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AVI 2016 : proceedings of the 2016 International Working Conference on Advanced Visual Interfaces : June 7-10, 2016 - Bari, Italy / / editors, Paolo Buono, Rosa Lanzilotti, Maristella Matera ; in cooperation with SIGCHI [and four others]
AVI 2016 : proceedings of the 2016 International Working Conference on Advanced Visual Interfaces : June 7-10, 2016 - Bari, Italy / / editors, Paolo Buono, Rosa Lanzilotti, Maristella Matera ; in cooperation with SIGCHI [and four others]
Pubbl/distr/stampa New York : , : ACM, , 2016
Descrizione fisica 1 online resource (400 pages)
Disciplina 005.437
Soggetto topico User interfaces (Computer systems)
Computer graphics
Computer vision
ISBN 1-4503-4131-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Advanced Visual Interfaces 2016
Proceedings of the International Working Conference on Advanced Visual Interfaces
Record Nr. UNINA-9910376354103321
New York : , : ACM, , 2016
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 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
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter / / Edited by Cristina Gena, Luigi De Russis, Davide Spano, Rosa Lanzilotti, Tania Di Mascio, Catia Prandi, Salvatore Andolina
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter / / Edited by Cristina Gena, Luigi De Russis, Davide Spano, Rosa Lanzilotti, Tania Di Mascio, Catia Prandi, Salvatore Andolina
Autore Gena Cristina
Pubbl/distr/stampa New York, NY, United States, : Association for Computing Machinery, 2023
Descrizione fisica 1 online resource (416 pages)
Altri autori (Persone) GenaCristina
RussisLuigi De
SpanoDavide
LanzilottiRosa
MascioTania Di
PrandiCatia
AndolinaSalvatore
Collana ACM Other conferences
Soggetto topico Computer science
Empirical studies in HCI
Human computer interaction (HCI)
Human-centered computing
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti CHItaly '23
Record Nr. UNISA-996552466403316
Gena Cristina  
New York, NY, United States, : Association for Computing Machinery, 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter / / Edited by Cristina Gena, Luigi De Russis, Davide Spano, Rosa Lanzilotti, Tania Di Mascio, Catia Prandi, Salvatore Andolina
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter / / Edited by Cristina Gena, Luigi De Russis, Davide Spano, Rosa Lanzilotti, Tania Di Mascio, Catia Prandi, Salvatore Andolina
Autore Gena Cristina
Pubbl/distr/stampa New York, NY, United States, : Association for Computing Machinery, 2023
Descrizione fisica 1 online resource (416 pages)
Altri autori (Persone) GenaCristina
RussisLuigi De
SpanoDavide
LanzilottiRosa
MascioTania Di
PrandiCatia
AndolinaSalvatore
Collana ACM Other conferences
Soggetto topico Computer science
Empirical studies in HCI
Human computer interaction (HCI)
Human-centered computing
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti CHItaly '23
Record Nr. UNINA-9910746498203321
Gena Cristina  
New York, NY, United States, : Association for Computing Machinery, 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui