top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part I
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part I
Autore Ardito Carmelo
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2021
Descrizione fisica 1 online resource (752 pages)
Altri autori (Persone) LanzilottiRosa
MaliziaAlessio
PetrieHelen
PiccinnoAntonio
DesoldaGiuseppe
InkpenKori
Collana Lecture Notes in Computer Science
ISBN 3-030-85623-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Welcome -- Preface -- IFIP TC13 -- http://ifip-tc13.org/ -- IFIP TC13 Members -- Conference Organizing Committee -- Contents - Part I -- Keynote Speeches -- Human-Centered AI: A New Synthesis -- 1 Introduction: A New Synthesis -- References -- Multisensory Experiences: Where the Senses Meet Technology -- 1 Introduction -- 2 Defining Multisensory Experiences -- 3 Designing Multisensory Experiences -- 4 Responsible Innovation Around the Senses and Technology -- References -- Nicolas Cage is the Center of the Cybersecurity Universe -- 1 Introduction -- 1.1 ``Kevin Bacon Is the Center of the Entertainment Universe'' -- 1.2 Is Nicolas Cage the Center of the Cybersecurity Universe? -- 2 Cybersecurity Show and Tell -- 3 Nicolas Cage and Cybersecurity -- 4 Conclusions -- References -- Future Digital Challenges: Social-Emotional Skills as Critical Enablers for Good Technical Design Work -- 1 Introduction -- 1.1 Motivating the Importance of Social-Emotional-Ethical Skills for Design -- 2 Taking Social-Emotional-Ethical Skills Seriously - Challenges -- 3 The Call -- References -- POISE: A Framework for Designing Perfect Interactive Systems with and for Imperfect People -- 1 Introduction -- 2 Specificities of Interactive Systems and Their Users -- 2.1 The H-MIODMIT Generic Architecture -- 2.2 Incorporating Operators' Work -- 3 Taxonomies of Faults -- 3.1 Faults Altering the System -- 3.2 Faults Altering the Human -- 4 The Quest for Perfect Software -- 4.1 Expected Properties of Interactive Software -- 4.2 Processes Supporting the Presence of Expected Properties -- 5 Techniques and Approaches for Addressing Faults -- 5.1 Techniques for Addressing Human Faults -- 5.2 Techniques for Addressing Interactive System Faults -- 6 Conclusion and Perspectives -- References -- Affective Computing.
A Field Dependence-Independence Perspective on Eye Gaze Behavior within Affective Activities -- 1 Introduction -- 2 Background Theory -- 3 Method of Study -- 3.1 Research Questions -- 3.2 Apparatus -- 3.3 Sampling and Procedure -- 3.4 Image Set -- 3.5 Data Metrics -- 4 Analysis of Main Effects -- 4.1 Visual Exploration Time Differences Between FD vs. FI Users for Images that Trigger Different Emotional Valence (RQ1) -- 4.2 Eye Gaze Behavior Differences Between FD vs. FI Users for Images that Trigger Different Emotional Valence (RQ2) -- 5 Conclusion -- References -- A Systematic Review of Thermal and Cognitive Stress Indicators: Implications for Use Scenarios on Sensor-Based Stress Detection -- 1 Introduction -- 2 Methodology -- 3 Results -- 3.1 Results of Thermal Stressors Effects on Physiological Responses -- 3.2 Results of Combined Thermal and Cognitive Stressors Effects on Physiological Responses -- 4 Discussion -- 4.1 Thermal Stressors Effects on Physiological Responses -- 4.2 Combined Thermal and Cognitive Stressors Effects on Physiological Responses -- 4.3 Limitations -- 5 Implications of the Review Results: Three Use Scenarios -- 5.1 Work Context -- 5.2 Education Context -- 5.3 Health Context -- 5.4 Future Work: Realization of the Use Scenarios -- 6 Conclusion -- References -- Emotion Elicitation Techniques in Virtual Reality -- 1 Introduction -- 2 Background -- 2.1 Emotions and Emotion Elicitation Methods -- 2.2 Utilizing VR as a Research Platform -- 2.3 Emotion Elicitation in VR -- 2.4 Summary and Research Approach -- 3 User Study -- 3.1 Participants -- 3.2 Study Design -- 3.3 Apparatus -- 3.4 Study Procedure -- 4 Results -- 4.1 Correlations Between Emotions and Personality, Age, Gender, and VR Experience -- 4.2 Emotions Between the Real World and the Virtual World -- 4.3 Emotion Elicitation Methods -- 4.4 Lasting Effects of Emotions.
4.5 Participants' Perspective -- 5 Discussion -- 5.1 Elicitation Methods in VR -- 5.2 Elicited Emotions -- 5.3 The Lasting Effects of the Elicited Emotions -- 5.4 Lessons Learned -- 5.5 Limitations and Future Work -- 6 Conclusion -- References -- Expanding Affective Computing Paradigms Through Animistic Design Principles -- 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Procedure -- 4 Results -- 4.1 Interview Results -- 4.2 Prototyping Results -- 4.3 Focus Group Results -- 5 Discussion -- 6 Conclusion -- References -- Assistive Technology for Cognition and Neurodevelopmental Disorders -- AI-Based Clinical Decision Support Tool on Mobile Devices for Neurodegenerative Diseases -- 1 Introduction -- 2 Related Work -- 2.1 Dementia -- 2.2 Assessment of Cognitive Functioning -- 3 Acquisition Protocol -- 4 Implemented Tasks -- 4.1 Preliminary Tests -- 4.2 Attention Matrix -- 4.3 Dots Connect -- 4.4 Geometrical Figure Copying Task -- 4.5 Copy and Trace of Archimedes' Spiral -- 4.6 "l" and "e" Sequence -- 4.7 Repeat the Indicated Word Aloud -- 4.8 Description of the Content of an Image -- 5 Usability Tests -- 6 Conclusion and Future Remarks -- References -- COBO: A Card-Based Toolkit for Co-Designing Smart Outdoor Experiences with People with Intellectual Disability -- 1 Introduction -- 2 Rationale and Background -- 2.1 Tangible User Interfaces for People with ID -- 2.2 Co-design Toolkits -- 2.3 SNaP -- 3 Design Process -- 3.1 Workshop 1: Familiarization with the Game -- 3.2 Online Survey with Special-Education Professionals -- 3.3 Interview with Special-Education Professionals -- 3.4 Workshop 2: Gaining Feedback on the Extensions -- 3.5 Outcomes -- 4 COBO -- 5 Remote Exploratory Study -- 6 Discussion -- 6.1 Limitations -- 7 Conclusions and Future Work -- References -- Digital Producers with Cognitive Disabilities -- 1 Introduction.
2 Background -- 2.1 Cognitive Disabilities -- 2.2 Cognitive Disability and Digital Technology-A Call for Participatory Support Strategies -- 3 Participatory Video Tutorials -- 3.1 Ethical and Methodological Study Design -- 3.2 Participatory Video Tutorial Production Sessions -- 4 Results -- 4.1 Setting the Stage for Professional Production -- 4.2 Embracing Multiple Production Strategies -- 4.3 Sharing Digital Production -- 5 Discussion -- 5.1 Principles for Participatory Video Tutorials -- 5.2 Challenges for Participatory Video Tutorials as Support Strategies -- 6 Conclusions -- References -- Dot-to-Dot: Pre-reading Assessment of Literacy Risk via a Visual-Motor Mechanism on Touchscreen Devices -- 1 Introduction -- 2 Related Work -- 2.1 Possible Causes for Reading Difficulties -- 2.2 Early Identification of Dyslexia -- 2.3 Dyslexia Screening Tools for Pre-schoolers -- 2.4 Digital Tools for Cognitive Assessments -- 3 The Design of Dot-to-Dot Task -- 4 User Study -- 4.1 Participants -- 4.2 Apparatus -- 4.3 Input Conditions -- 4.4 Procedure -- 4.5 Data and Analysis -- 4.6 Findings -- 5 Discussion -- 5.1 Relevance to Literacy-Related Factors -- 5.2 Feasibility as a Pre-reading Assessment Mechanism -- 5.3 Limitations and Future Work -- 6 Conclusion -- References -- Exploring the Acceptability of Graphical Passwords for People with Dyslexia -- 1 Introduction -- 2 Background -- 2.1 Computer Users with Dyslexia -- 2.2 User Authentication and Graphical Passwords -- 2.3 Design -- 2.4 Materials -- 2.5 Procedure -- 2.6 Data Analysis -- 3 Results -- 3.1 Poor Password Management Behaviours -- 3.2 System Familiarity -- 3.3 Patterns -- 3.4 Effort -- 4 Discussion -- 4.1 Pattern-Based Code Composition -- 4.2 Conclusion -- References -- IntraVox: A Personalized Human Voice to Support Users with Complex Needs in Smart Homes -- 1 Introduction -- 2 Background.
3 Development Process -- 3.1 Requirements Gatherings -- 3.2 System Explorations -- 3.3 Prototype Interviews -- 4 IntraVox -- 4.1 Proof-of-Concept -- 4.2 First Validation Workshop -- 4.3 Second Validation Workshop -- 4.4 Integrated System -- 4.5 Online Evaluation Workshops -- 5 Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- LIFT: An eLearning Introduction to Web Search for Young Adults with Intellectual Disability in Sri Lanka -- 1 Introduction -- 2 Background and Related Work -- 2.1 Intellectual Disability Definition and the Context of Sri Lanka -- 2.2 ELearning for People with Intellectual Disability -- 3 Methodology -- 3.1 The eLearning Tool - LIFT -- 3.2 Participants and Their Context -- 3.3 Procedure -- 3.4 Data Collection -- 4 Findings -- 4.1 Effectiveness -- 4.2 Engagement -- 4.3 Satisfaction -- 5 Discussion -- 5.1 ICT for Learning ICT -- 5.2 Training Supporters -- 5.3 The Benefit of the Accessible eLearning Tool Integrating Mental Models -- 6 Limitations and Implications for Future Research -- 7 Conclusion and Recommendations -- References -- Social Robots in Learning Experiences of Adults with Intellectual Disability: An Exploratory Study -- 1 Introduction -- 2 Related Work -- 2.1 Human Robot Interaction -- 2.2 Social Robots and Education -- 2.3 Social Robots and Intellectual Disability -- 2.4 Social Robots and Support Workers or Caregivers -- 2.5 Social Robots - Embodiment and Anthropomorphism -- 3 Methodology -- 3.1 Overview -- 3.2 Apparatus -- 3.3 Participants -- 3.4 Applications -- 3.5 Qualitative Data -- 4 Findings -- 4.1 Overview of Findings -- 4.2 Researcher Observations of Participants with Intellectual Disability -- 4.3 Support Worker Perspectives -- 4.4 Application Structure and Design -- 5 Discussion -- 5.1 Social Nature of the Robot and Physical Presence -- 5.2 Applicability to Support Centers Context.
5.3 Avenues for Future Research.
Record Nr. UNINA-9910495218403321
Ardito Carmelo  
Cham : , : Springer International Publishing AG, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part II
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part II
Autore Ardito Carmelo
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2021
Descrizione fisica 1 online resource (689 pages)
Altri autori (Persone) LanzilottiRosa
MaliziaAlessio
PetrieHelen
PiccinnoAntonio
DesoldaGiuseppe
InkpenKori
Collana Lecture Notes in Computer Science
ISBN 3-030-85616-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Welcome -- Preface -- IFIP TC13 -- http://ifip-tc13.org/ -- IFIP TC13 Members -- Conference Organizing Committee -- Contents - Part II -- COVID-19 and HCI -- Addressing the Challenges of COVID-19 Social Distancing Through Passive Wi-Fi and Ubiquitous Analytics: A Real World Deployment -- 1 Introduction -- 1.1 Contributions and Research Questions -- 2 Related Work -- 2.1 Feedback via Voluntary Walk-Up Systems -- 2.2 Citizen Science -- 3 Data and Deployment -- 3.1 Passive Wi-Fi Data Gathering -- 3.2 Dashboard and Web Plugins -- 3.3 Mobile Application -- 3.4 In Situ Survey -- 3.5 Deployment -- 4 Results -- 4.1 Passive Wi-Fi Ground Truth Validation -- 4.2 In Situ Survey -- 5 Discussion -- 6 Conclusion -- References -- Hanging Out Online: Social Life During the Pandemic -- 1 Introduction -- 2 Related Work -- 2.1 Being Together Online -- 2.2 Configuring Identity -- 2.3 Shared Experiences -- 3 Methodology -- 4 Findings -- 4.1 Spontaneity of Social Interaction -- 4.2 Shifts in Context and Social Accessibility -- 4.3 Negotiating Intimacy -- 4.4 Adjusting to Lockdown -- 5 Discussion -- References -- Investigating Italian Citizens' Attitudes Towards Immuni, the Italian Contact Tracing App -- 1 Introduction -- 2 Related Work -- 3 Immuni -- 4 Methods -- 4.1 Data Collection -- 4.2 Data Analysis -- 5 Results -- 5.1 Users' Overall Evaluation of the App -- 5.2 Cues to Action -- 5.3 Immuni's Usability -- 6 Discussion -- References -- Social Companion Robots to Reduce Isolation: A Perception Change Due to COVID-19 -- 1 Introduction -- 2 Background -- 3 Experiment -- 3.1 Methodology -- 3.2 Procedure -- 3.3 Participants -- 4 Results -- 4.1 COVID-19 and Perception Change -- 4.2 Preferred Tasks for a Companion Robot -- 4.3 Important Elements for a Companion Robot -- 4.4 Preferred Appearance of a Companion Robot.
4.5 Personality Traits and Adapting to COVID-19 -- 5 Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Crowdsourcing Methods in HCI -- BubbleVideo: Supporting Small Group Interactions in Online Conferences -- 1 Introduction -- 2 Alternative Approaches to Online Conferencing -- 3 Requirements for Small Group Interaction -- 4 BubbleVideo Prototype -- 5 Conclusions -- References -- Comparing Performance Models for Bivariate Pointing Through a Crowdsourced Experiment -- 1 Introduction -- 2 Related Work -- 2.1 Fitts' Law and Modified Versions for Bivariate Pointing -- 2.2 Crowdsourced Studies on GUI Tasks and Model Evaluations -- 3 Experiment -- 3.1 Task, Design, and Procedure -- 3.2 Participants and Recruitment -- 4 Results -- 4.1 Outlier Data Screening -- 4.2 Analyses of Dependent Variables -- 4.3 Canonical Analysis -- 4.4 Model Fitness -- 4.5 Answers to the Free-Form Questionnaire -- 4.6 Discussion on Model Fitness -- 5 Simulation of Sample Size Effect on Model Fitness -- 6 General Discussion -- 6.1 Benefits of Using Crowdsourcing for Model Comparison -- 6.2 Limitations and Future Work -- 7 Conclusion -- References -- Older Adults' Motivation and Engagement with Diverse Crowdsourcing Citizen Science Tasks -- 1 Introduction and Related Works -- 2 Methods -- 3 Results and Discussion -- 3.1 Participants -- 3.2 Performance and Feedback -- 3.3 Evaluation of Tasks -- 3.4 Motivation -- 4 Conclusions -- References -- Quality Assessment of Crowdwork via Eye Gaze: Towards Adaptive Personalized Crowdsourcing -- 1 Introduction -- 2 Related Work -- 3 Proposed Methods -- 3.1 Method with Handcrafted Features -- 3.2 Method with Features Generated by Self-supervised Learning -- 4 Datasets -- 5 Experiments -- 5.1 Experimental Conditions -- 5.2 Results -- 6 Conclusion and Future Work -- References -- Design for Automotive Interfaces.
Designing for a Convenient In-Car Passenger Experience: A Repertory Grid Study -- 1 Introduction -- 2 Related Work -- 2.1 Passenger Convenience -- 2.2 Supporting Passenger Experience -- 2.3 Repertory Grid Methodology -- 3 Method Choice and Study -- 3.1 Elements and Constructs -- 3.2 Participants -- 3.3 Procedure -- 3.4 Analysis of the Interview Results -- 4 Results -- 4.1 Overview About the Elicited Constructs -- 4.2 Passengers' Most Convenient Ride -- 5 Discussion and Design Recommendations for a Convenient In-Car Passenger Experience -- 6 Conclusion -- References -- Exploring Application Opportunities for Smart Vehicles in the Continuous Interaction Space Inside and Outside the Vehicle -- 1 Introduction -- 2 Related Work -- 2.1 Interactions with Smart Vehicles -- 2.2 Proxemic Interactions and Smart Vehicles -- 3 Applications in the Continuous Interaction Space Inside and Outside the Vehicle -- 4 Discussion -- 5 Conclusion -- References -- Smart Vehicle Proxemics: A Conceptual Framework Operationalizing Proxemics in the Context of Outside-the-Vehicle Interactions -- 1 Introduction -- 2 Related Work -- 2.1 Smart, Connected Vehicles -- 2.2 Interactions Inside the Vehicle -- 2.3 Interacting with the Vehicle from a Distance -- 2.4 Proxemic Interactions -- 2.5 Summary -- 3 Smart Vehicle Proxemics Framework -- 4 User Study: Understanding Drivers' Outside-of-Vehicle Interactions Across the Framework Dimensions -- 4.1 Participants -- 4.2 Task -- 4.3 Design -- 5 Results -- 5.1 Characterization of the Sample of Participants -- 5.2 Preferences for Information to Receive from the Vehicle at Different Proximity Zones -- 5.3 Preferences for Vehicle Functions to Control at Different Proximity Zones -- 5.4 Preferences for Devices for Outside-the-Vehicle Interactions -- 6 Discussion.
6.1 Using the Framework and Findings of Our Study to Inform Interaction Design for Smart Vehicles -- 6.2 Smart Vehicle Proxemics as Part of Proxemic Interactions -- 6.3 The Dichotomy and Complementarity of Inside-the-Vehicle and Outside-the-Vehicle Interactions -- 6.4 Pro-active Smart Vehicles and Proximity-Awareness -- 7 Conclusion -- References -- Design Methods -- Advanced Kidney Disease Patient Portal: Implementation and Evaluation with Haemodialysis Patients -- 1 Introduction -- 2 Background -- 3 Related Work -- 4 Methodology -- 4.1 Recruitment of Participants -- 4.2 Data Collection -- 4.3 Data Analysis -- 5 Results -- 5.1 System Usability Scale (SUS) Scores -- 5.2 Thematic Analysis of Requirements for Patient Portal -- 5.3 Formal Design Requirements -- 6 Discussion -- 7 Conclusion -- References -- Digital Work Environment Rounds - Systematic Inspections of Usability Supported by the Legislation -- 1 Introduction -- 2 Theory and Related Work -- 2.1 Computer Supported Work and Cooperative Design -- 2.2 Work Environment and Computer Systems Development and Use -- 2.3 Relationship to Legislation: Case Swedish Work Environment Law -- 2.4 Systematic Work Environment Management -- 2.5 Digital Work Environment -- 2.6 IT Protection Rounds -- 2.7 Standardizing the IT Protection Round -- 3 Method -- 3.1 Action Research -- 3.2 Case Specific Details -- 3.3 Activities to Customize the Method to the Organization -- 3.4 Digital Work Environment Rounds -- 4 Results -- 4.1 Revised List of Criteria Adapted to the Organization -- 4.2 Prioritized Findings from the Digital Work Environment Round -- 4.3 Assessing the Potential Time Savings if the System Would Work in an Optimal Fashion. -- 4.4 Assessing the Digital Work Environment Round from the User Perspective -- 4.5 Integrating the Digital Work Environment Round into the Systematic Work Environment Management.
5 Discussion -- 5.1 The Importance of Legislation -- 5.2 Making Use of the Mandated Systematic Work Environment Management -- 5.3 The Importance of Standardization -- 5.4 Contributions to HCI -- 6 Conclusion -- References -- Facilitating User Involvement in a Large IT Project: A Comparison of Facilitators' Perspectives on Process, Role and Personal Practice -- 1 Introduction -- 2 Background: Facilitation of Participatory Design Activities -- 3 The Case -- 3.1 The Project -- 3.2 The Facilitated Participatory Activities -- 4 Methods -- 4.1 Interviews -- 4.2 Complementary Field Observations -- 4.3 Data Collection and Data Analysis -- 5 Results -- 5.1 Facilitator 1 -- 5.2 Facilitator 2 -- 5.3 Facilitator 3 -- 6 Comparing the Facilitators' Perspectives -- 6.1 Process -- 6.2 Role -- 6.3 Practice -- 7 Implications: Towards a Co-reflective Facilitation Practice -- 8 Methodological Considerations -- 9 Summary and Concluding Remarks -- References -- Focus, Structure, Reflection! Integrating User-Centred Design and Design Sprint -- 1 Introduction -- 2 Related Research -- 2.1 User-Centred Design and Design Sprints Education -- 2.2 Integrating UCD in Design Methods -- 3 Course Development -- 3.1 Background of the Course -- 3.2 Course Structure -- 4 Methods -- 4.1 Data Collection -- 4.2 Data Analysis -- 5 Results -- 5.1 Weekly Feedback on the Course -- 5.2 Feedback on the Methods Used -- 5.3 Feedback on the Processes as a Whole -- 6 Discussion and Conclusions -- 6.1 An Integrated UCD and GDS Process -- 6.2 Recommendations for Teaching User-Centred Design Sprint -- 7 Limitations and Future Work -- References -- How HCI Interprets Service Design: A Systematic Literature Review -- 1 Introduction -- 2 Service Design and Its Adoption in HCI -- 3 Systematic Literature Review -- 3.1 Search Strategy -- 3.2 Article Screening -- 3.3 Analysis -- 4 Results.
4.1 Overview of Service Design Adoptions.
Record Nr. UNISA-996464527303316
Ardito Carmelo  
Cham : , : Springer International Publishing AG, , 2021
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part I
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part I
Autore Ardito Carmelo
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2021
Descrizione fisica 1 online resource (752 pages)
Altri autori (Persone) LanzilottiRosa
MaliziaAlessio
PetrieHelen
PiccinnoAntonio
DesoldaGiuseppe
InkpenKori
Collana Lecture Notes in Computer Science
ISBN 3-030-85623-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Welcome -- Preface -- IFIP TC13 -- http://ifip-tc13.org/ -- IFIP TC13 Members -- Conference Organizing Committee -- Contents - Part I -- Keynote Speeches -- Human-Centered AI: A New Synthesis -- 1 Introduction: A New Synthesis -- References -- Multisensory Experiences: Where the Senses Meet Technology -- 1 Introduction -- 2 Defining Multisensory Experiences -- 3 Designing Multisensory Experiences -- 4 Responsible Innovation Around the Senses and Technology -- References -- Nicolas Cage is the Center of the Cybersecurity Universe -- 1 Introduction -- 1.1 ``Kevin Bacon Is the Center of the Entertainment Universe'' -- 1.2 Is Nicolas Cage the Center of the Cybersecurity Universe? -- 2 Cybersecurity Show and Tell -- 3 Nicolas Cage and Cybersecurity -- 4 Conclusions -- References -- Future Digital Challenges: Social-Emotional Skills as Critical Enablers for Good Technical Design Work -- 1 Introduction -- 1.1 Motivating the Importance of Social-Emotional-Ethical Skills for Design -- 2 Taking Social-Emotional-Ethical Skills Seriously - Challenges -- 3 The Call -- References -- POISE: A Framework for Designing Perfect Interactive Systems with and for Imperfect People -- 1 Introduction -- 2 Specificities of Interactive Systems and Their Users -- 2.1 The H-MIODMIT Generic Architecture -- 2.2 Incorporating Operators' Work -- 3 Taxonomies of Faults -- 3.1 Faults Altering the System -- 3.2 Faults Altering the Human -- 4 The Quest for Perfect Software -- 4.1 Expected Properties of Interactive Software -- 4.2 Processes Supporting the Presence of Expected Properties -- 5 Techniques and Approaches for Addressing Faults -- 5.1 Techniques for Addressing Human Faults -- 5.2 Techniques for Addressing Interactive System Faults -- 6 Conclusion and Perspectives -- References -- Affective Computing.
A Field Dependence-Independence Perspective on Eye Gaze Behavior within Affective Activities -- 1 Introduction -- 2 Background Theory -- 3 Method of Study -- 3.1 Research Questions -- 3.2 Apparatus -- 3.3 Sampling and Procedure -- 3.4 Image Set -- 3.5 Data Metrics -- 4 Analysis of Main Effects -- 4.1 Visual Exploration Time Differences Between FD vs. FI Users for Images that Trigger Different Emotional Valence (RQ1) -- 4.2 Eye Gaze Behavior Differences Between FD vs. FI Users for Images that Trigger Different Emotional Valence (RQ2) -- 5 Conclusion -- References -- A Systematic Review of Thermal and Cognitive Stress Indicators: Implications for Use Scenarios on Sensor-Based Stress Detection -- 1 Introduction -- 2 Methodology -- 3 Results -- 3.1 Results of Thermal Stressors Effects on Physiological Responses -- 3.2 Results of Combined Thermal and Cognitive Stressors Effects on Physiological Responses -- 4 Discussion -- 4.1 Thermal Stressors Effects on Physiological Responses -- 4.2 Combined Thermal and Cognitive Stressors Effects on Physiological Responses -- 4.3 Limitations -- 5 Implications of the Review Results: Three Use Scenarios -- 5.1 Work Context -- 5.2 Education Context -- 5.3 Health Context -- 5.4 Future Work: Realization of the Use Scenarios -- 6 Conclusion -- References -- Emotion Elicitation Techniques in Virtual Reality -- 1 Introduction -- 2 Background -- 2.1 Emotions and Emotion Elicitation Methods -- 2.2 Utilizing VR as a Research Platform -- 2.3 Emotion Elicitation in VR -- 2.4 Summary and Research Approach -- 3 User Study -- 3.1 Participants -- 3.2 Study Design -- 3.3 Apparatus -- 3.4 Study Procedure -- 4 Results -- 4.1 Correlations Between Emotions and Personality, Age, Gender, and VR Experience -- 4.2 Emotions Between the Real World and the Virtual World -- 4.3 Emotion Elicitation Methods -- 4.4 Lasting Effects of Emotions.
4.5 Participants' Perspective -- 5 Discussion -- 5.1 Elicitation Methods in VR -- 5.2 Elicited Emotions -- 5.3 The Lasting Effects of the Elicited Emotions -- 5.4 Lessons Learned -- 5.5 Limitations and Future Work -- 6 Conclusion -- References -- Expanding Affective Computing Paradigms Through Animistic Design Principles -- 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Procedure -- 4 Results -- 4.1 Interview Results -- 4.2 Prototyping Results -- 4.3 Focus Group Results -- 5 Discussion -- 6 Conclusion -- References -- Assistive Technology for Cognition and Neurodevelopmental Disorders -- AI-Based Clinical Decision Support Tool on Mobile Devices for Neurodegenerative Diseases -- 1 Introduction -- 2 Related Work -- 2.1 Dementia -- 2.2 Assessment of Cognitive Functioning -- 3 Acquisition Protocol -- 4 Implemented Tasks -- 4.1 Preliminary Tests -- 4.2 Attention Matrix -- 4.3 Dots Connect -- 4.4 Geometrical Figure Copying Task -- 4.5 Copy and Trace of Archimedes' Spiral -- 4.6 "l" and "e" Sequence -- 4.7 Repeat the Indicated Word Aloud -- 4.8 Description of the Content of an Image -- 5 Usability Tests -- 6 Conclusion and Future Remarks -- References -- COBO: A Card-Based Toolkit for Co-Designing Smart Outdoor Experiences with People with Intellectual Disability -- 1 Introduction -- 2 Rationale and Background -- 2.1 Tangible User Interfaces for People with ID -- 2.2 Co-design Toolkits -- 2.3 SNaP -- 3 Design Process -- 3.1 Workshop 1: Familiarization with the Game -- 3.2 Online Survey with Special-Education Professionals -- 3.3 Interview with Special-Education Professionals -- 3.4 Workshop 2: Gaining Feedback on the Extensions -- 3.5 Outcomes -- 4 COBO -- 5 Remote Exploratory Study -- 6 Discussion -- 6.1 Limitations -- 7 Conclusions and Future Work -- References -- Digital Producers with Cognitive Disabilities -- 1 Introduction.
2 Background -- 2.1 Cognitive Disabilities -- 2.2 Cognitive Disability and Digital Technology-A Call for Participatory Support Strategies -- 3 Participatory Video Tutorials -- 3.1 Ethical and Methodological Study Design -- 3.2 Participatory Video Tutorial Production Sessions -- 4 Results -- 4.1 Setting the Stage for Professional Production -- 4.2 Embracing Multiple Production Strategies -- 4.3 Sharing Digital Production -- 5 Discussion -- 5.1 Principles for Participatory Video Tutorials -- 5.2 Challenges for Participatory Video Tutorials as Support Strategies -- 6 Conclusions -- References -- Dot-to-Dot: Pre-reading Assessment of Literacy Risk via a Visual-Motor Mechanism on Touchscreen Devices -- 1 Introduction -- 2 Related Work -- 2.1 Possible Causes for Reading Difficulties -- 2.2 Early Identification of Dyslexia -- 2.3 Dyslexia Screening Tools for Pre-schoolers -- 2.4 Digital Tools for Cognitive Assessments -- 3 The Design of Dot-to-Dot Task -- 4 User Study -- 4.1 Participants -- 4.2 Apparatus -- 4.3 Input Conditions -- 4.4 Procedure -- 4.5 Data and Analysis -- 4.6 Findings -- 5 Discussion -- 5.1 Relevance to Literacy-Related Factors -- 5.2 Feasibility as a Pre-reading Assessment Mechanism -- 5.3 Limitations and Future Work -- 6 Conclusion -- References -- Exploring the Acceptability of Graphical Passwords for People with Dyslexia -- 1 Introduction -- 2 Background -- 2.1 Computer Users with Dyslexia -- 2.2 User Authentication and Graphical Passwords -- 2.3 Design -- 2.4 Materials -- 2.5 Procedure -- 2.6 Data Analysis -- 3 Results -- 3.1 Poor Password Management Behaviours -- 3.2 System Familiarity -- 3.3 Patterns -- 3.4 Effort -- 4 Discussion -- 4.1 Pattern-Based Code Composition -- 4.2 Conclusion -- References -- IntraVox: A Personalized Human Voice to Support Users with Complex Needs in Smart Homes -- 1 Introduction -- 2 Background.
3 Development Process -- 3.1 Requirements Gatherings -- 3.2 System Explorations -- 3.3 Prototype Interviews -- 4 IntraVox -- 4.1 Proof-of-Concept -- 4.2 First Validation Workshop -- 4.3 Second Validation Workshop -- 4.4 Integrated System -- 4.5 Online Evaluation Workshops -- 5 Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- LIFT: An eLearning Introduction to Web Search for Young Adults with Intellectual Disability in Sri Lanka -- 1 Introduction -- 2 Background and Related Work -- 2.1 Intellectual Disability Definition and the Context of Sri Lanka -- 2.2 ELearning for People with Intellectual Disability -- 3 Methodology -- 3.1 The eLearning Tool - LIFT -- 3.2 Participants and Their Context -- 3.3 Procedure -- 3.4 Data Collection -- 4 Findings -- 4.1 Effectiveness -- 4.2 Engagement -- 4.3 Satisfaction -- 5 Discussion -- 5.1 ICT for Learning ICT -- 5.2 Training Supporters -- 5.3 The Benefit of the Accessible eLearning Tool Integrating Mental Models -- 6 Limitations and Implications for Future Research -- 7 Conclusion and Recommendations -- References -- Social Robots in Learning Experiences of Adults with Intellectual Disability: An Exploratory Study -- 1 Introduction -- 2 Related Work -- 2.1 Human Robot Interaction -- 2.2 Social Robots and Education -- 2.3 Social Robots and Intellectual Disability -- 2.4 Social Robots and Support Workers or Caregivers -- 2.5 Social Robots - Embodiment and Anthropomorphism -- 3 Methodology -- 3.1 Overview -- 3.2 Apparatus -- 3.3 Participants -- 3.4 Applications -- 3.5 Qualitative Data -- 4 Findings -- 4.1 Overview of Findings -- 4.2 Researcher Observations of Participants with Intellectual Disability -- 4.3 Support Worker Perspectives -- 4.4 Application Structure and Design -- 5 Discussion -- 5.1 Social Nature of the Robot and Physical Presence -- 5.2 Applicability to Support Centers Context.
5.3 Avenues for Future Research.
Record Nr. UNISA-996464488503316
Ardito Carmelo  
Cham : , : Springer International Publishing AG, , 2021
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part II
Human-Computer Interaction - INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 - September 3, 2021, Proceedings, Part II
Autore Ardito Carmelo
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2021
Descrizione fisica 1 online resource (689 pages)
Altri autori (Persone) LanzilottiRosa
MaliziaAlessio
PetrieHelen
PiccinnoAntonio
DesoldaGiuseppe
InkpenKori
Collana Lecture Notes in Computer Science
ISBN 3-030-85616-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Welcome -- Preface -- IFIP TC13 -- http://ifip-tc13.org/ -- IFIP TC13 Members -- Conference Organizing Committee -- Contents - Part II -- COVID-19 and HCI -- Addressing the Challenges of COVID-19 Social Distancing Through Passive Wi-Fi and Ubiquitous Analytics: A Real World Deployment -- 1 Introduction -- 1.1 Contributions and Research Questions -- 2 Related Work -- 2.1 Feedback via Voluntary Walk-Up Systems -- 2.2 Citizen Science -- 3 Data and Deployment -- 3.1 Passive Wi-Fi Data Gathering -- 3.2 Dashboard and Web Plugins -- 3.3 Mobile Application -- 3.4 In Situ Survey -- 3.5 Deployment -- 4 Results -- 4.1 Passive Wi-Fi Ground Truth Validation -- 4.2 In Situ Survey -- 5 Discussion -- 6 Conclusion -- References -- Hanging Out Online: Social Life During the Pandemic -- 1 Introduction -- 2 Related Work -- 2.1 Being Together Online -- 2.2 Configuring Identity -- 2.3 Shared Experiences -- 3 Methodology -- 4 Findings -- 4.1 Spontaneity of Social Interaction -- 4.2 Shifts in Context and Social Accessibility -- 4.3 Negotiating Intimacy -- 4.4 Adjusting to Lockdown -- 5 Discussion -- References -- Investigating Italian Citizens' Attitudes Towards Immuni, the Italian Contact Tracing App -- 1 Introduction -- 2 Related Work -- 3 Immuni -- 4 Methods -- 4.1 Data Collection -- 4.2 Data Analysis -- 5 Results -- 5.1 Users' Overall Evaluation of the App -- 5.2 Cues to Action -- 5.3 Immuni's Usability -- 6 Discussion -- References -- Social Companion Robots to Reduce Isolation: A Perception Change Due to COVID-19 -- 1 Introduction -- 2 Background -- 3 Experiment -- 3.1 Methodology -- 3.2 Procedure -- 3.3 Participants -- 4 Results -- 4.1 COVID-19 and Perception Change -- 4.2 Preferred Tasks for a Companion Robot -- 4.3 Important Elements for a Companion Robot -- 4.4 Preferred Appearance of a Companion Robot.
4.5 Personality Traits and Adapting to COVID-19 -- 5 Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Crowdsourcing Methods in HCI -- BubbleVideo: Supporting Small Group Interactions in Online Conferences -- 1 Introduction -- 2 Alternative Approaches to Online Conferencing -- 3 Requirements for Small Group Interaction -- 4 BubbleVideo Prototype -- 5 Conclusions -- References -- Comparing Performance Models for Bivariate Pointing Through a Crowdsourced Experiment -- 1 Introduction -- 2 Related Work -- 2.1 Fitts' Law and Modified Versions for Bivariate Pointing -- 2.2 Crowdsourced Studies on GUI Tasks and Model Evaluations -- 3 Experiment -- 3.1 Task, Design, and Procedure -- 3.2 Participants and Recruitment -- 4 Results -- 4.1 Outlier Data Screening -- 4.2 Analyses of Dependent Variables -- 4.3 Canonical Analysis -- 4.4 Model Fitness -- 4.5 Answers to the Free-Form Questionnaire -- 4.6 Discussion on Model Fitness -- 5 Simulation of Sample Size Effect on Model Fitness -- 6 General Discussion -- 6.1 Benefits of Using Crowdsourcing for Model Comparison -- 6.2 Limitations and Future Work -- 7 Conclusion -- References -- Older Adults' Motivation and Engagement with Diverse Crowdsourcing Citizen Science Tasks -- 1 Introduction and Related Works -- 2 Methods -- 3 Results and Discussion -- 3.1 Participants -- 3.2 Performance and Feedback -- 3.3 Evaluation of Tasks -- 3.4 Motivation -- 4 Conclusions -- References -- Quality Assessment of Crowdwork via Eye Gaze: Towards Adaptive Personalized Crowdsourcing -- 1 Introduction -- 2 Related Work -- 3 Proposed Methods -- 3.1 Method with Handcrafted Features -- 3.2 Method with Features Generated by Self-supervised Learning -- 4 Datasets -- 5 Experiments -- 5.1 Experimental Conditions -- 5.2 Results -- 6 Conclusion and Future Work -- References -- Design for Automotive Interfaces.
Designing for a Convenient In-Car Passenger Experience: A Repertory Grid Study -- 1 Introduction -- 2 Related Work -- 2.1 Passenger Convenience -- 2.2 Supporting Passenger Experience -- 2.3 Repertory Grid Methodology -- 3 Method Choice and Study -- 3.1 Elements and Constructs -- 3.2 Participants -- 3.3 Procedure -- 3.4 Analysis of the Interview Results -- 4 Results -- 4.1 Overview About the Elicited Constructs -- 4.2 Passengers' Most Convenient Ride -- 5 Discussion and Design Recommendations for a Convenient In-Car Passenger Experience -- 6 Conclusion -- References -- Exploring Application Opportunities for Smart Vehicles in the Continuous Interaction Space Inside and Outside the Vehicle -- 1 Introduction -- 2 Related Work -- 2.1 Interactions with Smart Vehicles -- 2.2 Proxemic Interactions and Smart Vehicles -- 3 Applications in the Continuous Interaction Space Inside and Outside the Vehicle -- 4 Discussion -- 5 Conclusion -- References -- Smart Vehicle Proxemics: A Conceptual Framework Operationalizing Proxemics in the Context of Outside-the-Vehicle Interactions -- 1 Introduction -- 2 Related Work -- 2.1 Smart, Connected Vehicles -- 2.2 Interactions Inside the Vehicle -- 2.3 Interacting with the Vehicle from a Distance -- 2.4 Proxemic Interactions -- 2.5 Summary -- 3 Smart Vehicle Proxemics Framework -- 4 User Study: Understanding Drivers' Outside-of-Vehicle Interactions Across the Framework Dimensions -- 4.1 Participants -- 4.2 Task -- 4.3 Design -- 5 Results -- 5.1 Characterization of the Sample of Participants -- 5.2 Preferences for Information to Receive from the Vehicle at Different Proximity Zones -- 5.3 Preferences for Vehicle Functions to Control at Different Proximity Zones -- 5.4 Preferences for Devices for Outside-the-Vehicle Interactions -- 6 Discussion.
6.1 Using the Framework and Findings of Our Study to Inform Interaction Design for Smart Vehicles -- 6.2 Smart Vehicle Proxemics as Part of Proxemic Interactions -- 6.3 The Dichotomy and Complementarity of Inside-the-Vehicle and Outside-the-Vehicle Interactions -- 6.4 Pro-active Smart Vehicles and Proximity-Awareness -- 7 Conclusion -- References -- Design Methods -- Advanced Kidney Disease Patient Portal: Implementation and Evaluation with Haemodialysis Patients -- 1 Introduction -- 2 Background -- 3 Related Work -- 4 Methodology -- 4.1 Recruitment of Participants -- 4.2 Data Collection -- 4.3 Data Analysis -- 5 Results -- 5.1 System Usability Scale (SUS) Scores -- 5.2 Thematic Analysis of Requirements for Patient Portal -- 5.3 Formal Design Requirements -- 6 Discussion -- 7 Conclusion -- References -- Digital Work Environment Rounds - Systematic Inspections of Usability Supported by the Legislation -- 1 Introduction -- 2 Theory and Related Work -- 2.1 Computer Supported Work and Cooperative Design -- 2.2 Work Environment and Computer Systems Development and Use -- 2.3 Relationship to Legislation: Case Swedish Work Environment Law -- 2.4 Systematic Work Environment Management -- 2.5 Digital Work Environment -- 2.6 IT Protection Rounds -- 2.7 Standardizing the IT Protection Round -- 3 Method -- 3.1 Action Research -- 3.2 Case Specific Details -- 3.3 Activities to Customize the Method to the Organization -- 3.4 Digital Work Environment Rounds -- 4 Results -- 4.1 Revised List of Criteria Adapted to the Organization -- 4.2 Prioritized Findings from the Digital Work Environment Round -- 4.3 Assessing the Potential Time Savings if the System Would Work in an Optimal Fashion. -- 4.4 Assessing the Digital Work Environment Round from the User Perspective -- 4.5 Integrating the Digital Work Environment Round into the Systematic Work Environment Management.
5 Discussion -- 5.1 The Importance of Legislation -- 5.2 Making Use of the Mandated Systematic Work Environment Management -- 5.3 The Importance of Standardization -- 5.4 Contributions to HCI -- 6 Conclusion -- References -- Facilitating User Involvement in a Large IT Project: A Comparison of Facilitators' Perspectives on Process, Role and Personal Practice -- 1 Introduction -- 2 Background: Facilitation of Participatory Design Activities -- 3 The Case -- 3.1 The Project -- 3.2 The Facilitated Participatory Activities -- 4 Methods -- 4.1 Interviews -- 4.2 Complementary Field Observations -- 4.3 Data Collection and Data Analysis -- 5 Results -- 5.1 Facilitator 1 -- 5.2 Facilitator 2 -- 5.3 Facilitator 3 -- 6 Comparing the Facilitators' Perspectives -- 6.1 Process -- 6.2 Role -- 6.3 Practice -- 7 Implications: Towards a Co-reflective Facilitation Practice -- 8 Methodological Considerations -- 9 Summary and Concluding Remarks -- References -- Focus, Structure, Reflection! Integrating User-Centred Design and Design Sprint -- 1 Introduction -- 2 Related Research -- 2.1 User-Centred Design and Design Sprints Education -- 2.2 Integrating UCD in Design Methods -- 3 Course Development -- 3.1 Background of the Course -- 3.2 Course Structure -- 4 Methods -- 4.1 Data Collection -- 4.2 Data Analysis -- 5 Results -- 5.1 Weekly Feedback on the Course -- 5.2 Feedback on the Methods Used -- 5.3 Feedback on the Processes as a Whole -- 6 Discussion and Conclusions -- 6.1 An Integrated UCD and GDS Process -- 6.2 Recommendations for Teaching User-Centred Design Sprint -- 7 Limitations and Future Work -- References -- How HCI Interprets Service Design: A Systematic Literature Review -- 1 Introduction -- 2 Service Design and Its Adoption in HCI -- 3 Systematic Literature Review -- 3.1 Search Strategy -- 3.2 Article Screening -- 3.3 Analysis -- 4 Results.
4.1 Overview of Service Design Adoptions.
Record Nr. UNINA-9910495159603321
Ardito Carmelo  
Cham : , : Springer International Publishing AG, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui