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Advances in human factors in training, education, and learning sciences : proceedings of the AHFE 2021 Virtual Conference on Human Factors in Training, Education, and Learning Sciences, July 25-29, 2021, USA / / Salman Nazir, Tareq Z. Ahram, Waldemar Karwowski, editors
Advances in human factors in training, education, and learning sciences : proceedings of the AHFE 2021 Virtual Conference on Human Factors in Training, Education, and Learning Sciences, July 25-29, 2021, USA / / Salman Nazir, Tareq Z. Ahram, Waldemar Karwowski, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (400 pages)
Disciplina 371.33
Collana Lecture notes in networks and systems
Soggetto topico Educational technology
Tecnologia educativa
Soggetto genere / forma Congressos
Llibres electrònics
ISBN 3-030-80000-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Advances in Human Factors and Ergonomics 2021 -- Preface -- Contents -- Advanced Learning Technologies -- Structure of a Socio-Technical Learning and Innovation Factory -- 1 Introduction - Manufacturing Environment -- 2 Theoretical Background -- 2.1 Ambidexterity -- 2.2 Innovation Management -- 2.3 Learning Factory Fields: Human - Technology - Organization -- 2.4 Research Gap -- 3 Structure of a Socio-technical Innovation Lab -- 4 Conclusion and Outlook -- References -- Teaching Robotics with Virtual Reality: Developing Curriculum for the 21st Century Workforce -- 1 Introduction -- 2 A Robotics Curriculum for the 21st Century Workforce -- 3 Immersive and Interactive Learning with Virtual Reality -- 4 Guides to Further Research -- References -- I Feel the Need for Speed: Empirical Evidence of the Effectiveness of VR Training Technology on Knowledge and Skill Acquisition -- 1 Introduction -- 2 AR/VR-Based Aircraft Maintenance Course -- 3 Procedure -- 4 Results -- 5 Conclusions -- 6 Recommendations/Lessons Learned -- References -- Digital Creative Abilities for Achieving Digital Maturity -- 1 Introduction -- 2 Skills Gap: The DC4DM Project -- 3 DC4DM Model -- 4 Reflection and Future Action -- References -- AI and Learning in the Context of Digital Transformation -- 1 Starting Point -- 2 Research Questions -- 3 Theoretical Framework -- 4 Usability Evaluation of the Learning Platform -- 4.1 Methodical Approach -- 4.2 Results -- 5 Further Development of the Learning Platform by Means of AI Tools -- 6 Outlook -- References -- Impacts on Cognitive Decay and Memory Recall During Long Duration Spaceflight -- 1 Introduction -- 2 Background -- 3 Problem Statement -- 4 Research Questions -- 5 Methods -- 6 Analysis Approach -- 7 Research Benefits -- References -- Implementation of Learning Technologies in Education.
Spiritual Accompaniment Training in Pediatric Palliative Care: A Case Study from Spain -- 1 Introduction -- 2 Background -- 3 Literature Review and Benchmarking -- 4 Development of case study methodology -- 5 Spiritual Accompaniment in a Pediatric Palliative Care Training Program -- 6 Conclusions and Further Research -- References -- Evolution of an Approach for Digital Learning and Training in Nursing -- 1 Introduction -- 1.1 Demographic Change, Skill Shortage and Migration -- 1.2 Educational Challenge -- 1.3 Digital Learning Tools in Nursing -- 2 Hybrid Learning and Training Solution -- 3 Learning Module Design and Features -- 4 Empirical Study -- 4.1 Research Questions -- 4.2 Test Design -- 4.3 Results -- 4.4 Discussion -- 5 Outlook -- References -- A Human-Centered Approach for an Autism-Friendly Drawn Space -- 1 Introduction -- 2 Scope of the Study -- 3 Human Factor, VR and Autism -- 3.1 ASD Perceptual Aspects -- 3.2 The "Autism Friendly" VR Design -- 4 Methodology -- 4.1 The Site -- 4.2 The Autism Friendly VR Tour Prototype -- 5 Expected Outcomes and Conclusion -- References -- An Interactive Guide Based on Learning Objects to Train Teachers on the Detection and Support of Children with Attention Deficit Hyperactivity Disorder -- 1 Introduction -- 2 State of the Art -- 3 Materials and Methods -- 4 Results -- 5 Discussion and Conclusion -- References -- Application of Assessment-Analytic Knowledge Building Tools in Collaborative Creative Studies -- 1 Introduction -- 2 The Transformation of Learning Under the Influence of Constructivism -- 3 Problem-Based Learning -- 4 Learning and Teaching of Creative Art Studies -- 5 Eight Pillars for Learning and Teaching of Creative Art Studies -- 6 Conclusion -- References -- Novel Technology and Methods for Training and Certification.
Non-technical Skills Training in Crew Resource Management: Curating YouTube Videos for Educational Purposes -- 1 Introduction -- 2 Curating YouTube Videos -- 3 The Pilot Study -- 4 Discussion and Directions for Future Research -- References -- Exploration of Team Communication Behaviors from a Live Training Event -- 1 Introduction -- 1.1 Team Communication Analysis Techniques -- 1.2 Goals of Current Effort -- 2 Methodology -- 2.1 Dataset -- 2.2 Data Analysis -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Blended Learning. Exploring Contradictory Demands Between Emerging Design Principles and New Learning Practices -- 1 Introduction -- 2 Literature Background -- 3 Method and Data -- 4 Analytic Results -- 4.1 Students Experiences of the Organization of Blended Learning Courses -- 4.2 Students Expectations of How to Participate in Blended Learning Courses -- 5 Conclusion and Discussion -- References -- Kaizen Method Applied in Higher Education: Case Study of Autonomous University of Baja California -- 1 Introduction -- 2 Theoretical Framework -- 3 Kaizen Methodology Within the Educational System -- 4 Justification -- 5 Problem Statement -- 6 General Objective -- 6.1 Specific Objectives -- 7 DMAIC Process (Define, Measure, Analyze, Improve and Control) -- 7.1 Define -- 7.2 Measure -- 7.3 Analyze -- 7.4 Improve -- 7.5 Control -- 8 Conclusion -- References -- Interactive Multimedia and Gamification -- Gamification Strategies to Teach Algorithmic Thinking to First Graders -- 1 Introduction -- 2 Why Coloring Books for AT? -- 3 App for Teaching Reading and Writing -- 4 Methods -- 5 Results -- 6 Conclusion -- References -- Changing Children's Behavior Based on Persuasive Game: Design for Children's Safety Education -- 1 Introduction -- 2 Current Situation of Safety Education for Left-Behind Children in Rural Areas.
3 Gamification and Behavior Change -- 4 Mechanism of the Persuasive Game -- 5 Design and Practice of Persuasive Games for Children's Safety Education -- 6 Conclusion -- References -- Augmented Reality Teaching Resources and Its Implementation in the Teaching-Learning Process -- 1 Introduction -- 2 Augmented Reality -- 2.1 Augmented Reality Applied to Education -- 3 Implementation of AR in the Educative Process -- 3.1 Implementation of AR in the Educative Process -- 4 AR Applied in the Educative Process - Previous Studies -- 5 Conclusions -- References -- Student Training and Environment Interaction -- Design Approach of Digital Numeration Training for Students in a Primary School -- 1 Introduction -- 2 Related Work -- 3 Design of HandyMathKey-Learning -- 4 Design of the Usability Method -- 4.1 Approach to Designing the Usability Survey -- 4.2 Content of the Survey -- 5 Analysis of Survey -- 6 Conclusion and Perspective -- References -- Risks to Student Achievement in Higher Education -- 1 Introduction: Case Analysis -- 2 Review of the Literature -- 3 Methodology -- 4 Results -- 5 Conclusions -- References -- Participants' Perspectives on Design-Build Experience: A Qualitative Exploration -- 1 Introduction -- 2 Experiential Learning and Learning Theories -- 2.1 Architecture Education -- 2.2 Design-Build in Architecture Education -- 3 The Design-Build Studio at School of Planning and Architecture, Bhopal -- 3.1 The Process of Qualitative Exploration -- 3.2 Observations -- 3.3 Discussion -- 4 Conclusion -- References -- Analysis of Learning Strategies and Learning Performance -- Reforming Professional Education: A Case of Cognitive Human Factor/Human Element in Shipping Industry -- 1 Introduction -- 2 Fault Lines of Current Maritime Education System -- 3 Learning Through Apprenticeship -- 4 The Current Apprenticeship and Onboard Training.
5 Quasi-community as a Novel Framework for Seafarers Training -- 6 Conclusion -- References -- The Effect of Student Learning Style and Lesson Structure on Student Outcomes in an Online Learning Environment -- 1 Introduction -- 2 Online Learning Study -- 2.1 Participants -- 2.2 Online Lessons (Quality Control Tools) -- 2.3 Measures -- 2.4 Experiment One Procedure -- 3 Results -- 4 Discussion -- References -- Analysis of Generic Competences Needed Onboard a Ship -- 1 Introduction -- 2 Generic Competences and Their Classification -- 2.1 Instrumental Competences of a Master and First Deck Officer -- 2.2 Individual Competences of a Master and First Deck Officer -- 2.3 Systemic Competences of a Master and First Deck Officer -- 3 Tasks and Generic Competences on LNG Ships and Cruise Ship -- 4 Conclusion -- References -- Admission Points Score Predicting Undergraduate Performance - Comparing Quantity Surveying vs. Construction Management -- 1 Introduction -- 2 Literature -- 3 The Methodology -- 4 The Data and Findings -- 4.1 Overall Relationships Between APS and Average First-Year Marks -- 4.2 Weighted Average Marks in First-Year -- 4.3 Through-Put of Students -- 4.4 Number of Students Who Manage to Qualify -- 5 Conclusions -- 6 Recommendations -- References -- Mapping Aspects for Assessing Aptitude for Architecture Education with Psychological Testing -- 1 Introduction -- 2 The Use of Psychological Tests as Tools for Evaluating Intelligence and Creativity -- 2.1 Deducting Aspects with Psychological Tests -- 3 Aspects Tested in Architecture Entrance Exams -- 3.1 Similarities from Both the Nationalized Entrance Examinations -- 3.2 Sampling -- 4 Expert Opinion Survey and Analysis -- 4.1 Conditions of the Consensual Assessment Technique -- 4.2 The Survey and Results -- 5 Conclusion -- References.
Construction Competence Model of Music Appreciation Course Teachers in Science and Engineering University.
Record Nr. UNINA-9910488711603321
Cham, Switzerland : , : Springer, , [2021]
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Advances in usability, user experience, wearable and assistive technology : proceedings of the AHFE 2021 virtual conferences on usability and user experience, human factors and wearable technologies, human factors in virtual environments and game design, and human factors and assistive technology, July 25-29, 2021, USA / / Tareq Z. Ahram and Christianne S. Falcão, editors
Advances in usability, user experience, wearable and assistive technology : proceedings of the AHFE 2021 virtual conferences on usability and user experience, human factors and wearable technologies, human factors in virtual environments and game design, and human factors and assistive technology, July 25-29, 2021, USA / / Tareq Z. Ahram and Christianne S. Falcão, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (1165 pages)
Disciplina 003
Collana Lecture Notes in Networks and Systems
Soggetto topico User-centered system design
Self-help devices for people with disabilities
Human engineering
ISBN 3-030-80091-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Advances in Human Factors and Ergonomics 2021 -- Preface -- Contents -- Human Factors and Wearable Technologies -- Design Principles for Mobile Brain-Body Imaging Devices with Optimized Ergonomics -- Abstract -- 1 Introduction -- 2 Design Process -- 2.1 Design with 3D Anthropometric Data -- 2.2 Dry Electrode and Skin Sensor -- 2.3 Fabrication -- 3 Design Assessment -- 4 Discussion and Future Work -- References -- Training Capabilities Assessment in Support of Enhanced Military Training: Comparing Head-Mounted Displays -- Abstract -- 1 Introduction -- 1.1 Training Proof of Concept -- 1.2 Mixed Reality for Training -- 2 Method -- 2.1 Training Capabilities Assessment -- 3 Results -- 4 Discussion -- Acknowledgment -- References -- Interactive Floor Mapping with Depth Sensors -- Abstract -- 1 Introduction -- 2 Review of SLAM Algorithms and Depth Sensors -- 3 Depth-Based SLAM Algorithm -- 4 Registration of the 3D Point Cloud to a Floor Map -- 4.1 Ground Plane Extraction -- 4.2 Floor Map Registration -- 4.3 Floor Mapping with a Floor Plan or Footprint -- 5 Edge Detection -- 6 Conclusions -- Acknowledgment -- References -- Detecting Daytime Bruxism Through Convenient and Wearable Around-the-Ear Electrodes -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Method -- 4 Signal Preprocessing and Inspection -- 5 Classification Results -- 6 Discussion and Conclusion -- References -- On the Diversity of Self-tracking Purposes: Systematizing the Objectives in Tracking Oneself -- Abstract -- 1 Introduction -- 2 Methodological Approach -- 3 Results -- 4 Concluding Remarks -- References -- Wearables for Quality Assurance in Manual Assembly: A Qualitative Study -- Abstract -- 1 Introduction -- 2 Theoretical Background -- 2.1 Wearables -- 3 Research Methodology -- 3.1 Qualitative Interviews -- 4 Results -- 4.1 Digitization Level in Companies.
4.2 Quality Assurance - Problems -- 4.3 Wearables -- 5 Conclusion -- References -- The Pattern-Making and Refinement of a Smart Compression Trouser Design for Taiwan University Football Team -- Abstract -- 1 Introduction -- 2 Methods -- 2.1 Idea Generation -- 2.2 Smart Trouser Design Development -- 2.3 The Sizing of the Smart Trousers -- 3 Conclusion -- Acknowledgment -- References -- Detection of Racial Bias from Physiological Responses -- Abstract -- 1 Introduction -- 2 Background and Related Work -- 2.1 Detecting Bias via the Implicit Association Test (IAT) -- 2.2 Physiological Sensing and its Relation to Bias -- 3 Methods -- 3.1 Data Collection -- 3.2 Data Processing -- 3.3 Machine Learning Analysis -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- The Importance of Product Language: An Exploratory Study of Smartwatches for Remote Healthcare -- Abstract -- 1 Introduction -- 2 Design and Health -- 3 Design and Gender -- 4 Method -- 5 Discussion and Conclusion -- References -- Pilot State Monitoring Wearable Systems in Real Environment: Pilot's Usability and Acceptance Feedback to Enhance Risk Management -- Abstract -- 1 Introduction -- 1.1 Monitoring Pilot State in Real Environment -- 1.2 The Research Objectives -- 2 Methods -- 2.1 Simulated vs. Real Environment Flights -- 2.2 Design of Pilot-Centered Wearables -- 2.3 Implementing Pilot Feedback -- 3 Results -- 3.1 Step 1: Definition of Wearable and Camera Combination -- 3.2 Step 2: Acceptance and Usability Tool and Protocol -- 3.3 Step 3: Short-Haul and Long-Haul Flights Protocol -- 4 Discussion -- 4.1 Next Steps: Data Collection and Data Analysis -- Acknowledgments -- References -- Children's Garments Based Near Filed Positioning Safety Oriented to Intelligence -- Abstract -- 1 Introduction -- 2 Implementing iBeacon Positional Children's Garments -- 2.1 The Firmware Threads.
2.2 The Clothing Design -- 2.3 Circuit Design -- 2.4 Design of the Bluetooth Low Energy Technology -- 2.5 Software Control -- 3 Summary of the Design of the iBeacon-Based Children's Positioning Safety Clothing -- 4 Conclusion -- References -- The Perception and Acceptance of Wearable Fitness Devices Among People and Designing Interventions for Prolonged Use -- Abstract -- 1 Introduction -- 2 Wearable Fitness Technology -- 2.1 Wearable Devices -- 2.2 Awareness of Wearable Technology Devices Among People -- 3 Study of the Acceptance of Wearable Fitness Technology -- 3.1 Technology Acceptance -- 3.2 Unified Theory of Acceptance and Use of Technology (UTAUT) -- 3.3 Unified Theory of Acceptance and Use of Technology 2 -- 4 Discussion -- References -- Innovative Design of Indigo Print in Soft Smart Knitted Garments -- Abstract -- 1 Introduction -- 2 Characteristics and Present Situation of Traditional Indigo Print -- 3 Design of Indigo Print in Soft Smart Knitted Garments -- 3.1 Material Design -- 3.2 Pattern Design -- 3.3 Technological Design -- 4 Guide to the Design of Soft Smart Knitted Garments by Indigo Print -- 4.1 Cultural Guide -- 4.2 Traditional Technological Guide -- 5 Conclusion -- References -- Evaluation of VR/AR Visual Comfort Based on Color Perception -- Abstract -- 1 Introduction -- 2 Materials and Methods -- 2.1 Experiment Variables -- 2.2 Experiment Variables -- 2.3 Subjects -- 2.4 Experimental Environment -- 2.5 Experimental Procedure -- 2.6 Data Analysis -- 3 Results and Analysis -- 3.1 Hue -- 3.2 Saturation -- 3.3 Brightness -- 4 Experimental Verification -- 5 Conclusion -- Acknowledgements -- References -- Virtual Reality Applications -- Eye Movements in VR Training: Expertise Measurement and it's Meaning for Adaptive Chess Training -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Study Design -- 3.2 Results.
3.3 Discussion -- 4 Conclusion and Future Work -- References -- Framework for Integration of Virtual Reality into Model Based Systems Engineering Approach -- Abstract -- 1 Introduction -- 2 Literature Review -- 2.1 Systems Modeling Language (SysML) -- 2.2 VR in MBSE -- 3 VR-MBSE Framework -- 4 Discussions -- 5 Conclusion -- References -- Designing for Rapport with Virtual Agents in a Simulated Mixed Reality Environment: Results from a Pilot Study with Senior Users in the bewARe Project -- Abstract -- 1 Introduction -- 2 Method -- 2.1 Design -- 2.2 Measures -- 2.3 Participants -- 3 Results -- 3.1 Rapport Scale -- 3.2 Interviews -- 4 Discussion -- Acknowledgments -- References -- How Simulation Training Can Benefit from Virtual Reality Extensions? Case: A Virtual Reality Extension to a Simulated Ship Bridge for Emergency Steering Training -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Technical Setup -- 4 Training Setup -- 5 Test Setup -- 6 Test Results -- 7 Conclusion and Future Work -- References -- User Individual Characteristics and Perceived Usability in Immersive HMD VR: A Mixed Method Explorative Study -- Abstract -- 1 Introduction -- 1.1 User Individual Factors Possibly Affecting Usability -- 2 Method -- 2.1 Participants and Equipment -- 2.2 Experimental Task -- 2.3 Questionnaires -- 2.4 Analyses -- 3 Results -- 3.1 Quantitative Data -- 3.2 Qualitative Data -- 4 Discussion -- 5 Conclusion -- Acknowledgements -- References -- Evaluating User Experience in Sandbox Game's Development Environment in Higher Education -- Abstract -- 1 Introduction -- 2 Methodology -- 3 Results -- 4 Analysis -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Towards Understanding of User's Immersion Using Electroencephalogram (EEG) and Activity-Adhered Biosensor in an Environment of Full-Body Game Gesture -- Abstract -- 1 Introduction.
1.1 Electroencephalogram (EEG) and Activity-Adhered Biosensor -- 2 Research Method -- 2.1 Participant, Equipment, and Full-Body Game Gesture -- 2.2 EEG Wearable Headband and Activity Adhered Biosensor -- 2.3 Procedure Collecting and Analyzing Data -- 3 Results and Discussion -- 3.1 The Results of the Quantitative Method -- 3.2 The Results of the Qualitative Method -- 3.3 The Analysis of Findings -- 4 Conclusions and Future Works -- Appendix -- References -- Virtual Reality and Game Design in Education -- Developing Interactive Company Presentations in the 3D Glue Virtual Reality Environment: A Collaborative Educational Approach -- Abstract -- 1 Introduction -- 2 Theoretical Background -- 2.1 Company Presentation Including Co-creation and Collaborative Learning Approaches -- 3 Methodology -- 3.1 Settings and Research Questions -- 3.2 Participants -- 3.3 Instruments for Virtual Workshop Design and Survey -- 4 Results -- 5 Conclusion and Future Work -- Acknowledgments -- References -- A Theoretical Model of Video Game Design in the Educational Context -- Abstract -- 1 Introduction -- 2 Game Design of Educational Video Games -- 3 The Educational Video Games Design Model Proposed by Navarro, Zapata, Vega and Chiroque (2018) and Its Revisions -- 4 Modifications of the Model by Navarro et al. [11] Based on the Development Experiences of Three Video Games -- 4.1 Modification 1: Hierarchy and Structure of the Model -- 4.2 Modification 2: Conceptual Clarity -- 5 Conclusions -- References -- Behind the Chain Coffee Shop: Design of Utilizing Virtual Reality for Coffee-Making Training -- Abstract -- 1 Introduction -- 2 Related Work -- 3 The Development of VR Coffee-Making Training System Design -- 3.1 Qualitative Data Analysis -- 3.2 System Design -- 4 Discussion -- 5 Limitation -- 6 Conclusion -- References.
Efficacy of Romantic Poetry: Chinese Classical Poetry Education Project Based on Augmented Reality Technology for Elementary School Students.
Record Nr. UNINA-9910491026003321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Human interaction, emerging technologies and future applications IV : proceedings of the 4th International Conference on Human Interaction and Emerging Technologies : Future Applications (IHIET - AI 2021), April 28-30, 2021, Strasbourg, France / / Tareq Ahram, Redha Taiar, Fabienne Groff, editors
Human interaction, emerging technologies and future applications IV : proceedings of the 4th International Conference on Human Interaction and Emerging Technologies : Future Applications (IHIET - AI 2021), April 28-30, 2021, Strasbourg, France / / Tareq Ahram, Redha Taiar, Fabienne Groff, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (709 pages)
Disciplina 004.019
Collana Advances in Intelligent Systems and Computing
Soggetto topico Human-computer interaction
Interacció persona-ordinador
Soggetto genere / forma Congressos
Llibres electrònics
ISBN 3-030-74009-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910484657603321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Human interaction, emerging technologies and future systems V : proceedings of the 5th International Virtual Conference on Human Interaction and Emerging Technologies, IHIET 2021, August 27-29, 2021 and the 6th IHIET: Future Systems (IHIET-FS 2021), October 28-30, 2021, France / / Tareq Ahram, Redha Taiar, editors
Human interaction, emerging technologies and future systems V : proceedings of the 5th International Virtual Conference on Human Interaction and Emerging Technologies, IHIET 2021, August 27-29, 2021 and the 6th IHIET: Future Systems (IHIET-FS 2021), October 28-30, 2021, France / / Tareq Ahram, Redha Taiar, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (1330 pages)
Disciplina 004.019
Collana Lecture notes in networks and systems
Soggetto topico Human-computer interaction
ISBN 3-030-85540-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Contents -- Human-Computer Interaction -- Human and Machine Trust Considerations, Concerns and Constraints for Lethal Autonomous Weapon Systems (LAWS) -- References -- A Multimodal Approach for Early Detection of Cognitive Impairment from Tweets -- 1 Introduction -- 2 Literature Review -- 3 Proposed Approach -- 4 Results and Discussion -- 5 Conclusion and Future Work -- References -- A Formal Model of Availability to Reduce Cross-Domain Interruptions -- 1 Introduction -- 2 Theoretical Framework -- 3 Approach -- 4 Application of the Model -- 5 Conclusions -- References -- Progressive Intensity of Human-Technology Teaming -- 1 Introduction -- 2 Limits of Human-Technology Bi-polarity Thinking -- 3 Humans and Technology Still Complementary -- 4 Progressive Intensity of Human-Technology Teaming -- 5 Conclusion -- References -- Cultural Difference of Simplified Facial Expressions for Humanoids -- 1 Introduction -- 2 Facial Gestures with the Fewest Numbers -- 2.1 The Style -- 2.2 Patterns of Facial Expression Classification -- 2.3 Facial Expression Patterns Distributed in Mathematical Space -- 3 A Result of Classification and Spatial Distribution of Facial Expressions -- 3.1 Face Distribution in a Three-Dimensional Space -- 3.2 Two Neutral Facial Expressions and Eight Facial Expressions -- 4 Discussion and Conclusion -- References -- "I Think It's Quite Subtle, So It Doesn't Disturb Me": Employee Perceptions of Levels, Points and Badges in Corporate Training -- 1 Introduction -- 2 Related Work -- 3 Methods -- 4 The Gamification Design Flow -- 5 Results -- 5.1 Survey Responses -- 5.2 Interviews -- 6 Discussion -- 7 Conclusion and Further Research -- References -- Escape Rooms: A Formula for Injecting Interaction in Chemistry Classes -- 1 Introduction -- 2 Related Works -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure.
4 Chemistry Escape Room Design -- 4.1 General Approach -- 4.2 The Narrative -- 4.3 Challenges Construction -- 4.4 Route Map -- 4.5 Final Rescue -- 5 Results and Discussion -- 6 Conclusions -- References -- Information Dissemination of COVID-19 by Ministry of Health in Indonesia -- 1 Introduction -- 2 Literature Review -- 2.1 Public Communication of Government -- 2.2 Social Media on Government -- 3 Research Method -- 4 Results and Discussion -- 4.1 COVID-19 Information Dissemination Activities -- 4.2 COVID-19 Information Indicators -- 4.3 The Most Frequently Used Words Tweeted by @KemenkesRI -- 4.4 Cluster Analysis of @KemenkesRI -- 5 Conclusion -- References -- Strengthening Mathematical Skills with M-Learning -- 1 Introduction -- 2 Technological Proposal -- 2.1 Develop Skills Around Whole Number Empowerment -- 3 Conclusions -- References -- Understand the Importance of Garments' Identification and Combination to Blind People -- 1 Introduction -- 2 Methodology -- 2.1 Sample -- 2.2 Instrument: Survey - Perception of the Importance in Identifying and Combining Clothing for Blind People -- 3 Results and Analysis -- 3.1 Participants Characterization -- 3.2 Identification of the Type of Disability -- 3.3 Aesthetics and Clothing -- 3.4 Technology -- 3.5 Research and Development -- 4 Final Remarks -- References -- International Employees' Perceptions and UX Design Utilization in Online Learning Development -- 1 Introduction -- 2 Related Research -- 3 Research Design -- 4 Results -- 5 Discussion -- 6 Conclusions -- References -- Iteration of Children with Attention Deficit Disorder, Impulsivity and Hyperactivity, Cognitive Behavioral Therapy, and Artificial Intelligence -- 1 Introduction -- 1.1 Concepts -- 2 Cognitive Behavioral Therapy Steps -- References -- Pros and Cons of Vaccine Program in Indonesia (Social Media Analysis on Twitter) -- 1 Introduction.
2 Literature Review -- 2.1 Twitter for Opinion Mining -- 2.2 The Spread of Opinion on the COVID-19 Period Based on Twitter -- 3 Method -- 4 Result and Discussion -- 4.1 The Opinion Spread on Media Social About Vaccine Program in Indonesia -- 4.2 Pro and Cons Vaccine Program in Indonesia -- 5 Conclusion -- References -- Cyber Risks in Maritime Industry - Case Study of Croatian Seafarers -- 1 Introduction -- 2 Cyber Risk Management -- 3 Results and Discussion of Quantitative Research on the Example of Seafarers Attending Special Education Program -- 4 Conclusion -- References -- Social Challenges to Communication in Digital Environment -- 1 Introduction -- 2 Protests in Bulgaria -- 3 Technology and Protests -- 4 Conclusion -- References -- Effectiveness of Disaster Mitigation Information by National Disaster Relief Agency in Indonesia -- 1 Introduction -- 2 Literature Review -- 2.1 Social Media Twitter as Public Communication for Disaster Mitigation -- 2.2 Disaster Mitigation -- 3 Method -- 4 Results and Discussion -- 4.1 Twitter Social Media Activity About Disaster Mitigation -- 4.2 Effectiveness of Disseminating Disaster Mitigation Information -- 5 Conclusion -- References -- Technology for Governance: Comparison of Disaster Information Mitigation of COVID-19 in Jakarta and West Java -- 1 Introduction -- 2 Literature Review -- 2.1 Technology for Government -- 2.2 Social Media Government and Related Disaster Communication -- 3 Research Methods -- 4 Analysis, Finding and Discussion -- 4.1 Information Topic Intensity on Official Twitter Government -- 4.2 Domination Information Message on @dinkesJKT and @pikobarjabar -- 4.3 Comparison Table of Mitigation Information -- 5 Conclusion, Research Limitations and Recommendations for Further Research -- References -- Social Media as a Tool for Social Protest Movement Related to Alcohol Investments in Indonesia.
1 Introduction -- 2 Literature Review -- 2.1 Social Media in Public Policy -- 2.2 Alcohol Policy -- 3 Research Method -- 4 Results and Discussion -- 4.1 What are the Functions and Links Between Social Media in the Social Protest Movement Regarding Alcohol Investment? -- 4.2 What Kind of Narratives are Circulating on Social Media About Alcohol Investment? -- 5 Conclusion -- References -- Reducing Online Sellers' Opportunistic Behavior: Designing Information Consistency and Information Relevancy -- 1 Introduction -- 2 Literature Review and Hypotheses -- 3 Methodology -- 3.1 Data Collection -- 3.2 Measurement -- 4 Results -- 5 Discussion -- 6 Limitations and Future Study -- References -- Conceptualizing Opportunities and Challenges Relevant to the Inclusion of Humanoid Service Robots in the Context of COVID-19 -- 1 Introduction -- 2 Service Robots (SR) and the COVID-19 Pandemic -- 3 The Anthropomorphism - Opportunities and Challenges -- 4 The Social Exclusion - Opportunities and Challenges -- 5 Conclusion -- References -- Implementing "SIREKAP" Application Based on Election for Improving the Integrity of Election Administrators and Increasing Public Trust -- 1 Introduction -- 2 Literature Review -- 3 Method -- 4 The References Section -- 5 Conclusion -- References -- The Effectiveness of Social Resilience in Indonesia -- 1 Introduction -- 2 Literature Review -- 2.1 Effectiveness of Social Resilience -- 2.2 Social Media as Socialization -- 3 Research Methods -- 4 Results and Discussion -- 4.1 Accuracy of Program Targets -- 4.2 Program Monitoring -- 4.3 Program Socialization -- 4.4 Achieving Program Goals -- 5 Conclusion -- References -- Economic Recovery for Tourism Sector Based on Social Media Data Mining -- 1 Introduction -- 2 Literature Review -- 2.1 Indonesian Tourism During the Covid-19 Pandemic -- 2.2 Social Media as Tourism Recovery.
2.3 Promotion, Price, Facility as Aspects of Tourism Recovery -- 3 Method -- 4 Result and Discussion -- 5 Conclusion -- References -- SHEEN: Set of Heuristics to Evaluate Mobile Applications that Interact with External Equipment -- 1 Introduction -- 2 Methodology -- 2.1 Exploratory Stage -- 2.2 Experimental Stage -- 2.3 Descriptive Stage -- 2.4 Correlation Stage -- 2.5 Selection Stage -- 2.6 Specification Stage -- 2.7 Validation State -- 2.8 Refinement Stage -- 3 Conclusions and Future Work -- References -- Differential Non-autonomous Representation of the Integrative Activity of a Neural Population by a Bilinear Second-Order Model with Delay -- 1 Introduction -- 2 Dictionary of Terms and Problem Statement -- 3 A Characteristic Feature of the BDR Model -- 4 The Rayleigh-Ritz Operator Continuity in the Analysis of Solvability of the BDR Problem -- 5 Conclusion -- References -- Human-Technology Interaction: The Cognitive Hack in the Automatic Speech Recognition Devices -- 1 Introduction -- 2 Psychoacoustic Hiding and Hidden Command -- 3 Human-Computer Interface Design and the Hidden Affordance in ASR Devices -- 4 The Cognitive Hack -- 5 Information Operations in the Digital Voice Community -- 6 Human Dimensions of Cyber Cognitive Hacks in ASR Devices -- 7 Cognitive Security in the ASR Digital Voice Community -- 8 Conclusion -- References -- Participatory Visual Process Analysis of Manual Assembly Processes to Identify User Requirements for Digital Assistance Systems -- 1 Introduction -- 2 Related Work -- 2.1 Manual Assembly Process -- 2.2 Digital Assistance System -- 2.3 Participatory Design in Manufacturing -- 3 Research Gap and Problem Statement -- 4 Research Method -- 5 Results and Validation -- 6 Discussion -- 7 Conclusion and Further Work -- References -- Volume Control Methods to Reduce Audible Discomfort for Watching Videos -- 1 Introduction.
2 Proposed Method.
Altri titoli varianti Human interaction, emerging technologies and future systems 5
Human interaction, emerging technologies and future systems five
Record Nr. UNINA-9910523717303321
Cham, Switzerland : , : Springer, , [2022]
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Lo trovi qui: Univ. Federico II
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