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 | ||
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Lo trovi qui: Univ. di Salerno | ||
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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
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Cham : , : Springer International Publishing AG, , 2021 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Cham : , : Springer International Publishing AG, , 2021 | ||
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Lo trovi qui: Univ. di Salerno | ||
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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 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
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
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Cham : , : Springer International Publishing AG, , 2021 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. Federico II | ||
|
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 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. di Salerno | ||
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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 | ||
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Lo trovi qui: Univ. Federico II | ||
|
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 | ||
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