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Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Descrizione fisica 1 online resource (XXIII, 374 p. 121 illus., 99 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49425-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Invited Speakers Abstracts -- Designing Transformative Experiences: Exploring the Potential of Virtual Technologies for Personal Change -- Aesthetically Resonant Multimodal Interactive Systems -- Contents - Part I -- Contents - Part II -- Invited Speaker -- Creating Human-Computer Partnerships -- 1 Introduction -- 1.1 The Cost of System-Induced Errors -- 1.2 Shaping the User's Behavior -- 1.3 Presentation Details Matter -- 1.4 Interacting with AI -- 2 Generative Theories of Interaction -- 3 Creating Effective Human-Computer Partnerships -- 3.1 Discoverability -- 3.2 Expressivity -- 3.3 Appropriability -- 3.4 Sharing Agency -- 3.5 Shaping Human and Agent Behavior -- 4 Conclusion -- References -- Main Event -- Empowering Production Workers to Program Robots: A No-Code, Skill-Based Approach -- 1 Introduction -- 2 Related Work -- 3 An Intuitive Robotic Interface -- 3.1 A New Block-Based Programming Interface: PrograBlock -- 3.2 A Skill-Based Architecture -- 3.3 Virtual Environment -- 3.4 Tutorials -- 4 Evaluation of the Interface -- 4.1 Participants -- 4.2 Procedure -- 4.3 Measures -- 4.4 Data Analysis -- 5 Results -- 6 Discussion -- 7 Future Work -- 8 Conclusion -- References -- Mobile Gaming EMG-Based Brain Computer Interface -- 1 Introduction -- 2 Related Work -- 2.1 Brain Computer Interface for Mobile Device -- 2.2 Brain Computer Interface for Gaming -- 3 Methodology -- 3.1 Mobile Gaming BCI Development -- 3.2 Participants -- 3.3 Evaluation Procedure -- 4 Results -- 4.1 MGaming EMG-BCI Version01 -- 4.2 MGaming EMG-BCI Version02 -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions -- 1 Introduction -- 2 Related Work -- 2.1 Gesture Classification Algorithms -- 2.2 Gesture-Based Assistive Technology.
3 Research Methodology -- 3.1 Subject Recruitment -- 3.2 Data Collection -- 3.3 Data Preprocessing -- 3.4 Data Analysis -- 4 Study Execution and Results -- 4.1 Experimental Study -- 4.2 Results -- 5 Persona-Centric Discussion -- 5.1 Persona 1: Martha -- 5.2 Persona 2: Matthew -- 6 Conclusion -- References -- Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems -- 1 Introduction -- 2 Requirements to Human-AI Collaborative DSSs -- 3 Foundational Problems Behind the Development of Human-AI Collaborative DSS -- 4 Methodology -- 4.1 Principles of the Methodology -- 4.2 Processes -- 5 Discussion and Conclusion -- References -- Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates -- 1 Introduction -- 2 Background and Related Work -- 3 Conversational Speech Interfaces in Industrial Environments -- 4 Proposed Approach -- 4.1 Adilib: Our Conversational Assistant Development Platform -- 4.2 Adilib Dialogue Templates -- 4.3 Orchestrator -- 5 Evaluation -- 5.1 Navigation Use Case -- 5.2 Questionnaire Use Case -- 5.3 Slot Filling Use Case -- 6 Conclusions and Future Work -- References -- Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams -- 1 Introduction -- 2 Related Concepts -- 3 Problem Space -- 4 Cognitive System Support -- 4.1 Centralized Setting -- 4.2 Multiparty Setting -- 4.3 Peer Level -- 4.4 Suitable Support for Strategy Finding -- 5 Research Questions and Corresponding Work -- 6 Innovation and Effect, Conclusions -- References -- Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help -- 1 Introduction -- 2 Background Knowledge -- 3 Scenario -- 4 Self-modeling Network Modelling Approach -- 5 The Adaptive Network Model -- 6 Simulation Results -- 6.1 Scenario 1: Anna Asks Ben.
6.2 Scenario 2: Anna Asks Both Ben and Carlos -- 6.3 Scenario 3a: Anna Asks Ben, Ben Asks Carlos, and Carlos Gives the Answer to Anna -- 6.4 Scenario 3b: Anna Asks Ben, Ben Asks Carlos, and Carlos Tells Ben, so Ben Can Tell Anna -- 7 Discussion -- 8 Limitations and Further Research -- Appendix -- Scenario 1 -- Scenario 2 -- Scenario 3a -- Scenario 3b -- References -- Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations -- 1 Introduction -- 2 Related Work -- 3 Method -- 4 Results -- 4.1 Participants -- 4.2 Use of Collaboration Tools -- 4.3 Importance Ratings -- 5 Discussion -- 5.1 RQ1: How Are Collaboration Tools Used? -- 5.2 RQ2: Which UX Aspects Do Users Find Important for Collaboration Tools? -- 5.3 On the Importance Ranking of Aspects -- 5.4 On the Stability of the Importance Rankings -- 6 Conclusion -- References -- Tracing Stress and Arousal in Virtual Reality Games Using Players' Motor and Vocal Behaviour -- 1 Introduction -- 2 State-of-the-Art -- 3 Rationales -- 4 Video Game Description -- 4.1 Game Level -- 4.2 Vocal Interaction Layer -- 4.3 Devices Used to Collect Data -- 5 Experimental Setting -- 5.1 Demographic Data of the Sample -- 5.2 Self-annotation -- 6 Methods: Model-Based Analysis -- 6.1 Stress Estimation -- 6.2 Arousal Estimation -- 6.3 Data Pre-processing -- 7 Results -- 7.1 Discussion -- 8 Conclusions -- 8.1 Final Conclusions and Further Work -- References -- Electro-oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone -- 1 Introduction -- 2 Related Work -- 3 Experiment: Physiological Signals in Response to Notification Tone -- 3.1 Task, Procedure and Participant -- 3.2 Physiological Signals -- 3.3 Result of Electro-oculogram -- 3.4 Logistic Regression Analysis to Discriminate Gazing Using iEMG.
3.5 Result of Skin Conductance Response -- 3.6 Discussion -- 4 Conclusions -- References -- Why Career Orientation is Often Difficult and How Digital Platforms Can Support Young People in This Process -- 1 Introduction -- 2 Career Orientation -- 3 Presentation of a Career Orientation Platform for Young People -- 4 Method -- 5 Results -- 5.1 Career Choice Competence -- 5.2 Difficulties in Choosing a Profession -- 5.3 Better Support for Career Guidance -- 5.4 Preferred Functional, Design and Gamification Elements -- 5.5 What Goals Should Career Guidance Websites Achieve? -- 5.6 Motivational Regulation of School Students and University Students -- 6 Discussion, Implications and Limitations -- 7 Conclusion -- References -- 3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment -- 1 Introduction -- 2 Related Works -- 2.1 Imaging and 3D Reconstruction with Drones -- 2.2 3D Reconstruction with Mirrors -- 3 Design and Fabrication of the Mirror-Mounted Drone -- 3.1 Drone Types -- 3.2 Design of the Mirror -- 3.3 Fabrication of the Mirror-Mounted Drone -- 4 Imaging and 3D Reconstruction Using the Mirror-Mounted Drone -- 4.1 Estimation of the Mirror Pose -- 4.2 3D Reconstruction Considering the Mirror Reflection -- 5 Evaluation of the Proposed Method -- 5.1 Outline of the Evaluation -- 5.2 Method -- 5.3 Results -- 6 Conclusion and Future Work -- References -- Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application -- 1 Introduction -- 2 Theory -- 3 Methods -- 3.1 Design -- 3.2 Participants -- 3.3 Facilities and Apparatus -- 3.4 Interaction Tasks -- 3.5 Procedure -- 3.6 Dependent Variables -- 4 Results -- 5 Discussion -- References -- A Bi-national Investigation of the Needs of Visually Disabled People from Mexico and Japan -- 1 Introduction.
2 Related Work -- 3 Methodology -- 4 Participants -- 4.1 Data Collection -- 5 Results -- 5.1 Thematic Analysis -- 6 Discussion -- 7 Future Work -- 8 Conclusions -- References -- A Three Level Design Study Approach to Develop a Student-Centered Learner Dashboard -- 1 Introduction -- 1.1 Background -- 1.2 Using Design Studies and UCD in the Development of LADs/LDs -- 1.3 Focus on an Iterative Approach Within the UCD Process -- 2 Methodological Approach -- 2.1 User-Centered Design -- 2.2 Key Design Study Issues to Consider -- 2.3 The Three-Level Evaluation Approach -- 3 Development and Implementation of the Learner Dashboard Based on the Three-Level Design Study -- 3.1 The Development of a Wireframe for a Learner Dashboard -- 3.2 Evaluation Based on Gestalt Laws and Fact and Interaction Problems (Level 1) -- 3.3 Evaluation Based on the Seven Interaction Principles (Level 2) -- 3.4 Performing the Eye-Tracking Procedure with Thinking Aloud (Level 3) -- 4 Summary and Discussion -- 5 Outlook -- References -- Why are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators -- 1 Introduction -- 2 Aim and Scope -- 3 Study Design -- 3.1 Step 1: Explore -- 3.2 Step 2: Analyze -- 3.3 Step 3: Evaluate -- 4 Evaluation Results -- 4.1 Part I - Fit Animation to a Given Status -- 4.2 Part II - Rank Agreement with Manufacturer Intentions -- 4.3 Part III - Fit a Status to a Given Animation -- 5 Discussion -- References -- Immediate-After Effect of Enhancement Push-Off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Gait Task -- 2.3 Motion Analysis -- 2.4 Statistical Analysis -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs.
1 Challenges in Technical Documentation.
Record Nr. UNISA-996574257503316
Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part I / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Descrizione fisica 1 online resource (XXIII, 374 p. 121 illus., 99 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49425-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Invited Speakers Abstracts -- Designing Transformative Experiences: Exploring the Potential of Virtual Technologies for Personal Change -- Aesthetically Resonant Multimodal Interactive Systems -- Contents - Part I -- Contents - Part II -- Invited Speaker -- Creating Human-Computer Partnerships -- 1 Introduction -- 1.1 The Cost of System-Induced Errors -- 1.2 Shaping the User's Behavior -- 1.3 Presentation Details Matter -- 1.4 Interacting with AI -- 2 Generative Theories of Interaction -- 3 Creating Effective Human-Computer Partnerships -- 3.1 Discoverability -- 3.2 Expressivity -- 3.3 Appropriability -- 3.4 Sharing Agency -- 3.5 Shaping Human and Agent Behavior -- 4 Conclusion -- References -- Main Event -- Empowering Production Workers to Program Robots: A No-Code, Skill-Based Approach -- 1 Introduction -- 2 Related Work -- 3 An Intuitive Robotic Interface -- 3.1 A New Block-Based Programming Interface: PrograBlock -- 3.2 A Skill-Based Architecture -- 3.3 Virtual Environment -- 3.4 Tutorials -- 4 Evaluation of the Interface -- 4.1 Participants -- 4.2 Procedure -- 4.3 Measures -- 4.4 Data Analysis -- 5 Results -- 6 Discussion -- 7 Future Work -- 8 Conclusion -- References -- Mobile Gaming EMG-Based Brain Computer Interface -- 1 Introduction -- 2 Related Work -- 2.1 Brain Computer Interface for Mobile Device -- 2.2 Brain Computer Interface for Gaming -- 3 Methodology -- 3.1 Mobile Gaming BCI Development -- 3.2 Participants -- 3.3 Evaluation Procedure -- 4 Results -- 4.1 MGaming EMG-BCI Version01 -- 4.2 MGaming EMG-BCI Version02 -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions -- 1 Introduction -- 2 Related Work -- 2.1 Gesture Classification Algorithms -- 2.2 Gesture-Based Assistive Technology.
3 Research Methodology -- 3.1 Subject Recruitment -- 3.2 Data Collection -- 3.3 Data Preprocessing -- 3.4 Data Analysis -- 4 Study Execution and Results -- 4.1 Experimental Study -- 4.2 Results -- 5 Persona-Centric Discussion -- 5.1 Persona 1: Martha -- 5.2 Persona 2: Matthew -- 6 Conclusion -- References -- Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems -- 1 Introduction -- 2 Requirements to Human-AI Collaborative DSSs -- 3 Foundational Problems Behind the Development of Human-AI Collaborative DSS -- 4 Methodology -- 4.1 Principles of the Methodology -- 4.2 Processes -- 5 Discussion and Conclusion -- References -- Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates -- 1 Introduction -- 2 Background and Related Work -- 3 Conversational Speech Interfaces in Industrial Environments -- 4 Proposed Approach -- 4.1 Adilib: Our Conversational Assistant Development Platform -- 4.2 Adilib Dialogue Templates -- 4.3 Orchestrator -- 5 Evaluation -- 5.1 Navigation Use Case -- 5.2 Questionnaire Use Case -- 5.3 Slot Filling Use Case -- 6 Conclusions and Future Work -- References -- Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams -- 1 Introduction -- 2 Related Concepts -- 3 Problem Space -- 4 Cognitive System Support -- 4.1 Centralized Setting -- 4.2 Multiparty Setting -- 4.3 Peer Level -- 4.4 Suitable Support for Strategy Finding -- 5 Research Questions and Corresponding Work -- 6 Innovation and Effect, Conclusions -- References -- Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help -- 1 Introduction -- 2 Background Knowledge -- 3 Scenario -- 4 Self-modeling Network Modelling Approach -- 5 The Adaptive Network Model -- 6 Simulation Results -- 6.1 Scenario 1: Anna Asks Ben.
6.2 Scenario 2: Anna Asks Both Ben and Carlos -- 6.3 Scenario 3a: Anna Asks Ben, Ben Asks Carlos, and Carlos Gives the Answer to Anna -- 6.4 Scenario 3b: Anna Asks Ben, Ben Asks Carlos, and Carlos Tells Ben, so Ben Can Tell Anna -- 7 Discussion -- 8 Limitations and Further Research -- Appendix -- Scenario 1 -- Scenario 2 -- Scenario 3a -- Scenario 3b -- References -- Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations -- 1 Introduction -- 2 Related Work -- 3 Method -- 4 Results -- 4.1 Participants -- 4.2 Use of Collaboration Tools -- 4.3 Importance Ratings -- 5 Discussion -- 5.1 RQ1: How Are Collaboration Tools Used? -- 5.2 RQ2: Which UX Aspects Do Users Find Important for Collaboration Tools? -- 5.3 On the Importance Ranking of Aspects -- 5.4 On the Stability of the Importance Rankings -- 6 Conclusion -- References -- Tracing Stress and Arousal in Virtual Reality Games Using Players' Motor and Vocal Behaviour -- 1 Introduction -- 2 State-of-the-Art -- 3 Rationales -- 4 Video Game Description -- 4.1 Game Level -- 4.2 Vocal Interaction Layer -- 4.3 Devices Used to Collect Data -- 5 Experimental Setting -- 5.1 Demographic Data of the Sample -- 5.2 Self-annotation -- 6 Methods: Model-Based Analysis -- 6.1 Stress Estimation -- 6.2 Arousal Estimation -- 6.3 Data Pre-processing -- 7 Results -- 7.1 Discussion -- 8 Conclusions -- 8.1 Final Conclusions and Further Work -- References -- Electro-oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone -- 1 Introduction -- 2 Related Work -- 3 Experiment: Physiological Signals in Response to Notification Tone -- 3.1 Task, Procedure and Participant -- 3.2 Physiological Signals -- 3.3 Result of Electro-oculogram -- 3.4 Logistic Regression Analysis to Discriminate Gazing Using iEMG.
3.5 Result of Skin Conductance Response -- 3.6 Discussion -- 4 Conclusions -- References -- Why Career Orientation is Often Difficult and How Digital Platforms Can Support Young People in This Process -- 1 Introduction -- 2 Career Orientation -- 3 Presentation of a Career Orientation Platform for Young People -- 4 Method -- 5 Results -- 5.1 Career Choice Competence -- 5.2 Difficulties in Choosing a Profession -- 5.3 Better Support for Career Guidance -- 5.4 Preferred Functional, Design and Gamification Elements -- 5.5 What Goals Should Career Guidance Websites Achieve? -- 5.6 Motivational Regulation of School Students and University Students -- 6 Discussion, Implications and Limitations -- 7 Conclusion -- References -- 3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment -- 1 Introduction -- 2 Related Works -- 2.1 Imaging and 3D Reconstruction with Drones -- 2.2 3D Reconstruction with Mirrors -- 3 Design and Fabrication of the Mirror-Mounted Drone -- 3.1 Drone Types -- 3.2 Design of the Mirror -- 3.3 Fabrication of the Mirror-Mounted Drone -- 4 Imaging and 3D Reconstruction Using the Mirror-Mounted Drone -- 4.1 Estimation of the Mirror Pose -- 4.2 3D Reconstruction Considering the Mirror Reflection -- 5 Evaluation of the Proposed Method -- 5.1 Outline of the Evaluation -- 5.2 Method -- 5.3 Results -- 6 Conclusion and Future Work -- References -- Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application -- 1 Introduction -- 2 Theory -- 3 Methods -- 3.1 Design -- 3.2 Participants -- 3.3 Facilities and Apparatus -- 3.4 Interaction Tasks -- 3.5 Procedure -- 3.6 Dependent Variables -- 4 Results -- 5 Discussion -- References -- A Bi-national Investigation of the Needs of Visually Disabled People from Mexico and Japan -- 1 Introduction.
2 Related Work -- 3 Methodology -- 4 Participants -- 4.1 Data Collection -- 5 Results -- 5.1 Thematic Analysis -- 6 Discussion -- 7 Future Work -- 8 Conclusions -- References -- A Three Level Design Study Approach to Develop a Student-Centered Learner Dashboard -- 1 Introduction -- 1.1 Background -- 1.2 Using Design Studies and UCD in the Development of LADs/LDs -- 1.3 Focus on an Iterative Approach Within the UCD Process -- 2 Methodological Approach -- 2.1 User-Centered Design -- 2.2 Key Design Study Issues to Consider -- 2.3 The Three-Level Evaluation Approach -- 3 Development and Implementation of the Learner Dashboard Based on the Three-Level Design Study -- 3.1 The Development of a Wireframe for a Learner Dashboard -- 3.2 Evaluation Based on Gestalt Laws and Fact and Interaction Problems (Level 1) -- 3.3 Evaluation Based on the Seven Interaction Principles (Level 2) -- 3.4 Performing the Eye-Tracking Procedure with Thinking Aloud (Level 3) -- 4 Summary and Discussion -- 5 Outlook -- References -- Why are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators -- 1 Introduction -- 2 Aim and Scope -- 3 Study Design -- 3.1 Step 1: Explore -- 3.2 Step 2: Analyze -- 3.3 Step 3: Evaluate -- 4 Evaluation Results -- 4.1 Part I - Fit Animation to a Given Status -- 4.2 Part II - Rank Agreement with Manufacturer Intentions -- 4.3 Part III - Fit a Status to a Given Animation -- 5 Discussion -- References -- Immediate-After Effect of Enhancement Push-Off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Gait Task -- 2.3 Motion Analysis -- 2.4 Statistical Analysis -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs.
1 Challenges in Technical Documentation.
Record Nr. UNINA-9910799494003321
Cham, Switzerland : , : Springer Nature Switzerland AG, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (XVII, 362 p. 121 illus., 94 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49368-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents - Part II -- Contents - Part I -- Main Event -- I Am in Love with the Shape of You: The Effect of Mass Customization on the Human-Robot Relationship -- 1 Introduction -- 2 SARs' Morphology and Personality -- 3 Aim and Scope -- 4 Method and Study Design -- 5 Results -- 5.1 Acceptance Questionnaire -- 5.2 Thematic Analysis of the One-on-One Interactions -- 6 Discussion -- 7 Conclusion and Limitations -- References -- Eco-Design of a Smart Module to Provide Customizable and Effective Interaction for the Elderly -- 1 The Context of the Research -- 2 The Design of the Smart Module -- 2.1 The Electronic Architecture -- 2.2 The Mechanical Design -- 3 Experimental Results -- 3.1 The Scenarios -- 4 Conclusions and Future Work -- References -- Technology Enhanced Mulsemedia Learning: Insights of an Evaluation -- 1 Research Problem -- 2 Objectives -- 3 State of the Art -- 4 Methodology -- 4.1 Overview of Mulsemedia -- 4.2 Mulsemedia STEM Content -- 4.3 Mulsemedia Tools -- 5 Evaluation -- 5.1 Questionnaire -- 6 Results -- 6.1 One-Sample-Test -- 6.2 Discussion -- 6.3 Study Limitations -- 7 Conclusion -- References -- Accessible Applications to Improve the Tourist Experience -- 1 Introduction -- 2 Background and Related Work -- 2.1 Impairment Classification -- 2.2 Accessibility Guidelines for Mobile Applications -- 2.3 Accessibile Applications for Tourism -- 3 Method -- 3.1 Classification of Accessible Applications for the Tourism Sector -- 3.2 The Study -- 4 Results -- 4.1 General Questions on Mobile Apps -- 4.2 Evaluation Based on a Specific Disability -- 5 Discussion -- 6 Conclusions -- References -- An Augmented Reality Environment for Testing Cockpit Display Systems -- 1 Introduction -- 2 Visual Verification Methods for Cockpit Display Systems -- 2.1 Visual Verification of Cockpit Displays.
2.2 Manual Visual Verification -- 2.3 Automated Visual Verification with an External Display -- 2.4 Automated Visual Verification with Augmented Reality -- 3 Experiments -- 3.1 Design of the Experiments -- 3.2 Participant Information -- 3.3 Experimental Setup -- 3.4 Questionnaires -- 4 Results -- 4.1 Quantitative Results -- 4.2 Qualitative Results -- 4.3 Discussion -- 5 Conclusion -- References -- Human-Centred Digital Sovereignty: Explorative Conceptual Model and Ways Forward -- 1 Introduction -- 2 Background -- 2.1 Digital Sovereignty: The Policy Discourse -- 2.2 Digital Sovereignty in HCI -- 3 Method -- 4 Human-Centred Digital Sovereignty -- 4.1 Concept: Expressions of Sovereignty -- 4.2 Concept: Actors -- 4.3 Concept: Actions -- 4.4 Concept: Research Domains -- 5 Discussion -- 5.1 How to Use the Conceptual Model? -- 5.2 Key Challenges and Ways Forward -- 5.3 Limitations -- 6 Conclusion -- References -- MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games -- 1 Introduction -- 2 Related Works -- 3 Contribution -- 3.1 Preliminary Concepts -- 3.2 Method -- 4 Experiments -- 4.1 Experimental Protocol -- 4.2 Training Trials -- 4.3 Results -- 5 Discussion -- 5.1 Interpreting Results -- 5.2 The Impact of Training Time -- 5.3 Comparison with Related Work -- 5.4 Future Directions -- 6 Conclusions -- References -- Human-Centered AI Goals for Speech Therapy Tools -- 1 Introduction -- 2 Methodology -- 2.1 Study Design -- 2.2 Participants -- 2.3 Procedure -- 2.4 Ethical Considerations -- 3 Results -- 3.1 Goal 1: Fairness -- 3.2 Goal 2: Responsible and Accountable -- 3.3 Goal 3: Human-Centered Empowerment -- 3.4 Goal 4: Trustworthy -- 3.5 Goal 5: Privacy -- 3.6 Goal 6: Unbiased Funding -- 3.7 Goal 7: Security -- 4 Discussion -- 4.1 Goal 1: Fairness -- 4.2 Goal 2: Responsible and Accountable.
4.3 Goal 3: Human-Centered Empowerment -- 4.4 Goal 4: Trustworthy -- 4.5 Goal 5: Privacy -- 4.6 Goal 6: Unbiased Funding -- 4.7 Goal 7: Security -- 4.8 Limitations and Future Work -- 5 Conclusion -- References -- Designing a WhatsApp Inspired Healthcare Application for Older Adults: A Focus on Ease of Use -- 1 Introduction -- 2 Research Methodology -- 2.1 Phase-1 Study -- 2.2 Phase-2 Study -- 2.3 Phase-3 Study -- 3 Results -- 3.1 Results of Phase-1 Study -- 3.2 Result of Phase-2 Study -- 3.3 Result of Phase-3 Study -- 4 Discussion -- 4.1 Implications and Recommendations -- 4.2 Limitation of the Study -- 5 Conclusion -- References -- Understanding Adoption of Last Mile Electric Micromobility in Rural Areas: A Structural Equation Modeling Approach -- 1 Introduction -- 2 E-Micromobility and First and Last Mile Problems -- 3 Research Model -- 4 Data Analysis and Results -- 4.1 Demographics and Descriptive Results -- 4.2 Measurement Model -- 4.3 Structural Model -- 5 Discussion -- 6 Conclusion -- References -- Participative Development of a Learning Dashboard for Online Students Using Traditional Design Concepts -- 1 Introduction -- 2 Background -- 2.1 The Gestalt Laws -- 2.2 Factual and Interaction Problems -- 3 Method -- 3.1 Wireframe for the Learning Dashboard in the Content Area -- 3.2 Wireframe for the Learning Dashboard in the Sidebar -- 3.3 The Scope of the Study -- 4 Results -- 4.1 Evaluating the Gestalt Laws of the Content Area Wireframe (Fig. 2) -- 4.2 Evaluating the Gestalt Laws of the Sidebar Wireframe (Fig. 3) -- 4.3 Factual Problems -- 4.4 Interaction Problems -- 4.5 Bonus Task: Students Create an Alternative Solution to a Card of Their Choice Using the Gestalt Law of Proximity -- 5 Summary -- 6 Discussion -- References -- Easy Induction: A Serious Game Using Participatory Design -- 1 Introduction -- 2 Background and Related Work.
2.1 Adaption Challenges for University Freshmen -- 2.2 Participatory Design -- 2.3 Serious Game Design -- 3 Methodology -- 3.1 Double Diamond Model -- 3.2 Participatory Design Workshop -- 4 Participatory Design of the Serious Game -- 4.1 First Participatory Design Workshop: Discover and Define -- 4.2 Second Participatory Design Workshop: Develop -- 4.3 Third Participatory Design Workshop: Deliver -- 5 Design Outcome: Easy Induction -- 5.1 Game Presentations -- 5.2 Rules of Easy Induction -- 6 Evaluating Easy Induction -- 6.1 Study Design -- 6.2 Experimental Procedure -- 6.3 Measures and Scoring -- 7 Results -- 7.1 Knowledge Acquisition -- 7.2 System Usability Scale -- 7.3 User Experience -- 8 Discussion -- 8.1 Summary of Findings -- 8.2 Research Implications -- 8.3 Limitations and Future Work -- 9 Conclusion -- References -- Creating StoryLines: Participatory Design with Power Grid Operators -- 1 Introduction -- 2 Related Work -- 2.1 Adapting to Control Room Modernization -- 2.2 Operator Strategies for Managing Information -- 2.3 Information Management Tools -- 3 Preliminary Study: Identifying Operators' Needs -- 4 Inspirations from Generative Theories of Interaction -- 5 Participatory Design of StoryLines -- 6 StoryLines -- 7 Conclusion -- References -- Visual Representations for Data Analytics: User Study -- 1 Introduction -- 1.1 Related Work -- 2 Visualization Methods -- 3 User Study -- 3.1 Datasets and Pre-Processing -- 3.2 Tasks Generation Procedure and Study Flow -- 3.3 Results -- 4 Comparison with DCNN Models -- 5 Discussion and Conclusions -- References -- A Web Platform to Investigate the Relationship Between Sounds, Colors and Emotions -- 1 Introduction -- 2 Theoretical Framework -- 3 Associations Between Sound and Color -- 4 The Test -- 4.1 Sound Stimuli -- 4.2 Colors -- 4.3 The Self-Assessment Manikin -- 5 The Web Interface.
6 Early Results -- 7 Conclusion and Future Work -- References -- Continuous Time Elicitation Through Virtual Reality to Model Affect Dynamics -- 1 Introduction -- 1.1 Eliciting Affective States Through Virtual Reality -- 1.2 Modeling Dynamics in Affect Science -- 2 Experimental Design -- 2.1 How to Create Transitions? -- 2.2 How to Randomize Transitions? -- 2.3 How to Analyze Transitions? -- 3 Conclusion -- References -- Who Pays Attention to the User Experience Content Embedded in Mobile APP Reviews -- 1 Introduction -- 2 Related Studies -- 2.1 Review Helpfulness -- 2.2 Managerial Response -- 2.3 User Experience from Online Reviews -- 3 Theoretical Framework -- 3.1 Conceptualizing User Experience (UX) Richness -- 3.2 Conceptual Framework -- 4 Methodology -- 4.1 Data and Process -- 4.2 Variables -- 5 Results -- 5.1 Descriptive Statistics -- 5.2 Predicting Review Helpfulness -- 5.3 Predicting Review Response -- 5.4 Classification Analysis -- 6 Discussion -- 6.1 Theoretical Implications -- 6.2 Practical Implications -- 7 Conclusion -- Appendix A -- References -- Special Session on E3: Enhancing the Esports Experience -- Gamers' Eden: The Functioning and Role of Gaming Houses Inside the Esports Ecosystem -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 Inclusion Criteria -- 3.2 Sources -- 3.3 Disclaimer on Sources -- 3.4 Search Strategy -- 4 Findings -- 4.1 Tracing Gaming Houses' Roots and Defining Them -- 4.2 Gaming Houses as Platformised Environments -- 5 Discussion -- 6 Conclusion -- References -- The Communication Effectiveness of AI Win Prediction Applied in Esports Live Streaming: A Pilot Study -- 1 Introduction -- 2 Method -- 3 Primary Results from the Pilot Study -- 3.1 Perceived Usefulness -- 3.2 Credibility, Accuracy, and Dramatic Effects -- 3.3 The Anthropomorphic Image -- 4 Conclusion and Future Work -- References.
Using Audience Avatars to Increase Sense of Presence in Live-Streams.
Record Nr. UNISA-996574257603316
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Computer-Human Interaction Research and Applications : 7th International Conference, CHIRA 2023, Rome, Italy, November 16-17, 2023, Proceedings, Part II / / Hugo Plácido da Silva and Pietro Cipresso, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (XVII, 362 p. 121 illus., 94 illus. in color.)
Disciplina 004.019
Collana Communications in Computer and Information Science Series
Soggetto topico Human-computer interaction
User interfaces (Computer systems)
ISBN 3-031-49368-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents - Part II -- Contents - Part I -- Main Event -- I Am in Love with the Shape of You: The Effect of Mass Customization on the Human-Robot Relationship -- 1 Introduction -- 2 SARs' Morphology and Personality -- 3 Aim and Scope -- 4 Method and Study Design -- 5 Results -- 5.1 Acceptance Questionnaire -- 5.2 Thematic Analysis of the One-on-One Interactions -- 6 Discussion -- 7 Conclusion and Limitations -- References -- Eco-Design of a Smart Module to Provide Customizable and Effective Interaction for the Elderly -- 1 The Context of the Research -- 2 The Design of the Smart Module -- 2.1 The Electronic Architecture -- 2.2 The Mechanical Design -- 3 Experimental Results -- 3.1 The Scenarios -- 4 Conclusions and Future Work -- References -- Technology Enhanced Mulsemedia Learning: Insights of an Evaluation -- 1 Research Problem -- 2 Objectives -- 3 State of the Art -- 4 Methodology -- 4.1 Overview of Mulsemedia -- 4.2 Mulsemedia STEM Content -- 4.3 Mulsemedia Tools -- 5 Evaluation -- 5.1 Questionnaire -- 6 Results -- 6.1 One-Sample-Test -- 6.2 Discussion -- 6.3 Study Limitations -- 7 Conclusion -- References -- Accessible Applications to Improve the Tourist Experience -- 1 Introduction -- 2 Background and Related Work -- 2.1 Impairment Classification -- 2.2 Accessibility Guidelines for Mobile Applications -- 2.3 Accessibile Applications for Tourism -- 3 Method -- 3.1 Classification of Accessible Applications for the Tourism Sector -- 3.2 The Study -- 4 Results -- 4.1 General Questions on Mobile Apps -- 4.2 Evaluation Based on a Specific Disability -- 5 Discussion -- 6 Conclusions -- References -- An Augmented Reality Environment for Testing Cockpit Display Systems -- 1 Introduction -- 2 Visual Verification Methods for Cockpit Display Systems -- 2.1 Visual Verification of Cockpit Displays.
2.2 Manual Visual Verification -- 2.3 Automated Visual Verification with an External Display -- 2.4 Automated Visual Verification with Augmented Reality -- 3 Experiments -- 3.1 Design of the Experiments -- 3.2 Participant Information -- 3.3 Experimental Setup -- 3.4 Questionnaires -- 4 Results -- 4.1 Quantitative Results -- 4.2 Qualitative Results -- 4.3 Discussion -- 5 Conclusion -- References -- Human-Centred Digital Sovereignty: Explorative Conceptual Model and Ways Forward -- 1 Introduction -- 2 Background -- 2.1 Digital Sovereignty: The Policy Discourse -- 2.2 Digital Sovereignty in HCI -- 3 Method -- 4 Human-Centred Digital Sovereignty -- 4.1 Concept: Expressions of Sovereignty -- 4.2 Concept: Actors -- 4.3 Concept: Actions -- 4.4 Concept: Research Domains -- 5 Discussion -- 5.1 How to Use the Conceptual Model? -- 5.2 Key Challenges and Ways Forward -- 5.3 Limitations -- 6 Conclusion -- References -- MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games -- 1 Introduction -- 2 Related Works -- 3 Contribution -- 3.1 Preliminary Concepts -- 3.2 Method -- 4 Experiments -- 4.1 Experimental Protocol -- 4.2 Training Trials -- 4.3 Results -- 5 Discussion -- 5.1 Interpreting Results -- 5.2 The Impact of Training Time -- 5.3 Comparison with Related Work -- 5.4 Future Directions -- 6 Conclusions -- References -- Human-Centered AI Goals for Speech Therapy Tools -- 1 Introduction -- 2 Methodology -- 2.1 Study Design -- 2.2 Participants -- 2.3 Procedure -- 2.4 Ethical Considerations -- 3 Results -- 3.1 Goal 1: Fairness -- 3.2 Goal 2: Responsible and Accountable -- 3.3 Goal 3: Human-Centered Empowerment -- 3.4 Goal 4: Trustworthy -- 3.5 Goal 5: Privacy -- 3.6 Goal 6: Unbiased Funding -- 3.7 Goal 7: Security -- 4 Discussion -- 4.1 Goal 1: Fairness -- 4.2 Goal 2: Responsible and Accountable.
4.3 Goal 3: Human-Centered Empowerment -- 4.4 Goal 4: Trustworthy -- 4.5 Goal 5: Privacy -- 4.6 Goal 6: Unbiased Funding -- 4.7 Goal 7: Security -- 4.8 Limitations and Future Work -- 5 Conclusion -- References -- Designing a WhatsApp Inspired Healthcare Application for Older Adults: A Focus on Ease of Use -- 1 Introduction -- 2 Research Methodology -- 2.1 Phase-1 Study -- 2.2 Phase-2 Study -- 2.3 Phase-3 Study -- 3 Results -- 3.1 Results of Phase-1 Study -- 3.2 Result of Phase-2 Study -- 3.3 Result of Phase-3 Study -- 4 Discussion -- 4.1 Implications and Recommendations -- 4.2 Limitation of the Study -- 5 Conclusion -- References -- Understanding Adoption of Last Mile Electric Micromobility in Rural Areas: A Structural Equation Modeling Approach -- 1 Introduction -- 2 E-Micromobility and First and Last Mile Problems -- 3 Research Model -- 4 Data Analysis and Results -- 4.1 Demographics and Descriptive Results -- 4.2 Measurement Model -- 4.3 Structural Model -- 5 Discussion -- 6 Conclusion -- References -- Participative Development of a Learning Dashboard for Online Students Using Traditional Design Concepts -- 1 Introduction -- 2 Background -- 2.1 The Gestalt Laws -- 2.2 Factual and Interaction Problems -- 3 Method -- 3.1 Wireframe for the Learning Dashboard in the Content Area -- 3.2 Wireframe for the Learning Dashboard in the Sidebar -- 3.3 The Scope of the Study -- 4 Results -- 4.1 Evaluating the Gestalt Laws of the Content Area Wireframe (Fig. 2) -- 4.2 Evaluating the Gestalt Laws of the Sidebar Wireframe (Fig. 3) -- 4.3 Factual Problems -- 4.4 Interaction Problems -- 4.5 Bonus Task: Students Create an Alternative Solution to a Card of Their Choice Using the Gestalt Law of Proximity -- 5 Summary -- 6 Discussion -- References -- Easy Induction: A Serious Game Using Participatory Design -- 1 Introduction -- 2 Background and Related Work.
2.1 Adaption Challenges for University Freshmen -- 2.2 Participatory Design -- 2.3 Serious Game Design -- 3 Methodology -- 3.1 Double Diamond Model -- 3.2 Participatory Design Workshop -- 4 Participatory Design of the Serious Game -- 4.1 First Participatory Design Workshop: Discover and Define -- 4.2 Second Participatory Design Workshop: Develop -- 4.3 Third Participatory Design Workshop: Deliver -- 5 Design Outcome: Easy Induction -- 5.1 Game Presentations -- 5.2 Rules of Easy Induction -- 6 Evaluating Easy Induction -- 6.1 Study Design -- 6.2 Experimental Procedure -- 6.3 Measures and Scoring -- 7 Results -- 7.1 Knowledge Acquisition -- 7.2 System Usability Scale -- 7.3 User Experience -- 8 Discussion -- 8.1 Summary of Findings -- 8.2 Research Implications -- 8.3 Limitations and Future Work -- 9 Conclusion -- References -- Creating StoryLines: Participatory Design with Power Grid Operators -- 1 Introduction -- 2 Related Work -- 2.1 Adapting to Control Room Modernization -- 2.2 Operator Strategies for Managing Information -- 2.3 Information Management Tools -- 3 Preliminary Study: Identifying Operators' Needs -- 4 Inspirations from Generative Theories of Interaction -- 5 Participatory Design of StoryLines -- 6 StoryLines -- 7 Conclusion -- References -- Visual Representations for Data Analytics: User Study -- 1 Introduction -- 1.1 Related Work -- 2 Visualization Methods -- 3 User Study -- 3.1 Datasets and Pre-Processing -- 3.2 Tasks Generation Procedure and Study Flow -- 3.3 Results -- 4 Comparison with DCNN Models -- 5 Discussion and Conclusions -- References -- A Web Platform to Investigate the Relationship Between Sounds, Colors and Emotions -- 1 Introduction -- 2 Theoretical Framework -- 3 Associations Between Sound and Color -- 4 The Test -- 4.1 Sound Stimuli -- 4.2 Colors -- 4.3 The Self-Assessment Manikin -- 5 The Web Interface.
6 Early Results -- 7 Conclusion and Future Work -- References -- Continuous Time Elicitation Through Virtual Reality to Model Affect Dynamics -- 1 Introduction -- 1.1 Eliciting Affective States Through Virtual Reality -- 1.2 Modeling Dynamics in Affect Science -- 2 Experimental Design -- 2.1 How to Create Transitions? -- 2.2 How to Randomize Transitions? -- 2.3 How to Analyze Transitions? -- 3 Conclusion -- References -- Who Pays Attention to the User Experience Content Embedded in Mobile APP Reviews -- 1 Introduction -- 2 Related Studies -- 2.1 Review Helpfulness -- 2.2 Managerial Response -- 2.3 User Experience from Online Reviews -- 3 Theoretical Framework -- 3.1 Conceptualizing User Experience (UX) Richness -- 3.2 Conceptual Framework -- 4 Methodology -- 4.1 Data and Process -- 4.2 Variables -- 5 Results -- 5.1 Descriptive Statistics -- 5.2 Predicting Review Helpfulness -- 5.3 Predicting Review Response -- 5.4 Classification Analysis -- 6 Discussion -- 6.1 Theoretical Implications -- 6.2 Practical Implications -- 7 Conclusion -- Appendix A -- References -- Special Session on E3: Enhancing the Esports Experience -- Gamers' Eden: The Functioning and Role of Gaming Houses Inside the Esports Ecosystem -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 Inclusion Criteria -- 3.2 Sources -- 3.3 Disclaimer on Sources -- 3.4 Search Strategy -- 4 Findings -- 4.1 Tracing Gaming Houses' Roots and Defining Them -- 4.2 Gaming Houses as Platformised Environments -- 5 Discussion -- 6 Conclusion -- References -- The Communication Effectiveness of AI Win Prediction Applied in Esports Live Streaming: A Pilot Study -- 1 Introduction -- 2 Method -- 3 Primary Results from the Pilot Study -- 3.1 Perceived Usefulness -- 3.2 Credibility, Accuracy, and Dramatic Effects -- 3.3 The Anthropomorphic Image -- 4 Conclusion and Future Work -- References.
Using Audience Avatars to Increase Sense of Presence in Live-Streams.
Record Nr. UNINA-9910799486303321
Cham, Switzerland : , : Springer, , [2023]
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