top

  Info

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

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
End-User Development [[electronic resource] ] : Third International Symposium, IS-EUD 2011, Torre Canne, Italy, June 7-10, 2011, Proceedings / / edited by Maria Francesca Costabile, Yvonne Dittrich, Gerhard Fischer, Antonio Piccinno
End-User Development [[electronic resource] ] : Third International Symposium, IS-EUD 2011, Torre Canne, Italy, June 7-10, 2011, Proceedings / / edited by Maria Francesca Costabile, Yvonne Dittrich, Gerhard Fischer, Antonio Piccinno
Edizione [1st ed. 2011.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Descrizione fisica 1 online resource (XVI, 426 p. 95 illus., 84 illus. in color.)
Disciplina 005.1
Collana Programming and Software Engineering
Soggetto topico Software engineering
Computer programming
Natural language processing (Computer science)
Management information systems
Computer science
Personal computers
Software Engineering/Programming and Operating Systems
Programming Techniques
Natural Language Processing (NLP)
Management of Computing and Information Systems
Personal Computing
ISBN 3-642-21530-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. 1. Keynote speeches -- pt. 2. Long papers -- pt. 3. Short papers -- pt. 4. Doctoral consortium -- pt. 5. Workshops.
Record Nr. UNISA-996465401003316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
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 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part III / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part III / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (xxxi, 677 pages) : illustrations (some color)
Disciplina 005.437
004.019
Altri autori (Persone) Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín)
PetrieHelen
PiccinnoAntonio
WincklerMarco
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
ISBN 3-031-42286-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Natural Language Processing and AI Explainability -- Exploring Natural Language Processing Methods for Interactive Behaviour Modelling -- “Garbage In, Garbage Out”: Mitigating Human Biases in Data Entry by Means of Artificial Intelligence -- Is Overreliance on AI Provoked by Study Design? -- RePaLM: A Data-driven AI Assistant for Making Stronger Pattern Choices -- Online Collaboration and Cooperative work -- A Systematic Literature Review of Online Collaborative Story Writing -- Algorithmic Management for Community Health Worker in Sub-Saharan Africa: Curse or Blessing? -- Explorative Study of Perceived Social Loafing in VR Group Discussion: A Comparison between The Poster Presentation Environment and The Typical Conference Environment -- Recommendation Systems and AI Explainability -- Blending Conversational Product Advisors and Faceted Filtering in a Graph-Based Approach -- Everyday-Inspired Movies: Towards the Design of Movie Recommender Systems based on Everyday Life through Personal Social Media -- Towards a practice-led research agenda for user interface design of recommender systems -- WeHeart: A Personalized Recommendation Device for Physical Activity Encouragement and Preventing “Cold Start” in Cardiac Rehabilitation -- Social AI -- “A solution to a problem that didn’t exist?”: Exploring Attitudes Towards Smart Streetlight Systems -- AI in the Human Loop: The Impact of Differences in Digital Assistant Roles on the Personal Values of Users -- Evaluation of the Roles of Intelligent Technologies in Shared Activity Spaces of Neighborhood Communities -- Problematizing “Empowerment” in HCAI -- Social and Ubiquitous Computing I -- “Draw Fast, Guess Slow”: Characterizing Interactions in Cooperative Partially Observable Settings with Online Pictionary as a Case Study -- Experience by Cohabitation: Living in a Smart Home Initiated by Your Partner -- Towards a Socio-technical Understanding of Police-citizen Interactions -- Social and Ubiquitous Computing II -- A Survey of Computer-Supported Remote Collaboration on Physical Objects -- Collaborative TV Control: Towards Co-Experience and Social Connectedness -- Introducing Sharemote: A Tangible Interface for Collaborative TV Control -- Social Media and Digital Learning -- A Mixed-Methods Analysis of Women’s Health Misinformation on Social Media -- Evaluating the Effects of Culture and Relationship Strength on Misinformation Challenging Behaviours Within the UK -- Exploring Indigenous Knowledge through Virtual Reality: A Co-Design Approach with the Penan Community of Long Lamai -- Factors influencing social media forgiveness behavior and cyber violence tendency among Chinese youth: Moderating ef-fects of forgiveness climate and risk perception -- Gender & Racism: Considerations for Digital Learning Among Young Refugees and Asylum Seekers -- Understanding Users and Privacy Issues -- Concerns of Saudi higher education students about security and privacy of online digital technologies during the coronavirus pandemic -- Exploring the Experiences of People who Inherited Digital Assets from Deceased Users: a Search for Better Computing Solutions -- “Hello, Fellow Villager!”: Perceptions and Impact of Displaying Users’ Locations on Weibo -- Intimate Data: Exploring Perceptions of Privacy and Privacy-Seeking Behaviors through the Story Completion Method -- User movement and 3D Environments -- Eyes on teleporting: comparing locomotion techniques in Virtual Reality with respect to presence, sickness and spatial orientation -- Sample-based Human Movement Detection for Interactive Videos Applied to Performing Arts -- Skillab - A Multimodal Augmented Reality Environment for Learning Manual Tasks -- User Self-Report -- A Longitudinal Analysis of Real-World Self-Report Data -- Awareness, Control and Impact in Digital Wellbeing - Results from Explorative Self-Experiments -- Eliciting Meaningful Collaboration Metrics: Design Implications for Self-Tracking Technologies at Work -- Perception versus Reality: How User Self-Reflections Compare to Actual Data.
Record Nr. UNINA-9910742483903321
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (xxxi, 653 pages) : illustrations (some color)
Disciplina 005.437
004.019
Altri autori (Persone) Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín)
PetrieHelen
PiccinnoAntonio
WincklerMarco
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
ISBN 3-031-42280-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 3D Interaction -- AHO-Guide: Automatically Guiding the Head Orientation of a Local User in Augmented Reality to Realign the Field of View With Remote Users -- Point- and Volume-based Multi-Object Acquisition in VR -- Using Mid-Air Haptics to Guide Mid-Air Interactions -- Accessibility -- Brilliance and Resilience: A New Perspective to the Challenges, Practices and Needs of University Students with Visual Impairments in India -- Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences -- WAM-Studio: A Web-based Digital Audio Workstation To Empower Cochlear Implant Users -- Web Accessibility in Higher Education in Norway: To What Extent are University Websites Accessible? -- Wesee: Digital Cultural Heritage Interpretation for Blind and Low Vision People -- Accessibility and Aging -- Accessibility Inspections of Mobile Applications by Professionals with Different Expertise Levels: an Empirical Study Comparing with User Evaluations -- Evaluating the Acceptance of a Software Application Designed to Assist Communication for People with Parkinson’s Disease -- “The Relief is Amazing”: An In-situ Short Field Evaluation of a Personal Voice Assistive Technology for a User Living with Dementia -- Towards an Automatic Easy-to-Read Adaptation of Morphological Features in Spanish Texts -- Accessibility for Auditory/Hearing Disabilities -- Challenges faced by the Employed Indian DHH Community -- Haptic Auditory Feedback for Enhanced Image Description: A Study of User Preferences and Performance -- Using Colour and Brightness for Sound Zone Feedback -- Co-Design -- Common Objects for Programming Workshops in Non-Formal Learning Contexts -- Engaging a project consortium in ethics-aware design and research -- Exploring Emotions: Study of Five Design Workshops for Generating Ideas for Emotional Self-Report Interfaces -- Moving Away from the Blocks: Evaluating the Usability of EduBlocks for Supporting Children to Transition from Block-Based Programming -- Cybersecurity and Trust -- Dark Finance: Exploring Deceptive Design in Investment Apps -- Elements that Influence Transparency in Artificial Intelligent Systems - A survey -- Empowering Users: Leveraging Interface Cues to Enhance Password Security -- Friendly Folk Advice: Exploring Cybersecurity Information Sharing in Nigeria -- Trust in Facial Recognition Systems: A Perspective From the Users -- Data Physicalisation and Cross-device -- Comparing Screen-based Version Control to Augmented Artifact Version Control for Physical Objects -- EmoClock: Communicating Real-Time Emotional States through Data Physicalizations -- Extending User Interaction with Mixed Reality through a Smartphone-based Controller -- Fitts’ Throughput vs Empirical Throughput: A comparative study -- Eye-Free, Gesture Interaction and Sign Language -- Developing and Evaluating a Novel Gamified Virtual Learning Environment for ASL -- Effects of Moving Speed and Phone Location on Eyes-Free Gesture Input with Mobile Devices -- Hap2Gest: An Eyes-free Interaction Concept with Smartphones Using Gestures and Haptic Feedback -- User-Centered Evaluation of Different Configurations of a Touchless Gestural Interface for Interactive Displays -- Haptic interaction -- Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency -- GuidingBand: A Precise Tactile Hand Guidance System to Aid Visual Perception -- Mid-Air Haptic Cursor for Physical Objects -- Stress Embodied: Developing Multi-Sensory Experiences for VR Police Training -- Healthcare applications and Self-Monitoring -- Co-designing an eHealth Solution to Support Fibromyalgia Self-Management -- Designing Remote Patient Monitoring Technologies for Post-Operative Home Cancer Recovery: The Role of Reassurance -- SELFI: Evaluation of Techniques to Reduce Self-report Fatigue by Using Facial Expression of Emotion -- Usability and Clinical Evaluation of a Wearable TENS device for Pain Management in Patients with Osteoarthritis of the Knee. .
Record Nr. UNINA-9910742499303321
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part IV / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part IV / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (liv, 697 pages) : illustrations (some color)
Disciplina 005.437
004.019
Altri autori (Persone) Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín)
PetrieHelen
PiccinnoAntonio
WincklerMarco
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
ISBN 3-031-42293-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto User Studies -- Comparing Perceived Restorativeness and Stress Reduction in Virtual Reality Environments using Abstract Fractal Geometries versus Realistic Natural Landscapes -- “I miss going to that place”: The impact of watching nature videos on the well-being of informal caregivers -- Our Nudges, Our Selves: Tailoring Mobile User Engagement Using Personality -- Turn & Slide: Designing a Puzzle Game to Elicit the Visualizer-Verbalizer Cognitive Style -- User Studies, Eye-Tracking, and Physiological Data -- Electroencephalographic (EEG) correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) based simulations -- Exploring Eye Expressions for Enhancing EOG-Based Interaction -- How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites -- Quantifying Device Usefulness - How Useful is an Obsolete Device? -- Usability Evaluation of a Brazilian Dam Safety Data Exploration Platform: a Consolidation of Results from User Tests and Heuristic Evaluation -- Virtual Reality -- Asymmetric communication in virtual reality: designing for presence, effectiveness, and enjoyment -- Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling -- Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR -- PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality -- Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl’s Logotherapy -- Virtual Reality and Training -- A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training -- Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality -- VR for HR – a Case Study of Human Resource Development Professionals using Virtual Reality for Social Skills Training in the Workplace -- Courses -- Disability, Design and Innovation for a Fairer World -- Hacking the Brain: the risks and challenges of Cognitive Augmentation -- How to Assess Human Reliance on Artificial Intelligence in Hybrid Decision-Making -- Introduction to Information Visualisation -- The UCD Sprint: Bringing Users Along to Sprint -- Industrial Experiences -- How to Bring Diversity into Industry: Industrial Experiences in Public Transport Repair & Maintenance -- Whose responsibility is accessibility in games anyway? Everyone -- Interactive Demonstrations -- A Toolkit for Human-Centred Engineering: an Experience with Pre-teens -- Color Blind: A Figma Plugin to Simulate Colour Blindness -- Comfort Management Through a Universal Wheelchair Dashboard -- Dataslip: How Far Does Your Personal Data Go? -- Ingá Telikit: A Virtual Reality Game for Learning Penan’s Hunting Techniques -- StoryCarnival: Inspiring Play with Stories and an Enhanced Puppet -- Together Porting: Multi-user Locomotion in Social Virtual Reality -- Towards “Image Reflow” on the Web: Avoiding Excessive Panning of Magnified Images by Multiplexing Automatically Cropped Regions of Interest -- Two Domain-Specific Languages for Controlling a Humanoid Robot in a Therapeutic Context -- Using polymorphic glyphs to support the visual exploration of hierarchical spatio-temporal data -- Keynotes -- A Framework for Born-Accessible Development of Software and Digital Content -- Why we do what we do – HCI and societal impact -- Panels -- A Multi-Perspective Panel on User-centred Transparency, Explainability, and Controllability in Automations -- Ethical Value Exchange in HCI -- Posters -- A Comparative Analysis of Multi-Object Animation with Motion Paths in Virtual Reality -- A Human-Robot Conversation Interface for Children with ASD -- A Literature Review on Positive and Negative Effects of Interruptions and Implications for Design -- A new interactive paradigm for speech therapy -- A simple evaluation framework for enhanced usability and accessibility of Cultural Heritage Information Systems -- A Study on Prototyping in a Design Course -- A Theoretical Framework For The Development of “Needy” Socially Assistive Robots -- AllyChat: Developing a VR Conversational AI Agent Using Few-Shot Learning to Support Individuals with Intellectual Disabilities -- An Approach to Evaluate User Interfaces in a Scholarly Knowledge Communication Domain -- Are Italian and French Public University Websites Sustainable? -- Are You Okay? Development of Electronic Check-in Systems for Isolated Older Adults -- Availability for Work, Family, and Leisure: An Empirical Study -- Better Real-Life Space Utilization in VR Through a Multimodal Guardian Alternative -- Building Teamwork: Mixed Reality Game for Developing Trust and Communication -- Coding with colors: Children’s errors committed while programming Robotito for the first time -- Design and development of an immersive Virtual Reality application to reduce anxiety in young adults -- Designing AR Applications for People Living with Dementia -- Designing Interaction to Support Sustained Attention -- Digital Educational Games with Storytelling for Students to Learn Algebra -- Distinguishing user paths for personas and stakeholders through motives and decision making -- Embodied PointCloud: Combining Embodied Avatars with Point Clouds to Represent Users in VR Remote Meetings -- Enhancing Learnability with Micro Teachings -- Exploring Responsible AI Practices in Dutch Media Organizations -- Exploring Users’ Ability to Choose a Proper Fit in Smart-Rings: A Year-Long “In the Wild” Study -- Heuristics to design trustworthy technologies: study design and current progress -- Infuences of Cognitive Styles on EEG-based Activity: An Empirical Study on Visual Content Comprehension -- Interactive 3D printed urban maps for blind people -- Interactive Visualization of Sport Climbing Data -- Interactors, not users! Towards a neutral interaction design -- Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming -- Mapping The Digital Injustices of Technology-Facilitated Sex Trafficking -- MetaCUX: Social Interaction and Collaboration in the Metaverse -- Multisensory Climbing in the Magic Room -- News Bulletins Supporting Human Memory -- PECSOnline: A Bespoke Classroom Based Picture Exchange Communication System (PECS) for Children with Autism -- Prediction of Love-Like Scores after Speed Dating based on Pre-obtainable Personal Characteristic Information -- SamS-Vis: A Tool to Visualize Summary View using Sampled Data -- They need to know and learn – Gamified Social Communication Framework for Adolescent Reproductive Health and Well Being -- Towards Cross-Cultural Assessment of Trust in High-Risk AI -- Towards Enhancing the Media Industry through AI-Driven Image Recommendations -- Using virtual reality to investigate the emergence of gaze conventions in interpersonal coordination -- What’s in a Name? How Perceived Music Playlist Personalization Influences Content Expectations -- Where do all Stakeholders find the Software Product Blueprint? -- Why Choose You? - Exploring Attitudes Towards Starter Pokémon -- Wokshops -- Algorithmic affordances in recommender interfaces -- Co-Designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research -- Designing for Map-based Interfaces and Interactions -- Designing Technology for Neurodivergent Self-Determination: Challenges and Opportunities -- HCI for Digital Democracy and Citizen Participation -- HCI-E2-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education -- Human-Centered Software Engineering: Rethinking the Interplay of Human–Computer Interaction and Software Engineering in the Age of Digital Transformation -- Intelligence Augmentation: Future Directions and Ethical Implications in HCI -- Interacting with Assistive Technology (IATech) Workshop -- On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control -- Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults -- Re-Contextualizing Built Environments: Critical & Inclusive HCI Approaches for Cultural Heritage -- Sustainable Human-Work Interaction Designs -- Understanding HCI approaches for the Metaverse in Education applications for the Global South -- VR Accessibility in Distance Adult Education.
Record Nr. UNISA-996546850603316
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part II / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings . Part II / / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (xxx, 651 pages) : illustrations (some color)
Disciplina 005.437
004.019
Altri autori (Persone) Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín)
PetrieHelen
PiccinnoAntonio
WincklerMarco
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
ISBN 3-031-42283-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Human-Robot Interaction -- Pedestrian Interaction with a Snow Clearing Robot -- Robot Collaboration and Model Reliance Based on its Trust in Human-Robot Interaction -- User Experience in Large-Scale Robot Development: A Case Study of Mechanical and Software Teams -- Information Visualization -- BiVis: Interactive and Progressive Visualization of Billions (and Counting) Items -- Modeling and Assessing User Interaction in Big Data Visualization Systems -- The Effect of Teleporting versus Room-scale Walking for Interacting with Immersive Visualizations -- Information Visualization and 3D Interaction -- Playing with Data: An Augmented Reality Approach to Interact with Visualizations of Industrial Process Tomography -- Supporting Construction and Architectural Visualization through BIM and AR/VR: A Systematic Literature Review -- Through Space and Time: Spatio-Temporal Visualization of MOBA Matches -- Interacting with Children -- Awayvirus: A Playful and Tangible Approach to Improve Children’s Hygiene Habits in Family Education -- Money from the Queen”: Exploring Children’s Ideas for Monetization in Free-to-Play Mobile Games -- Motivating Children’s Engagement with Sleep Diaries through Storytelling -- The Peer Data Labelling System (PDLS). A Participatory Approach to Classifying Engagement in the Classroom -- WashWall: an Interactive Smart Mirror for Motivating Handwashing Among Primary School Children -- Interaction with Conversational Agents I -- Beyond Browser Online Shopping: Experience Attitude Towards Online 3D Shopping with Conversational Agents -- Effects of Prior Experience, Gender, and Age on Trust in a Banking Chatbot with(out) Breakdown and Repair -- EaseOut: A Cross-Cultural Study of the Impact of a Conversation Agent on Leaving Video Meetings Early -- Interaction with Conversational Agents II -- An AI chat-based solution aimed to screen Postpartum Depression -- The Impact of Gender and Personality in Human-AI Teaming: the Case of Collaborative Question Answering -- Empirical Grounding for the Interpretations of Natural User Interface: A Case Study on Smartpen -- Methods for Evaluating Conversational Agents' Communicability, Acceptability and Accessibility Degree -- Methodologies for HCI -- A Review on Mood Assessment using Smartphones -- A close look at Citizen Science through the HCI lens: a systematic literature review -- The Gap Between UX Literacy and UX Practices in agile-UX Settings: A Case Study -- Model-Based UI Design and Testing -- AdaptReview: Towards Effective Video Review using Text Summaries and Concept Maps -- I perform my work with my body too: integrating body representations in and with task models -- Prototyping with the IVY workbench: Bridging Formal Methods and User-Centred Design -- Towards automated load testing through the user interface -- Montion Sickness, Stress and Risk perception in 3D Environments -- “Do I Run Away?”: Proximity, Stress and Discomfort in Human-Drone Interaction in Real and Virtual Environments -- Sick in the Car, Sick in VR? Understanding how Real-World Susceptibility to Dizziness, Nausea, and Eye Strain Influences VR Motion Sickness -- Spatial Augmented Reality in the Factory: Can In-Situ Projections Be Used to Communicate Dangers and Health Risks? -- Multisensory interaction and VR experiences -- Augmenting Indigenous Sámi Exhibition - Interactive Digital Heritage in Museum Context -- Design Paradigms of 3D User Interfaces for VR Exhibitions -- Multisensory Diorama: Enhancing Accessibility and Engagement in Museums -- Museum Visitor Experiences based on Hyperspectral Image Data. .
Record Nr. UNINA-9910742497403321
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Human-computer interaction – INTERACT 2023 : 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (xxxi, 653 pages) : illustrations (some color)
Disciplina 005.437
004.019
Altri autori (Persone) Abdelnour-NoceraJose <1973->
LárusdóttirMarta (Marta Kristín)
PetrieHelen
PiccinnoAntonio
WincklerMarco
Collana Lecture Notes in Computer Science
Soggetto topico Human-computer interaction
ISBN 3-031-42280-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 3D Interaction -- AHO-Guide: Automatically Guiding the Head Orientation of a Local User in Augmented Reality to Realign the Field of View With Remote Users -- Point- and Volume-based Multi-Object Acquisition in VR -- Using Mid-Air Haptics to Guide Mid-Air Interactions -- Accessibility -- Brilliance and Resilience: A New Perspective to the Challenges, Practices and Needs of University Students with Visual Impairments in India -- Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences -- WAM-Studio: A Web-based Digital Audio Workstation To Empower Cochlear Implant Users -- Web Accessibility in Higher Education in Norway: To What Extent are University Websites Accessible? -- Wesee: Digital Cultural Heritage Interpretation for Blind and Low Vision People -- Accessibility and Aging -- Accessibility Inspections of Mobile Applications by Professionals with Different Expertise Levels: an Empirical Study Comparing with User Evaluations -- Evaluating the Acceptance of a Software Application Designed to Assist Communication for People with Parkinson’s Disease -- “The Relief is Amazing”: An In-situ Short Field Evaluation of a Personal Voice Assistive Technology for a User Living with Dementia -- Towards an Automatic Easy-to-Read Adaptation of Morphological Features in Spanish Texts -- Accessibility for Auditory/Hearing Disabilities -- Challenges faced by the Employed Indian DHH Community -- Haptic Auditory Feedback for Enhanced Image Description: A Study of User Preferences and Performance -- Using Colour and Brightness for Sound Zone Feedback -- Co-Design -- Common Objects for Programming Workshops in Non-Formal Learning Contexts -- Engaging a project consortium in ethics-aware design and research -- Exploring Emotions: Study of Five Design Workshops for Generating Ideas for Emotional Self-Report Interfaces -- Moving Away from the Blocks: Evaluating the Usability of EduBlocks for Supporting Children to Transition from Block-Based Programming -- Cybersecurity and Trust -- Dark Finance: Exploring Deceptive Design in Investment Apps -- Elements that Influence Transparency in Artificial Intelligent Systems - A survey -- Empowering Users: Leveraging Interface Cues to Enhance Password Security -- Friendly Folk Advice: Exploring Cybersecurity Information Sharing in Nigeria -- Trust in Facial Recognition Systems: A Perspective From the Users -- Data Physicalisation and Cross-device -- Comparing Screen-based Version Control to Augmented Artifact Version Control for Physical Objects -- EmoClock: Communicating Real-Time Emotional States through Data Physicalizations -- Extending User Interaction with Mixed Reality through a Smartphone-based Controller -- Fitts’ Throughput vs Empirical Throughput: A comparative study -- Eye-Free, Gesture Interaction and Sign Language -- Developing and Evaluating a Novel Gamified Virtual Learning Environment for ASL -- Effects of Moving Speed and Phone Location on Eyes-Free Gesture Input with Mobile Devices -- Hap2Gest: An Eyes-free Interaction Concept with Smartphones Using Gestures and Haptic Feedback -- User-Centered Evaluation of Different Configurations of a Touchless Gestural Interface for Interactive Displays -- Haptic interaction -- Assignment of a Vibration to a Graphical Object Induced by Resonant Frequency -- GuidingBand: A Precise Tactile Hand Guidance System to Aid Visual Perception -- Mid-Air Haptic Cursor for Physical Objects -- Stress Embodied: Developing Multi-Sensory Experiences for VR Police Training -- Healthcare applications and Self-Monitoring -- Co-designing an eHealth Solution to Support Fibromyalgia Self-Management -- Designing Remote Patient Monitoring Technologies for Post-Operative Home Cancer Recovery: The Role of Reassurance -- SELFI: Evaluation of Techniques to Reduce Self-report Fatigue by Using Facial Expression of Emotion -- Usability and Clinical Evaluation of a Wearable TENS device for Pain Management in Patients with Osteoarthritis of the Knee. .
Record Nr. UNISA-996546850403316
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui