HCI international 2022 posters . Part II : 24th international conference on human-computer interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Constantine Stephanidis, Margherita Antona, and Stavroula Ntoa
| HCI international 2022 posters . Part II : 24th international conference on human-computer interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Constantine Stephanidis, Margherita Antona, and Stavroula Ntoa |
| Autore | Stephanidis Constantine |
| Pubbl/distr/stampa | Cham, Switzerland : , : Springer International Publishing, , [2022] |
| Descrizione fisica | 1 online resource (414 pages) |
| Disciplina | 004.019 |
| Collana | Communications in Computer and Information Science |
| Soggetto topico | Human-computer interaction |
| ISBN | 3-031-06388-0 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNISA-996478866303316 |
Stephanidis Constantine
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||
| Cham, Switzerland : , : Springer International Publishing, , [2022] | ||
| Lo trovi qui: Univ. di Salerno | ||
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HCI International 2022 Posters : 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa
| HCI International 2022 Posters : 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2022.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022 |
| Descrizione fisica | 1 online resource (414 pages) |
| Disciplina | 004.019 |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computer networks Artificial intelligence Computer systems Computers, Special purpose Application software User Interfaces and Human Computer Interaction Computer Communication Networks Artificial Intelligence Computer System Implementation Special Purpose and Application-Based Systems Computer and Information Systems Applications |
| ISBN | 3-031-06388-0 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Multimodal and Natural Interaction -- Perception, Cognition, Emotion and Psychophysiological Monitoring -- Human Motion Modelling and Monitoring -- IoT and Intelligent Living Environments. |
| Record Nr. | UNINA-9910578685203321 |
Stephanidis Constantine
|
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| Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022 | ||
| Lo trovi qui: Univ. Federico II | ||
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HCI International 2023 Posters [[electronic resource] ] : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2023 Posters [[electronic resource] ] : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
| Descrizione fisica | 1 online resource (738 pages) |
| Disciplina | 004.019 |
| Altri autori (Persone) |
AntonaMargherita
NtoaStavroula SalvendyGavriel |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Computer networks Coding theory Information theory Computer systems Computer vision User Interfaces and Human Computer Interaction Computer and Information Systems Applications Computer Communication Networks Coding and Information Theory Computer System Implementation Computer Vision |
| ISBN | 3-031-35989-5 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Supporting Health, Psychological Wellbeing, and Fitness -- Design for All, Accessibility and Rehabilitation Technologies -- Interactive Technologies for the Aging Population. |
| Record Nr. | UNISA-996546827703316 |
Stephanidis Constantine
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
HCI International 2023 Posters [[electronic resource] ] : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2023 Posters [[electronic resource] ] : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
| Descrizione fisica | 1 online resource (597 pages) |
| Disciplina | 004.019 |
| Altri autori (Persone) |
AntonaMargherita
NtoaStavroula SalvendyGavriel |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Computer networks Coding theory Information theory Computer systems Computer vision User Interfaces and Human Computer Interaction Computer and Information Systems Applications Computer Communication Networks Coding and Information Theory Computer System Implementation Computer Vision |
| ISBN | 3-031-35998-4 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Interacting with Data, Information and Knowledge -- Learning and Training Technologies -- Interacting with Cultural Heritage and Art. |
| Record Nr. | UNISA-996546827803316 |
Stephanidis Constantine
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
HCI International 2023 – Late Breaking Posters : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2023 – Late Breaking Posters : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (595 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) |
AntonaMargherita
NtoaStavroula SalvendyGavriel |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Artificial intelligence Computer networks Computer systems User Interfaces and Human Computer Interaction Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks Computer System Implementation |
| ISBN |
9783031492129
3031492129 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | HCI Theory and Practice -- Accessibility, Usability, and UX Design -- HCI in Education and Collaborative Learning -- HCI for Health and Well-being -- User Experience Design for Cultural Heritage. |
| Record Nr. | UNINA-9910770249503321 |
Stephanidis Constantine
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI International 2023 – Late Breaking Posters : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2023 – Late Breaking Posters : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (556 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) |
AntonaMargherita
NtoaStavroula SalvendyGavriel |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Artificial intelligence Computer networks Computer systems User Interfaces and Human Computer Interaction Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks Computer System Implementation |
| ISBN |
9783031492150
3031492153 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | HCI Research in Human-AI Interaction -- Interaction with Robots and Intelligent Agents -- Designing Immersive Experiences in Extended Reality and the Metaverse -- Digital Transformation in the Modern Business Landscape -- HCI in Mobility and Aviation -- Case Studies in HCI. |
| Record Nr. | UNINA-9910770258103321 |
Stephanidis Constantine
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||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part III / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (463 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) |
AntonaMargherita
NtoaStavroula SalvendyGavriel |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Artificial intelligence Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks |
| ISBN |
9783031619502
3031619501 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 26th International Conference on Human-Computer Interaction (HCII 2024) -- HCI International 2025 Conference -- Contents - Part III -- eXtended Reality and the Metaverse -- Unraveling the Meta Quest 3: An Out-of-Box Experience of the Future of Mixed Reality Headsets -- 1 Introduction -- 2 First Impressions -- 3 Unboxing -- 4 Use Case 1: Using Controllers to Play a Game -- 5 Use Case 2: Using Hand Tracking to Learn How to Play the Piano -- 6 Post Study Assessment -- 7 Conclusions -- References -- Exploring the Influences of Virtual Reality Experiences from the Perspective of Children's Cognition -- 1 Background -- 1.1 A Subsection Sample -- 2 Research Hypothesis Model from Children's Cognitive Perspective -- 2.1 Children's Cognitive Perspective -- 2.2 Factors that Affect VR Experience -- 2.3 Research Hypothesis Model -- 3 Analysis of Research Results -- 3.1 Research Method -- 3.2 Model Reliability and Validity Test -- 3.3 Hypothesis Model Test Results -- 3.4 Influence Effect Analysis -- 3.5 Multiple Regression Analysis -- 4 VR Experience Design Optimization Suggestions -- 5 Conclusion -- References -- Selection in Stride: Comparing Button- and Head-Based Augmented Reality Interaction During Locomotion -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials -- 2.3 Experimental Design and Procedure -- 3 Results -- 3.1 Quantitative Results -- 3.2 Qualitative Results -- 4 Discussion -- References -- Investigating How Interaction with Physical Objects Within Virtual Environments Affects Knowledge Acquisition and Recall -- 1 Introduction -- 2 Methods -- 3 User Study -- 4 Results -- 5 Conclusions -- References.
Generative AI Tool Pipeline for Creating Artificial Historical Characters for Cultural Heritage XR -- 1 Introduction -- 2 Related Work -- 3 Generative AI Tool Pipeline -- 3.1 The AI Toolchain -- 3.2 Challenges and Limitations -- 4 Usage in Our XR-Application -- 5 Conclusion and Future Work -- References -- Force Characteristics to Reproduce Writing Pressure Introduction of Writing Task Characteristics into Virtual Reality -- 1 Introduction -- 2 System Configuration -- 2.1 Basic Concepts of Force Sensing Displays Basic Concepts of Force Sensing Displays -- 2.2 Hardware Configuration -- 2.3 Software Configuration -- 3 Experimental Investigation of the Coefficient of Presented Friction -- 3.1 Objectives of the Experiment -- 3.2 Experimental Methods -- 3.3 Experimental Results -- 4 Conclusion -- References -- The Optokinetic Nystagmus as a Physiological Indicator of Cybersickness - A Vergence-Based Evaluation -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Materials -- 2.3 Procedures -- 2.4 Design and Measures -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- SongScape: A Song Dynasty-Style Architectural Scene Design System Based on CGA Rules and Virtual Reality -- 1 Introduction -- 2 Procedural Generation of Individual Song-Style Buildings Based on CGA -- 2.1 CGA Programming Language -- 2.2 Characteristics of Song Dynasty Architecture -- 2.3 Design of CGA Rules for Song-Style Architecture -- 3 Song-Style Architecture Scene Design System -- 3.1 Adjustment of Parameters for Individual Buildings -- 3.2 Collaborative Design Among Multiple Users -- 4 Conclusion -- References -- XR Empowers a New City Landmark in Qingdao: Hi Metaverse -- 1 Introduction -- 2 Design and Implement: Hi Metaverse -- 3 Evaluation and Discussion -- 4 Conclusion -- References -- ColorIt: An Augmented Reality Application for Object Recoloring -- 1 Introduction. 2 Related Work -- 3 System Overview -- 3.1 User Interface -- 3.2 Recoloring Algorithm -- 4 Evaluation -- 5 Conclusions and Future Work -- References -- A Comparative Study on Methods to Interact with Close-Distance Objects in Mixed Reality Environment: Direct Method vs. Raycasting Method -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Setting -- 2.3 Experimental Design -- 2.4 Experimental Procedure and Task -- 2.5 Data Analysis -- 3 Results -- 3.1 Task Performance -- 3.2 Subjective Evaluation -- 4 Discussion -- 5 Conclusions -- References -- Spatial Computing Through an HCI Lens - UX Evaluation Based on Situatedness -- 1 Introduction -- 2 Subject of Investigation: Example Applications -- 2.1 Subject 1: Mobile Augmented Reality -- 2.2 Subject 2: Head-Mounted Displays -- 2.3 Subject 3: Spatial Augmented Reality Based on Projection Mapping -- 3 Discussion -- 4 Conclusion and Future Work -- References -- Exploring the Impact of Virtual Reality on Viewer Experience: A Cognitive and Emotional Response Analysis -- 1 Introduction -- 1.1 Immersive Storytelling by Technology -- 2 Sample Selection and Characteristics -- 3 Related Works -- References -- Research on Interactive Design of AR Books -- 1 Introduction -- 2 The Interactivity of AR Books -- 3 Interactive Design Principle of AR Books -- 3.1 The Importance of Interactive Design -- 3.2 The Basic Principles of Interactive Design for AR Books -- 4 Research on Interactive Design Application of AR Books "Lost Time" -- 4.1 The Design Concept of "Lost Time" -- 4.2 The AR Interactive Design of "Lost Time" -- 5 Conclusion -- References -- Research on Human-Computer Re-Interaction in AR Books -- 1 Introduction -- 2 Interaction and Presentation Modes of AR Books -- 3 Gesture Recognition and Methods -- 4 Skin Color Recognition and Binary Image Conversion. 5 Re-Interaction After Gesture Recognition -- 5.1 Re-Interaction Based on the Motion of Virtual Elements -- 5.2 Re-Interaction Based on Facial Expressions -- 5.3 User-Subjective Intervention Interaction Redesign Based on Color Recognition -- 6 Conclusion -- References -- A Comparative Analysis of Spectator Placement Methods in Virtual Reality Environments -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Formations -- 3.2 Dynamic Positioning -- 3.3 Personal Perspective -- 4 Evaluation -- 5 Results -- 6 Conclusion and Future Work -- References -- Exploring the Relationship Between the Interactive Range of Objects and the Performance of Freehand Grasping Interaction in Glasses-Free 3D Scenes -- 1 Introduction -- 2 Related Work -- 2.1 Freehand Grasping Interaction in the 3D Environment -- 2.2 Grasping Interaction Behavior Research -- 3 Experiment Design -- 3.1 Device Setup -- 3.2 Experiment Content -- 4 User Study -- 4.1 Participants -- 4.2 Measure -- 4.3 Tasks and Experiment Procedure -- 5 Result -- 5.1 Task Completion Time -- 5.2 Error -- 5.3 Task Load -- 6 Discussion -- 7 Conclusion -- 8 Future Work -- References -- Virtual Reality: A Window into the Future of Journalism -- 1 Introduction -- 2 Limitations of Current News Coverage -- 2.1 Limitations of Traditional News Reporting -- 2.2 Limitations of Remote Participation and Journalism -- 2.3 Limitations of Passive Audience Reception and Interaction -- 2.4 Challenges in an Interactive Environment -- 3 Specific Applications of VR Technology -- 3.1 Enhance Audience Immersion -- 3.2 Use of Panoramic Photos -- 3.3 The Important Role of 360-Degree Video -- 3.4 Applied to News Reporting in Complex Environments -- 3.5 VR Immersion News on CCTV -- 4 Possible Challenges of VR Technology in Live Interviews -- 4.1 Network Quality and Stability -- 4.2 Equipment Costs and Deficiencies. 4.3 Insufficient Skilled Personnel -- 4.4 Level of Technology Affects Immersion -- 4.5 Threshold of Use and Cumbersome Steps -- 5 VR Technology Future Directions -- 6 Experiment Investigation -- 6.1 Experimental Method -- 6.2 Experimental Subjects -- 6.3 Experimental Content -- 7 Discussion and Analysis -- References -- Does the Metaverse Conflict with Social Goods? Challenges at the Intersection of the Metaverse and SDGs -- 1 Introduction -- 2 Metaverse's Impact on SDGs: Positive Contributions -- 3 Metaverse Versus SDGs: Identifying Conflicts -- 3.1 Metaverse Causes Gap -- 3.2 Concentration of Power -- 3.3 Crimes in the Metaverse -- 3.4 Lack of Governance -- 3.5 Metaverse Addiction -- 3.6 Transition from the Real to the Virtual -- 3.7 Environmental Problems -- 4 Ethical Design Principles -- 5 Conclusion -- References -- Interacting with Cultural Heritage, Art and Creativity -- Exploring Relationships Between Personality and Creativity -- 1 Introduction -- 2 Literature Review -- 2.1 Creativity -- 2.2 Personality and Creativity -- 2.3 Other Factors that Influence Personality and Creativity -- 3 Research Framework -- 4 Research Methodology -- 5 Conclusions and Next Steps -- References -- Study on the Vivification Pathway of Lingnan Cantonese Opera in the Virtual Reality Interaction: A Case Study of Cantonese Opera "Di Nv Hua (The Emperor's Daughter)" -- 1 Introduction -- 2 Virtual-Real Space Interaction and Dynamic Inheritance of Cantonese Opera -- 2.1 Dual Dilemma of Cantonese Opera Intangible Cultural Heritage Inheritance -- 2.2 Innovative Application of Virtual-Real Space Interaction in Cantonese Opera -- 3 Research Path of "Dynamic Inheritance" Using "Di Nv Hua" as an Example -- 3.1 Three-Dimensional Virtual Reconstruction Module -- 3.2 Design and Practice Module -- 3.3 Innovation and Promotion Module -- 4 Conclusion -- References. "Landscape-Drama": Innovative Applications of Digital Projection Art in the Renewal of Chinese Old City Communities. |
| Record Nr. | UNINA-9910865255203321 |
Stephanidis Constantine
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||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part IV / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part IV / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (418 pages) |
| Disciplina |
005.437
004.019 |
| Altri autori (Persone) |
AntonaMargherita
NtoaStavroula SalvendyGavriel |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Artificial intelligence Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks |
| ISBN | 9783031619533 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 26th International Conference on Human-Computer Interaction (HCII 2024) -- HCI International 2025 Conference -- Contents - Part IV -- HCI in Learning and Education -- Al-Ahadeeth: A Visualization Tool of the Hadiths' Chain of Narrators -- 1 Introduction -- 2 Methodology -- 2.1 Data -- 2.2 Tool Development -- 3 Al-Ahadeeth Tool -- 4 Conclusion -- References -- Designing for Self-Regulated Learning: A Dual-View Intelligent Visualization Dashboard to Support Instructors and Students Using Multimodal Trace Data in Classrooms -- 1 Introduction -- 2 Design Principles and Architecture -- 2.1 Design and Gross-Level Structure -- 2.2 Affective Dynamics Learning Analytics -- 2.3 Phase Specific (PS) Learning Analytic Exemplar -- 3 Data Management: From Collection to Visualization -- 4 Future Research and Direction -- 4.1 Real-Time Data Utilization and Decision Making -- 4.2 Challenges and Limitations -- 4.3 Future Research -- 5 Conclusion -- References -- Evaluation of Augmented Reality Applications for the Teaching-Learning Process -- 1 Introduction -- 1.1 Augmented Reality -- 1.2 Benefit of the Use of Technology in Education -- 1.3 Description of the Augmented Reality Applications Evaluated -- 1.4 Virtuality tee -- 1.5 Merge Object Viewer -- 1.6 Humanoid 4D -- 2 Methodology -- 2.1 Participants -- 2.2 Instruments -- 2.3 Procedure -- 3 Results -- 4 Conclusions -- References -- AlgoTutor: An Integrated Learning Platform for Data Structures and Algorithms with Real-Time Guidance and Interactive Visualizations -- 1 Introduction -- 2 Literature Review -- 3 AlgoTutor -- 3.1 System Architecture -- 3.2 AlgoTutor Features -- 4 Discussion and Future Work -- 5 Conclusion -- References.
Early Prediction of Mathematics Learning Achievement of Elementary Students Using Hidden Markov Model -- 1 Introduction -- 2 Literature Review -- 2.1 Misconceptions in Mathematics -- 2.2 HMM in Educational Research -- 3 Method -- 3.1 Participants -- 3.2 Instruments -- 3.3 Data Collection and Model Training -- 4 Results -- 4.1 Graphical Presentation -- 4.2 Comparing the Predictive Performance of HMM and Baseline Models -- 5 Discussion and Conclusions -- References -- Generative Artificial Intelligence and Interactive Learning Platforms: Second Language Vocabulary Acquisition -- 1 Background and Purposes -- 2 Intelligent Tutoring Systems -- 3 Quizlet Q-Chat: Enhancing Learning Experience Through AI-Powered Tutoring -- 4 Implications for Instructional Designers and Language Practitioners -- References -- Virtual Reality Supporting Physical Education Teaching in Brazilian Elementary Schools -- 1 Introduction -- 2 Literature Review and Related Work -- 2.1 Analyzed Work -- 2.2 Related Work -- 3 The Proposed Solution Design -- 4 Next Steps and Implementation Challenges -- 5 Conclusion -- Appendix I -- References -- Classification Tools to Assess Critical Thinking in Automotive Engineering Students -- 1 Introduction -- 2 Methodology -- 3 Results and Discussion -- 4 Conclusions -- References -- Bioindicators of Attention Detection in Online Learning Environments -- 1 Introduction -- 2 Experimental Design -- 3 Data Analysis -- 3.1 Feature Extraction from Videos -- 3.2 Feature Extraction from Bioindicators -- 3.3 Performance Data -- 3.4 Statistical Analysis -- 3.5 Machine Learning Analysis -- 4 Experimental Results -- 5 Conclusion -- References -- Adaptive Learning Environments: Integrating Artificial Intelligence for Special Education Advances -- 1 Introduction -- 2 Related Works -- 3 Method -- 3.1 Participants -- 3.2 Instruments and Materials -- 3.3 Procedure. 4 Results and Discussion -- 5 Conclusions -- References -- On-Demand Internationalization for Learning Management System Moodle -- 1 Introduction -- 2 Methodology -- 2.1 Needs Analysis for the Multi-language Option -- 2.2 Appropriate AI-Powered Translation Service -- 2.3 Preliminary Considerations -- 2.4 Concept and Technical Implementation -- 3 Results and Discussion -- 4 Conclusion -- References -- Examining the Impact: Pencil-and-Paper Versus Touch-Screen Assessments in Augmented Reality Learning -- 1 Introduction -- 2 Method -- 2.1 AR-Based Learning Design -- 2.2 Experiment Process -- 3 Results -- 4 Discussions -- 5 Conclusion -- References -- Developing a Teacher Self-Reflection E-portfolio Platform for the Improvement of Noticing Skills of Childcare Teachers -- 1 Introduction -- 2 Importance of the Teacher Self-Reflection Portfolio (SRP) -- 3 Developing a Teacher Self-Reflection E-portfolio Platform -- 4 Conclusion and Discussion -- References -- Dishonesty Tendencies in Testing Scenarios Among Students with Virtual Reality and Computer-Mediated Technology -- 1 Introduction -- 1.1 Related Work -- 1.2 Research Questions -- 2 Method -- 2.1 Data Collection -- 2.2 Participants -- 2.3 Study Setup -- 3 Results and Discussion -- 4 Conclusion -- References -- Towards Blockchain-Based Incentives for STEM Education -- 1 Introduction -- 2 Background -- 2.1 Blockchain in Higher Education -- 3 Our Approach -- 3.1 Goal Orientation -- 3.2 Achievement -- 3.3 Reinforcement -- 3.4 Competition -- 3.5 Fun Orientation -- 4 Discussion -- References -- Exploring Media Modalities for Cultural Heritage Learning on Social Platforms: A Comparative Analysis of Short Videos, Nine-Grid Pictures, and Sequential Pictures -- 1 Introduction -- 2 Literature Review -- 3 Methods and Materials -- 3.1 Experimental Method and Materials -- 3.2 User Interview. 4 Results and Discussion -- 4.1 Emotional Impact -- 4.2 Effects of Cognitive Load -- 4.3 Influence of Learning Effect -- 5 Conclusion -- References -- Enhancing Searching as Learning (SAL) with Generative Artificial Intelligence: A Literature Review -- 1 Introduction -- 2 Related Work -- 2.1 Concept of Searching as Learning -- 2.2 Technology Advancement in Searching as Learning -- 3 Methodology -- 3.1 Literature Search -- 3.2 Selection Criterion and Process -- 3.3 Data Extraction and Analysis -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Learning Beyond the Classroom in the AI Era: A Generation Z Perspective -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Informal Learning and Technology Acceptance Model -- 2.2 Motivation and Procrastination Behavior Towards Digital Informal Learning -- 2.3 Conceptual Model for This Study -- 3 Method -- 3.1 Data Collection -- 3.2 Measures -- 4 Data Analysis and Results -- 4.1 Descriptive Statistics -- 4.2 Structural Equation Model -- 5 Discussion -- 5.1 Implications -- 5.2 Limitations -- 6 Conclusion -- References -- Collaboration of Digital Human Gestures and Teaching Materials for Enhanced Integration in MOOC Teaching Scenarios -- 1 Introduction -- 2 Method -- 2.1 Data Preparation -- 2.2 Data-Driven Pose Generation -- 2.3 Collaborative Gesture Synthesis -- 3 Results -- 4 Future Work -- References -- Enhancing an App for Sustaining Motivation in Learning -- 1 Introduction -- 2 Method -- 3 Data Generation Process -- 4 Results -- 5 Conclusion -- References -- Multi-dimensional Three-Dimensional Space Learning in Human-Computer Interaction -- 1 Introduction -- 2 Literature Review -- 3 Research Methods -- 3.1 Research Objects and Samples -- 3.2 Research Methods Adopted -- 3.3 Experimental Design -- 3.4 Data Collection and Analysis Process -- 4 Research Results -- 4.1 Sample Characteristics. 4.2 Main Findings -- 4.3 Reactions and Observations -- 5 Discussion -- 5.1 Interpretation of Research Results -- 5.2 Analyze the Impact of HCI on Students' Learning Outcomes and Learning Experience -- 5.3 Relationship Between Research Results and Existing Theories -- 5.4 Limitations and Future Directions -- 6 Conclusion -- References -- Integrating Collaborative Learning into Youth Art Education: Preservation and Innovation of Guangzhou's Polo Birth Culture -- 1 Introduction -- 2 Research Background -- 2.1 Cantonese Porcelain Skills -- 2.2 Guangzhou Polo Birth Culture Culture -- 2.3 Learn Collaborative Techniques -- 3 Strategies for the Application of Collaborative Learning Techniques in Youth Art Education -- 3.1 Collaborative Learning Technology Framework -- 3.2 Research Methods -- 4 Research Process -- 5 Research Results -- 5.1 Comprehensive Data Analysis -- 5.2 Specific Case Studies -- 6 Conclusion -- References -- Learning Foreign Language Vocabulary Through Task-Based Virtual Reality Immersion -- 1 Introduction -- 2 Related Works -- 3 Methods -- 3.1 Participants -- 3.2 Language Lesson Conditions -- 3.3 Procedures -- 3.4 Data Analysis -- 4 Results -- 5 Discussion and Future Work -- 6 Conclusion -- References -- ContextVis: Envision Contextual Learning and Interaction with Generative Models -- 1 Introduction -- 2 Related Work -- 2.1 Leveled and Themed Language Learning -- 2.2 Generative Models for Education -- 2.3 Interaction Design for Human-AI Collaboration -- 3 The ContextVis System -- 4 Case Study: Contextual Vocabulary Learning -- 4.1 Dashboard for Educators -- 4.2 Playground for Learners -- 5 Discussion -- References -- Designing a Tangible Interactive Learning System for Children's Art Education: A Multi-Sensory Design Approach -- 1 Introduction -- 2 Previous Works -- 3 Requirement Gathering -- 4 Summary of Design Goals. 5 Design Implementation. |
| Record Nr. | UNINA-9910865253303321 |
Stephanidis Constantine
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part I / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part I / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (452 pages) |
| Disciplina |
5,437
4,019 |
| Altri autori (Persone) |
AntonaMargherita
NtoaStavroula SalvendyGavriel |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Artificial intelligence Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks |
| ISBN | 9783031619328 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 26th International Conference on Human-Computer Interaction (HCII 2024) -- HCI International 2025 Conference -- Contents - Part I -- HCI Design Theories, Methods, Tools and Case Studies -- Research on the Cognitive Mechanisms of Aural Alert Design in Civil Aircraft Cockpit -- 1 Overview of Cockpit Aural Alerts Design for Civil Aircraft -- 2 Key Points in the Design of Civil Aircraft Cockpit Aural Alerts -- 2.1 Types of Aural Alerts -- 2.2 Cancellation Method for Aural Alerts -- 2.3 Persistence Characteristics of Aural Alerts -- 3 Cognitive Mechanism of Aural Alert Based on Human Factors Engineering -- 4 Conclusion -- References -- Visualization of Operating System Behavior in a Linux Environment Running in a Browser -- 1 Introduction -- 2 Research Summary -- 3 Functions Developed -- 3.1 Displaying Scheduler Function -- 3.2 Displaying Semaphore -- 3.3 Displaying Memory Swap -- 3.4 CPU State Transition Diagram Display Function -- 3.5 Replay Function -- 4 Conclusion -- References -- Research on the Application Situation and Trend of Immersive Design -- 1 Introduction -- 2 Methodology -- 3 Descriptive Analysis -- 3.1 Analysis of Publication Volume and Publication Countries -- 3.2 Analyses of Research Field Hotspots -- 3.3 Highly Cited Literature -- 4 Conclusion and Discussion -- References -- Using Schema Theory to Construct the Designer's Knowledge Framework -- 1 Introduction -- 2 Methods -- 2.1 Study Design -- 2.2 Participants -- 2.3 Tools and Materials -- 2.4 Analysis -- 2.5 Ethical Review -- 3 Results -- 3.1 Learning and Accumulation of Design Knowledge -- 3.2 Design Precedent Works Analysis -- 3.3 Different Concept Schema Influence Knowledge Retrieval -- 4 Discussion.
4.1 Framework Structure of Design Knowledge Based -- 4.2 Experienced Designers Possess More Advanced Conceptual Schema -- 4.3 Influence of Design Learning Process on Conceptual Schema -- 4.4 Influence of Design Knowledge Framework on Innovation -- 5 Conclusions -- References -- Designing Metaphor-Based Character Archetypes for a Story Authoring Tool -- 1 Introduction -- 2 Design -- 3 Pilot Study and Discussion -- 4 Conclusion -- References -- UI-DETR: GUI Component Detection from the System Screen with Transformers -- 1 Introduction -- 2 Related Research -- 2.1 Object Detection -- 2.2 GUI Component Detection -- 3 Proposed Method -- 3.1 Overview of the Proposed Method -- 3.2 CNN Backbone -- 3.3 Transformer -- 3.4 Feedforward Network -- 3.5 Object Query Improvements -- 4 Experiments -- 4.1 Dataset -- 4.2 Experiment (1) -- 4.3 Experiment (2) -- 5 Conclusion -- References -- The Current Status of the Application of Virtual Reality Technology in Display Design: A Bibliometric Analysis -- 1 Introduction -- 2 Research Design -- 2.1 Data Sources -- 2.2 Research Methodology -- 3 Results and Analysis of Bibliometric Analysis -- 3.1 Distribution and Trend Analysis of Literature Volume -- 3.2 Analysis of High-impact Journals -- 3.3 Analysis of Research Hotspots -- 3.4 Research Trends Analysis -- 3.5 Total Citations to References -- 4 Discussion and Conclusion -- References -- Universal Hand Gesture Interaction Vocabulary for Cross-Cultural Users: Challenges and Approaches -- 1 Introduction -- 2 Challenges in Hand Gesture Vocabulary Standardization -- 2.1 Taxonomy, Lexicon and Vocabulary -- 2.2 Design of Hand Gesture Vocabulary -- 2.3 The Cultural Dimension -- 3 Conclusion -- References -- Applying Co-designing Methods to Information-Seeking Systems with North Carolina Foster Parents -- 1 Introduction -- 2 Background -- 3 Literature Review -- 4 Methods -- 4.1 PAR. 4.2 Co-design -- 4.3 Implementation -- 5 Cultivating Relationships to Enact Change -- 6 Methods of Building Trust -- 6.1 Seeds of Hope -- 6.2 Family and Children Resource Program (FCRP) at UNC-CH -- 6.3 Foster Family Alliance -- 7 Limitation -- 8 Next Steps -- 9 Conclusion -- References -- Exploration of Design Intervention in Eliminating Bias: A Persuasive System Design Approach of Introducing Intermediate Scenarios -- 1 Introduction -- 2 Related Works -- 3 Methods and Process -- 3.1 Causes of Prejudice -- 3.2 Identification of Intermediate Scenario -- 3.3 Identification of User Requirements and Design Features -- 4 Result -- 5 Discussion -- 6 Conclusion -- References -- A Practical Study of Project-Based Learning in High School General Technology Based on Design Thinking -- 1 Introduction -- 2 The Relationship Between High School General Technology and Design Thinking Education -- 3 Current Problems in the High School Technology Classroom -- 4 A Case Study of Project-Based Teaching of High School General Technology Based on Design Thinking -- 5 Evaluation Methods for Project-Based Instructional Case Design -- 6 Discussion and Future Plans -- References -- On the Influence and Application of Regional Culture in Interaction Design -- 1 Regional Culture and Interaction Design -- 2 Sensory-Driven Regionalized Interaction Design Considerations -- 3 Possibilities of Regionally Specialized Interaction Design Through Sensory Experiences -- 4 Conclusion -- References -- Supporting Parent-Child Interactions in Child Riding: Exploring Design Opportunities for Digital Interaction Strategies -- 1 Introduction -- 2 Related Works -- 2.1 Parent-Child Interactions in Child Riding -- 2.2 Digital Interaction -- 3 Methods -- 3.1 Data Collection -- 3.2 Data Analysis -- 4 Finding -- 4.1 Participatory Support -- 4.2 Emotional Support -- 4.3 Instructional Support. 4.4 Material Support -- 4.5 Non-positive Supports -- 5 Concluding Remarks -- 5.1 Design Opportunities and Strategies -- 5.2 Contribution to HCI Research -- 5.3 Limitations and Implications for Future Research -- References -- Research and Application of Grid System Design for Version Aesthetics in Book Design -- 1 The Emergence of Grid Systems -- 2 Grids in Traditional Chinese Books -- 2.1 The Plain Grid System Predates the Use of Paper -- 2.2 The Development of Grid Systems in the Printing Age: Row Grids -- 3 Traditional Book Layout and Grid: Row Grids -- 3.1 Number of Lines and Word Count -- 3.2 Layout and Folio -- 3.3 The Change of the Row -- 4 Grid System in Modern Chinese Books -- 4.1 Modern Grid System and Book Design -- 4.2 The Rational Beauty of Book Design Under Grid System -- 5 Principles of Using Grid System in Book Design -- 5.1 Grid System Establishes Information Architecture for Book Design -- 5.2 Grid Design of Chinese Characters -- 6 Conclusion -- References -- User Experience Evaluation Methods and Case Studies -- Exploration of Alert Response Strategy Modeling Method Based on MBSE -- 1 Introduction -- 2 Alert Triggering Strategy Modeling Method -- 2.1 System-Subsystem-Equipment Modeling -- 2.2 System Failure Mode Modeling -- 2.3 Alert Signal Logic Operation Modeling -- 2.4 Associating System State with Alert Models -- 3 Alert Trigger Strategy Modeling Demo -- 4 Conclusion -- References -- The Perceived Impact of Different Types of Ice-Themed Typography on Users -- 1 Introduction -- 2 Research Methodology -- 2.1 Font Selection and Experimental Procedures -- 2.2 Participants -- 3 Results and Analysis -- 3.1 Semiotic Theory Analysis -- 3.2 Discussion of Findings -- 4 Conclusion -- References -- Cognitive Biases in the Estimation of the Interface Updates: Facebook Users' Case -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Discussion. References -- Force-Based Modeling of a Resilient Helping Role in Coordinated Behavior of a Triad -- 1 Introduction -- 2 Method -- 2.1 Pulling and Relaxing Roles -- 2.2 Adjusting Role -- 2.3 Simulation and Analysis -- 3 Results and Discussion -- 4 Conclusion -- References -- Automating User Task Performance: Introducing Task Experience Score (TES) for Complex Cloud Platforms -- 1 Introduction -- 2 Related Work -- 3 The Metric -- 3.1 Relative Completion Rate (RC) -- 3.2 Relative Efficiency (RE) -- 3.3 Task Experience Score (TES) -- 3.4 Product-Level Task Experience Score (PTES) -- 4 Evaluation Process -- 5 Discussion and Future Works -- References -- Examining the Influence of Front-Facing Camera Layout on the Aesthetic Experience of Smartphone User Interfaces -- 1 Introduction -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Apparatus and Prototypes -- 2.3 Experiment Design -- 3 Result and Discussion -- 4 Conclusions -- References -- A Comparative Study of Icon Style Based on Cognitive Behavior -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Cognitive Behavioral -- 3.2 Development of Evaluation Indicators -- 4 Experiment -- 4.1 Experimental Design -- 4.2 Data Analysis -- 4.3 Result -- 5 Conclusion -- References -- Analysis of Participants' Synchronization Behaviors and Big Five Personalities in Dyadic Conversation -- 1 Introduction -- 2 Collection of Dyadic Conversation Data -- 2.1 Calculation of Smile Synchronization -- 2.2 Wrist Velocity and Voice Activities -- 3 Results of Analysis -- 3.1 Results of Smile Synchronization -- 3.2 Results of Wrist Velocity and Speech Interval -- 4 Discussion -- 5 Conclusion -- References -- Optimization and Evaluation of Tablet Keyboard Layout in the Unsupported Case -- 1 Introduction -- 1.1 Background -- 1.2 Related Work -- 2 Method -- 2.1 Experimental Design -- 2.2 Participants -- 2.3 Task. 2.4 Equipment. |
| Record Nr. | UNINA-9910865250503321 |
Stephanidis Constantine
|
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
| HCI International 2024 Posters : 26th International Conference on Human-Computer Interaction, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II / / edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Autore | Stephanidis Constantine |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (0 pages) |
| Disciplina | 004.019 |
| Collana | Communications in Computer and Information Science |
| Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Artificial intelligence Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Artificial Intelligence Computer Communication Networks |
| ISBN | 9783031619472 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 26th International Conference on Human-Computer Interaction (HCII 2024) -- HCI International 2025 Conference -- Contents - Part II -- Inclusive Designs and Applications -- Smart Signage with Augmented Reality: Inclusive Coworking -- 1 Introduction -- 2 Methods and Materials -- 3 Proposed Model -- 4 Discussion -- 5 Conclusions -- 6 Gratitude -- References -- Use of Technologies to Improve Quality of Life and Well-Being in People with Autism (ASD) and Chronic Anxiety and/or Depression from a Gender Perspective -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Conclusion -- 5 Fundings and Grants -- References -- Reliability of the Metric to Evaluate the Ergonomic Principles of Assistive Systems, Based on ISO 92419 -- 1 Introduction -- 1.1 Research Questions -- 1.2 Methodology -- 1.3 Goals and Innovative Aspects -- 2 Concepts -- 2.1 Assistive Systems -- 2.2 Ergonomics -- 2.3 DIN Ergonomic Principles of Assistive Systems -- 3 Information Gathering -- 3.1 Survey -- 3.2 Cronbach's Alpha -- 4 Discussion -- 4.1 Analysis of the Questionnaire -- 4.2 Proposed Revision of the Questionnaire -- 5 Conclusion -- References -- Educational Recreational Family Garden Project for People with Autism -- 1 Introduction -- 2 Methods -- 3 Results and Discussion -- 4 Conclusions -- References -- Design of Oral Muscle Training Device for Infants and Toddlers in Early Language Development Period -- 1 Introduction -- 1.1 Problem of Developmental Language Disorder in Children -- 1.2 Current Status of the Language Training Market -- 1.3 Interest-Based Learning -- 2 Evaluation -- 2.1 Competitive Product Analysis -- 2.2 User Research -- 2.3 User Persona -- 3 Solution -- 3.1 Product Elements/Features.
3.2 Design Concept -- 3.3 Usage Process Schematic -- 4 Prototype Design -- 4.1 Product Design -- 4.2 APP and IP Design -- 4.3 Complete Process -- 4.4 Technical Development -- 5 Testing and Experimentation -- 6 Conclusion -- References -- Developing a Mobile Application Linking the Microsystems of Young Children with Delays or Disabilities: A Case Study and Guidelines -- 1 Introduction -- 1.1 Ecological Systems Theory -- 1.2 Service Coordination -- 2 Methods -- 2.1 Initiating the Project -- 2.2 Interviewing -- 2.3 Qualitative Coding -- 2.4 Creating Program Format (Revised Prototype) -- 3 Results -- 3.1 Themes -- 3.2 Revisions -- 3.3 Design Recommendations -- 4 Conclusion -- References -- Design of the Challenging Behavior Monitoring System for Children with Developmental Disabilities that Combines ConvLSTM and Skeleton Keypoint -- 1 Introduction -- 2 Related Works -- 2.1 Human Activity Recognition Using ConvLSTM and Keypoint -- 2.2 Challenging Behavior Detect System with Wearable Sensors -- 3 Proposed Methodology -- 3.1 Dataset Building -- 4 Experiment and Evaluation -- 4.1 Human Activity Recognition Using ConvLSTM with Video -- 4.2 Training LSTM, SVM, KNN -- 5 Conclusion and Future Work -- References -- Sensitize and Qualify University Teachers for Digital Accessibility -- 1 Introduction: Digital Accessibility in Higher Education -- 2 Needs Analysis: Results of a Teacher Survey -- 3 Material Package: Implementing Digital Accessible Teaching -- 4 Conclusion and Outlook -- References -- Towards Inclusive Voice User Interfaces: A Systematic Review of Voice Technology Usability for Users with Communication Disabilities -- 1 Introduction -- 2 Method -- 2.1 Search Strategy -- 2.2 Analysis -- 3 Results -- 3.1 User Needs and Characteristics -- 3.2 Voice User Interface Usability and Accessibility -- 3.3 User Attitudes and Perceptions -- 4 Discussion. 4.1 Design Considerations -- 4.2 Limitations and Future Work -- 5 Conclusion -- References -- Visualizing the Road Ahead: Human-Centered Dashboard Design for an Individualized Driving Simulator -- 1 Introduction -- 2 Data Visualization Dashboard -- 2.1 Eye Gaze Data -- 2.2 Pedal Data -- 2.3 Physiology -- 3 Case Studies -- 3.1 Feedback from Autistic Individuals -- 3.2 Feedback from Driving Therapist -- 4 Discussion and Conclusion -- References -- Serious Games Created for Cognitive Rehabilitation: A Systematic Review -- 1 Introduction -- 2 Method -- 2.1 Research Design -- 3 Results -- 4 Sample Size -- 4.1 Age of Participants -- 4.2 Gender of Participants -- 4.3 Research Countries -- 4.4 Types of Applications -- 4.5 Time Intervention -- 4.6 Technological Devices Developed -- 5 Conclusions -- References -- Enhancing Affordance Through the Use of Sign Language in Virtual Reality -- 1 Introduction -- 2 Affordance -- 3 Agency Affordance -- 4 Nonverbal Communication -- 5 Design Process -- 6 Conclusion and Future Work -- References -- Analyzing How Social Service Organizations Utilize Video-Sharing and Video-Meeting Platforms for People with Disabilities in Mitigating Social Isolation Post-Covid -- 1 Introduction -- 2 Use of Video-Meeting Platforms -- 3 Impact of Covid-19 on Video-Meeting Utilization -- 4 The Role of Video-Sharing Platforms -- 5 Changes to Specific Programs Due to the Pandemic -- 6 Conclusion -- References -- Achieving an Inclusive and Accessible DSpace: University of Oregon's Approach and Outcomes -- 1 Introduction -- 1.1 DSpace -- 1.2 Digital Accessibility -- 2 Identified Problems -- 2.1 WCAG -- 2.2 DSpace 7 Accessibility Status -- 3 Proposed Solutions -- 3.1 Accessibility Testing -- 3.2 Solutions in DSpace 7 -- 4 Conclusion -- References -- Aging and Technology -- Do Old People in Rural Areas Go Online, and Should They Do that?. 1 Introduction -- 2 The Identification of the Fields of Smart in Need of Improvement -- 2.1 Participants, Method, and Procedure -- 2.2 Results -- 3 Discussion and Conclusions -- References -- Analysis of Spatial Interaction Model of Quanzhou Aged Community Based on Evidence-Based Design Theory -- 1 Introduction -- 2 The Research Background -- 2.1 Community Ageing and Elderly Groups -- 2.2 Evidence-Based Design and Kano Model -- 3 Research Methods and Demonstration Construction -- 3.1 Research Methodology -- 3.2 Research Process -- 3.3 Results of the Study -- 4 Conclusion -- References -- Research of Intelligent Product Design for the Aged: The Case of Pill Box for the Elderly -- 1 Introduction -- 2 Literature Review -- 3 Building a Theoretical Model of Intelligent Product Design for the Aged -- 3.1 Acquisition of Age-Friendly Design Features -- 3.2 Construction of Similarity Matrix and Factor Analysis -- 3.3 Clustering Analysis of Aging-Friendly Design Features -- 4 Case Study: Take Smart Pill Boxes as an Example -- 4.1 Analysis of the Phenomenon and Causes of Drug Non-adherence Among the Elderly -- 4.2 Survey of User Demands -- 4.3 Elaboration of Design Strategy Based on Aging-Friendly Design Model and User Requirements and Scheme Evolution -- 5 Conclusion -- References -- Practical Utility and Factors Driving Use of Virtual Cardiac Rehabilitation: A Patient-Centric and Disabilities View to Innovation -- 1 Introduction -- 2 Methodology -- 2.1 Survey Development and Implementation -- 2.2 Sampling Method and Recruitment Strategy -- 2.3 Data Analysis -- 3 Conclusion -- References -- Cultural Dimensions Affecting Perception of Privacy and Intrusiveness of Video Monitoring Technologies for Aging at Home -- 1 Introduction -- 2 Methodology -- 3 Cultural Dimensions and Digital Technologies for Healthcare -- 4 Privacy Considerations. 5 Video Surveillance Technologies for Aging in Place -- 6 Conclusions -- References -- An Exploratory Study Integrating Deep Learning in Digital Clock Drawing Test on Consumer Platforms for Enhanced Detection of Mild Cognitive Impairment -- 1 Introduction -- 2 Aims -- 3 Literature Review -- 4 Methodology -- 4.1 Application Design & -- Development -- 4.2 Database -- 4.3 Dataset -- 4.4 Machine Learning Model -- 5 Results and Discussion -- 5.1 Image Classification Model -- 5.2 Data Input and Output Interface -- 5.3 Application Performance -- 5.4 Limitation -- References -- UX Research on Improving PPR System Usability for Older Adults -- 1 Introduction -- 1.1 Background -- 1.2 Research Goals -- 2 Literature Review -- 2.1 Characteristics of the Older Adults and Digital Financial Exclusion -- 2.2 Touchscreen Experience Among the Older Adults -- 3 Methods -- 3.1 Overview -- 3.2 Design Direction and Prototyping -- 3.3 User Research -- 4 Results -- 4.1 Usability Issues of the Current PPR System -- 4.2 Preferred Input Methods upon Information Types -- 5 Conclusion -- References -- The Application Strategy of Smart Home in Future Aging-Friendly Space Based on Chinese Retired Elderly Population - a Mixed Methods Research Protocol -- 1 Introduction -- 2 Methods -- 3 Application Strategy Research -- 3.1 Acquisition of User Demands -- 3.2 User Demands Analysis Based on KANO Model -- 3.3 Design Element Acquisition Based on QFD Model -- 3.4 Application Strategies -- 4 Conclusion -- References -- Medication Monitoring Interactive System Based on Human Body Feature Points and Label Recognition -- 1 Introduction -- 2 Related Work -- 3 System Design -- 3.1 Overall Architecture -- 3.2 On-Site Interaction Unit -- 3.3 Medication-Taking Detection Unit -- 3.4 Remote End Interaction Unit -- 4 Results -- 4.1 Video Dataset Test Results -- 4.2 Volunteer Test Results. 4.3 Results of Interviews with Volunteers for the Pill-Taking Detection Module Trial. |
| Record Nr. | UNINA-9910865262603321 |
Stephanidis Constantine
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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