Human-Centered Design, Operation and Evaluation of Mobile Communications : 5th International Conference, MOBILE 2024, Held As Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29-July 4, 2024, Proceedings, Part I |
Autore | Wei June |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (301 pages) |
Altri autori (Persone) | MargetisGeorge |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031604584
9783031604577 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 5th International Conference on Human-Centered Design, Operation and Evaluation of Mobile Communications (MOBILE 2024) -- HCI International 2025 Conference -- Contents - Part I -- Contents - Part II -- Mobile Health and Wellbeing -- Promoting Nutrition Literacy and Food Neophilia of Middle School Children Through a Serious Hybrid Game -- 1 Introduction -- 2 Objective of the Paper -- 3 Methods -- 3.1 FlavourGame: Short Description of the Game -- 3.2 Intervention -- 3.3 Control Group -- 4 Results -- 4.1 Characterization of Children in Intervention Group -- 4.2 Effect of the Intervention in Nutrition Knowledge -- 4.3 Effect of the Intervention in the Willingness to Test New Foods -- 5 Discussion -- References -- Exploring the Factors Influencing the Adoption of Wrist-Worn Wearable Devices for Well-Being Monitoring Among End Users -- 1 Introduction -- 2 Literature Review and Conceptual Model -- 2.1 Intention to Use (IU) -- 2.2 Perceived Usefulness (PU) -- 2.3 Perceived Value (PV) -- 2.4 Perceived Prestige (PP) -- 2.5 Social Image (SI) -- 2.6 Brand Name (BN) -- 2.7 Perceived Privacy Risk (PPR) -- 2.8 Health Information Sensitivity (HIS) -- 3 Methodology -- 4 Results -- 5 Discussion -- 6 Managerial Implications -- 7 Limitations and Future Research Avenues -- References -- Engagement of Electronic Word-of-Mouth on M-Health Platforms -- 1 Introduction -- 2 Conceptual Model and Hypotheses -- 2.1 Conceptual Model -- 2.2 Hypotheses -- 3 Data and Method -- 3.1 Data Collection -- 3.2 Measurement Tools and Pre-Test -- 4 Results -- 4.1 Demographic Statistics Analysis -- 4.2 Main Effect and the Mediating Effect -- 4.3 Moderating Effect -- 5 Discussion and Conclusion -- References.
Design Mobile Exergames to Large-Scalely Promote Adolescent Physical Activity Based on Interval Training Theory -- 1 Introduction -- 2 Related Work -- 2.1 Interval Training -- 2.2 Exergames -- 3 Method -- 3.1 Design and Development of the Exergame -- 3.2 System Design -- 3.3 System Implementation -- 4 System Testing and Evaluation -- 4.1 Methodology -- 4.2 Results -- 5 Discussion -- 6 Conclusion -- References -- Unlocking the Potential of mHealth for Smoking Cessation: An Expert Viewpoint -- 1 Introduction -- 2 Literature Review -- 2.1 Rising Popularity of mHealth Applications -- 2.2 Bridging Behaviour Change Theory and HCI -- 3 Methodology -- 3.1 Expert Selection and Data Collection -- 3.2 Interview Guide and Data Analysis -- 4 Findings and Discussion -- 5 Limitations and Future Research -- 6 Conclusion -- References -- Mental Health Mobile Applications: Opportunities and Challenges -- 1 Introduction -- 2 Background -- 2.1 Mental Health Mobile Applications -- 2.2 AI-Driven Mental Health Mobile Applications -- 3 Identifying Mental Health Mobile Applications -- 4 Discussion -- 5 Conclusion and Future Research -- References -- Design and Evaluation of an Intelligent Rehabilitation System for Children with Asthma -- 1 Introduction -- 1.1 Children's Asthma Rehabilitation Products -- 1.2 Asthma Rehabilitation System -- 2 Methodology -- 2.1 KJ Method Analysis Requirements -- 2.2 Analysis of Functional Requirements Elements -- 3 Proposed Concept -- 4 Conclusion and Discussion -- References -- Wearable Wellness: Exploring User Experiences with Fitness Systems on Smartwatches -- 1 Introduction -- 2 User-Centered Design: Diary Studies and Co-creation -- 3 Methodology -- 3.1 Phase One: Diary Study -- 3.2 Phase Two: Co-creation Collaboration -- 4 Discussion -- 5 Conclusion -- References. Young Consumers' Discontinuance Intention to Use Smartphone Fitness Applications - A Study of Generation Z Consumers in Bangkok -- 1 Introduction -- 2 Literature Review -- 2.1 Technology Readiness (TR) Model -- 2.2 Technology Acceptance Model (TAM) -- 2.3 Discontinuance Intention -- 3 Research Design -- 4 Findings -- 4.1 Respondent Profile -- 4.2 Common Method Bias -- 4.3 Evaluation of Measurement Model -- 4.4 Evaluation of Structural Equation Model -- 4.5 Mediation Analysis -- 5 Discussion and Conclusion -- 6 Implications -- 6.1 Theoretical Implication -- 6.2 Managerial Implications -- 7 Limitations -- References -- Mobile Applications, Serious Games and Advanced Interfaces -- Development of Scenario-Based Approach for Interface Design Aided by Key PSFs and Its Application to Design of New Autonomous Vehicles Monitoring System -- 1 Introduction -- 2 Improved Scenario-Based Design Using PSFs List -- 2.1 Original Version of Scenario-Based Design for Future System -- 2.2 Underlying Ideas to Support Creation of Scenario -- 2.3 Supporting Tool for Initial Scenario Creation -- 3 Case Study: Application to Interface Design of New Autonomous Vehicles Monitoring System -- 3.1 Outline of Design Project -- 3.2 Scenario Creation Processes -- 3.3 Example of Specifications Elicitation -- 4 Discussion -- 4.1 Feasibility of the Proposed Approach in Business Context -- 4.2 Managerial Implications -- 4.3 Limitations and Future Work -- 5 Conclusion -- References -- Iterative Design of an Interactive Augmented Reality Board Game: A Playful Approach to Recruiting Prospective Students -- 1 Introduction -- 2 Related Work -- 2.1 College Recruitment Strategies -- 2.2 AR Tangible Games -- 3 Research Approach -- 3.1 Focus Group and Interviews -- 3.2 Focus Group and Interview Learnings -- 3.3 Emerging Design Considerations -- 4 Iterative Design Process. 4.1 Initial Design Ideation -- 4.2 Refining Design Through Iterating Personas -- 4.3 Refining Game Components, Objectives, and Rules -- 5 Design Prototype -- 5.1 Game Components -- 5.2 Gameplay -- 5.3 Prototype Fabrication -- 6 Preliminary Evaluation -- 6.1 Evaluation Process -- 6.2 Evaluation Learnings -- 7 Reflections and Future Work -- 8 Conclusion -- References -- Mobile Application for Identifying Anomalous Behavior and Conducting Time Series Analysis Using Heterogeneous Data -- 1 Introduction -- 2 Related Work -- 3 Heterogeneous Data and System Architecture -- 4 Time Series Analysis Implementation -- 5 Anomaly Detection and Time Series Analysis -- 5.1 Anomaly Detection -- 5.2 Time Series Analysis -- 6 Conclusions -- References -- Exploring Player Experience in Mobile Learning Through Location-Based Games -- 1 Introduction -- 2 Problem and Objective -- 3 Literature Reviews -- 3.1 Location-Based Game -- 3.2 Playability -- 3.3 Player Experience and Its Evaluation Methods -- 4 Methodology and Steps -- 4.1 System Implementation Method -- 4.2 Quasi-Experimental Design -- 5 Research Results -- 6 Conclusion -- References -- "Furnish Your Reality" - Intelligent Mobile AR Application for Personalized Furniture -- 1 Introduction -- 2 General Concept -- 2.1 Start -- 2.2 Spatial Surveys via LiDAR -- 2.3 Generation of Product Suggestions via Generative AI -- 2.4 Selection of Suitable Product Suggestions -- 2.5 Triggering Ordering Process -- 3 Integrated Technologies -- 3.1 LiDAR Based AR -- 3.2 Generative AI -- 3.3 Intelligent Recommender System -- 4 Discussion -- 5 Conclusion and Future Research Perspectives -- References -- UXAR-CT - An Approach for Measuring UX for Mobile Augmented Reality Applications in Corporate Training -- 1 Introduction -- 2 Theoretical Foundation and Related Work -- 2.1 Concept of User Experience. 2.2 Importance of UX Quality Aspects -- 2.3 Measuring User Experience via Standardized Questionnaires -- 2.4 Augmented Reality UX Questionnaires -- 2.5 Research Objective and Methodological Approach -- 3 Quantitative Study 1: Determination of Important UX Quality Aspects -- 3.1 Study Approach -- 3.2 Results -- 4 Quantitative Study 2: Development and Evaluation of the UXAR-CT Questionnaire -- 4.1 Questionnaire Development -- 4.2 Data Collection -- 5 Conclusion -- 5.1 Implications -- 5.2 Discussion and Limitations -- 5.3 Outlook and Future Research -- A Exemplarily description of the UX quality aspect Efficiency translated in English -- B Statements of the UX Quality Aspects from the Quantitative Study -- References -- Augmented Astronomy for Science Teaching and Learning -- 1 Introduction -- 2 Related Work -- 2.1 Alternative Conceptions in Astronomy Education -- 2.2 Extended Reality for Teaching and Learning -- 2.3 Extended Reality for Astronomy Education -- 3 Method -- 3.1 Design-Based Educational Research -- 4 Results -- 4.1 Augmented Reality Astronomy Resources -- 4.2 Activities for Educational Environments -- 5 Conclusions -- 5.1 Limitations -- 5.2 Future Work -- References -- Self-location and Reorientation of Individuals Without Reading Maps: Increased Spatial Memory During GPS Navigation Using AR City Walls -- 1 Introduction -- 2 Design Prototyping -- 2.1 Generation Logic -- 2.2 Design Elements -- 3 Experiment -- 3.1 Participants -- 3.2 Navigation Environment -- 3.3 Conditions -- 3.4 Procedure -- 4 Results and Discussion -- 4.1 Spatial Memory -- 4.2 Workload -- 4.3 Limitations and Future Work -- 5 Conclusions -- References -- Research on the Impact of Mobile Terminal Information Layout on Visual Search-Taking Bookkeeping Application as an Example -- 1 Introduction -- 2 Related Work -- 3 Research Questions -- 3.1 Research Focus. 3.2 Research Material. |
Record Nr. | UNINA-9910865254003321 |
Wei June
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Cham : , : Springer International Publishing AG, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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Human-Centered Design, Operation and Evaluation of Mobile Communications : 5th International Conference, MOBILE 2024, Held As Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29-July 4, 2024, Proceedings, Part II |
Autore | Wei June |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (333 pages) |
Altri autori (Persone) | MargetisGeorge |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031604874
9783031604867 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 5th International Conference on Human-Centered Design, Operation and Evaluation of Mobile Communications (MOBILE 2024) -- HCI International 2025 Conference -- Contents - Part II -- Contents - Part I -- Mobile Commerce, Marketing and Retail -- Online Commerce and Beehive Adoption Services Through User-Centred Design: The MyHive Platform for Direct Beekeeper-Consumer Interaction -- 1 Introduction -- 2 Related Work -- 3 The Beehive Adoption Marketing Strategy -- 3.1 Benefits for Local Beekeepers -- 4 MyHive -- 5 Methodology: Research, Design and Evaluation -- 5.1 Research Phase -- 5.2 Design Phase -- 5.3 Evaluation -- 6 Discussion and Results -- References -- Research on Individualized Design of Youth Clothing Based on QFD Method -- 1 Introduction -- 1.1 Background -- 1.2 Purpose -- 2 Methods -- 2.1 Data Sources -- 2.2 Research Methodology -- 3 Building the House of Quality -- 3.1 Customer Requirements Acquisition and Arrangement -- 3.2 Importance of Customer Needs -- 3.3 Customer Needs and Design Requirements -- 4 Results and Analysis -- 4.1 House of Quality (HoQ) -- 4.2 Product Competitive Analysis -- 4.3 Product Design Analysis -- 5 Summary -- 5.1 Research Conclusions -- 5.2 Shortcomings and Prospects -- References -- Augmented Reality Marketing: Factors that Affect the Intention to Use a Virtual Try-on Mobile Application -- 1 Introduction -- 2 Theoretical Background -- 2.1 Augmented Reality -- 2.2 Technology Acceptance Model (TAM) -- 3 Methodology -- 3.1 Design and Data -- 3.2 Measures -- 4 Results -- 4.1 Descriptive Characteristics -- 4.2 Measurement Model -- 4.3 Structural Model -- 4.4 Hypotheses Testing -- 4.5 Additional Findings -- 5 Discussion -- 6 Conclusion.
6.1 Implications -- 6.2 Limitations and Further Research -- References -- Branded App Usability Study Focuses on Beverage Apps -- 1 Introduction -- 2 Background -- 3 Development and Study Procedure -- 3.1 Case Study -- 3.2 Design the Brand Identity -- 3.3 Branded App Development -- 3.4 Prototype of Branded App -- 3.5 Usability Study -- 4 Results and Findings -- 4.1 Pilot Study -- 4.2 Usability Test 1 -- 4.3 Usability Test 2 -- 4.4 Different Factors Affect Users' Behavior -- 5 Discussion -- 6 Conclusion -- References -- A Market-Ready Ecosystem for Publishing and Reading Augmented Books -- 1 Introduction and Related Work -- 2 Platform and Media Design -- 2.1 The Ecosystem -- 2.2 The a-book File Format -- 2.3 The a-book Player App -- 2.4 Professional Authoring of a Guide Book -- 3 Evaluation -- 3.1 Lab Study -- 3.2 Field Trial -- 3.3 Interview Survey -- 4 Discussion -- References -- Research on Tax Collection and Administration of Mobile Commerce Under Smart Taxation -- 1 Introduction -- 2 Mobile Commerce -- 2.1 The Implications of Mobile Commerce -- 2.2 The Necessity of Mobile Commerce Taxation -- 2.3 Tax Collection and Administration of Mobile Commerce -- 3 Smart Taxation -- 3.1 The Historical Development of Smart Taxation -- 3.2 The Connotation of Smart Taxation -- 4 The Application of Smart Taxation in Mobile Commerce Taxation -- 4.1 The Application of Data Technology in Mobile Commerce -- 4.2 The Suitability of Smart Taxation and Mobile Commerce -- 5 Conclusion and Suggestion -- References -- Interactive Elements in E-commerce Live Streaming: Key Influencing Factors in Consumer Purchase Decisions -- 1 Introduction -- 2 Research Framework and Hypotheses -- 2.1 The Impact of Live Streaming Characteristics on Purchase Intentions -- 2.2 The Impact of Consumer Satisfaction on Purchase Intentions -- 2.3 The Mediating Role of Consumer Satisfaction. 2.4 Theoretical Model Building -- 3 Research Methodology -- 4 Reliability and Validity -- 4.1 Reliability and Validity -- 4.2 Hypothesis Testing -- 5 Discussion -- 6 Limitations -- References -- Prediction and Analysis of Mobile Phone Export Volume Based on SVR Model -- 1 Introduction -- 2 Literature Review -- 2.1 Support Vector Regression and Prediction -- 2.2 Export Forecast -- 2.3 Support Vector Regression and Export Forecast -- 3 Methodology -- 3.1 Support Vector Machine -- 3.2 Support Vector Regression -- 3.3 Kernel Function -- 3.4 Linear Control Model (ARIMA Model) and Prediction Ideas -- 3.5 Accuracy Test Method -- 4 Experimental Process -- 4.1 Data Acquisition -- 4.2 Data Pre-processing -- 4.3 Selection of Kernel Function -- 4.4 Parameter Optimization and Prediction -- 4.5 Precision Measurement -- 5 Results and Analysis -- 5.1 Outcome Evaluation -- 5.2 Accuracy Evaluation -- 6 Conclusion and Suggestion -- References -- Research on the Taxation of Mobile Commerce Digital Assets -- 1 Introduction -- 2 Overview of Digital Assets in the Context of Mobile Commerce -- 2.1 The Concept of Digital Assets -- 2.2 Composition of Mobile Commerce Digital Assets -- 2.3 Features of Mobile Commerce Digital Assets -- 3 Prerequisites for Taxation of Mobile Commerce Digital Assets -- 3.1 Definition of Mobile Commerce Digital Assets -- 3.2 Value-Based Data Elements of Mobile Commerce Based on Value Chain Theory -- 4 The Dilemma of Taxation of Mobile Commerce Digital Assets -- 4.1 Confirmation of Ownership of Mobile Commerce Digital Assets -- 4.2 Valuation of Mobile Commerce Digital Assets -- 5 Policy Recommendations -- 5.1 Suggestions for Confirming the Ownership of Mobile Commerce Digital Assets -- 5.2 Recommendations on Taxation of Mobile Commerce Digital Assets -- 6 Epilogue -- References. Analysis of Food Safety Issues in Cross-Border Mobile E-commerce Platforms Based on BTM-Taking Amazon US User Reviews as an Example -- 1 Introduction -- 2 Literature Review -- 2.1 Research on Thematic Modeling -- 2.2 Research on Cross-Border E-commerce Food Safety Issues -- 3 Research Design -- 3.1 Research Framework -- 3.2 Research Process -- 3.3 BTM Thematic Model Parameter Settings -- 4 Empirical Analysis and Discussion -- 4.1 Thematic Intensity Analysis -- 4.2 Thematic Area Analysis -- 4.3 Thematic Structure Analysis -- 4.4 Types and Regulatory Attribution of Food Safety Problems -- 4.5 Recommendations for Relevant Regulators -- 5 Conclusions and Outlook -- 5.1 Research Summary and Findings -- 5.2 Research Limitations and Directions for Improvement -- References -- Mobile Security, Privacy and Safety -- Voyager: Crowdsource Application for Safe Travelling Experience -- 1 Introduction -- 2 Background and Related Works -- 2.1 Related Research -- 2.2 Related Applications -- 3 Design -- 3.1 System Perspective -- 3.2 Use Case Diagram -- 3.3 Colour Theme -- 3.4 Design Rules -- 3.5 Hi-Fi Prototype -- 4 Implementation -- 4.1 System Overview -- 4.2 System Architecture -- 4.3 Search Implementation -- 4.4 Review -- 4.5 Recommendation Engine -- 5 Application Walkthrough -- 5.1 Main -- 6 Study on Intention to Use -- 6.1 TAM Model -- 6.2 ISSM Model -- 6.3 Questionnaire -- 6.4 Results and Analysis -- 6.5 Measures -- 7 Conclusion and Future Work -- References -- Cyber Risk Assessment Approach in Connected Autonomous Vehicles -- 1 Introduction -- 2 Literature Review -- 3 Research Model -- 4 Conclusion -- 5 Future Research Considerations -- References -- ChatAlone: An Anonymous Messaging Application for Enhanced Privacy and Open Communication -- 1 Introduction -- 1.1 Project Purpose -- 1.2 Project Scope -- 2 Related Works -- 2.1 Bridgefy -- 2.2 Briar. 2.3 FireChat -- 2.4 Comparison -- 3 Methodology -- 3.1 Bluetooth -- 3.2 Flutter -- 3.3 Hive -- 3.4 Message Packet -- 3.5 Image Byte Converter -- 4 ChatAlone: Anonymous Communication -- 4.1 Anonymous Communication -- 4.2 Platform of Possibilities -- 5 Design -- 5.1 Testing of Scenarios -- 6 Risk and Management -- 6.1 Power of Being Anonymous -- 6.2 Losing Credibility -- 6.3 Bluetooth Range -- 7 Conclusion -- 7.1 Future Works -- References -- Mobile User Experience and Design -- Automating Mobile App Review User Feedback with Aspect-Based Sentiment Analysis -- 1 Introduction -- 2 Previous Work -- 2.1 Sentiment Analysis -- 2.2 Aspect-Based Sentiment Analysis -- 3 Research Method -- 3.1 Triplet Definition -- 3.2 ABSA Model Selection -- 3.3 Data Sampling -- 3.4 Data Processing -- 3.5 Training and Testing -- 4 Results and Discussion -- 4.1 PyABSA Results -- 4.2 Discussion -- 5 Conclusion -- 5.1 Limitations -- 5.2 Future Work -- References -- The Differences of Choice Preference on WeChat Mini Program and Native Apps Between Utilitarian and Hedonic Programs -- 1 Introduction -- 2 Theorical Backgrounds -- 2.1 User Experience Theory -- 2.2 Hedonic vs. Utilitarian Product -- 2.3 Consumer Preference Theory -- 3 Research Methodology -- 3.1 Overview of Current Research -- 4 Results -- 4.1 Demographic Analysis Results -- 4.2 Reliability and Validity -- 4.3 Main Verification -- 5 Discussion -- 6 Limitations and Future Research Directions -- References -- Study on User Experience Evaluation and Enhancement of Library Mobile Information Services -- 1 Introduction -- 2 Construction of Evaluation Model Based on User Experience -- 2.1 Overview -- 2.2 Concept Definition -- 2.3 Model Construction -- 2.4 Questionnaire Survey -- 3 Date Analysis -- 3.1 Background Analysis -- 3.2 Reliability Analysis -- 3.3 Validity Analysis -- 3.4 Weight Analysis. 3.5 Classification of Experience Dimensions. |
Record Nr. | UNINA-9910865263303321 |
Wei June
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Cham : , : Springer International Publishing AG, , 2024 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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