Distributed, Ambient and Pervasive Interactions : 12th International Conference, DAPI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part II / / edited by Norbert A. Streitz, Shin'ichi Konomi |
Autore | Streitz Norbert A |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (473 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) | KonomiShin'ichi |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction User Interfaces and Human Computer Interaction |
ISBN | 3-031-60012-6 |
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 -- 12th International Conference on Distributed, Ambient and Pervasive Interactions (DAPI 2024) -- HCI International 2025 Conference -- Contents - Part II -- Contents - Part I -- Intelligent Environments for Health and Wellbeing -- Enhancing Human-Healing Environment Interaction Framework: Based on Two Applications -- 1 Introduction -- 2 Literature Review on Healing Environment Design -- 2.1 Concept Design in Healing Environments -- 2.2 Object Design in Healing Environments -- 2.3 Emotional Design in Healing Environments -- 3 Methods -- 3.1 Questionnaire of User Preferences in Healing Environments -- 3.2 Questionnaire of Healing Environment Design Evaluation -- 4 Results of User Preference Factors in Healing Environment Design -- 5 Design Applications -- 5.1 Design Framework Construction -- 5.2 PICU of Shanghai Children's Medical Centre -- 5.3 Sino-Danish Child-Friendly Space of Suzhou High-Speed Railway New Community -- 5.4 Design Evaluation -- 6 Discussion -- 7 Conclusion -- References -- Design Proposal for a Chatbot with Mental Support Functionalities Based on Artificial Intelligence -- 1 Introduction -- 2 Conceptual Framework and Literature Review -- 2.1 Conceptual Framework -- 2.2 Literature Review -- 3 Methodology -- 3.1 Research Methodology and Design -- 3.2 Chatbot in the Field of Health -- 4 Results and Discussion -- 4.1 Chatbot for Mental Health Design -- 4.2 Chatbot Implementation -- 5 Conclusions and Future Works -- References -- Embracing Virtual Reality: Understanding Factors Influencing Older Adults' Acceptance -- 1 Introduction -- 2 Literature Review -- 2.1 Older Adults and VR Technology -- 2.2 UTAUT2 -- 3 Methodology -- 3.1 Data Collection -- 3.2 Analysis.
3.3 Coding and Themes -- 3.4 Procedures -- 3.5 Device and Stimuli -- 4 Results -- 4.1 Performance Expectancy -- 4.2 Effort Expectancy -- 4.3 Social Influence -- 4.4 Facilitating Conditions -- 4.5 Hedonic Motivation -- 4.6 Price Value -- 4.7 Habit -- 4.8 VR Experience -- 4.9 Physiological Feelings -- 4.10 Patriotic Sentiment -- 5 Discussion -- 5.1 Summary of Findings -- 5.2 Contributions -- 5.3 Limitations -- References -- Learning to Effectively Identify Reliable Content in Health Social Platforms with Large Language Models -- 1 Introduction -- 2 Related Studies -- 2.1 Reliability -- 2.2 Content Classification -- 2.3 Transfer Learning -- 3 Research Methods -- 3.1 Data Collection and Screening -- 3.2 Data Labelling -- 3.3 Experiment -- 4 Experiment Results -- 5 Discussion -- 5.1 Implications -- 5.2 Limitations and Future Work -- 6 Conclusion -- References -- Wearable and Pervasive Architecture for Digital Companions in Chronic Disease Care -- 1 Introduction -- 2 Related Work -- 2.1 Digital Companions -- 2.2 Reviews and Architectures -- 3 Architecture for Digital Companions -- 3.1 Functional Requirements -- 3.2 Non-functional Requirements -- 3.3 Architectural Components -- 4 Running Example: Medical Follow-Up -- 5 Anticipated User Experience Analysis -- 5.1 Tests -- 5.2 Results -- 5.3 Discussion -- 6 Conclusions and Future Work -- References -- Framework of Occupant-Centric Measuring System for Personalized Micro-environment via Online Modeling -- 1 Introduction -- 2 Related Work -- 3 Framework Design -- 3.1 System Architecture and Integration -- 3.2 Implementation of the Proposed Framework -- 3.3 Evaluation Criteria and Hypothetical Outcomes -- 4 Discussion -- 5 Conclusion -- References -- VIT.IN: Visualizing Collective Stress with a Dynamic Painting -- 1 Introduction -- 2 Related Work -- 2.1 Visualizing Vitality -- 2.2 Organizational Culture. 2.3 Behavior Change -- 3 Design -- 3.1 Design Process -- 3.2 VIT.IN -- 4 Evaluation -- 4.1 Participants -- 4.2 Material -- 4.3 Procedure -- 4.4 Data Analysis -- 4.5 Results -- 5 Discussion -- 5.1 Challenge and Approach -- 5.2 Behavioral Influences -- 5.3 Social Exchange -- 5.4 Limitations -- 5.5 Contribution and Future Work -- 6 Conclusion -- References -- Design and Practice of Traditional Chinese Massage Experience Based on Augmented Reality -- 1 Introduction -- 1.1 AR: Transforming Healthcare Learning and Practice with Massage -- 1.2 AR-Enhanced Traditional Chinese Massage -- 2 Related Works -- 2.1 AR Traditional Chinese Massage Research -- 2.2 Practice Strategy -- 3 Application of Traditional Chinese Massage in Sub-health Management -- 4 Methods -- 4.1 Interview Research -- 5 Questionnaire Survey -- 5.1 Questionnaire Design and Collection -- 5.2 Questionnaire Data Analysis -- 5.3 Findings -- 6 Experiment -- 6.1 Participants and Devices -- 6.2 Experimental Procedure -- 6.3 Results -- 6.4 Data Analysis -- 6.5 Findings -- 7 Concept Design and Interaction Process -- 7.1 Theoretical Frameworks -- 7.2 AR Massage Route Guide -- 7.3 Course of Treatment -- 8 Conclusion -- References -- A Proposed Framework of Virtual Reality System Design for Neuroscience Education in Mental Health -- 1 Introduction -- 2 Literature Review -- 2.1 Neuroscience and Mental Health -- 2.2 Mental Health and VR -- 2.3 Neuroscience Education and VR -- 2.4 Theoretic Basis -- 2.5 Research Questions -- 3 Method -- 4 The Development of VR Framework for Neuroscience Education in Mental Health -- 4.1 Empathize: Understanding Users and Needs -- 4.2 Define -- 4.3 Ideate -- 4.4 Prototype Development -- 4.5 Test and Evaluation -- 5 Discussion -- 6 Conclusion -- References -- Exploration of "ICH + Digital Game" Mode Under the Threshold of Culture and Tourism Integration -- 1 Introduction. 2 How to Understand the Concept of "ICH + Digital Game" Mode -- 2.1 Special Cultural Forms of Intangible Cultural Heritage -- 2.2 Definition of "ICH + Digital Game" Mode -- 2.3 Application of Human-Computer Interaction Technology in Digital Games -- 3 Four Levels of the Design Purpose of Intangible Cultural Heritage Games -- 3.1 Display and Dissemination of Culture -- 3.2 Enhancement of Cultural Awareness -- 3.3 Acquisition of Knowledge and Skills -- 3.4 Achievement of Additional Objectives -- 4 Transmission of Intangible Cultural Heritage in Digital Games -- 4.1 Characteristics of Intangible Cultural Heritage Transmission in Digital Games -- 4.2 Laws of Intangible Cultural Heritage Transmission in Digital Games -- 4.3 Transformation Strategy of Cultural Elements in the Digital Environment -- 4.4 Guarantee Mechanism of Cultural Authenticity -- 5 The Significance of "ICH + Digital Game" Mode Under the Threshold of Culture and Tourism Integration -- 5.1 Cultural Significance -- 5.2 Aesthetic Function -- 5.3 Economic Value -- 6 Conclusion and Prospect -- References -- Non-visual Effects Driven Fatigue Level Recognition Method for Enclosed Space Workers -- 1 Introduction -- 1.1 Effects of Lighting Environment on Enclosed Space Workers -- 1.2 Fatigue Evaluation -- 1.3 Fatigue Recognition Methods and Modeling -- 1.4 Research Objectives -- 2 Methods -- 2.1 Subjects -- 2.2 Experimental Environment and Equipment -- 2.3 Experimental Task -- 2.4 Experimental Procedure -- 2.5 Data Analysis -- 3 Results -- 3.1 Non-visual Effects in Different Lighting Environments -- 3.2 Fatigue Recognition Modeling -- 4 Concluding Remarks -- References -- Smart Ecosystems for Learning and Culture -- A.I. In All the Wrong Places -- 1 Artificial Intelligence Explosion -- 2 Early Generative Design Experiments -- 3 Large Generative A.I. Models -- 4 Generative A.I. In an Art &. Design Course -- 4.1 Course Artifacts -- 5 Discussion -- 5.1 Surprises -- 5.2 Thinness of Generative A.I. -- 5.3 Questions, Answers, Fabrications -- 5.4 A.I. In Better Places -- Appendix -- References -- Exploring the Potential of Cognitive Flexibility and Elaboration in Support of Curiosity, Interest, and Engagement in Designing AI-Rich Learning Spaces, Extensible to Urban Environments -- 1 Introduction and Background -- 2 Theoretical Perspective -- 2.1 LLM AI Chatbots in Technology-Rich Learning Environments -- 2.2 Curiosity, Interest, and Engagement in Technology-Rich Learning Environments -- 2.3 Cognitive Flexibility and Elaborative Interrogation in Technology-Rich Learning Environments -- 2.4 Potential and Challenges of Cognitive Flexibility and Elaborative Interrogation in Support of Curiosity, Interest, and Engagement in AI-Rich Urban Learning Environments -- 2.5 Conceptual Framework for Cognitive Flexibility and Cognitive Elaborative Interrogation in Support of Curiosity, Interest, and Engagement in AI-Rich Urban Learning Environments -- 3 Methodology -- 4 Findings and Discussion -- 5 Limitations and Future Directions -- 6 Conclusion -- Appendix A- Iterative Prompting in Support of Elaborative Interrogation - https://docs.google.com/document/d/1sMkA-C9FC56sIwdRDaQEP3JfOnxNPpqyH-LNuGRS5s/edit -- Appendix B - Iterative Prompting for Urban Rewilding Using ChatGPT-4 - https://docs.google.com/document/d/1qOXu0lJLAWyQxJ341d6VPoFyK2SVrsTZbEUSzQgN70Y/edit -- Appendix C - ChatGPT Create Playground -- Appendix D - AI-Human Collaboration in Support of Urban Development - https://docs.google.com/document/d/17BEp7yd32VrvCz-LWeuEHs2XHpxnMY066fvwKILf8os/edit -- References -- Digital Empowerment of Excellent Traditional Chinese Music Culture Education -- 1 Introduction -- 1.1 Research Significance -- 1.2 Research Purpose and Content. 2 Concepts and Characteristics of Educational Digitalization. |
Record Nr. | UNINA-9910865265203321 |
Streitz Norbert A | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Distributed, Ambient and Pervasive Interactions : 12th International Conference, DAPI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I / / edited by Norbert A. Streitz, Shin'ichi Konomi |
Autore | Streitz Norbert A |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (0 pages) |
Disciplina |
5,437
4,019 |
Altri autori (Persone) | KonomiShin'ichi |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction User Interfaces and Human Computer Interaction |
ISBN | 3-031-59988-8 |
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 -- 12th International Conference on Distributed, Ambient and Pervasive Interactions (DAPI 2024) -- HCI International 2025 Conference -- Contents - Part I -- Contents - Part II -- Designing, Developing and Evaluating Intelligent Environments -- Exploring the Motivation of Living Lab Participants for Continuous Co-creation -- 1 Introduction -- 2 Background -- 2.1 Research on Motivation of Living Lab Participants -- 2.2 Living Labs in Japan -- 3 Methodology -- 4 Survey Result -- 5 Open Coding Result -- 5.1 Motivation to Join the Kick-Off Workshop -- 5.2 Motivation to Keep Joining the Team Activities -- 5.3 Motivational Factors -- 5.4 Demotivational Factors -- 6 Interview Result -- 7 Discussions -- 7.1 Important Motivatinal Factors -- 7.2 Implications to the Practitioners -- 7.3 Limitations and Future Research -- References -- A Study on the Determinants of User Continuance Intention in Social Media Intelligent Recommendation Systems from the Perspective of Information Ecology -- 1 Introduction -- 2 Literature Review -- 3 Theoretical Basis and Analysis Framework -- 4 Research Design -- 4.1 Research Methods -- 4.2 Questionnaire Design and Data Collection -- 4.3 Reliability and Validity Testing -- 5 Data Calibration -- 6 Data Analysis -- 6.1 Univariate Necessary Condition Analysis -- 6.2 Conditional Combination Analysis -- 7 Conclusion and Directions for Future Research -- References -- Exploring Spatial Relation Awareness Through Virtual Indoor Environments -- 1 Introduction -- 2 Related Work -- 3 Proposed Approach -- 3.1 Object Clustering -- 3.2 2D Spatial Relation Extraction -- 4 Gold Standard Preparation -- 4.1 Object-isClosed-Object Relationship.
4.2 Object-isInside-Object Relationship -- 4.3 Object-isAbove/isOn/isBelow-Object Relationship -- 5 Experiments and Discussions -- 5.1 Object Detection -- 5.2 Object Clustering and Temporal Stability Analysis -- 5.3 2D Spatial Relation Extraction and Evaluation -- 6 Conclusion and Future Work -- References -- User-Centred Repair: From Current Practices to Future Design -- 1 Introduction -- 2 Literature Review -- 2.1 Right to Repair -- 2.2 The Decision to Repair -- 2.3 HCI and IoT Repair -- 3 Methodology -- 3.1 Design of the Fixing the Future Study -- 3.2 Participant Recruitment -- 3.3 Data Collection and Analysis -- 4 Findings -- 4.1 Current Practices Around Repair -- 4.2 Decision Making Around Repair -- 4.3 Responsibility of Repair Decision -- 4.4 Key Drivers of Decision Making Around Repair -- 4.5 Current and Future of Repair and Expectations -- 5 Discussion -- 5.1 Design Recommendations -- 6 Conclusion -- References -- Exploring Opportunities from the More-than-Human Perspective for Investigating Wicked Problem in Our Entangled World -- 1 Hybrid and Entangled World -- 2 Research Background -- 2.1 Agential Realism and Entanglement -- 2.2 Actor Network Theory -- 2.3 Posthuman and Speculative Realism -- 2.4 Anthropology and Ontological Turn -- 2.5 Affordance and Thoughtless Act -- 2.6 Safety-I and Safety-II -- 3 More-than-Human Perspectives and Postpluralism -- 3.1 Superhuman -- 3.2 Hybrids and Boundary Objects -- 3.3 Co-performance and Practice Theory -- 3.4 Invisible Things and Affordance -- 3.5 Postphenomenology and Multistability -- 4 Case Studies -- 4.1 Overview -- 4.2 Collective Sharing Human Eyes and Ears -- 4.3 Gamification Design from a Hybrids' Perspective -- 4.4 Paragraphica: An AI-Enhanced Context-to-Image Camera -- 4.5 Discussion -- 5 Conclusion -- References. An Exploratory Study of Artificial Intelligence Technology in Game Design for a New Interpretation of Historical Events -- 1 Introduction -- 2 The Feasibility of Technological Implementation -- 3 The Application of AI in Game Design -- 3.1 Real-Time Plot Adjustments and Personalized Experiences -- 3.2 Stimulating Learners' Curiosity and the Desire for Discovery -- 3.3 Enhancing the Interactivity and Engagement of Education -- 3.4 Player Behavior Response -- 3.5 Enhancing Playability and Educational Value -- 4 Discussion on Moral and Ethical Issues -- 4.1 Legal Norms and Moral Standards -- 4.2 Preserving Player Freedom -- 4.3 Moral and Legal Consequence Mechanisms -- 4.4 Social Ostracism and Loss of Trust -- 4.5 Legal Accountability -- 4.6 Educational Value and Innovative Thinking -- 5 Market Potential and Target Audience -- 5.1 Young Players: School Students -- 5.2 Adult Players -- 6 The High Integration of Education and Technology -- 6.1 The Future of Technology Integration -- 6.2 The Forefront of Educational Innovation -- 6.3 Challenges and Opportunities -- 7 Conclusion: Looking into the Future -- References -- Purpose Model Simulation - Purpose Formation of Multi-stakeholder by Dialog with LLM-Based AI -- 1 Introduction -- 2 Related Works -- 3 Approach -- 3.1 Purpose Model -- 3.2 Prompt Templates for Simulating the Purpose Model by LLM-Based Generative AI -- 4 Use Case -- 4.1 Targeted Co-creative Project -- 4.2 Experimental Environment -- 5 Evaluation -- 5.1 Walkthrough of Outputs Generated by Generative AI -- 5.2 Comparison of Purpose Models -- 6 Conclusion -- References -- Utilizing Data Spectrum to Promote Data Interoperability Across Industries and Countries -- 1 Introduction -- 1.1 Research Background -- 1.2 Overview of Current Research -- 1.3 Research Questions and Aims -- 2 Conceptual Definition and Theoretical Analysis. 2.1 Data Standards -- 2.2 Data Spectrum -- 2.3 Data Light Wave -- 3 Research Design -- 3.1 Data Sources and Sample Selection -- 3.2 Data Analysis and Algorithm Design -- 4 Research Results -- 4.1 Industrial Data Spectrum and Data Light Wave -- 4.2 National Data Spectrum and Data Light Wave -- 5 Conclusion and Future Research -- References -- Iterative Design Process of Smart Door Lock Interaction System in Homestay Scenario -- 1 Introduction -- 1.1 The Interaction of Smart Door Look in Homestay -- 1.2 Integration of Smart Home Products -- 2 Related Works -- 2.1 Interaction of Smart Home Products -- 2.2 The Application of Persona and Journey Map -- 3 Methods -- 3.1 Surveys -- 3.2 Personas and Interactions -- 3.3 User Journey Map -- 3.4 The Iterative Design Process -- 4 Results and Discussion -- References -- Use of Service Design Pattern Language to Support Learning and Practice in Design Project -- 1 Background of the Study -- 1.1 Problems Without Clear Solutions in the VUCA Era -- 1.2 Popularization of Design Education and Support Tools for Beginners -- 1.3 Importance of Behaviour Toward Design -- 2 Potential of Using Pattern Language -- 2.1 Patten Language -- 2.2 Expected Effects of Using Pattern Language -- 2.3 Related Case Study -- 3 Research Purpose -- 4 Method: Service Design Workshop Using Pattern Language -- 4.1 Procedure -- 4.2 Pattern Language Used in this Study -- 5 Workshop Procedure -- 5.1 Workshop 1: Student-Only Workshop -- 5.2 Workshop 2: Multi-generational Workshop -- 6 Interviews After the Workshop -- 6.1 Interview Description -- 6.2 Analysis: Thematic Analysis -- 7 Results -- 7.1 Extracted Themes -- 8 Discussion -- 8.1 Model Diagram that Provides an Overview of the Relationships Between Themes -- 8.2 Results in Relation to Research Purpose -- 8.3 Challenges and Suggestions -- 9 Conclusion -- References. Smart Cities, Smart Industries and Smart Tourism -- Enhancing Inclusiveness with Digital Technologies: A Case Study Combining Digital Participation Platforms with Living Lab Programs -- 1 Introduction -- 2 What is a Digital Participation Platform? -- 2.1 Digital Participation Platform Background -- 3 About the Digital Participation Platform "Liqlid" -- 4 Use Cases of the Digital Participation Platform "Liqlid" in Living Labs -- 4.1 Overview of Kashiwa-No-Ha Smart City -- 4.2 Details of Utilising Digital Participation Platforms in Living Labs -- 4.3 MINSTA ONLINE" Functions (Roles) -- 4.4 Activities and Results in Each Living Lab Program -- 4.5 Three Strategies to Increase Participation in the Platform -- 4.6 Evaluation of the Utilization of Digital Participation Platforms -- 5 Considerations for the Effective Operation of Digital Participation Platform -- 6 Conclusion - Perspectives for Co-Creation Processes in Living Labs Using Digital Participation Platforms -- References -- Development of a Prototype for the Monitoring and Management of Telecommunications Network Infrastructure -- 1 Introduction -- 2 Materials and Methods -- 2.1 Monitoring and Management System. Literature Review -- 2.2 Network Concepts. Project Components -- 3 Research Methodology -- 4 Results and Discussions -- 5 Conclusions and Future Works -- References -- Factors Influencing Data Completeness in Electronic Records: A Case Study in a Chinese Manufacturing Enterprise -- 1 Introduction -- 2 Literature Review -- 2.1 Data Completeness as One Dimension of Data Quality -- 2.2 Related Studies on Factors Influencing Data Quality -- 2.3 Theory of Information Systems Life Cycle -- 3 Factors from Literature Review -- 3.1 Human Factors -- 3.2 Managerial Factors -- 3.3 Technical Factors -- 3.4 External Factors -- 4 Research Design for Ranking Factors -- 4.1 Instrument Development. 4.2 Data Sample and Data Collection. |
Record Nr. | UNINA-9910865265303321 |
Streitz Norbert A | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Distributed, Ambient and Pervasive Interactions [[electronic resource] ] : 11th International Conference, DAPI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Norbert A. Streitz, Shin'ichi Konomi |
Autore | Streitz Norbert A |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (504 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) | KonomiShin'ichi |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-34609-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Smart Cities and Environment Preservation -- Methodology for Functionalization of “Living lab” under Concept of Smart Cities - Case through Service Design Development Workshops Using Frailty Prevention AI Technology -- Toward Supporting Baggage-Free Walk-Arounds at Travel Destinations: Issues of the Hassle of Baggage during Travel -- Platform Urbanism for Sustainability -- Experiences with using Diverse Evaluation Methods for Extracting Insights via Experience Prototyping in Ambient and Civic Computing -- Opening up Smart Learning Cities - Building Knowledge, Interactions and Communities for Lifelong Learning and Urban Belonging -- Weather Forecasting Limitations in the Developing World -- Risk Framework for the Use of AI Services Driven by Citizens Themselves -- The Nurturing of Theory for Smart Environments and Spaces: The Case of Ambient Theory for Smart Cities -- Future Living Lab / Design Research Project to Explore Local Values for Infrastructure Services with the Participation of Residents -- AR-Enabled Interface for IoT Water Management Systems in Smart Cities -- An IoT Framework for Heterogeneous Multi-Layered Access in Smart Cities -- Applications of Bioacoustics Human Interface System for Wildlife Conservation in Nepal -- How Citizens Participation Begin and Continue in Developing Smart Cities -- Application of Digital Media Technology in the Display Design of Construction Sand Table Model -- Media, Art and Culture in Intelligent Environments -- A Clothing-type Wearable Device that Promotes a Sense of Unity for Viewers of Online Live Performances -- Research on the Integration of Stage Performance and Virtual Technology in the Digital Media Art Environment -- Dashcam Video Curation for Generating Memorial Movies on Tourism using Multiple Measures of "Tourist Spot Likeness -- On the Application and Influence of Interactive Installation in Urban Public Art -- An Analysis of the Origin, Integration and Development of Contemporary Music Composition and Artificial Intelligence and Human-Computer Interaction -- Research on the Application of the Ming Dynasty Clothing Element “ShiDiKe” in Home Fabric Design -- Analyzing the Design of Online VR Platforms for Accessing Cultural Heritage Resources and Services: Multiple Case Studies in European and American Countries -- Analysis of the Current Status of the NFT Industry Chain in China -- Research on Digital Communication of Chinese Traditional Garden -- Digital Inheritance of Straw Weaving in Laizhou, Shandong Province -- Supporting Health, Learning, Work and Everyday Life -- User-Centred Detection of Violent Conversations on Mobile Edge Devices -- The Tribrid-Meeting-Setup – Improving Hybrid Meetings using a Telepresence Robot -- Silent Delivery: Make Instant Delivery More Accessible for the DHH Delivery Workers through Sensory Substitution -- Augmented Reality Visual-Captions: Enhancing Captioning Experience for Real-Time Conversations -- Playful Learning: Promoting Immersive Learning Environment in Chinese Community -- Augmented Social Meal via Multi-Sensory Feedback Modulated by Bodily-in-Coordinated Measures -- Ambient Information Design for a Work Environment -- Card Type Device to Support Acquirement of Card Techniques -- E-Reminder: A Mindfulness-Based Interactive Eating Reminder Device to Improve Emotional Eating -- Detecting Hand Hygienic Behaviors In-the-wild Using a Microphone and Motion Sensor on a Smartwatch. |
Record Nr. | UNISA-996542670503316 |
Streitz Norbert A | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Distributed, Ambient and Pervasive Interactions [[electronic resource] ] : 11th International Conference, DAPI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Norbert A. Streitz, Shin'ichi Konomi |
Autore | Streitz Norbert A |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (423 pages) |
Disciplina | 004.019 |
Altri autori (Persone) | KonomiShin'ichi |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-34668-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Designing and Evaluating Intelligent Environments -- DeforVerFace: Modular Linear-Deformable Vertical Surface -- User-Developer Interaction in a Living Lab: A Case Study of an Exercise Support System for the Elderly -- Human-Computer-Building Interaction: An Integrated Experience of the Digital and Physical Environments -- Living Labs are the Silver Lining for Creating Sustainable Health and Care for the Future -- PURPOSE MODEL: A Visual Communication Tool for Mutual Understanding in Co-Creation Projects -- Study on the Identification of Disruptive Technology, Evidence from Nano Science -- Towards an Interaction Design Framework for IoT Healthcare Systems -- Guidelines for Practicing Responsible Innovation in HPC: A Sociotechnical Approach -- Experience Design for Multi-device Sharing Based on 3C Framework -- A Systematic and Innovative Six-in-one Evaluation Framework to Drive the Development of Future Hidden Champions -- Untapped Potential of Participatory Design - Citizen Centered Social Data Utilization for Smart Cities -- User Experience in Intelligent Environments -- Investigating the Psychological Impact of Emotion Visualization and Heart Rate Sharing in Online Communication -- Sustained Participation Motivation of Quantified Self for Personal Time Management -- Evaluating Students Experiences in VR Case-Studies of Information Systems Problem-based Teaching -- Assessing Lighting Experience Using Physiological Measures: A Review -- Advancing User Research in Naturalistic Gambling Environments through Behaviour Tracking. A Pilot Study -- Using the Experience Sampling Method to Find the Pattern of Individual Quality of Life Perceptions. -Mutual Recall Between Onomatopoeia and Motion Using Doll Play Corpus -- Understanding Avoidance Behaviors of users for Conversational AI -- How Remote-Controlled Avatars are Accepted in Hybrid Workplace -- Pervasive Data -- Ethical Considerations of High Performance Computing Access for Pervasive Computing -- A Taxonomy of Factors Influencing Data Quality -- Designing A Smart Standards Information Service: A Research Framework -- Estimation of Water Consumption in a Family Home using IOT Systems -- Development of Large-Scale Scientific Cyberinfrastructure and the Growing Opportunity to Democratize Access to Platforms and Data -- Understanding Regional Characteristics Through EC Data Analysis. |
Record Nr. | UNISA-996542667803316 |
Streitz Norbert A | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Distributed, Ambient and Pervasive Interactions : 11th International Conference, DAPI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Norbert A. Streitz, Shin'ichi Konomi |
Autore | Streitz Norbert A |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (423 pages) |
Disciplina | 004.019 |
Altri autori (Persone) | KonomiShin'ichi |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-34668-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Designing and Evaluating Intelligent Environments -- DeforVerFace: Modular Linear-Deformable Vertical Surface -- User-Developer Interaction in a Living Lab: A Case Study of an Exercise Support System for the Elderly -- Human-Computer-Building Interaction: An Integrated Experience of the Digital and Physical Environments -- Living Labs are the Silver Lining for Creating Sustainable Health and Care for the Future -- PURPOSE MODEL: A Visual Communication Tool for Mutual Understanding in Co-Creation Projects -- Study on the Identification of Disruptive Technology, Evidence from Nano Science -- Towards an Interaction Design Framework for IoT Healthcare Systems -- Guidelines for Practicing Responsible Innovation in HPC: A Sociotechnical Approach -- Experience Design for Multi-device Sharing Based on 3C Framework -- A Systematic and Innovative Six-in-one Evaluation Framework to Drive the Development of Future Hidden Champions -- Untapped Potential of Participatory Design - Citizen Centered Social Data Utilization for Smart Cities -- User Experience in Intelligent Environments -- Investigating the Psychological Impact of Emotion Visualization and Heart Rate Sharing in Online Communication -- Sustained Participation Motivation of Quantified Self for Personal Time Management -- Evaluating Students Experiences in VR Case-Studies of Information Systems Problem-based Teaching -- Assessing Lighting Experience Using Physiological Measures: A Review -- Advancing User Research in Naturalistic Gambling Environments through Behaviour Tracking. A Pilot Study -- Using the Experience Sampling Method to Find the Pattern of Individual Quality of Life Perceptions. -Mutual Recall Between Onomatopoeia and Motion Using Doll Play Corpus -- Understanding Avoidance Behaviors of users for Conversational AI -- How Remote-Controlled Avatars are Accepted in Hybrid Workplace -- Pervasive Data -- Ethical Considerations of High Performance Computing Access for Pervasive Computing -- A Taxonomy of Factors Influencing Data Quality -- Designing A Smart Standards Information Service: A Research Framework -- Estimation of Water Consumption in a Family Home using IOT Systems -- Development of Large-Scale Scientific Cyberinfrastructure and the Growing Opportunity to Democratize Access to Platforms and Data -- Understanding Regional Characteristics Through EC Data Analysis. |
Record Nr. | UNINA-9910734856403321 |
Streitz Norbert A | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Distributed, Ambient and Pervasive Interactions : 11th International Conference, DAPI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Norbert A. Streitz, Shin'ichi Konomi |
Autore | Streitz Norbert A |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (504 pages) |
Disciplina |
005.437
004.019 |
Altri autori (Persone) | KonomiShin'ichi |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Application software Computer networks User Interfaces and Human Computer Interaction Computer and Information Systems Applications Computer Communication Networks |
ISBN | 3-031-34609-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Smart Cities and Environment Preservation -- Methodology for Functionalization of “Living lab” under Concept of Smart Cities - Case through Service Design Development Workshops Using Frailty Prevention AI Technology -- Toward Supporting Baggage-Free Walk-Arounds at Travel Destinations: Issues of the Hassle of Baggage during Travel -- Platform Urbanism for Sustainability -- Experiences with using Diverse Evaluation Methods for Extracting Insights via Experience Prototyping in Ambient and Civic Computing -- Opening up Smart Learning Cities - Building Knowledge, Interactions and Communities for Lifelong Learning and Urban Belonging -- Weather Forecasting Limitations in the Developing World -- Risk Framework for the Use of AI Services Driven by Citizens Themselves -- The Nurturing of Theory for Smart Environments and Spaces: The Case of Ambient Theory for Smart Cities -- Future Living Lab / Design Research Project to Explore Local Values for Infrastructure Services with the Participation of Residents -- AR-Enabled Interface for IoT Water Management Systems in Smart Cities -- An IoT Framework for Heterogeneous Multi-Layered Access in Smart Cities -- Applications of Bioacoustics Human Interface System for Wildlife Conservation in Nepal -- How Citizens Participation Begin and Continue in Developing Smart Cities -- Application of Digital Media Technology in the Display Design of Construction Sand Table Model -- Media, Art and Culture in Intelligent Environments -- A Clothing-type Wearable Device that Promotes a Sense of Unity for Viewers of Online Live Performances -- Research on the Integration of Stage Performance and Virtual Technology in the Digital Media Art Environment -- Dashcam Video Curation for Generating Memorial Movies on Tourism using Multiple Measures of "Tourist Spot Likeness -- On the Application and Influence of Interactive Installation in Urban Public Art -- An Analysis of the Origin, Integration and Development of Contemporary Music Composition and Artificial Intelligence and Human-Computer Interaction -- Research on the Application of the Ming Dynasty Clothing Element “ShiDiKe” in Home Fabric Design -- Analyzing the Design of Online VR Platforms for Accessing Cultural Heritage Resources and Services: Multiple Case Studies in European and American Countries -- Analysis of the Current Status of the NFT Industry Chain in China -- Research on Digital Communication of Chinese Traditional Garden -- Digital Inheritance of Straw Weaving in Laizhou, Shandong Province -- Supporting Health, Learning, Work and Everyday Life -- User-Centred Detection of Violent Conversations on Mobile Edge Devices -- The Tribrid-Meeting-Setup – Improving Hybrid Meetings using a Telepresence Robot -- Silent Delivery: Make Instant Delivery More Accessible for the DHH Delivery Workers through Sensory Substitution -- Augmented Reality Visual-Captions: Enhancing Captioning Experience for Real-Time Conversations -- Playful Learning: Promoting Immersive Learning Environment in Chinese Community -- Augmented Social Meal via Multi-Sensory Feedback Modulated by Bodily-in-Coordinated Measures -- Ambient Information Design for a Work Environment -- Card Type Device to Support Acquirement of Card Techniques -- E-Reminder: A Mindfulness-Based Interactive Eating Reminder Device to Improve Emotional Eating -- Detecting Hand Hygienic Behaviors In-the-wild Using a Microphone and Motion Sensor on a Smartwatch. |
Record Nr. | UNINA-9910734870003321 |
Streitz Norbert A | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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