perceived Music Playlist Personalization Influences Content Expectations -- Where do all Stakeholders find the Software Product Blueprint? -- Why Choose You? - Exploring Attitudes Towards Starter Pokémon -- Wokshops -- Algorithmic affordances in recommender interfaces -- Co-Designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research -- Designing for Map-based Interfaces and Interactions -- Designing Technology for Neurodivergent Self-Determination: Challenges and Opportunities -- HCI for Digital Democracy and Citizen Participation -- HCI-E2-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education -- Human-Centered Software Engineering: Rethinking the Interplay of Human–Computer Interaction and Software Engineering in the Age of Digital Transformation -- Intelligence Augmentation: Future Directions and Ethical Implications in HCI -- Interacting with Assistive Technology (IATech) Workshop -- On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control -- Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults -- Re-Contextualizing Built Environments: Critical & Inclusive HCI Approaches for Cultural Heritage -- Sustainable Human-Work Interaction Designs -- Understanding HCI approaches for the Metaverse in Education applications for the Global South -- VR Accessibility in Distance Adult Education. |
Record Nr. | UNINA-9910742492903321 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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