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Global Thoughts, Local Designs [[electronic resource] ] : INTERACT 2017 IFIP TC 13 Workshops, Mumbai, India, September 25-27, 2017, Revised Selected Papers / / edited by Torkil Clemmensen, Venkatesh Rajamanickam, Peter Dannenmann, Helen Petrie, Marco Winckler
Global Thoughts, Local Designs [[electronic resource] ] : INTERACT 2017 IFIP TC 13 Workshops, Mumbai, India, September 25-27, 2017, Revised Selected Papers / / edited by Torkil Clemmensen, Venkatesh Rajamanickam, Peter Dannenmann, Helen Petrie, Marco Winckler
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XXIV, 161 p. 86 illus.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Computer communication systems
Special purpose computers
Software engineering
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Computer Communication Networks
Special Purpose and Application-Based Systems
Software Engineering
ISBN 3-319-92081-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910349427703321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Global Thoughts, Local Designs [[electronic resource] ] : INTERACT 2017 IFIP TC 13 Workshops, Mumbai, India, September 25-27, 2017, Revised Selected Papers / / edited by Torkil Clemmensen, Venkatesh Rajamanickam, Peter Dannenmann, Helen Petrie, Marco Winckler
Global Thoughts, Local Designs [[electronic resource] ] : INTERACT 2017 IFIP TC 13 Workshops, Mumbai, India, September 25-27, 2017, Revised Selected Papers / / edited by Torkil Clemmensen, Venkatesh Rajamanickam, Peter Dannenmann, Helen Petrie, Marco Winckler
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XXIV, 161 p. 86 illus.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Computer communication systems
Special purpose computers
Software engineering
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Computer Communication Networks
Special Purpose and Application-Based Systems
Software Engineering
ISBN 3-319-92081-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996465960303316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
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. 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
Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part I / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part I / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XXXI, 794 p. 258 illus., 198 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Optical data processing
Special purpose computers
Computer communication systems
Artificial intelligence
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Image Processing and Computer Vision
Special Purpose and Application-Based Systems
Computer Communication Networks
Artificial Intelligence
ISBN 3-030-29381-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Accessibility Design Principles -- A Serious Game for Raising Designer Awareness of Web Accessibility Guidelines -- Aestimo: A Tangible Kit to Evaluate Older Adults' User Experience -- Towards Reliable Accessibility Assessments of Science Center Exhibits -- Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials -- User Study: A Detailed View on the Effectiveness and Design of Tactile Charts -- Assistive Technology for Cognition and Neurodevelopment Disorders -- A User-Centred Methodology for the Development of Computer-Based Assistive Technologies for Individuals with Autism -- Classifying Sensitive Issues for Patients with Neurodevelopmental Disorders -- Effects of Menu Organization and Visibility on Web Navigation for People with Dyslexia -- ELE - A Conversational Social Robot for Persons with Neuro-Developmental Disorders -- S2C2: Toward an App to Support Social StoryTM Comprehension Checking in Children with ASD -- Assistive Technology for Mobility and Rehabilitation -- (How) Can an App Support Physiotherapy for Frozen Shoulder Patients? -- A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches’ Mobility -- Analyzing Accessibility Barriers using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users -- Bridging the Gap: Creating a Clinician-Facing Dashboard for PTSD -- Using Artificial Intelligence for Augmentative Alternative Communication for Children with Disabilities -- Assistive Technology for Visually Impaired -- Comparing User Performance on Parallel-Tone, Parallel-Speech, Serial-Tone and Serial-Speech Auditory Graphs -- Factors that impact the acceptability of on-body interaction by users with visual impairments -- Faster and Less Error-prone: Supplementing an Accessible Keyboard with Speech Input -- Investigating Feedback for Two-Handed Exploration of Digital Maps without Vision -- Perception of tactile symbols by visually impaired older adults -- Co-design and Design Methods -- Able to Create, Able to (Self)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation? -- Cinévoqué: Design of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies -- P(L)AY ATTENTION! Co-Designing for and with Children with Attention Deffcit Hyperactivity Disorder (ADHD) -- Technology, Theatre and Co-Design: Impact and Design Considerations -- Visual Fixations Duration as an Indicator of Skill Level in eSports -- Crowdsourcing and Collaborative Work -- #TheDay: Triggering User Generated Videos in Participatory Media Productions -- A Literature Review of the Practice of Educating Children about Technology Making -- Effect of Cognitive Abilities on Crowdsourcing Task Performance -- Insights on older adults' attitudes and behavior through the participatory design of an online storytelling platform -- Participatory Evaluation of Human-Data Interaction Design Guidelines -- Cyber Security and e-voting Systems -- Comparative Evaluation of Node-Link and Sankey Diagrams for the Cyber Security Domain -- Comparing "Challenge-Based" and "Code-Based" Internet Voting Veriffcation Implementations -- Mouse Behavior as an Index of Phishing Awareness -- Perceptions of risk, benefits and likelihood of undertaking password management behaviours: four components -- Social Engineering and Organisational Dependencies in Phishing Attacks -- Vote-for-It: Investigating Mobile Device-Based Interaction Techniques for Collocated Anonymous Voting and Rating -- Design Methods -- Design Requirements of Tools Supporting Reflection on Design Impact -- Designer Led Computational Approach to Generate Mappings for Devices with Low Gestural Resolution -- Ensuring the Consistency between User Requirements and GUI Prototypes: A Behavior-Based Automated Approach -- Integrating Personas and Use Case Models -- Smart Interactive Packaging as a Cyber-Physical Agent in the Interaction Design Theory: A Novel User Interface -- Design Principles for Safety/Critical Systems -- Deep System Knowledge Required: Revisiting UCD Contribution in the Design of Complex Command and Control Systems -- Detecting and Infuencing Driver Emotions using Psycho-physiological Sensors and Ambient Light -- Evaluating mixed reality notifications to support excavator operator awareness -- Exploring the Effects of Replicating Shape, Weight and Recoil Effects on VR Shooting Controllers -- On the reliability and factorial validity of the Assessment Scale for Creative Collaboration.
Record Nr. UNINA-9910349300403321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XXXI, 799 p. 234 illus., 200 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Optical data processing
Special purpose computers
Computer communication systems
Artificial intelligence
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Image Processing and Computer Vision
Special Purpose and Application-Based Systems
Computer Communication Networks
Artificial Intelligence
ISBN 3-030-29384-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto E-commerce -- Discovering the Unfindable: The Tension Between Findability and Discoverability in a Bookshop Designed for Serendipity -- Does the pop-out make an effect in the product selection of signage vending machine? -- Exploring Spatial Menu Representation and Apartment-based Categorization for Online Shopping -- How to improve the interaction design of NFC payment terminals? -- Places for News: A Situated Study of Context in News Consumption -- Education and HCI Curriculum I -- Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course -- Evaluating WELI: a Wrist-Worn Application to Assist Young Adults with Neurodevelopmental Disorders in Inclusive Classes -- How do typically developing children and children with ASD play a tangible game? -- StatPlayground: A Sandbox for Learning Practical Statistics -- Training Non-Designers in Co-Design Methods through an Active Assisted Living Interactive Workshop -- Education and HCI Curriculum II -- Embodied Interaction in Language Learning: Enhancing Students’ Collaboration and Emotional Engagement -- Evaluation of a Massive Online Course forum: design issues and their impact on learners’ support -- Kahaniyan - Designing for Acquisition of Urdu as a Second Language -- On making, tinkering, coding and play for learning: A review of current research -- Rexy, a configurable application for building Virtual Teaching Assistants -- Two-way gaze sharing in remote teaching -- Eye-gaze Interaction -- Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents -- GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration -- Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study -- ScaffoMapping: Assisting Concept mapping for video learners -- Shared Gaze While Driving: How Drivers Can Be Supported by an LED-Visualization of the Front-Seat Passenger's Gaze -- TEXTile: Eyes-Free Text Input on Smart Glasses Using Touch Enabled Textile on the Forearm -- Games and Gamification -- "I don't fit into a single type": A Trait Model and Scale of Game Playing Preferences -- Comparing the applicability of pressure as a game metric to self-assessment and physiological metrics -- Fall-Prevention Exergames using Balance Board Systems -- Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing -- Play and learn with an intelligent robot: Enhancing the therapy of hearing-impaired children? -- Understanding the Digital and Non-digital Participation by the Gaming Youth -- Human-robot Interaction and 3D Interaction -- DupRobo: Interactive Robotic Autocompletion of Physical Block-based Repetitive Structure -- Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-based Trace Figures -- Examining the Effects of Height, Velocity and Emotional Representation of a Social Transport Robot and Human Factors in Human-Robot-Collaboration -- Towards Participatory Design of Social Robots -- User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions -- Information Visualization -- A Formative Study of Interactive Bias Metrics in Visual Analytics Using Anchoring Bias -- Benefits and Trade-offs of Different Model Representations in Decision Support Systems for Non-expert Users -- Customizing Websites through Automatic Web Search -- Infuence of Color and Size of Particles on their Perceived Speed in Node-Link Diagrams -- Information Visualization and Augmented Reality -- Augmented Reality Technology for Displaying Close-Proximity Sub-Surface Positions -- Bubble Margin: Motion Sickness Prevention While Reading on Smartphones in Vehicles -- CyclAir: A Bike Mounted Prototype for Real-Time Visualization of CO2 Levels While Cycling -- Dissecting Pie Charts -- Same Same But Different: Exploring the Effects of the Stroop Color Word Test in Virtual Reality -- Interaction Design for Culture and Development I -- “Why would you buy from a stranger?” Understanding Saudi citizens’ Motivations and Challenges in Social Commerce -- Denouncing Sexual Violence: A Cross-Language and Cross-Cultural Analysis of #MeToo and #BalanceTonPorc -- Dhana Labha: A Financial Management Application to Underbanked Communities in Rural Sri Lanka -- Fostering interaction between locals and visitors by designing a community-based tourism platform on a Touristic Island -- Ustaad: A Mobile Platform for teaching illiterates.
Record Nr. UNINA-9910349303303321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XXXIV, 766 p. 225 illus., 173 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Optical data processing
Special purpose computers
Computer communication systems
Artificial intelligence
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Image Processing and Computer Vision
Special Purpose and Application-Based Systems
Computer Communication Networks
Artificial Intelligence
ISBN 3-030-29390-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto User Modelling and User Studies -- An Analysis of (Non-)Use Practices and Decisions of Internet of Things -- Analysis of utilization in the message card production by use of fusion character of handwriting and typeface -- Communicating User Insights with Travel Mindsets and Experience Personas in Intra-City Bus Context -- Effects of Age-Related Cognitive Decline on Elderly User Interactions with Voice-Based Dialogue Systems -- GDI as an alternative guiding interaction style for Occasional users -- User Experience -- A Novel Method to Build and Validate an Affective State Prediction Model from Touch-Typing -- Acceptability of Persuasive Prompts to Induce Behavioral Change in People Suffering from Depression -- The UX construct – does the usage context influence the outcome of user experience evaluations? -- User Experience of Driver State Visualizations: a Look at Demographics and Personalities -- Users' Emotions, Feelings and Perception -- As Light As Your Scent: Effects of Smell and Sound on Body Image Perception -- Experiencing Materialized Reading: Individuals' Encounters with Books -- “I Kept Browsing and Browsing, But Still Couldn’t Find the One”: Salient Factors and Challenges in Online Typeface Selection -- Integrating a Binaural Beat into the Soundscape for the Alleviation of Feelings -- What is Beautiful Continues to be Good: People Images and Algorithmic Inferences on Physical Attractiveness -- Virtual and Augmented Reality I -- Design and evaluation of three interaction models for manipulating Internet of Things (IoT) devices in Virtual Reality -- Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality -- On the Use of Persistent Spatial Points for Deploying Path Navigation in Augmented Reality: An Evaluation Study -- User Experience Guidelines for Designing HMD Extended Reality Applications -- Virtual and Augmented Reality II -- Am I Moving Along A Curve? A Study On Bicycle Traveling-In-Place Techniques In Virtual Environments -- Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3D -- Enhance Engine Room Diagnostics Through Audio-Focused VR Simulation -- Head-controlled Menu in Mixed Reality with a HMD -- VR Interaction Modalities for the Evaluation of Technical Device Prototypes -- Wearable and Tangible Interaction -- Combining Tablets with Smartphones for Data Analytics -- COMMONS: a board game for enhancing interdisciplinary collaboration when developing health and activity-related wearable devices -- On-Body Tangible Interaction: Using the Body to Support Tangible Manipulations for Immersive Environments -- SplitSlider: A Tangible Interface to Input Uncertainty -- The possibility of personality extraction using skeletal information in hip-hop dance by human or machine -- Courses -- Introduction to Automation and to its Potential for Interactive Systems Design -- Introduction to Data Visualization -- The Science behind User Experience Design -- Demonstrations and installations -- A Multitouch Drawing Application with Occlusion-free Interaction Strategies -- CityCompass VR - A Collaborative Virtual Language Learning Environment -- GazeMotive: A Gaze-based Motivation-aware E-learning Tool for Students with Learning Difficulties -- Hybrid Wireless Sensor Networks: a Prototype? -- Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers -- Multi-level Engagement in Augmented Reality Children’s Picture Books -- On-the-Fly Usability Evaluation of Mobile Adaptive UIs through Instant User Feedback -- SwipeBuddy - A teleoperated tablet and ebook-reader holder for a hands-free interaction -- VibroSquare: Vibro-Tactile Display for Body-Centric Implicit Interactions -- Industry Case Studies -- A Human-centred Business Scenario in SIoT - The Case of DANOS Framework -- A Method and Tool for Analyzing Usability Testing Data in the Business Sector -- Applying UCD for Designing Learning Experiences for Romanian Preschoolers. A case study -- Developing a User Interface for an Ultrasound Device Designed for Midwives and General Health Practitioners Situated in Low Resource Nations and Communities -- It AIn’t Nuttin’ New – Interaction Design Practice After the AI Hype -- R++, User-Friendly Statistical Software -- Towards a Framework for the Classification of Usability Issues -- Interactive Posters -- A Mobile App for Illiterate and Semi-Illiterate Pregnant Women- A User Centered Design Approach -- Adding Images to Psychometric Questionnaires to Improve User Engagement -- Applications for In-situ Feedback on Social Network Notifications -- Combating Misinformation Through Nudging -- Exploring the Application of Social Robots in Understanding Bullying Perpetrators -- Initial Steps Towards Infrastructuring Body-Centric Computing -- Model-driven Framework for Human Machine Interaction Design in Industry 4.0 -- MyCompanion: A Digital Social Companion for Assisted Living -- OmniWedges: Improved Radar-Based Audience Selection for Social Networks -- Reducing Anxiety for Dental Visits -- SCAH!RF: a Novel Wearable as a Subconscious Approach for Mitigating Anxiety Symptoms -- Search results on flight booking websites: Displaying departure and return flights on a single page vs two consecutive pages -- Smart Objects for Speech Therapies at Home -- Transparency heuristic: Effect of implicitness of online data acquisition on sensitivity perception -- Using Virtual Reality to Enable Individuals with Severe Visual Disabilities to Read Books -- Vibro-Tactile Implicit Interactions: So What? -- Visualizations of user’s paths to discover usability problems -- Word Association: Engagement of Teenagers in a Co-design Process -- Panels -- Social Media and the Digital Enterprise -- User Experience in an Automated World -- Workshops -- Challenging Misinformation: Exploring Limits and Approaches -- Designing for Aging People -- HCI Challenges in Human Movement Analysis -- The Human(s) in the Loop - Bringing AI and HCI Together -- Visualizing Information Retrieved from (large) WHAT Networks -- #SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms -- Pushing the Boundaries of Participatory Design -- User Experiences and Wellbeing at Work -- Handling Security, Usability, User Experience and Reliability in User-Centered Development Processes.
Record Nr. UNINA-9910349300303321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part III / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Human-Computer Interaction – INTERACT 2019 [[electronic resource] ] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part III / / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XXXI, 782 p. 279 illus., 190 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Optical data processing
Special purpose computers
Computer communication systems
Artificial intelligence
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Image Processing and Computer Vision
Special Purpose and Application-Based Systems
Computer Communication Networks
Artificial Intelligence
ISBN 3-030-29387-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Interaction Design for Culture and Development II -- A contrastive study of pre- and post-legislation interaction design for communication and action about personal data protection in e-commerce websites -- A Study of Outbound Automated Call Preferences for DOTS Adherence in Rural India -- Investigating Mobile Banking in Mali: HCI Experience of 'Man in the Street -- Towards Safe Spaces Online: A Study of Indian Matrimonial Websites -- What about my Privacy, Habibi? Understanding Privacy Concerns and Perceptions of Users from Different Socioeconomic Groups in the Arab World -- Interaction Design for Culture and Development III -- An HCI Perspective on Distributed Ledger Technologies for Peer-to-Peer Energy Trading -- Child-Generated Personas to Aid Design across Cultures -- How Do They Use Their Smartphones: A Study on Smartphone Usage by Indian Students -- ICT Acceptance for Information Seeking Amongst Pre- and Postnatal Women in Urban Slums -- Sugar ka Saathi – A Case Study Designing Digital Self-Management Tools for People Living with Diabetes in Pakistan -- Interaction in Public Spaces -- Design Challenges for Mobile and Wearable Systems to Support Learning on-the-move at Outdoor Cultural Heritage Sites -- Instant Rephotography -- Personal Digital Signage for Shared Spaces -- SeaMote - Interactive Remotely Operated Apparatus for Aquatic Expeditions -- TouchGlass: Raycasting from a Glass Surface to Point at Physical Objects in Public Exhibits -- Interaction Techniques for Writing and Drawing -- Additive Voronoi Cursor: Dynamic Effective Areas using Additively Weighted Voronoi Diagrams -- Investigating the Potential of EEG for Implicit Detection of Unknown Words for Foreign Language Learning -- Search Support for Exploratory Writing -- Visual Methods for the Design of Shape-Changing Interfaces -- Methods for User Studies -- An Approach to Identifying What Has Gone Wrong in a User Interaction -- Analyzing Online Videos: a Complement to Field Studies in Remote Locations -- Evidence Humans Provide When Explaining Data-Labeling Decisions -- How Do Users Perceive a Design-in-Use Approach to Implementation? A Healthcare Case -- Lifelogging in the Wild: Participant Experiences of Using Lifelogging as a Research Tool -- Mobile HCI -- A Comparative Study of Younger and Older Adults' Interaction with a Crowdsourcing Android TV App for Detecting Errors in TEDx Video Subtitles -- Effect of Ambient Light on Mobile Interaction -- Effects of Prompts on In-Situ Science Reflection on Smartwatches -- Investigating Screen Reachability on an Articulated Dual-Display Smartphone -- Short paper: initial recommendations for the design of privacy management tools for smartphones -- Tilt Space: A Systematic Exploration of Mobile Tilt for Design Purpose -- Personalization and Recommender Systems -- “I really don’t know what ‘thumbs up’ means”: Algorithmic Experience in Movie Recommender Algorithms -- Following wrong suggestions: self-blame in human and computer scenario -- Personality is Revealed During Weekends: Towards Data Minimisation for Smartphone Based Personality Classification -- Social Influence Scale for Technology Design and Transformation -- Using Expert Patterns in Assisted Interactive Machine Learning: A Study in Machine Teaching -- Welcome, computer! How do participants introduce a collaborative application during face-to-face interaction? -- Pointing, Touch, Gesture and Speech-based Interaction Techniques -- A Comparative Study of Pointing Techniques for Eyewear Using a Simulated Pedestrian Environment -- Are Split Tablet Keyboards Better? A Study of Soft Keyboard Layout and Hand Posture -- FittsFarm: Comparing Children’s Drag-and-Drop Performance Using Finger and Stylus Input on Tablets -- Is Bigger Better? A Fitts' Law Study on the Impact of Display Size on Touch Performance -- WeldVUI: Establishing Speech-Based Interfaces in Industrial Applications -- Social Networks and Social Media Interaction -- Frameworks for Studying Social Media Interaction: A Discussion on Phenomenology and Poststructuralism -- FriendGroupVR: Design concepts using virtual reality to organize social network friends -- Investigating the Use of an Online Peer-to-Peer Car Sharing Service -- You talkin' to me? A practical attention-aware embodied agent.
Record Nr. UNINA-9910349303203321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui