HCI International 2023 – Late Breaking Papers [[electronic resource] ] : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Masaaki Kurosu, Ayako Hashizume, Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares, Don Harris, Wen-Chin Li, Dylan D. Schmorrow, Cali M. Fidopiastis, Pei-Luen Patrick Rau |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (698 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) |
HashizumeAyako
MarcusAaron RosenzweigElizabeth SoaresMarcelo M HarrisDon LiWen-Chin SchmorrowDylan D FidopiastisCali M RauPei-Luen Patrick |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction User Interfaces and Human Computer Interaction |
ISBN | 3-031-48038-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | HCI Design and User Experience -- Cognitive Engineering and Augmented Cognition -- Cultural Issues in Design -- Technologies for the Aging Population -- Accessibility and Design for All -- Designing for Health and Wellbeing -- Information Design, Visualization, Decision-making and Collaboration -- Social Media, Creative Industries and Cultural Digital Experiences -- Digital Human Modeling, Ergonomics and Safety -- HCI in Automated Vehicles and Intelligent Transportation -- Sustainable Green Smart Cities and Smart Industry -- eXtended Reality Interactions -- Gaming and Gamification Experiences -- Interacting with Artificial Intelligence -- Security, Privacy, Trust and Ethics -- Learning Technologies and Learning Experiences -- eCommerce, Digital Marketing and eFinance. |
Record Nr. | UNISA-996565867703316 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
HCI International 2024 - Late Breaking Papers : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part I |
Autore | Kurosu Masaaki |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer, , 2025 |
Descrizione fisica | 1 online resource (435 pages) |
Altri autori (Persone) |
HashizumeAyako
MoriHirohiko AsahiYumi SchmorrowDylan D FidopiastisCali M |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031768033
3031768035 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996635668803316 |
Kurosu Masaaki | ||
Cham : , : Springer, , 2025 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-Computer Interaction : Thematic Area, HCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (278 pages) |
Disciplina |
5,437
4,019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing - Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN |
9783031604287
9783031604270 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part 1: HCI for Mental Health and Psychological Wellbeing: Effect of External Characteristics of a Virtual Human Being During the Use of A Computer-assisted Therapy Tool -- My Energy to the Moon? Combining Human Energy Tracking with Financial Chart Analysis for Advanced Desktop Work-Life Tracking -- Overcome Psychological Alienation through Artificial Intelligence Painting Workshops -- Quantification and Analysis of Stress Levels while Walking Up and Down a Step in Real Space and VR Space Using Electrocardiogram -- Mapping Epilepsy Monitoring Challenges for Enhanced Patient Experience -- Exploring the Mediating Role of Smartphones Between Meaning in Life and Well-being -- Next-Gen Stress Monitoring: Social Robot and AI Integration -- Open Issues in Persuasive Technologies: Six HCI Challenges for the Design of Behavior Change Systems -- Icare: Findings from The Design and Initial Evaluation of a Mental Health App Prototype for Working-Class Women in India -- Connecting Patients and Clinicians: Shedding Light on Functionalities for Mental Health Apps in Depression Care -- A Study on the Effects of Experiencing a Falling Situation in Virtual Reality on EEG and Heart Rate Variability in the Elderly. Part 2: HCI in Healthcare: Developing Prosthetic Hand: Innovation in Hand Movement for Paralyzed Individuals -- Study of the Effectiveness of Gamification Design Applied to Chinese Medicine Learning App -- Accuracy Evaluation of AR Navigation in Partial Nephrectomy -- An Investigation into the Rise of Wearable Technologies in the Healthcare Sector -- Study of a Method for Reducing VR Sickness Using the Tunnel Effect -- Research on User Experience Design of Artificial Intelligence (AI) Medical Consultation System -- Measurement and Evaluation of Organ Shifts in Real-Life Surgery. |
Record Nr. | UNINA-9910865285703321 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-Computer Interaction : Thematic Area, HCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (359 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing - Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN |
9783031604126
9783031604119 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part 1: Human-Robot Interaction: Intelligent Cognitive Fusion in Human-Robot Interaction: A Autism Spectrum Disorder Case Study -- Exploring Empathetic Interactions: The Impact of Sound and Reactions in Human-Robot Relations among University Students -- Emotive Acoustics: Sound Design in Robotic Emotion Expression - A Study on Participant-Generated Sounds -- Enabling Safe Empirical Studies for Human-Robot Collaboration: Implementation of a Sensor Array Driven Control Interface -- Persona-based and Scenario-based Design of Virtual and Physical Companion Robots with Varied Kawaii (Cute) Attributes -- Transformation of Relaxation Time: Proposal of Touch Care using Tapping Robot -- Group Norm Awareness of Mobile Robots in Virtual Space Multiagent Simulation -- A Telepresence Robot Partner for Remote Work: An Exploration into Design and its Psychological Effect -- Exploring the Impact of a Playing Catch Task on the Impression of Interaction with Conversational Robots - A Comparative Study with a Task Incorporating Only Turn-Taking Factor -- Evolution of Mechanized Puppets in Animatronics: Unveiling the Transformative Journey from the 1960s to the Early 2000s -- Exploring Changes in Social Distance and Participant Discomfort with Virtual Robot Head and Visual Familiarity -- NAO vs. Pepper: Speech Recognition Performance Assessment -- Convenience vs. Reliability? Evaluation of Human-Robot Interaction Preferences in a Production Environment -- Toward Intelligent Telepresence Robotics for Enhancing Elderly Healthcare in Smart Care Home -- A Path Planning Method Based on Deep Reinforcement Learning with Improved Prioritized Experience Replay for Human-Robot Collaboration -- A Study of Human Proxemics on Social Robot Light Effects -- “He can walk, he just doesn’t want to” - on Machine/Human-likeness of Robots in Polish Children’s Perception -- Will You Participate? Exploring the Potential of Robotics Competitions on Human-centric Topics. Part 2: Child-Computer Interaction: magination in Enactive Interactions with Aquarela Virtual: Case Study in a Remote Socioenactive Setting -- Play and Gender Expression: A Critical Design Exhibition to Generate and Measure Awareness about Gender Differences Within the Context of Children and Toys -- A Study on Tangible Interaction Design for Children Cooperative Learning -- Exploring the Integration of Light and Music in Artistic Furniture Design: A Study in Interaction Design Informed by Children's Climbing Behavior -- Effects of Landscape Types on Children's Stress Recovery and Emotion. |
Record Nr. | UNINA-9910865280303321 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-Computer Interaction : Thematic Area, HCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part V / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (446 pages) |
Disciplina |
5,437
4,019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing - Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN |
9783031604492
9783031604485 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part 1: Multimodality and Natural User Interfaces: Challenges and Opportunities Designing Voice User Interfaces for Emergent Users -- Assessing Perceptions and Experiences of an AI-Driven Speech Assistant for Nursing Documentation: A Qualitative Study in German Nursing Homes -- Conversation Summarization System Emphasizing Recent Context for Supporting Seamless Rejoining of a Group Chat after Temporary Absence -- Designing a Serious Game with Natural Interaction to Support the Learning of Chinese Sign Language and Deaf Social Etiquette -- A Nonlinear Mapping-Based Virtual Touchpad for One-Handed Smartphone Operation -- Simple Wearable Vibration Device for Music Appreciation -- Perception-Driven Design Approach: Towards Interaction Design for Simulating and Evoking Tactile Properties via Digital Interfaces -- Haptic Perception Research and Facility Design for Virtual Spaces -- Research on Auditory Guided Speech Experience Design Based on Traffic Light Scenarios in Urban Public Transport Spaces -- Music-Touch: De-Tactile Interactive Music Controller Design -- Eye-Gaze-Based Intention Recognition For Selection Task By Using SVM-RF -- A Relative Pitch Based Approach to Non-verbal Vocal Interaction as a Continuous and One-Dimensional Controller -- Research on Gesture Interaction Game Effects Based on the Representation and Feedback Theory -- A Character Input Method for Smart Glasses That Allows You To Enter One Character In One Step With One Thumb -- Preliminary Study on Flick-Based Text Input on HMD's Front -- Research on Eye Tracking Process Optimization Based on Combined Kalman Filtering -- Mid-Air Hand Gesture Design Tool for Interaction Designers -- Part 2: HCI, AI, Creativity, Art and Culture: HCI for the Made in Italy Cultural Design -- An Image is Worth a Thousand Words: Colour and Artificial Intelligence, Beyond the Generative Chromatic Palettes -- Developing an Intermediate Framework for Enhancing Comic Creation through Generative AI -- A Proposal of AI-Powered HCI System to Enhance Spatial Design Creativity: InSpace -- A Study on Gamification Design of Intangible Cultural Heritage based on ARCS Theory -- Research on Innovative Strategies of Museum Display Design in Improving User Experience -- The Application of Miryoku Engineering to Artists' Books -- Integrating Virtual and Real: A Holistic Framework for Mixed Reality Interactive Design in Museum Exhibitions -- Human-Data Interaction Design for the Taxonomy Visualization of Made in Italy Upholstered Systems -- Empower the Tâi-Gí Teaching Practitioner through Co-Designing the Tâi-Gí Teaching Support Platform -- The Research and Design of an AIGC Empowered Fashion Design Product. |
Record Nr. | UNINA-9910865285403321 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-Computer Interaction : Thematic Area, HCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (438 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing - Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN |
9783031604058
9783031604041 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part 1: HCI for Mental Health and Psychological Wellbeing: Effect of External Characteristics of a Virtual Human Being During the Use of A Computer-assisted Therapy Tool -- My Energy to the Moon? Combining Human Energy Tracking with Financial Chart Analysis for Advanced Desktop Work-Life Tracking -- Overcome Psychological Alienation through Artificial Intelligence Painting Workshops -- Quantification and Analysis of Stress Levels while Walking Up and Down a Step in Real Space and VR Space Using Electrocardiogram -- Mapping Epilepsy Monitoring Challenges for Enhanced Patient Experience -- Exploring the Mediating Role of Smartphones Between Meaning in Life and Well-being -- Next-Gen Stress Monitoring: Social Robot and AI Integration -- Open Issues in Persuasive Technologies: Six HCI Challenges for the Design of Behavior Change Systems -- Icare: Findings from The Design and Initial Evaluation of a Mental Health App Prototype for Working-Class Women in India -- Connecting Patients and Clinicians: Shedding Light on Functionalities for Mental Health Apps in Depression Care -- A Study on the Effects of Experiencing a Falling Situation in Virtual Reality on EEG and Heart Rate Variability in the Elderly. Part 2: HCI in Healthcare: Developing Prosthetic Hand: Innovation in Hand Movement for Paralyzed Individuals -- Study of the Effectiveness of Gamification Design Applied to Chinese Medicine Learning App -- Accuracy Evaluation of AR Navigation in Partial Nephrectomy -- An Investigation into the Rise of Wearable Technologies in the Healthcare Sector -- Study of a Method for Reducing VR Sickness Using the Tunnel Effect -- Research on User Experience Design of Artificial Intelligence (AI) Medical Consultation System -- Measurement and Evaluation of Organ Shifts in Real-Life Surgery. |
Record Nr. | UNINA-9910865272503321 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-Computer Interaction : Thematic Area, HCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (378 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing - Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN |
9783031604416
9783031604409 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part 1: HCI, Environment and Sustainability: Development of Load Optimization and Anomaly Detection Platform Based on Air Cylinder Consumption Patterns -- MORE THAN ONE MILAN: Urban Interactive Experience: An Olfactory Map Project -- Designing a Smart Cooling Vest to Reduce Heat Stress for Construction Workers -- Designing Meaning: The Construct of Sustainability in Brand Identities -- Generative AI for Sustainable Design: A Case Study in Design Education Practices -- Environmental Multisensory HCI Design Strategies: Molecules as Storytellers -- .A Hybrid Framework for Long-Term Photovoltaic Power Generation Forecasting- Design Futures, Ecological Citizenship & Public Interest Technologies = HCI Regenerative Interaction Opportunities -- Human Factors Design of Electric Bicycle Charging Shed Based on STAMP. Part 2: Design and User Experience Evaluation Case Studies: Optimization Design of Fresh E-Commerce Platform for the Elderly -- Usability Assessment and Design Proposal for the Web Platform for Curriculum Registration at a Peruvian University -- Discovering Authentic Self: Coaching Agent for Job-Hunting Students -- Reproducibility Challenges of External Computational Experiments in Scientific Workflow Management Systems -- Social Usability Evaluation of Douyin and TikTok -- Optimizing Urban E-Commerce Experiences: A Cross-Cultural Interface Design Approach for Enhanced Connectivity and Consumer Engagement -- Research on Innovative Interactive Pet Toy Design Based on Analytic Hierarchy Process -- A Study on Cognitive Style Type Test and Its Application in Teaching Activities -- Bridging Perspectives: Unveiling Racial Dynamics in Remote Pair Programming Communication -- Evolution of the Beautiful Game: Analytics and Virtual Reality -- User-Centered Interface Improvements: An Example for Dormitory Administrators -- Analysis and Research on the Influencing Factors of Kinesthetic Orientation -- Abstraction Level: Evidence From An Event-Related Potential Study. |
Record Nr. | UNINA-9910865277803321 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-Computer Interaction [[electronic resource] ] : Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part IV / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (482 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing—Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN | 3-031-35572-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- Human-Computer Interaction Thematic Area (HCI 2023) -- HCI International 2024 Conference -- Contents - Part IV -- Supporting Health, Quality of Life and Everyday Activities -- Design and Performance Analysis of a Smart Bag Reminder System for Parents -- 1 Introduction -- 2 Related Work -- 2.1 Multi-modal Reminders in Various Ways -- 2.2 System of Reminders Using Light and Sound -- 2.3 Smart Bag Reminder -- 3 Realization of Prototypes -- 3.1 System Design -- 3.2 Implementation -- 4 Evaluation -- 4.1 Participant -- 4.2 Setting Up -- 4.3 Procedure -- 4.4 Measurements -- 5 Results -- 5.1 Quantitative Results -- 5.2 Qualitative Results -- 6 Discussion -- 7 Future Work and Conclusion -- References -- Possibility of Relaxation Level Measurement During Music Listening Using Reverberation Envelope -- 1 Introduction -- 2 Reverberation Envelope Index (E-value) -- 3 Relationship Between the E-value of a Musical Piece and Relaxation -- 3.1 E-value of a Musical Piece -- 3.2 Relationship Between the Relaxation Degrees and the Classical Music -- 4 Clarification of the Relationship Between Relaxation Degree and E-value -- 4.1 Relationship Between E-value and Different Playing Methods -- 4.2 Relationship Between the Relaxation Degree and Playing Methods -- 4.3 Relationship Between Different Parts of the Same Musical Piece with Different E-values and Relaxation -- 5 Discussion -- 6 Conclusions and Future Work -- References -- Interaction Design of Wrist Health Prevention Products Based on Persuasive Design and AHP-Entropy Weight Method -- 1 Introduction -- 2 Relevant Research Theory and Background -- 2.1 Wrist Health Status of SOHO Nationality.
2.2 Research Status of Persuasive Design Application -- 2.3 Research and Application Status of AHP-Entropy Weight Method -- 2.4 Research Framework and Experimental Process -- 3 Study on Wrist Health Needs of SOHO Users -- 3.1 Questionnaire Design -- 3.2 Quantitative Analysis of SOHO Users' Wrist Health Needs -- 4 Construction of Persuasive Design Model for Wrist Health Prevention Products -- 4.1 Wrist Health Prevention Behavior Counseling Chart -- 4.2 Design Scheme of Promoting Behavior Motivation Model -- 5 AHP- Entropy Weight Method is Used to Analyze the Weight of Persuasion Design Scheme -- 5.1 Construction of Evaluation Index System -- 6 Design Evaluation and Practice -- 6.1 Guidelines for the Design of Persuasive Wrist Health Prevention Products APP -- 7 Conclusion and Prospect -- References -- Make It Short: A Pilot Study on an Adaptive Nutrition Tracking App -- 1 Introduction -- 2 Background -- 2.1 Food Tracking -- 2.2 Nutrition Apps -- 2.3 Food Guidelines -- 3 Technical Concept -- 3.1 Tracking Approach -- 3.2 User Interface -- 4 Evaluation -- 4.1 Methodology -- 4.2 Participants -- 4.3 Results -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Practicality Aspects of Automatic Fluid Intake Monitoring via Smartwatches -- 1 Background and Motivation -- 2 Prior Work -- 3 The Five Aspects of Automatic Fluid Intake Monitoring via Smartwatches -- 3.1 The Nominal Daily Oral Fluid Intake Volume -- 3.2 Automatic Detection of Fluid Intake Acts -- 3.3 Automatic Estimation of Fluid Intake Volume -- 3.4 Informing the Smartwatch Wearer -- 3.5 Giving Advice to the Smartwatch Wearer -- 4 Discussion -- 5 Conclusions -- References -- Temperature Prediction Model for Advanced Renal Function Preservation in Partial Nephrectomy -- 1 Introduction -- 2 Implicit Solution of the Heat Conduction Equation. 3 Cooling of Pig Kidney and Measurement of Temperature Change -- 4 Comparison of Simulated Data and Measured Data -- 4.1 Calculation of Thermal Diffusivity -- 4.2 Difference Value Between Simulated and Measured Data -- 5 Future Plans -- 5.1 Measurement of Temperature Change During Kidney Cooling Using Whole Pig Kidney -- 5.2 Measurement of Temperature Change Using a Living Pig Kidney. -- 6 Discussion -- References -- Study for Presenting Information on Smartwatch to Assist in Determining Whether to Evacuate by Passing Outside the Road -- 1 Introduction -- 2 Related Study -- 3 Design -- 4 Experiment -- 4.1 Outline of the Experiment -- 4.2 Design of the Experiment -- 4.3 Experimental Video -- 4.4 Selection of Participants -- 4.5 Survey -- 4.6 Experimental Results -- 4.7 Considerations -- 5 Conclusion and Future Prospects -- References -- Comparison of the Accuracy of Pouch Replacement Timing Decisions Using Image Generation Artificial Intelligence and Machine Learning -- 1 Introduction -- 2 Machine Learning Algorithm -- 2.1 Microsoft Lobe -- 2.2 Google Teachable Machine -- 3 AI Image Generation -- 4 Image of Stoma Pouch Used for Machine Learning -- 5 The Process of Image Processing of Stoma Holders -- 6 Comparison of the Accuracy of Two Machine Learning Algorithms Using Artificially Created Images -- 7 Verification of the Init Image Strength Function Adjustment and Comparison of Two Different Machine Learning Algorithms -- 7.1 Verification of Init Image Strength Function Adjustment for AI Image Generation -- 7.2 Comparison of the Two Machine Learning Algorithms Assuming Faceplate Replacement Time -- 8 Consideration -- 9 Conclusions and Future Works -- References -- Message Notification System to Reduce Excessive Smartphone Use by Displaying Smartphone Usage Status as a Character's Condition -- 1 Introduction -- 2 Related Work. 2.1 Anthropomorphic Character -- 2.2 Behavior Change -- 2.3 Reducing Smartphone Use -- 3 Overview of Proposed System -- 3.1 Condition Changes -- 3.2 Notification Message -- 4 Experiment -- 4.1 Participants -- 4.2 Experimental Procedure -- 5 Results and Discussion -- 5.1 Smartphone Usage Time and Number of Pickups -- 5.2 Questionnaire Results -- 5.3 Discussion -- 6 Conclusions -- References -- Walking Posture Correction Using Mixed Reality for Self Visualization -- 1 Introduction -- 2 Self-projection Using MR Technology -- 2.1 System Overview -- 2.2 Acquired Data -- 3 Experiment -- 3.1 Participants -- 3.2 Experimental Tasks -- 4 Results and Discussion -- 4.1 Movements of the Head -- 4.2 The Lateral Difference in the Shoulder Height -- 5 Conclusion -- References -- VisRef: A Reflection Support System Using a Fixed-Point Camera and a Smartwatch for Childcare Fields -- 1 Background -- 2 Related Work -- 3 Our System -- 4 Experimental Study -- 4.1 Experiment Overview -- 4.2 Target Facilities -- 4.3 Field Experiment 1: Nursery School -- 4.4 Discussion Regarding Nursery School Experiment -- 4.5 Field Experiment 2: After-School Daycare Service -- 4.6 Discussion of After-School Daycare Field Experiment -- 5 Comprehensive Discussion -- 5.1 Areas for Future Improvement -- 6 Conclusion and Future Work -- References -- Body-Centric Vibrotactile Display for Social Support During Public Speaking -- 1 Introduction -- 2 Related Work -- 2.1 Touch and Social Support -- 2.2 Remote Mediated Touch -- 3 Public Speaking Enactment -- 3.1 Participants -- 3.2 Procedure -- 3.3 Data Collection and Analysis -- 4 Findings -- 4.1 When and How to Support -- 4.2 Why to Support -- 5 Experiencing Mediated Touch -- 5.1 Apparatus -- 5.2 Participants -- 5.3 Procedure -- 5.4 Data Collection and Analysis -- 6 Findings -- 6.1 Perceived Pleasantness and Relaxation -- 6.2 Perceived Meaning. 6.3 Overall Experience -- 7 Discussion and Future Work -- 8 Conclusion -- References -- Designing an Evidence-based Mental Health Intervention Alongside University Students -- 1 Introduction -- 2 Background and Related Work -- 2.1 Designing Digital Evidence-Based Mental Health Tools for University Students -- 2.2 Participatory Design and Mental Health -- 3 Methods -- 3.1 Card Sorting -- 3.2 Storyboarding and User Personas -- 3.3 Design Mockups -- 3.4 Data Analysis -- 4 Results -- 4.1 Providing Healthy Reminders -- 4.2 Human Connection -- 4.3 Support a Personalized Experience -- 4.4 Informational and Instrumental Life-Skill Development -- 5 Discussion -- 5.1 Customizing Support for Self-help and Professional Help -- 6 Limitations and Future Work -- 7 Conclusion -- References -- HCI for Learning, Culture, Creativity and Societal Impact -- The Context of War and Cognitive Bias: An Interactive Approach in Accessing Relations of Attitude, Behavior and Events in Ancient Texts and Online News -- 1 Comparing Online News and Ancient Texts -- 1.1 Challenges in Accessing Information for the Understanding, Comparison and Evaluation of Attitude, Behavior and Events -- 1.2 Design Specifications and Cognitive Bias -- 2 User Requirements and Cognitive Bias -- 2.1 Cognitive Bias -- 2.2 Expert Users and Cognitive Bias -- 2.3 Non-expert Users and Cognitive Bias -- 2.4 Interaction and Specialized Functions -- 3 Content and the "Enable Context" Function -- 3.1 The "Enable Context" Function: Corpora and Translations -- 3.2 The "Enable Context" Function: Implemented Modules and Parameters -- 4 Presentation: Modelling the "Specify Term" Function -- 4.1 Modelling Domain-Specific Seed Ontologies -- 5 Conclusions and Further Research -- References. Development of MLOps Platform Based on Power Source Analysis for Considering Manufacturing Environment Changes in Real-Time Processes. |
Record Nr. | UNISA-996542669303316 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-Computer Interaction [[electronic resource] ] : Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (631 pages) |
Disciplina | 004.019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing—Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN | 3-031-35596-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- Human-Computer Interaction Thematic Area (HCI 2023) -- HCI International 2024 Conference -- Contents - Part I -- Design and Evaluation Methods, Techniques and Tools -- Co-creating User Journey Map - A Systematic Approach to Exploring Users' Day-to-Day Experience in Participatory Design Workshops -- 1 Introduction -- 2 Study Design -- 2.1 Workshop Participants and Locations -- 3 PD Workshop -- 3.1 Workshop 1: Learning NLP Technology -- 3.2 Workshop 2: Contextual Interview -- 3.3 Workshop 3: Creating the Journey Map -- 3.4 Workshop 4: Identifying Problems & -- Ideation -- 4 Findings -- 4.1 User Journey Map Generates Reflections -- 4.2 What They Also Learned from User Journey Map -- 4.3 Learning from Other Participants -- 4.4 Inspiration Brought by Brainwriting -- 5 Discussion -- 5.1 User Journey Map Enhanced Mutual Learning -- 5.2 Contradictory Reactions to the use of LEGO® -- 6 Conclusion -- References -- Integrate Gamification into Questionnaire Design -- 1 Introduction -- 1.1 Background and Motivation -- 1.2 Purpose -- 2 Methods -- 2.1 Preparation Phase -- 2.2 Investigation Phase -- 2.3 Analysis Phase -- 3 Results -- 3.1 Gamification Questionnaire and the Results of IPIP 50 -- 3.2 Gamification Questionnaire and Intrinsic Motivation -- 4 Discussion -- 5 Conclusion -- References -- Exploring the Tensions of Self-tracking Wearable Technologies Through Design -- 1 Introduction -- 2 Self-tracking Practices Mediated by Wearable Technologies -- 3 Self-tracking Research: Towards Data Analysis, Usability, and Utility -- 4 Widening the View: Scholarly Debate and Tensions of the Phenomenon -- 4.1 Allusion to Objectivity and Non-neutrality of Data.
4.2 Data Reductionism and Complexity of Lived Phenomena -- 4.3 Trust in Data and Reliance on Subjective Experience -- 4.4 Performance and Wellbeing -- 4.5 Surveillance and Self-surveillance -- 5 Addressing the Tensions Through Design: Alternative Design Approaches to Solutionism -- 6 Conclusions -- References -- User Clustering Visualization and Its Impact on Motion-Based Interaction Design -- 1 Introduction -- 2 Background -- 2.1 Movement Feature Extraction -- 2.2 Movement and Feature Visualization -- 3 Prototype Implementation -- 3.1 Pose Estimation and Tracking in 3D Space -- 3.2 Feature Extraction System -- 3.3 Visualization Engine -- 4 Proposal Assessment -- 4.1 Participants -- 4.2 Interview Method -- 4.3 Analysis -- 5 Results -- 5.1 Understanding User Behavior -- 5.2 Refining Design Practice -- 5.3 Impact on the Full Design-Production Cycle -- 6 Discussion -- 7 Conclusion and Future Work -- References -- eGLU-Box Mobile: A Smartphone App for Usability Testing by Italian Public Administration Webmasters -- 1 Introduction -- 1.1 eGLU-box: From Its Inception to Today -- 2 Methods -- 2.1 Design -- 2.2 Material -- 2.3 Participants -- 2.4 Procedure -- 2.5 Data Analysis -- 3 Results -- 3.1 Participants' Performance -- 3.2 PCTA Interview -- 3.3 Usability Questionnaire -- 3.4 Eye Movement Analysis -- 4 Discussion and Conclusion -- References -- MobE - A New Approach to Mobile Ethnography -- 1 Mobile Ethnography -- 2 MobE - An Application for Ethnographic Research -- 3 Evaluation Methods and Test Procedure -- 3.1 Study 1: Mobile Ethnographic Study -- 3.2 Study 2: Contextual Interview -- 3.3 Results -- 4 Discussion -- 4.1 Gamification -- 4.2 Context -- 4.3 Comparison of Contextual Interview and Mobile Ethnography -- 4.4 Recommendation for Further Research in Mobile Ethnography -- 5 Summary -- References. A Comparative Analysis of Institutional Ethical Codes of Conduct for the Practice of Design -- 1 Introduction -- 2 Why Ethics Matters -- 3 Methodology -- 3.1 Methodological Approach -- 3.2 Data Collection and Analysis -- 4 Results -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Situation-Aware Adaptations for Individualized User Experience and Task Management Optimization -- 1 Introduction and Related Work -- 2 Adaptation Types in SitAdapt -- 3 The Different SitAdapt Adaptations -- 3.1 Changes in Design and Layout -- 3.2 Changes in Content -- 3.3 Changes of Media and Interaction Object Types -- 3.4 Technical Realization of the Adaptation Process -- 4 Task-Management Optimization and Adaptation Control -- 5 Conclusion and Future Work -- References -- Barrier-Free Design Leaf Vein Model for People with Disabilities -- 1 Introduction -- 1.1 Research Background -- 1.2 Research Status -- 1.3 Research Objective -- 2 Research Method -- 2.1 Barrier-Free Design Questionnaire for Professional Designers -- 2.2 Virtual User Models and Virtual Scenarios -- 3 Research Results -- 3.1 Questionnaire Results -- 3.2 Virtual User Model and Virtual Scenario Experiment Results -- 4 Barrier-Free Design Leaf Vein Model -- 4.1 Functionality Element -- 4.2 Applicability and Balance Element -- 4.3 Human-Computer Interaction Ergonomics Element -- 4.4 Emotionalization Element -- 4.5 Attribution and Circular Unity Elements -- 5 Research Cases -- 5.1 Tableware Series Barrier-Free Designed for Diabetic Patients -- 5.2 Designing for Special Groups - Accessible Urban Public Service System -- 6 Conclusion -- References -- Research on the Design of Online Participatory Design Workshop Platform Under Metaphor Design -- 1 Introduction -- 2 Related Work -- 2.1 Card-Based Design Tools in Participatory Design Workshop -- 2.2 Metaphor Design in Human-Computer Interface. 3 Design -- 3.1 Concept Metaphor Design -- 3.2 Function Metaphor Design -- 3.3 Behavior Metaphor Design -- 4 Usability Test -- 4.1 Participants -- 4.2 Results -- 5 Discussion -- 5.1 Promoting Communication -- 5.2 Inspiring Creativity -- 5.3 Increasing Engagement -- 6 Conclusion -- References -- Research on Elements of Physical Interaction Design and the Information Channel -- 1 Introduction -- 1.1 Research Background -- 1.2 Problem Statement -- 2 Related Work on Physical Interaction -- 3 Concept Definition -- 3.1 Physical -- 3.2 Interaction -- 3.3 Physical Interaction -- 3.4 Physical Interaction Design -- 4 Research Methods and Research Design -- 4.1 Research Methods and Tools -- 4.2 Research Design -- 5 Procedures and Results -- 5.1 Preparation -- 5.2 Data Collection and Analysis -- 6 Discussion and Conclusion -- 7 Future Work -- References -- Work Characteristics as Determinants of Remote Working Acceptance: Integrating UTAUT and JD-R Models -- 1 Introduction -- 1.1 The Present Study -- 2 Materials and Methods -- 2.1 Measures -- 2.2 Data Analysis -- 3 Results -- 3.1 Model Results -- 4 Discussion -- 4.1 Practical and Theoretical Implications -- 4.2 Limitation and Future Direction -- 5 Conclusion -- References -- User-Device-Interaction Model: A Multimodal Interaction Εvaluation System Based on Analytic Hierarchy Process -- 1 Introduction -- 1.1 Emerging Interaction Modalities -- 1.2 Multimodal Interaction Evaluation -- 2 Evaluation Indicator -- 2.1 Evaluation Elements -- 2.2 Interpretative Structural Modeling -- 3 AHP-Based Interaction Evaluation Model -- 3.1 Indicator Weights -- 3.2 Weight Vector -- 3.3 Consistency Testing -- 4 Empirical Analysis -- 4.1 Experiment Design -- 4.2 Experiment Results -- 4.3 Scale Data Reliability Testing -- 4.4 Model Validity Testing -- 5 Conclusion -- References. Using Virtual Reality to Overcome Legacy Bias in Remote Gesture Elicitation Studies -- 1 Introduction -- 2 Related Work -- 2.1 Legacy Bias in Gesture Elicitation -- 2.2 Legacy Bias Reduction Designs -- 3 VR Application Design -- 3.1 Design Approach -- 3.2 Apparatus, Materials, and Setup -- 3.3 VR Training -- 3.4 VR GES with `Production' -- 3.5 VR GES with `Priming' -- 3.6 VR GES with `Partnering' -- 3.7 Control Group Design -- 4 Evaluating VR Design with Legacy Bias Reduction -- 4.1 Participants -- 4.2 Procedure -- 4.3 Measures -- 4.4 Gesture Binning -- 4.5 Legacy Bias Classification -- 5 Study Results -- 5.1 Legacy Bias Reduction Design Analysis -- 5.2 Qualitative Analysis -- 5.3 Legacy Bias Reduction Effect Analysis -- 6 Discussion -- 6.1 Limitation and Future Work -- 7 Conclusion -- References -- Design Guidelines Towards 4.0 HMIs: How to Translate Physical Buttons in Digital Buttons -- 1 Introduction and Research Context -- 2 Case Study -- 2.1 Case Study Description -- 2.2 Methods and Design Flow -- 3 Discussion and Design Guidelines -- 3.1 Design Guidelines for the Translation of Physical Buttons in Digital Buttons -- 4 Conclusions -- References -- Meta-analysis Qualifying and Quantifying the Benefits of Automation Transparency to Enhance Models of Human Performance -- 1 Introduction -- 1.1 Background -- 1.2 Existing HAI HPM Framework and Algorithm -- 1.3 An Influence Model of Human-Automation Team (HAT) Performance -- 2 Focus on Automation Transparency -- 3 Method -- 4 Results -- 5 Discussion -- 5.1 Review and Interpretation of the Effects -- 5.2 Implications for the HAI Model -- References -- A Review of Human-Computer Interface Evaluation Research Based on Evaluation Process Elements -- 1 Introduction -- 2 Human-Computer Interface Evaluation Purpose -- 2.1 Interface Usability -- 2.2 Visual Performance -- 2.3 Interface Aesthetics. 2.4 Suitability for Special People. |
Record Nr. | UNISA-996542671003316 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-Computer Interaction [[electronic resource] ] : Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III / / edited by Masaaki Kurosu, Ayako Hashizume |
Autore | Kurosu Masaaki |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (565 pages) |
Disciplina | 004.019 |
Altri autori (Persone) | HashizumeAyako |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Image processing—Digital techniques Computer vision Application software Artificial intelligence User Interfaces and Human Computer Interaction Computer Communication Networks Computer Imaging, Vision, Pattern Recognition and Graphics Computer and Information Systems Applications Artificial Intelligence |
ISBN | 3-031-35602-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- Human-Computer Interaction Thematic Area (HCI 2023) -- HCI International 2024 Conference -- Contents - Part III -- Human Robot Interaction -- Towards Diversity, Equity, and Inclusion in Human-Robot Interaction -- 1 Introduction -- 2 Background Literature -- 2.1 Social Classification of Robots -- 2.2 Social Identity Theory -- 3 Experiment: Robot Ethnicity -- 3.1 Methodology -- 4 Results -- 5 Discussion and Conclusions -- References -- A Domain-Specific Language for Prototyping the Behavior of a Humanoid Robot that Allows the Inclusion of Sensor Data -- 1 Introduction -- 2 Related Work -- 3 Our Domain-Specific Language TaskDSL4Pepper -- 4 Summary and Outlook -- References -- An Architecture for Transforming Companion Robots into Psychosocial Robotic Surrogates -- 1 Introduction -- 2 Related Work -- 2.1 Early Robot Architectures -- 2.2 Social Robot Architectures -- 2.3 The Asprino Social Robot Reference Architecture -- 3 The Robot Surrogate Architecture -- 3.1 Autobiographic Memory -- 3.2 The Emotional State Subsystem -- 3.3 The Mood Subsystem -- 3.4 The Behaviour Generator -- 4 System Implementation -- 4.1 Testing the Architecture -- 5 Conclusions -- References -- Exploring the Recommendation Expressions of Multiple Robots Towards Single-Operator-Multiple-Robots Teleoperation -- 1 Introduction -- 2 Methods -- 2.1 Brainstorming for Expressions and Expressive Attribute -- 2.2 Multiple Expressions and Expressive Attributes -- 3 Web Survey -- 4 Result and Discussion -- 5 Limitation -- 6 Conclusion -- A Expressions and Expressive attributes -- B Images of Expressions -- C Detail descriptions of Expressions -- References.
Perception of a Mobile Service Robot's Proxemic Behavior and Appearance in Virtual Reality -- 1 Introduction -- 1.1 Virtual Reality -- 1.2 Discomfort -- 1.3 Factors Influencing HRI -- 1.4 Research Question -- 2 Method -- 2.1 Study 1 - Size and Speed -- 2.2 Study 2 - Size and Edge Shape -- 3 Results -- 3.1 Results of Study 1 -- 3.2 Results of Study 2 -- 4 Discussion and Limitations -- 5 Conclusion and Outlook -- References -- Introducing Playing Catch to Motivate Interaction with Communication Robots -- 1 Introduction -- 2 Related Research -- 3 Proposed Method -- 3.1 Overview of the Proposed Method -- 3.2 Implementation of the Prototype System -- 4 Experiment -- 4.1 Aim of the Experiment and Hypotheses -- 4.2 Outline of the Experimental Procedure -- 4.3 Content of Robot's Speech -- 4.4 Evaluation Criteria -- 5 Experimental Results and Discussion -- 5.1 Questionnaire Results on the Impression of the Robot (in All-Results) -- 5.2 Questionnaire Results on the Impression of the Robot (in First-Results) -- 5.3 Results of the Survey Regarding Playing Catch -- 5.4 Discussion -- 6 Conclusions -- References -- Asynchronous Classification of Error-Related Potentials in Human-Robot Interaction -- 1 Introduction -- 2 Methods -- 2.1 Scenario -- 2.2 Approach -- 2.3 EEG Recording -- 2.4 EEG Processing -- 2.5 Evaluation -- 3 Results and Discussion -- References -- A Longitudinal Experiment about Leadership in a Mixed Human-Robot Team in Comparison to a Human-Only Team -- 1 Introduction -- 2 Study Framework -- 3 Empirical Study -- 3.1 Sample and Measurement -- 3.2 Experimental Procedure -- 3.3 Manipulation of Empowering Leadership as Independent Variable -- 4 Preliminary Results -- 5 Conclusion -- 5.1 Limitations and Areas for Future Research -- Appendix -- References -- Social Robots for Older Adults in Medical Contexts -- 1 Introduction -- 2 Research Methodology. 3 Literature Review -- 3.1 Social Service Robots -- 3.2 Social Companion Robots -- 4 Result and Discussion -- 5 Conclusion -- Appendix A -- References -- The Influence of Context and Task on Human-Robot Interaction -- 1 Introduction -- 2 Objectives and Hypothesis -- 3 Methods -- 3.1 Design of Study -- 3.2 Stimulus and Materials -- 3.3 Participants -- 3.4 Procedure -- 3.5 Data Analysis -- 4 Results and Discussion -- 5 Conclusion -- References -- Studying Multi-modal Human Robot Interaction Using a Mobile VR Simulation -- 1 Introduction -- 2 Related Work -- 2.1 Speech for Communication -- 2.2 Gestures for Communication -- 2.3 Multi-modal Communication -- 3 Experimental Setting -- 3.1 VR-Simulation -- 3.2 Controlling WebTool -- 4 Case Studies -- 4.1 First Qualitative Study on Intuitive Gestures -- 4.2 Second Qualitative Study on Speech -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Teachers' Perspective on Robots Inclusion in Education - A Case Study in Norway -- 1 Introduction -- 2 Methodology -- 3 Data Analysis -- 4 Results and Discussion -- 5 Conclusion and Future Work -- References -- Applying the Social Robot Expectation Gap Evaluation Framework -- 1 Introduction -- 2 The Social Robot Expectation Gap Evaluation Framework -- 3 Method -- 3.1 Phase 1: Scenario -- 3.2 Phase 2: Data Collection -- 3.3 Phase 3: Analysis of the Data -- 4 Results -- 4.1 Aspects Related to the Four UX Goals -- 4.2 Severity and Scope of the Identified UX Problems -- 5 Discussion and Conclusion -- References -- Moral Dilemmas in Social Robots: An Exploratory Study for Future Research -- 1 Introduction -- 2 Literature Review -- 3 Research Method -- 3.1 Survey Instrument -- 3.2 Participants -- 4 Results -- 5 Discussion -- 6 Limitations and Future Research -- References -- One Size Does Not Fit All: -- 1 Introduction. 2 Qualitative Interviews with Potential Office Robot Users -- 3 Robot User Types -- 4 Online Study of Robot User Types -- 4.1 Sample -- 4.2 Typology of Office Robot Users -- 4.3 Relation of Robot User Types to Personal, Job, and Performance Outcomes -- 5 Discussion -- 5.1 What Can Such a User Typology Look like? -- 5.2 How are the Types Related to Social and Performance Outcomes? -- 5.3 Limitations and Implications for Future Research -- References -- Proposal of Emotion Expression Method by Clothes Color for Communication Robot -- 1 Introduction -- 2 Related Research and Research Objective -- 2.1 Related Research: Emotion Expression Methods for Communication Robot -- 2.2 Related Research: Clothes as Communication Tool -- 2.3 Related Research: Relationship Between Emotions and Colors -- 2.4 Research Objective -- 3 Design of Speech Contents and Clothes Color for Robot -- 3.1 Robot Used in the Experiment -- 3.2 Speech Contents -- 3.3 Clothes Color -- 4 Experiment: Matching Clothes Color with Speech Emotion -- 4.1 Experiment Objective and Method -- 4.2 Questionnaire -- 4.3 Experiment Results -- 4.4 Summary of Experiment Results and Discussion -- 5 Additional Experiment: Improvement of Clothes Color Changing Method for Robot -- 5.1 Research Objective -- 5.2 Clothes Color Changing Method -- 5.3 Experimental Procedure -- 5.4 Questionnaire -- 5.5 Experiment Results -- 5.6 Summary of Experiment Results and Discussion -- 6 Conclusion -- References -- Enhancing Robot Explainability in Human-Robot Collaboration -- 1 Introduction -- 2 Theoretical Background -- 2.1 Explainability -- 2.2 Social Cues in Human-Robot Interaction -- 2.3 Robot Anthropomorphic Design -- 2.4 Trust and Acceptance -- 3 Method -- 3.1 Participants -- 3.2 Robots -- 3.3 Experiment Scenario -- 3.4 Manipulations -- 3.5 Procedure -- 3.6 Measurement -- 4 Results -- 4.1 Manipulation Check. 4.2 Hypothesis Testing -- 5 Discussion -- 5.1 Implications for Theory and Practice -- 5.2 Limitations and Future Research -- 6 Conclusion -- References -- An Intuitive Human-Robot Interaction Method for Robotic Dance Choreography -- 1 Introduction -- 1.1 Research Motivation -- 1.2 Research Purpose -- 2 Related Works -- 3 Method -- 3.1 Data Collection -- 3.2 Data Transfer -- 3.3 Robot Arm Control -- 4 Outcomes -- 5 Conclusion and Future Work -- References -- Robot Path Verification Method for Automotive Glue-Coating Based on Augmented Reality and Digital Twin -- 1 Introduction -- 2 Method -- 2.1 System Framework -- 2.2 Construction of the AR Environment -- 2.3 Robot Digital Twin Behavior Model -- 2.4 Collision Detection -- 3 Case Study -- 4 Discussion -- 5 Conclusion and Future Study -- References -- Robot in Disguise -- 1 Your Companion - A Social Robot -- 2 What Fashion Can Add to Social Robots (If Anything)? -- 2.1 Why Would People Want to Dress Their Robots? -- 2.2 Customization of the Robot -- 2.3 Social Signals -- 3 Why "RObot in Disguise" -- 4 Factors to Consider -- 5 Future Works and Conclusions -- References -- Chatbots and Voice-Based Interaction -- The Impact of Parent-Like Chatbot Narratives on Daily Reflection -- 1 Introduction -- 2 Related Research -- 3 Methodology -- 3.1 Flow Chart of Reflections by the Proposed Method -- 3.2 Parent Factors -- 3.3 Responses to User's Talk -- 3.4 Daily Reflection -- 4 Verification Experiment -- 4.1 Experimental Summary -- 4.2 Experimental Procedures -- 4.3 Evaluation Items -- 5 Results and Discussion -- 5.1 Results -- 5.2 Discussion -- 6 Conclusion and Future Work -- References -- Revealing Chatbot Humanization Impact Factors -- 1 Introduction -- 2 Fundamentals and Related Work -- 3 Identification of Impact Factors in Humanization -- 3.1 Results of the Identified Impact Factors. 4 Experiment with Market Chatbots. |
Record Nr. | UNISA-996542668603316 |
Kurosu Masaaki | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|