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Advancing Methods for Psychological Assessment Across Borders
Advancing Methods for Psychological Assessment Across Borders
Autore Ruggeri Kai
Pubbl/distr/stampa Frontiers Media SA, 2020
Descrizione fisica 1 online resource (212 p.)
Soggetto topico Psychology
Science: general issues
Soggetto non controllato behavioral science
early career researchers
psychological methods
reproducibility
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910557527803321
Ruggeri Kai  
Frontiers Media SA, 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 8th International Conference, CHIRA 2024, Porto, Portugal, November 21–22, 2024, Proceedings, Part I / / edited by Hugo Plácido da Silva, Pietro Cipresso
Computer-Human Interaction Research and Applications : 8th International Conference, CHIRA 2024, Porto, Portugal, November 21–22, 2024, Proceedings, Part I / / edited by Hugo Plácido da Silva, Pietro Cipresso
Autore Plácido da Silva Hugo
Edizione [1st ed. 2025.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Descrizione fisica 1 online resource (709 pages)
Disciplina 005.437
004.019
Altri autori (Persone) CipressoPietro
Collana Communications in Computer and Information Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Computer engineering
Computer networks
Application software
Artificial intelligence
Image processing - Digital techniques
Computer vision
User Interfaces and Human Computer Interaction
Computer Engineering and Networks
Computer and Information Systems Applications
Artificial Intelligence
Computer Imaging, Vision, Pattern Recognition and Graphics
ISBN 9783031826337
3031826337
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910986131703321
Plácido da Silva Hugo  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 8th International Conference, CHIRA 2024, Porto, Portugal, November 21–22, 2024, Proceedings, Part II / / edited by Hugo Plácido da Silva, Pietro Cipresso
Computer-Human Interaction Research and Applications : 8th International Conference, CHIRA 2024, Porto, Portugal, November 21–22, 2024, Proceedings, Part II / / edited by Hugo Plácido da Silva, Pietro Cipresso
Autore Plácido da Silva Hugo
Edizione [1st ed. 2025.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Descrizione fisica 1 online resource (701 pages)
Disciplina 005.437
004.019
Altri autori (Persone) CipressoPietro
Collana Communications in Computer and Information Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Computer engineering
Computer networks
Application software
Artificial intelligence
Image processing - Digital techniques
Computer vision
User Interfaces and Human Computer Interaction
Computer Engineering and Networks
Computer and Information Systems Applications
Artificial Intelligence
Computer Imaging, Vision, Pattern Recognition and Graphics
ISBN 9783031838453
3031838459
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910986131903321
Plácido da Silva Hugo  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Descrizione fisica 1 online resource (XXIII, 374 p. 121 illus., 99 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49425-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Invited Speakers Abstracts -- Designing Transformative Experiences: Exploring the Potential of Virtual Technologies for Personal Change -- Aesthetically Resonant Multimodal Interactive Systems -- Contents - Part I -- Contents - Part II -- Invited Speaker -- Creating Human-Computer Partnerships -- 1 Introduction -- 1.1 The Cost of System-Induced Errors -- 1.2 Shaping the User's Behavior -- 1.3 Presentation Details Matter -- 1.4 Interacting with AI -- 2 Generative Theories of Interaction -- 3 Creating Effective Human-Computer Partnerships -- 3.1 Discoverability -- 3.2 Expressivity -- 3.3 Appropriability -- 3.4 Sharing Agency -- 3.5 Shaping Human and Agent Behavior -- 4 Conclusion -- References -- Main Event -- Empowering Production Workers to Program Robots: A No-Code, Skill-Based Approach -- 1 Introduction -- 2 Related Work -- 3 An Intuitive Robotic Interface -- 3.1 A New Block-Based Programming Interface: PrograBlock -- 3.2 A Skill-Based Architecture -- 3.3 Virtual Environment -- 3.4 Tutorials -- 4 Evaluation of the Interface -- 4.1 Participants -- 4.2 Procedure -- 4.3 Measures -- 4.4 Data Analysis -- 5 Results -- 6 Discussion -- 7 Future Work -- 8 Conclusion -- References -- Mobile Gaming EMG-Based Brain Computer Interface -- 1 Introduction -- 2 Related Work -- 2.1 Brain Computer Interface for Mobile Device -- 2.2 Brain Computer Interface for Gaming -- 3 Methodology -- 3.1 Mobile Gaming BCI Development -- 3.2 Participants -- 3.3 Evaluation Procedure -- 4 Results -- 4.1 MGaming EMG-BCI Version01 -- 4.2 MGaming EMG-BCI Version02 -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions -- 1 Introduction -- 2 Related Work -- 2.1 Gesture Classification Algorithms -- 2.2 Gesture-Based Assistive Technology.
3 Research Methodology -- 3.1 Subject Recruitment -- 3.2 Data Collection -- 3.3 Data Preprocessing -- 3.4 Data Analysis -- 4 Study Execution and Results -- 4.1 Experimental Study -- 4.2 Results -- 5 Persona-Centric Discussion -- 5.1 Persona 1: Martha -- 5.2 Persona 2: Matthew -- 6 Conclusion -- References -- Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems -- 1 Introduction -- 2 Requirements to Human-AI Collaborative DSSs -- 3 Foundational Problems Behind the Development of Human-AI Collaborative DSS -- 4 Methodology -- 4.1 Principles of the Methodology -- 4.2 Processes -- 5 Discussion and Conclusion -- References -- Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates -- 1 Introduction -- 2 Background and Related Work -- 3 Conversational Speech Interfaces in Industrial Environments -- 4 Proposed Approach -- 4.1 Adilib: Our Conversational Assistant Development Platform -- 4.2 Adilib Dialogue Templates -- 4.3 Orchestrator -- 5 Evaluation -- 5.1 Navigation Use Case -- 5.2 Questionnaire Use Case -- 5.3 Slot Filling Use Case -- 6 Conclusions and Future Work -- References -- Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams -- 1 Introduction -- 2 Related Concepts -- 3 Problem Space -- 4 Cognitive System Support -- 4.1 Centralized Setting -- 4.2 Multiparty Setting -- 4.3 Peer Level -- 4.4 Suitable Support for Strategy Finding -- 5 Research Questions and Corresponding Work -- 6 Innovation and Effect, Conclusions -- References -- Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help -- 1 Introduction -- 2 Background Knowledge -- 3 Scenario -- 4 Self-modeling Network Modelling Approach -- 5 The Adaptive Network Model -- 6 Simulation Results -- 6.1 Scenario 1: Anna Asks Ben.
6.2 Scenario 2: Anna Asks Both Ben and Carlos -- 6.3 Scenario 3a: Anna Asks Ben, Ben Asks Carlos, and Carlos Gives the Answer to Anna -- 6.4 Scenario 3b: Anna Asks Ben, Ben Asks Carlos, and Carlos Tells Ben, so Ben Can Tell Anna -- 7 Discussion -- 8 Limitations and Further Research -- Appendix -- Scenario 1 -- Scenario 2 -- Scenario 3a -- Scenario 3b -- References -- Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations -- 1 Introduction -- 2 Related Work -- 3 Method -- 4 Results -- 4.1 Participants -- 4.2 Use of Collaboration Tools -- 4.3 Importance Ratings -- 5 Discussion -- 5.1 RQ1: How Are Collaboration Tools Used? -- 5.2 RQ2: Which UX Aspects Do Users Find Important for Collaboration Tools? -- 5.3 On the Importance Ranking of Aspects -- 5.4 On the Stability of the Importance Rankings -- 6 Conclusion -- References -- Tracing Stress and Arousal in Virtual Reality Games Using Players' Motor and Vocal Behaviour -- 1 Introduction -- 2 State-of-the-Art -- 3 Rationales -- 4 Video Game Description -- 4.1 Game Level -- 4.2 Vocal Interaction Layer -- 4.3 Devices Used to Collect Data -- 5 Experimental Setting -- 5.1 Demographic Data of the Sample -- 5.2 Self-annotation -- 6 Methods: Model-Based Analysis -- 6.1 Stress Estimation -- 6.2 Arousal Estimation -- 6.3 Data Pre-processing -- 7 Results -- 7.1 Discussion -- 8 Conclusions -- 8.1 Final Conclusions and Further Work -- References -- Electro-oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone -- 1 Introduction -- 2 Related Work -- 3 Experiment: Physiological Signals in Response to Notification Tone -- 3.1 Task, Procedure and Participant -- 3.2 Physiological Signals -- 3.3 Result of Electro-oculogram -- 3.4 Logistic Regression Analysis to Discriminate Gazing Using iEMG.
3.5 Result of Skin Conductance Response -- 3.6 Discussion -- 4 Conclusions -- References -- Why Career Orientation is Often Difficult and How Digital Platforms Can Support Young People in This Process -- 1 Introduction -- 2 Career Orientation -- 3 Presentation of a Career Orientation Platform for Young People -- 4 Method -- 5 Results -- 5.1 Career Choice Competence -- 5.2 Difficulties in Choosing a Profession -- 5.3 Better Support for Career Guidance -- 5.4 Preferred Functional, Design and Gamification Elements -- 5.5 What Goals Should Career Guidance Websites Achieve? -- 5.6 Motivational Regulation of School Students and University Students -- 6 Discussion, Implications and Limitations -- 7 Conclusion -- References -- 3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment -- 1 Introduction -- 2 Related Works -- 2.1 Imaging and 3D Reconstruction with Drones -- 2.2 3D Reconstruction with Mirrors -- 3 Design and Fabrication of the Mirror-Mounted Drone -- 3.1 Drone Types -- 3.2 Design of the Mirror -- 3.3 Fabrication of the Mirror-Mounted Drone -- 4 Imaging and 3D Reconstruction Using the Mirror-Mounted Drone -- 4.1 Estimation of the Mirror Pose -- 4.2 3D Reconstruction Considering the Mirror Reflection -- 5 Evaluation of the Proposed Method -- 5.1 Outline of the Evaluation -- 5.2 Method -- 5.3 Results -- 6 Conclusion and Future Work -- References -- Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application -- 1 Introduction -- 2 Theory -- 3 Methods -- 3.1 Design -- 3.2 Participants -- 3.3 Facilities and Apparatus -- 3.4 Interaction Tasks -- 3.5 Procedure -- 3.6 Dependent Variables -- 4 Results -- 5 Discussion -- References -- A Bi-national Investigation of the Needs of Visually Disabled People from Mexico and Japan -- 1 Introduction.
2 Related Work -- 3 Methodology -- 4 Participants -- 4.1 Data Collection -- 5 Results -- 5.1 Thematic Analysis -- 6 Discussion -- 7 Future Work -- 8 Conclusions -- References -- A Three Level Design Study Approach to Develop a Student-Centered Learner Dashboard -- 1 Introduction -- 1.1 Background -- 1.2 Using Design Studies and UCD in the Development of LADs/LDs -- 1.3 Focus on an Iterative Approach Within the UCD Process -- 2 Methodological Approach -- 2.1 User-Centered Design -- 2.2 Key Design Study Issues to Consider -- 2.3 The Three-Level Evaluation Approach -- 3 Development and Implementation of the Learner Dashboard Based on the Three-Level Design Study -- 3.1 The Development of a Wireframe for a Learner Dashboard -- 3.2 Evaluation Based on Gestalt Laws and Fact and Interaction Problems (Level 1) -- 3.3 Evaluation Based on the Seven Interaction Principles (Level 2) -- 3.4 Performing the Eye-Tracking Procedure with Thinking Aloud (Level 3) -- 4 Summary and Discussion -- 5 Outlook -- References -- Why are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators -- 1 Introduction -- 2 Aim and Scope -- 3 Study Design -- 3.1 Step 1: Explore -- 3.2 Step 2: Analyze -- 3.3 Step 3: Evaluate -- 4 Evaluation Results -- 4.1 Part I - Fit Animation to a Given Status -- 4.2 Part II - Rank Agreement with Manufacturer Intentions -- 4.3 Part III - Fit a Status to a Given Animation -- 5 Discussion -- References -- Immediate-After Effect of Enhancement Push-Off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Gait Task -- 2.3 Motion Analysis -- 2.4 Statistical Analysis -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs.
1 Challenges in Technical Documentation.
Record Nr. UNISA-996574257503316
Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Descrizione fisica 1 online resource (XXIII, 374 p. 121 illus., 99 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49425-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Invited Speakers Abstracts -- Designing Transformative Experiences: Exploring the Potential of Virtual Technologies for Personal Change -- Aesthetically Resonant Multimodal Interactive Systems -- Contents - Part I -- Contents - Part II -- Invited Speaker -- Creating Human-Computer Partnerships -- 1 Introduction -- 1.1 The Cost of System-Induced Errors -- 1.2 Shaping the User's Behavior -- 1.3 Presentation Details Matter -- 1.4 Interacting with AI -- 2 Generative Theories of Interaction -- 3 Creating Effective Human-Computer Partnerships -- 3.1 Discoverability -- 3.2 Expressivity -- 3.3 Appropriability -- 3.4 Sharing Agency -- 3.5 Shaping Human and Agent Behavior -- 4 Conclusion -- References -- Main Event -- Empowering Production Workers to Program Robots: A No-Code, Skill-Based Approach -- 1 Introduction -- 2 Related Work -- 3 An Intuitive Robotic Interface -- 3.1 A New Block-Based Programming Interface: PrograBlock -- 3.2 A Skill-Based Architecture -- 3.3 Virtual Environment -- 3.4 Tutorials -- 4 Evaluation of the Interface -- 4.1 Participants -- 4.2 Procedure -- 4.3 Measures -- 4.4 Data Analysis -- 5 Results -- 6 Discussion -- 7 Future Work -- 8 Conclusion -- References -- Mobile Gaming EMG-Based Brain Computer Interface -- 1 Introduction -- 2 Related Work -- 2.1 Brain Computer Interface for Mobile Device -- 2.2 Brain Computer Interface for Gaming -- 3 Methodology -- 3.1 Mobile Gaming BCI Development -- 3.2 Participants -- 3.3 Evaluation Procedure -- 4 Results -- 4.1 MGaming EMG-BCI Version01 -- 4.2 MGaming EMG-BCI Version02 -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions -- 1 Introduction -- 2 Related Work -- 2.1 Gesture Classification Algorithms -- 2.2 Gesture-Based Assistive Technology.
3 Research Methodology -- 3.1 Subject Recruitment -- 3.2 Data Collection -- 3.3 Data Preprocessing -- 3.4 Data Analysis -- 4 Study Execution and Results -- 4.1 Experimental Study -- 4.2 Results -- 5 Persona-Centric Discussion -- 5.1 Persona 1: Martha -- 5.2 Persona 2: Matthew -- 6 Conclusion -- References -- Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems -- 1 Introduction -- 2 Requirements to Human-AI Collaborative DSSs -- 3 Foundational Problems Behind the Development of Human-AI Collaborative DSS -- 4 Methodology -- 4.1 Principles of the Methodology -- 4.2 Processes -- 5 Discussion and Conclusion -- References -- Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates -- 1 Introduction -- 2 Background and Related Work -- 3 Conversational Speech Interfaces in Industrial Environments -- 4 Proposed Approach -- 4.1 Adilib: Our Conversational Assistant Development Platform -- 4.2 Adilib Dialogue Templates -- 4.3 Orchestrator -- 5 Evaluation -- 5.1 Navigation Use Case -- 5.2 Questionnaire Use Case -- 5.3 Slot Filling Use Case -- 6 Conclusions and Future Work -- References -- Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams -- 1 Introduction -- 2 Related Concepts -- 3 Problem Space -- 4 Cognitive System Support -- 4.1 Centralized Setting -- 4.2 Multiparty Setting -- 4.3 Peer Level -- 4.4 Suitable Support for Strategy Finding -- 5 Research Questions and Corresponding Work -- 6 Innovation and Effect, Conclusions -- References -- Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help -- 1 Introduction -- 2 Background Knowledge -- 3 Scenario -- 4 Self-modeling Network Modelling Approach -- 5 The Adaptive Network Model -- 6 Simulation Results -- 6.1 Scenario 1: Anna Asks Ben.
6.2 Scenario 2: Anna Asks Both Ben and Carlos -- 6.3 Scenario 3a: Anna Asks Ben, Ben Asks Carlos, and Carlos Gives the Answer to Anna -- 6.4 Scenario 3b: Anna Asks Ben, Ben Asks Carlos, and Carlos Tells Ben, so Ben Can Tell Anna -- 7 Discussion -- 8 Limitations and Further Research -- Appendix -- Scenario 1 -- Scenario 2 -- Scenario 3a -- Scenario 3b -- References -- Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations -- 1 Introduction -- 2 Related Work -- 3 Method -- 4 Results -- 4.1 Participants -- 4.2 Use of Collaboration Tools -- 4.3 Importance Ratings -- 5 Discussion -- 5.1 RQ1: How Are Collaboration Tools Used? -- 5.2 RQ2: Which UX Aspects Do Users Find Important for Collaboration Tools? -- 5.3 On the Importance Ranking of Aspects -- 5.4 On the Stability of the Importance Rankings -- 6 Conclusion -- References -- Tracing Stress and Arousal in Virtual Reality Games Using Players' Motor and Vocal Behaviour -- 1 Introduction -- 2 State-of-the-Art -- 3 Rationales -- 4 Video Game Description -- 4.1 Game Level -- 4.2 Vocal Interaction Layer -- 4.3 Devices Used to Collect Data -- 5 Experimental Setting -- 5.1 Demographic Data of the Sample -- 5.2 Self-annotation -- 6 Methods: Model-Based Analysis -- 6.1 Stress Estimation -- 6.2 Arousal Estimation -- 6.3 Data Pre-processing -- 7 Results -- 7.1 Discussion -- 8 Conclusions -- 8.1 Final Conclusions and Further Work -- References -- Electro-oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone -- 1 Introduction -- 2 Related Work -- 3 Experiment: Physiological Signals in Response to Notification Tone -- 3.1 Task, Procedure and Participant -- 3.2 Physiological Signals -- 3.3 Result of Electro-oculogram -- 3.4 Logistic Regression Analysis to Discriminate Gazing Using iEMG.
3.5 Result of Skin Conductance Response -- 3.6 Discussion -- 4 Conclusions -- References -- Why Career Orientation is Often Difficult and How Digital Platforms Can Support Young People in This Process -- 1 Introduction -- 2 Career Orientation -- 3 Presentation of a Career Orientation Platform for Young People -- 4 Method -- 5 Results -- 5.1 Career Choice Competence -- 5.2 Difficulties in Choosing a Profession -- 5.3 Better Support for Career Guidance -- 5.4 Preferred Functional, Design and Gamification Elements -- 5.5 What Goals Should Career Guidance Websites Achieve? -- 5.6 Motivational Regulation of School Students and University Students -- 6 Discussion, Implications and Limitations -- 7 Conclusion -- References -- 3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment -- 1 Introduction -- 2 Related Works -- 2.1 Imaging and 3D Reconstruction with Drones -- 2.2 3D Reconstruction with Mirrors -- 3 Design and Fabrication of the Mirror-Mounted Drone -- 3.1 Drone Types -- 3.2 Design of the Mirror -- 3.3 Fabrication of the Mirror-Mounted Drone -- 4 Imaging and 3D Reconstruction Using the Mirror-Mounted Drone -- 4.1 Estimation of the Mirror Pose -- 4.2 3D Reconstruction Considering the Mirror Reflection -- 5 Evaluation of the Proposed Method -- 5.1 Outline of the Evaluation -- 5.2 Method -- 5.3 Results -- 6 Conclusion and Future Work -- References -- Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application -- 1 Introduction -- 2 Theory -- 3 Methods -- 3.1 Design -- 3.2 Participants -- 3.3 Facilities and Apparatus -- 3.4 Interaction Tasks -- 3.5 Procedure -- 3.6 Dependent Variables -- 4 Results -- 5 Discussion -- References -- A Bi-national Investigation of the Needs of Visually Disabled People from Mexico and Japan -- 1 Introduction.
2 Related Work -- 3 Methodology -- 4 Participants -- 4.1 Data Collection -- 5 Results -- 5.1 Thematic Analysis -- 6 Discussion -- 7 Future Work -- 8 Conclusions -- References -- A Three Level Design Study Approach to Develop a Student-Centered Learner Dashboard -- 1 Introduction -- 1.1 Background -- 1.2 Using Design Studies and UCD in the Development of LADs/LDs -- 1.3 Focus on an Iterative Approach Within the UCD Process -- 2 Methodological Approach -- 2.1 User-Centered Design -- 2.2 Key Design Study Issues to Consider -- 2.3 The Three-Level Evaluation Approach -- 3 Development and Implementation of the Learner Dashboard Based on the Three-Level Design Study -- 3.1 The Development of a Wireframe for a Learner Dashboard -- 3.2 Evaluation Based on Gestalt Laws and Fact and Interaction Problems (Level 1) -- 3.3 Evaluation Based on the Seven Interaction Principles (Level 2) -- 3.4 Performing the Eye-Tracking Procedure with Thinking Aloud (Level 3) -- 4 Summary and Discussion -- 5 Outlook -- References -- Why are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators -- 1 Introduction -- 2 Aim and Scope -- 3 Study Design -- 3.1 Step 1: Explore -- 3.2 Step 2: Analyze -- 3.3 Step 3: Evaluate -- 4 Evaluation Results -- 4.1 Part I - Fit Animation to a Given Status -- 4.2 Part II - Rank Agreement with Manufacturer Intentions -- 4.3 Part III - Fit a Status to a Given Animation -- 5 Discussion -- References -- Immediate-After Effect of Enhancement Push-Off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Gait Task -- 2.3 Motion Analysis -- 2.4 Statistical Analysis -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs.
1 Challenges in Technical Documentation.
Record Nr. UNINA-9910799494003321
Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (XVII, 362 p. 121 illus., 94 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49368-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents - Part II -- Contents - Part I -- Main Event -- I Am in Love with the Shape of You: The Effect of Mass Customization on the Human-Robot Relationship -- 1 Introduction -- 2 SARs' Morphology and Personality -- 3 Aim and Scope -- 4 Method and Study Design -- 5 Results -- 5.1 Acceptance Questionnaire -- 5.2 Thematic Analysis of the One-on-One Interactions -- 6 Discussion -- 7 Conclusion and Limitations -- References -- Eco-Design of a Smart Module to Provide Customizable and Effective Interaction for the Elderly -- 1 The Context of the Research -- 2 The Design of the Smart Module -- 2.1 The Electronic Architecture -- 2.2 The Mechanical Design -- 3 Experimental Results -- 3.1 The Scenarios -- 4 Conclusions and Future Work -- References -- Technology Enhanced Mulsemedia Learning: Insights of an Evaluation -- 1 Research Problem -- 2 Objectives -- 3 State of the Art -- 4 Methodology -- 4.1 Overview of Mulsemedia -- 4.2 Mulsemedia STEM Content -- 4.3 Mulsemedia Tools -- 5 Evaluation -- 5.1 Questionnaire -- 6 Results -- 6.1 One-Sample-Test -- 6.2 Discussion -- 6.3 Study Limitations -- 7 Conclusion -- References -- Accessible Applications to Improve the Tourist Experience -- 1 Introduction -- 2 Background and Related Work -- 2.1 Impairment Classification -- 2.2 Accessibility Guidelines for Mobile Applications -- 2.3 Accessibile Applications for Tourism -- 3 Method -- 3.1 Classification of Accessible Applications for the Tourism Sector -- 3.2 The Study -- 4 Results -- 4.1 General Questions on Mobile Apps -- 4.2 Evaluation Based on a Specific Disability -- 5 Discussion -- 6 Conclusions -- References -- An Augmented Reality Environment for Testing Cockpit Display Systems -- 1 Introduction -- 2 Visual Verification Methods for Cockpit Display Systems -- 2.1 Visual Verification of Cockpit Displays.
2.2 Manual Visual Verification -- 2.3 Automated Visual Verification with an External Display -- 2.4 Automated Visual Verification with Augmented Reality -- 3 Experiments -- 3.1 Design of the Experiments -- 3.2 Participant Information -- 3.3 Experimental Setup -- 3.4 Questionnaires -- 4 Results -- 4.1 Quantitative Results -- 4.2 Qualitative Results -- 4.3 Discussion -- 5 Conclusion -- References -- Human-Centred Digital Sovereignty: Explorative Conceptual Model and Ways Forward -- 1 Introduction -- 2 Background -- 2.1 Digital Sovereignty: The Policy Discourse -- 2.2 Digital Sovereignty in HCI -- 3 Method -- 4 Human-Centred Digital Sovereignty -- 4.1 Concept: Expressions of Sovereignty -- 4.2 Concept: Actors -- 4.3 Concept: Actions -- 4.4 Concept: Research Domains -- 5 Discussion -- 5.1 How to Use the Conceptual Model? -- 5.2 Key Challenges and Ways Forward -- 5.3 Limitations -- 6 Conclusion -- References -- MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games -- 1 Introduction -- 2 Related Works -- 3 Contribution -- 3.1 Preliminary Concepts -- 3.2 Method -- 4 Experiments -- 4.1 Experimental Protocol -- 4.2 Training Trials -- 4.3 Results -- 5 Discussion -- 5.1 Interpreting Results -- 5.2 The Impact of Training Time -- 5.3 Comparison with Related Work -- 5.4 Future Directions -- 6 Conclusions -- References -- Human-Centered AI Goals for Speech Therapy Tools -- 1 Introduction -- 2 Methodology -- 2.1 Study Design -- 2.2 Participants -- 2.3 Procedure -- 2.4 Ethical Considerations -- 3 Results -- 3.1 Goal 1: Fairness -- 3.2 Goal 2: Responsible and Accountable -- 3.3 Goal 3: Human-Centered Empowerment -- 3.4 Goal 4: Trustworthy -- 3.5 Goal 5: Privacy -- 3.6 Goal 6: Unbiased Funding -- 3.7 Goal 7: Security -- 4 Discussion -- 4.1 Goal 1: Fairness -- 4.2 Goal 2: Responsible and Accountable.
4.3 Goal 3: Human-Centered Empowerment -- 4.4 Goal 4: Trustworthy -- 4.5 Goal 5: Privacy -- 4.6 Goal 6: Unbiased Funding -- 4.7 Goal 7: Security -- 4.8 Limitations and Future Work -- 5 Conclusion -- References -- Designing a WhatsApp Inspired Healthcare Application for Older Adults: A Focus on Ease of Use -- 1 Introduction -- 2 Research Methodology -- 2.1 Phase-1 Study -- 2.2 Phase-2 Study -- 2.3 Phase-3 Study -- 3 Results -- 3.1 Results of Phase-1 Study -- 3.2 Result of Phase-2 Study -- 3.3 Result of Phase-3 Study -- 4 Discussion -- 4.1 Implications and Recommendations -- 4.2 Limitation of the Study -- 5 Conclusion -- References -- Understanding Adoption of Last Mile Electric Micromobility in Rural Areas: A Structural Equation Modeling Approach -- 1 Introduction -- 2 E-Micromobility and First and Last Mile Problems -- 3 Research Model -- 4 Data Analysis and Results -- 4.1 Demographics and Descriptive Results -- 4.2 Measurement Model -- 4.3 Structural Model -- 5 Discussion -- 6 Conclusion -- References -- Participative Development of a Learning Dashboard for Online Students Using Traditional Design Concepts -- 1 Introduction -- 2 Background -- 2.1 The Gestalt Laws -- 2.2 Factual and Interaction Problems -- 3 Method -- 3.1 Wireframe for the Learning Dashboard in the Content Area -- 3.2 Wireframe for the Learning Dashboard in the Sidebar -- 3.3 The Scope of the Study -- 4 Results -- 4.1 Evaluating the Gestalt Laws of the Content Area Wireframe (Fig. 2) -- 4.2 Evaluating the Gestalt Laws of the Sidebar Wireframe (Fig. 3) -- 4.3 Factual Problems -- 4.4 Interaction Problems -- 4.5 Bonus Task: Students Create an Alternative Solution to a Card of Their Choice Using the Gestalt Law of Proximity -- 5 Summary -- 6 Discussion -- References -- Easy Induction: A Serious Game Using Participatory Design -- 1 Introduction -- 2 Background and Related Work.
2.1 Adaption Challenges for University Freshmen -- 2.2 Participatory Design -- 2.3 Serious Game Design -- 3 Methodology -- 3.1 Double Diamond Model -- 3.2 Participatory Design Workshop -- 4 Participatory Design of the Serious Game -- 4.1 First Participatory Design Workshop: Discover and Define -- 4.2 Second Participatory Design Workshop: Develop -- 4.3 Third Participatory Design Workshop: Deliver -- 5 Design Outcome: Easy Induction -- 5.1 Game Presentations -- 5.2 Rules of Easy Induction -- 6 Evaluating Easy Induction -- 6.1 Study Design -- 6.2 Experimental Procedure -- 6.3 Measures and Scoring -- 7 Results -- 7.1 Knowledge Acquisition -- 7.2 System Usability Scale -- 7.3 User Experience -- 8 Discussion -- 8.1 Summary of Findings -- 8.2 Research Implications -- 8.3 Limitations and Future Work -- 9 Conclusion -- References -- Creating StoryLines: Participatory Design with Power Grid Operators -- 1 Introduction -- 2 Related Work -- 2.1 Adapting to Control Room Modernization -- 2.2 Operator Strategies for Managing Information -- 2.3 Information Management Tools -- 3 Preliminary Study: Identifying Operators' Needs -- 4 Inspirations from Generative Theories of Interaction -- 5 Participatory Design of StoryLines -- 6 StoryLines -- 7 Conclusion -- References -- Visual Representations for Data Analytics: User Study -- 1 Introduction -- 1.1 Related Work -- 2 Visualization Methods -- 3 User Study -- 3.1 Datasets and Pre-Processing -- 3.2 Tasks Generation Procedure and Study Flow -- 3.3 Results -- 4 Comparison with DCNN Models -- 5 Discussion and Conclusions -- References -- A Web Platform to Investigate the Relationship Between Sounds, Colors and Emotions -- 1 Introduction -- 2 Theoretical Framework -- 3 Associations Between Sound and Color -- 4 The Test -- 4.1 Sound Stimuli -- 4.2 Colors -- 4.3 The Self-Assessment Manikin -- 5 The Web Interface.
6 Early Results -- 7 Conclusion and Future Work -- References -- Continuous Time Elicitation Through Virtual Reality to Model Affect Dynamics -- 1 Introduction -- 1.1 Eliciting Affective States Through Virtual Reality -- 1.2 Modeling Dynamics in Affect Science -- 2 Experimental Design -- 2.1 How to Create Transitions? -- 2.2 How to Randomize Transitions? -- 2.3 How to Analyze Transitions? -- 3 Conclusion -- References -- Who Pays Attention to the User Experience Content Embedded in Mobile APP Reviews -- 1 Introduction -- 2 Related Studies -- 2.1 Review Helpfulness -- 2.2 Managerial Response -- 2.3 User Experience from Online Reviews -- 3 Theoretical Framework -- 3.1 Conceptualizing User Experience (UX) Richness -- 3.2 Conceptual Framework -- 4 Methodology -- 4.1 Data and Process -- 4.2 Variables -- 5 Results -- 5.1 Descriptive Statistics -- 5.2 Predicting Review Helpfulness -- 5.3 Predicting Review Response -- 5.4 Classification Analysis -- 6 Discussion -- 6.1 Theoretical Implications -- 6.2 Practical Implications -- 7 Conclusion -- Appendix A -- References -- Special Session on E3: Enhancing the Esports Experience -- Gamers' Eden: The Functioning and Role of Gaming Houses Inside the Esports Ecosystem -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 Inclusion Criteria -- 3.2 Sources -- 3.3 Disclaimer on Sources -- 3.4 Search Strategy -- 4 Findings -- 4.1 Tracing Gaming Houses' Roots and Defining Them -- 4.2 Gaming Houses as Platformised Environments -- 5 Discussion -- 6 Conclusion -- References -- The Communication Effectiveness of AI Win Prediction Applied in Esports Live Streaming: A Pilot Study -- 1 Introduction -- 2 Method -- 3 Primary Results from the Pilot Study -- 3.1 Perceived Usefulness -- 3.2 Credibility, Accuracy, and Dramatic Effects -- 3.3 The Anthropomorphic Image -- 4 Conclusion and Future Work -- References.
Using Audience Avatars to Increase Sense of Presence in Live-Streams.
Record Nr. UNISA-996574257603316
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (XVII, 362 p. 121 illus., 94 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49368-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents - Part II -- Contents - Part I -- Main Event -- I Am in Love with the Shape of You: The Effect of Mass Customization on the Human-Robot Relationship -- 1 Introduction -- 2 SARs' Morphology and Personality -- 3 Aim and Scope -- 4 Method and Study Design -- 5 Results -- 5.1 Acceptance Questionnaire -- 5.2 Thematic Analysis of the One-on-One Interactions -- 6 Discussion -- 7 Conclusion and Limitations -- References -- Eco-Design of a Smart Module to Provide Customizable and Effective Interaction for the Elderly -- 1 The Context of the Research -- 2 The Design of the Smart Module -- 2.1 The Electronic Architecture -- 2.2 The Mechanical Design -- 3 Experimental Results -- 3.1 The Scenarios -- 4 Conclusions and Future Work -- References -- Technology Enhanced Mulsemedia Learning: Insights of an Evaluation -- 1 Research Problem -- 2 Objectives -- 3 State of the Art -- 4 Methodology -- 4.1 Overview of Mulsemedia -- 4.2 Mulsemedia STEM Content -- 4.3 Mulsemedia Tools -- 5 Evaluation -- 5.1 Questionnaire -- 6 Results -- 6.1 One-Sample-Test -- 6.2 Discussion -- 6.3 Study Limitations -- 7 Conclusion -- References -- Accessible Applications to Improve the Tourist Experience -- 1 Introduction -- 2 Background and Related Work -- 2.1 Impairment Classification -- 2.2 Accessibility Guidelines for Mobile Applications -- 2.3 Accessibile Applications for Tourism -- 3 Method -- 3.1 Classification of Accessible Applications for the Tourism Sector -- 3.2 The Study -- 4 Results -- 4.1 General Questions on Mobile Apps -- 4.2 Evaluation Based on a Specific Disability -- 5 Discussion -- 6 Conclusions -- References -- An Augmented Reality Environment for Testing Cockpit Display Systems -- 1 Introduction -- 2 Visual Verification Methods for Cockpit Display Systems -- 2.1 Visual Verification of Cockpit Displays.
2.2 Manual Visual Verification -- 2.3 Automated Visual Verification with an External Display -- 2.4 Automated Visual Verification with Augmented Reality -- 3 Experiments -- 3.1 Design of the Experiments -- 3.2 Participant Information -- 3.3 Experimental Setup -- 3.4 Questionnaires -- 4 Results -- 4.1 Quantitative Results -- 4.2 Qualitative Results -- 4.3 Discussion -- 5 Conclusion -- References -- Human-Centred Digital Sovereignty: Explorative Conceptual Model and Ways Forward -- 1 Introduction -- 2 Background -- 2.1 Digital Sovereignty: The Policy Discourse -- 2.2 Digital Sovereignty in HCI -- 3 Method -- 4 Human-Centred Digital Sovereignty -- 4.1 Concept: Expressions of Sovereignty -- 4.2 Concept: Actors -- 4.3 Concept: Actions -- 4.4 Concept: Research Domains -- 5 Discussion -- 5.1 How to Use the Conceptual Model? -- 5.2 Key Challenges and Ways Forward -- 5.3 Limitations -- 6 Conclusion -- References -- MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games -- 1 Introduction -- 2 Related Works -- 3 Contribution -- 3.1 Preliminary Concepts -- 3.2 Method -- 4 Experiments -- 4.1 Experimental Protocol -- 4.2 Training Trials -- 4.3 Results -- 5 Discussion -- 5.1 Interpreting Results -- 5.2 The Impact of Training Time -- 5.3 Comparison with Related Work -- 5.4 Future Directions -- 6 Conclusions -- References -- Human-Centered AI Goals for Speech Therapy Tools -- 1 Introduction -- 2 Methodology -- 2.1 Study Design -- 2.2 Participants -- 2.3 Procedure -- 2.4 Ethical Considerations -- 3 Results -- 3.1 Goal 1: Fairness -- 3.2 Goal 2: Responsible and Accountable -- 3.3 Goal 3: Human-Centered Empowerment -- 3.4 Goal 4: Trustworthy -- 3.5 Goal 5: Privacy -- 3.6 Goal 6: Unbiased Funding -- 3.7 Goal 7: Security -- 4 Discussion -- 4.1 Goal 1: Fairness -- 4.2 Goal 2: Responsible and Accountable.
4.3 Goal 3: Human-Centered Empowerment -- 4.4 Goal 4: Trustworthy -- 4.5 Goal 5: Privacy -- 4.6 Goal 6: Unbiased Funding -- 4.7 Goal 7: Security -- 4.8 Limitations and Future Work -- 5 Conclusion -- References -- Designing a WhatsApp Inspired Healthcare Application for Older Adults: A Focus on Ease of Use -- 1 Introduction -- 2 Research Methodology -- 2.1 Phase-1 Study -- 2.2 Phase-2 Study -- 2.3 Phase-3 Study -- 3 Results -- 3.1 Results of Phase-1 Study -- 3.2 Result of Phase-2 Study -- 3.3 Result of Phase-3 Study -- 4 Discussion -- 4.1 Implications and Recommendations -- 4.2 Limitation of the Study -- 5 Conclusion -- References -- Understanding Adoption of Last Mile Electric Micromobility in Rural Areas: A Structural Equation Modeling Approach -- 1 Introduction -- 2 E-Micromobility and First and Last Mile Problems -- 3 Research Model -- 4 Data Analysis and Results -- 4.1 Demographics and Descriptive Results -- 4.2 Measurement Model -- 4.3 Structural Model -- 5 Discussion -- 6 Conclusion -- References -- Participative Development of a Learning Dashboard for Online Students Using Traditional Design Concepts -- 1 Introduction -- 2 Background -- 2.1 The Gestalt Laws -- 2.2 Factual and Interaction Problems -- 3 Method -- 3.1 Wireframe for the Learning Dashboard in the Content Area -- 3.2 Wireframe for the Learning Dashboard in the Sidebar -- 3.3 The Scope of the Study -- 4 Results -- 4.1 Evaluating the Gestalt Laws of the Content Area Wireframe (Fig. 2) -- 4.2 Evaluating the Gestalt Laws of the Sidebar Wireframe (Fig. 3) -- 4.3 Factual Problems -- 4.4 Interaction Problems -- 4.5 Bonus Task: Students Create an Alternative Solution to a Card of Their Choice Using the Gestalt Law of Proximity -- 5 Summary -- 6 Discussion -- References -- Easy Induction: A Serious Game Using Participatory Design -- 1 Introduction -- 2 Background and Related Work.
2.1 Adaption Challenges for University Freshmen -- 2.2 Participatory Design -- 2.3 Serious Game Design -- 3 Methodology -- 3.1 Double Diamond Model -- 3.2 Participatory Design Workshop -- 4 Participatory Design of the Serious Game -- 4.1 First Participatory Design Workshop: Discover and Define -- 4.2 Second Participatory Design Workshop: Develop -- 4.3 Third Participatory Design Workshop: Deliver -- 5 Design Outcome: Easy Induction -- 5.1 Game Presentations -- 5.2 Rules of Easy Induction -- 6 Evaluating Easy Induction -- 6.1 Study Design -- 6.2 Experimental Procedure -- 6.3 Measures and Scoring -- 7 Results -- 7.1 Knowledge Acquisition -- 7.2 System Usability Scale -- 7.3 User Experience -- 8 Discussion -- 8.1 Summary of Findings -- 8.2 Research Implications -- 8.3 Limitations and Future Work -- 9 Conclusion -- References -- Creating StoryLines: Participatory Design with Power Grid Operators -- 1 Introduction -- 2 Related Work -- 2.1 Adapting to Control Room Modernization -- 2.2 Operator Strategies for Managing Information -- 2.3 Information Management Tools -- 3 Preliminary Study: Identifying Operators' Needs -- 4 Inspirations from Generative Theories of Interaction -- 5 Participatory Design of StoryLines -- 6 StoryLines -- 7 Conclusion -- References -- Visual Representations for Data Analytics: User Study -- 1 Introduction -- 1.1 Related Work -- 2 Visualization Methods -- 3 User Study -- 3.1 Datasets and Pre-Processing -- 3.2 Tasks Generation Procedure and Study Flow -- 3.3 Results -- 4 Comparison with DCNN Models -- 5 Discussion and Conclusions -- References -- A Web Platform to Investigate the Relationship Between Sounds, Colors and Emotions -- 1 Introduction -- 2 Theoretical Framework -- 3 Associations Between Sound and Color -- 4 The Test -- 4.1 Sound Stimuli -- 4.2 Colors -- 4.3 The Self-Assessment Manikin -- 5 The Web Interface.
6 Early Results -- 7 Conclusion and Future Work -- References -- Continuous Time Elicitation Through Virtual Reality to Model Affect Dynamics -- 1 Introduction -- 1.1 Eliciting Affective States Through Virtual Reality -- 1.2 Modeling Dynamics in Affect Science -- 2 Experimental Design -- 2.1 How to Create Transitions? -- 2.2 How to Randomize Transitions? -- 2.3 How to Analyze Transitions? -- 3 Conclusion -- References -- Who Pays Attention to the User Experience Content Embedded in Mobile APP Reviews -- 1 Introduction -- 2 Related Studies -- 2.1 Review Helpfulness -- 2.2 Managerial Response -- 2.3 User Experience from Online Reviews -- 3 Theoretical Framework -- 3.1 Conceptualizing User Experience (UX) Richness -- 3.2 Conceptual Framework -- 4 Methodology -- 4.1 Data and Process -- 4.2 Variables -- 5 Results -- 5.1 Descriptive Statistics -- 5.2 Predicting Review Helpfulness -- 5.3 Predicting Review Response -- 5.4 Classification Analysis -- 6 Discussion -- 6.1 Theoretical Implications -- 6.2 Practical Implications -- 7 Conclusion -- Appendix A -- References -- Special Session on E3: Enhancing the Esports Experience -- Gamers' Eden: The Functioning and Role of Gaming Houses Inside the Esports Ecosystem -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 Inclusion Criteria -- 3.2 Sources -- 3.3 Disclaimer on Sources -- 3.4 Search Strategy -- 4 Findings -- 4.1 Tracing Gaming Houses' Roots and Defining Them -- 4.2 Gaming Houses as Platformised Environments -- 5 Discussion -- 6 Conclusion -- References -- The Communication Effectiveness of AI Win Prediction Applied in Esports Live Streaming: A Pilot Study -- 1 Introduction -- 2 Method -- 3 Primary Results from the Pilot Study -- 3.1 Perceived Usefulness -- 3.2 Credibility, Accuracy, and Dramatic Effects -- 3.3 The Anthropomorphic Image -- 4 Conclusion and Future Work -- References.
Using Audience Avatars to Increase Sense of Presence in Live-Streams.
Record Nr. UNINA-9910799486303321
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Enabling positive change : flow and complexity in daily experience / / Paolo Inghilleri, Giuseppe Riva, Eleonora Riva; preface by Mihaly Csikszentmihalyi Managing Editor: Aneta Przepiórka; associate editor, Pietro Cipresso; language editor, Matthew Coleshill
Enabling positive change : flow and complexity in daily experience / / Paolo Inghilleri, Giuseppe Riva, Eleonora Riva; preface by Mihaly Csikszentmihalyi Managing Editor: Aneta Przepiórka; associate editor, Pietro Cipresso; language editor, Matthew Coleshill
Autore Inghilleri P (Paolo)
Pubbl/distr/stampa Warsaw, [Poland] ; ; Berlin, [Germany] : , : De Gruyter Open, , 2014
Descrizione fisica 1 online resource (222 pages) : illustrations, tables
Disciplina 150.1988
Soggetto topico Psychology
Soggetto non controllato Cultural Artifacts
Flow of Consciousness
Identity development
Positive Psychology
Psychological Change
Subjective experience
ISBN 3-11-041024-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front matter -- Contents -- List of contributing authors -- Preface / Csikszentmihalyi, Mihaly -- Introduction: Positive Change in Global World: Creative Individuals and Complex Societies / Inghilleri, Paolo / Riva, Giuseppe / Riva, Eleonora -- 1 Phenomenology of Positive Change: Social Growth / Inghilleri, Paolo -- 2 Phenomenology of Positive Change: Personal Growth / Riva, Giuseppe -- 3 Positive Change and Positive Technology / Riva, Giuseppe / Gaggioli, Andrea -- 4 Positive Change and Networked Flow: From Creative Individuals to Creative Networks / Gaggioli, Andrea / Milani, Luca / Mazzoni, Elvis / Riva, Giuseppe -- 5 Positive change in clinical settings: flow experience in psychodynamic therapies / Riva, Eleonora / Rainisio, Nicola / Boffi, Marco -- 6 Positive Change in Environment: Aesthetics, Environmental Flowability and Well-Being / Rainisio, Nicola / Boffi, Marco / Riva, Eleonora -- 7 Positive Change and Political Participation: Well-Being as an Indicator of the Quality of Citizens' Engagement / Boffi, Marco / Riva, Eleonora / Rainisio, Nicola -- 8 Positive Change and Scholastic Education / Cavanagh, Rob / Sharnoff, David -- 9 Positive Change and Flow in Sport / Diana, Barbara / Argenton, Luca / Muzio, Marisa -- 10 Positive Change and Transgenerational Relationships in Family Business / Inghilleri, Paolo / Cesaro, Franco -- 11 Positive Change and Mentoring in Adulthood / Nakamura, Jeanne -- 12 Positive Change and Quality of Time in Daily Life / Fischman, Wendy / Barendsen, Lynn -- Author Index -- List of Figures -- List of Tables -- Index
Record Nr. UNISA-996308761403316
Inghilleri P (Paolo)  
Warsaw, [Poland] ; ; Berlin, [Germany] : , : De Gruyter Open, , 2014
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Enabling positive change : flow and complexity in daily experience / / Paolo Inghilleri, Giuseppe Riva, Eleonora Riva; preface by Mihaly Csikszentmihalyi Managing Editor: Aneta Przepiórka; associate editor, Pietro Cipresso; language editor, Matthew Coleshill
Enabling positive change : flow and complexity in daily experience / / Paolo Inghilleri, Giuseppe Riva, Eleonora Riva; preface by Mihaly Csikszentmihalyi Managing Editor: Aneta Przepiórka; associate editor, Pietro Cipresso; language editor, Matthew Coleshill
Autore Inghilleri P (Paolo)
Pubbl/distr/stampa Warsaw, [Poland] ; ; Berlin, [Germany] : , : De Gruyter Open, , 2014
Descrizione fisica 1 online resource (222 pages) : illustrations, tables
Disciplina 150.1988
Soggetto topico Psychology
Soggetto non controllato Cultural Artifacts
Flow of Consciousness
Identity development
Positive Psychology
Psychological Change
Subjective experience
ISBN 3-11-041024-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front matter -- Contents -- List of contributing authors -- Preface / Csikszentmihalyi, Mihaly -- Introduction: Positive Change in Global World: Creative Individuals and Complex Societies / Inghilleri, Paolo / Riva, Giuseppe / Riva, Eleonora -- 1 Phenomenology of Positive Change: Social Growth / Inghilleri, Paolo -- 2 Phenomenology of Positive Change: Personal Growth / Riva, Giuseppe -- 3 Positive Change and Positive Technology / Riva, Giuseppe / Gaggioli, Andrea -- 4 Positive Change and Networked Flow: From Creative Individuals to Creative Networks / Gaggioli, Andrea / Milani, Luca / Mazzoni, Elvis / Riva, Giuseppe -- 5 Positive change in clinical settings: flow experience in psychodynamic therapies / Riva, Eleonora / Rainisio, Nicola / Boffi, Marco -- 6 Positive Change in Environment: Aesthetics, Environmental Flowability and Well-Being / Rainisio, Nicola / Boffi, Marco / Riva, Eleonora -- 7 Positive Change and Political Participation: Well-Being as an Indicator of the Quality of Citizens' Engagement / Boffi, Marco / Riva, Eleonora / Rainisio, Nicola -- 8 Positive Change and Scholastic Education / Cavanagh, Rob / Sharnoff, David -- 9 Positive Change and Flow in Sport / Diana, Barbara / Argenton, Luca / Muzio, Marisa -- 10 Positive Change and Transgenerational Relationships in Family Business / Inghilleri, Paolo / Cesaro, Franco -- 11 Positive Change and Mentoring in Adulthood / Nakamura, Jeanne -- 12 Positive Change and Quality of Time in Daily Life / Fischman, Wendy / Barendsen, Lynn -- Author Index -- List of Figures -- List of Tables -- Index
Record Nr. UNINA-9910797013103321
Inghilleri P (Paolo)  
Warsaw, [Poland] ; ; Berlin, [Germany] : , : De Gruyter Open, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Enabling positive change : flow and complexity in daily experience / / Paolo Inghilleri, Giuseppe Riva, Eleonora Riva; preface by Mihaly Csikszentmihalyi Managing Editor: Aneta Przepiórka; associate editor, Pietro Cipresso; language editor, Matthew Coleshill
Enabling positive change : flow and complexity in daily experience / / Paolo Inghilleri, Giuseppe Riva, Eleonora Riva; preface by Mihaly Csikszentmihalyi Managing Editor: Aneta Przepiórka; associate editor, Pietro Cipresso; language editor, Matthew Coleshill
Autore Inghilleri P (Paolo)
Pubbl/distr/stampa Warsaw, [Poland] ; ; Berlin, [Germany] : , : De Gruyter Open, , 2014
Descrizione fisica 1 online resource (222 pages) : illustrations, tables
Disciplina 150.1988
Soggetto topico Psychology
Soggetto non controllato Cultural Artifacts
Flow of Consciousness
Identity development
Positive Psychology
Psychological Change
Subjective experience
ISBN 3-11-041024-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front matter -- Contents -- List of contributing authors -- Preface / Csikszentmihalyi, Mihaly -- Introduction: Positive Change in Global World: Creative Individuals and Complex Societies / Inghilleri, Paolo / Riva, Giuseppe / Riva, Eleonora -- 1 Phenomenology of Positive Change: Social Growth / Inghilleri, Paolo -- 2 Phenomenology of Positive Change: Personal Growth / Riva, Giuseppe -- 3 Positive Change and Positive Technology / Riva, Giuseppe / Gaggioli, Andrea -- 4 Positive Change and Networked Flow: From Creative Individuals to Creative Networks / Gaggioli, Andrea / Milani, Luca / Mazzoni, Elvis / Riva, Giuseppe -- 5 Positive change in clinical settings: flow experience in psychodynamic therapies / Riva, Eleonora / Rainisio, Nicola / Boffi, Marco -- 6 Positive Change in Environment: Aesthetics, Environmental Flowability and Well-Being / Rainisio, Nicola / Boffi, Marco / Riva, Eleonora -- 7 Positive Change and Political Participation: Well-Being as an Indicator of the Quality of Citizens' Engagement / Boffi, Marco / Riva, Eleonora / Rainisio, Nicola -- 8 Positive Change and Scholastic Education / Cavanagh, Rob / Sharnoff, David -- 9 Positive Change and Flow in Sport / Diana, Barbara / Argenton, Luca / Muzio, Marisa -- 10 Positive Change and Transgenerational Relationships in Family Business / Inghilleri, Paolo / Cesaro, Franco -- 11 Positive Change and Mentoring in Adulthood / Nakamura, Jeanne -- 12 Positive Change and Quality of Time in Daily Life / Fischman, Wendy / Barendsen, Lynn -- Author Index -- List of Figures -- List of Tables -- Index
Record Nr. UNINA-9910825625203321
Inghilleri P (Paolo)  
Warsaw, [Poland] ; ; Berlin, [Germany] : , : De Gruyter Open, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui

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