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| Autore: |
Wei June
|
| Titolo: |
Human-Centered Design, Operation and Evaluation of Mobile Communications : 5th International Conference, MOBILE 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 June Wei, George Margetis
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| Pubblicazione: | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Edizione: | 1st ed. 2024. |
| Descrizione fisica: | 1 online resource (301 pages) |
| Disciplina: | 005.437 |
| 004.019 | |
| Soggetto topico: | User interfaces (Computer systems) |
| Human-computer interaction | |
| Coding theory | |
| Information theory | |
| Computer engineering | |
| Computer networks | |
| Social sciences - Data processing | |
| User Interfaces and Human Computer Interaction | |
| Coding and Information Theory | |
| Computer Engineering and Networks | |
| Computer Application in Social and Behavioral Sciences | |
| Altri autori: |
MargetisGeorge
|
| Nota di contenuto: | Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 5th International Conference on Human-Centered Design, Operation and Evaluation of Mobile Communications (MOBILE 2024) -- HCI International 2025 Conference -- Contents - Part I -- Contents - Part II -- Mobile Health and Wellbeing -- Promoting Nutrition Literacy and Food Neophilia of Middle School Children Through a Serious Hybrid Game -- 1 Introduction -- 2 Objective of the Paper -- 3 Methods -- 3.1 FlavourGame: Short Description of the Game -- 3.2 Intervention -- 3.3 Control Group -- 4 Results -- 4.1 Characterization of Children in Intervention Group -- 4.2 Effect of the Intervention in Nutrition Knowledge -- 4.3 Effect of the Intervention in the Willingness to Test New Foods -- 5 Discussion -- References -- Exploring the Factors Influencing the Adoption of Wrist-Worn Wearable Devices for Well-Being Monitoring Among End Users -- 1 Introduction -- 2 Literature Review and Conceptual Model -- 2.1 Intention to Use (IU) -- 2.2 Perceived Usefulness (PU) -- 2.3 Perceived Value (PV) -- 2.4 Perceived Prestige (PP) -- 2.5 Social Image (SI) -- 2.6 Brand Name (BN) -- 2.7 Perceived Privacy Risk (PPR) -- 2.8 Health Information Sensitivity (HIS) -- 3 Methodology -- 4 Results -- 5 Discussion -- 6 Managerial Implications -- 7 Limitations and Future Research Avenues -- References -- Engagement of Electronic Word-of-Mouth on M-Health Platforms -- 1 Introduction -- 2 Conceptual Model and Hypotheses -- 2.1 Conceptual Model -- 2.2 Hypotheses -- 3 Data and Method -- 3.1 Data Collection -- 3.2 Measurement Tools and Pre-Test -- 4 Results -- 4.1 Demographic Statistics Analysis -- 4.2 Main Effect and the Mediating Effect -- 4.3 Moderating Effect -- 5 Discussion and Conclusion -- References. |
| Design Mobile Exergames to Large-Scalely Promote Adolescent Physical Activity Based on Interval Training Theory -- 1 Introduction -- 2 Related Work -- 2.1 Interval Training -- 2.2 Exergames -- 3 Method -- 3.1 Design and Development of the Exergame -- 3.2 System Design -- 3.3 System Implementation -- 4 System Testing and Evaluation -- 4.1 Methodology -- 4.2 Results -- 5 Discussion -- 6 Conclusion -- References -- Unlocking the Potential of mHealth for Smoking Cessation: An Expert Viewpoint -- 1 Introduction -- 2 Literature Review -- 2.1 Rising Popularity of mHealth Applications -- 2.2 Bridging Behaviour Change Theory and HCI -- 3 Methodology -- 3.1 Expert Selection and Data Collection -- 3.2 Interview Guide and Data Analysis -- 4 Findings and Discussion -- 5 Limitations and Future Research -- 6 Conclusion -- References -- Mental Health Mobile Applications: Opportunities and Challenges -- 1 Introduction -- 2 Background -- 2.1 Mental Health Mobile Applications -- 2.2 AI-Driven Mental Health Mobile Applications -- 3 Identifying Mental Health Mobile Applications -- 4 Discussion -- 5 Conclusion and Future Research -- References -- Design and Evaluation of an Intelligent Rehabilitation System for Children with Asthma -- 1 Introduction -- 1.1 Children's Asthma Rehabilitation Products -- 1.2 Asthma Rehabilitation System -- 2 Methodology -- 2.1 KJ Method Analysis Requirements -- 2.2 Analysis of Functional Requirements Elements -- 3 Proposed Concept -- 4 Conclusion and Discussion -- References -- Wearable Wellness: Exploring User Experiences with Fitness Systems on Smartwatches -- 1 Introduction -- 2 User-Centered Design: Diary Studies and Co-creation -- 3 Methodology -- 3.1 Phase One: Diary Study -- 3.2 Phase Two: Co-creation Collaboration -- 4 Discussion -- 5 Conclusion -- References. | |
| Young Consumers' Discontinuance Intention to Use Smartphone Fitness Applications - A Study of Generation Z Consumers in Bangkok -- 1 Introduction -- 2 Literature Review -- 2.1 Technology Readiness (TR) Model -- 2.2 Technology Acceptance Model (TAM) -- 2.3 Discontinuance Intention -- 3 Research Design -- 4 Findings -- 4.1 Respondent Profile -- 4.2 Common Method Bias -- 4.3 Evaluation of Measurement Model -- 4.4 Evaluation of Structural Equation Model -- 4.5 Mediation Analysis -- 5 Discussion and Conclusion -- 6 Implications -- 6.1 Theoretical Implication -- 6.2 Managerial Implications -- 7 Limitations -- References -- Mobile Applications, Serious Games and Advanced Interfaces -- Development of Scenario-Based Approach for Interface Design Aided by Key PSFs and Its Application to Design of New Autonomous Vehicles Monitoring System -- 1 Introduction -- 2 Improved Scenario-Based Design Using PSFs List -- 2.1 Original Version of Scenario-Based Design for Future System -- 2.2 Underlying Ideas to Support Creation of Scenario -- 2.3 Supporting Tool for Initial Scenario Creation -- 3 Case Study: Application to Interface Design of New Autonomous Vehicles Monitoring System -- 3.1 Outline of Design Project -- 3.2 Scenario Creation Processes -- 3.3 Example of Specifications Elicitation -- 4 Discussion -- 4.1 Feasibility of the Proposed Approach in Business Context -- 4.2 Managerial Implications -- 4.3 Limitations and Future Work -- 5 Conclusion -- References -- Iterative Design of an Interactive Augmented Reality Board Game: A Playful Approach to Recruiting Prospective Students -- 1 Introduction -- 2 Related Work -- 2.1 College Recruitment Strategies -- 2.2 AR Tangible Games -- 3 Research Approach -- 3.1 Focus Group and Interviews -- 3.2 Focus Group and Interview Learnings -- 3.3 Emerging Design Considerations -- 4 Iterative Design Process. | |
| 4.1 Initial Design Ideation -- 4.2 Refining Design Through Iterating Personas -- 4.3 Refining Game Components, Objectives, and Rules -- 5 Design Prototype -- 5.1 Game Components -- 5.2 Gameplay -- 5.3 Prototype Fabrication -- 6 Preliminary Evaluation -- 6.1 Evaluation Process -- 6.2 Evaluation Learnings -- 7 Reflections and Future Work -- 8 Conclusion -- References -- Mobile Application for Identifying Anomalous Behavior and Conducting Time Series Analysis Using Heterogeneous Data -- 1 Introduction -- 2 Related Work -- 3 Heterogeneous Data and System Architecture -- 4 Time Series Analysis Implementation -- 5 Anomaly Detection and Time Series Analysis -- 5.1 Anomaly Detection -- 5.2 Time Series Analysis -- 6 Conclusions -- References -- Exploring Player Experience in Mobile Learning Through Location-Based Games -- 1 Introduction -- 2 Problem and Objective -- 3 Literature Reviews -- 3.1 Location-Based Game -- 3.2 Playability -- 3.3 Player Experience and Its Evaluation Methods -- 4 Methodology and Steps -- 4.1 System Implementation Method -- 4.2 Quasi-Experimental Design -- 5 Research Results -- 6 Conclusion -- References -- "Furnish Your Reality" - Intelligent Mobile AR Application for Personalized Furniture -- 1 Introduction -- 2 General Concept -- 2.1 Start -- 2.2 Spatial Surveys via LiDAR -- 2.3 Generation of Product Suggestions via Generative AI -- 2.4 Selection of Suitable Product Suggestions -- 2.5 Triggering Ordering Process -- 3 Integrated Technologies -- 3.1 LiDAR Based AR -- 3.2 Generative AI -- 3.3 Intelligent Recommender System -- 4 Discussion -- 5 Conclusion and Future Research Perspectives -- References -- UXAR-CT - An Approach for Measuring UX for Mobile Augmented Reality Applications in Corporate Training -- 1 Introduction -- 2 Theoretical Foundation and Related Work -- 2.1 Concept of User Experience. | |
| 2.2 Importance of UX Quality Aspects -- 2.3 Measuring User Experience via Standardized Questionnaires -- 2.4 Augmented Reality UX Questionnaires -- 2.5 Research Objective and Methodological Approach -- 3 Quantitative Study 1: Determination of Important UX Quality Aspects -- 3.1 Study Approach -- 3.2 Results -- 4 Quantitative Study 2: Development and Evaluation of the UXAR-CT Questionnaire -- 4.1 Questionnaire Development -- 4.2 Data Collection -- 5 Conclusion -- 5.1 Implications -- 5.2 Discussion and Limitations -- 5.3 Outlook and Future Research -- A Exemplarily description of the UX quality aspect Efficiency translated in English -- B Statements of the UX Quality Aspects from the Quantitative Study -- References -- Augmented Astronomy for Science Teaching and Learning -- 1 Introduction -- 2 Related Work -- 2.1 Alternative Conceptions in Astronomy Education -- 2.2 Extended Reality for Teaching and Learning -- 2.3 Extended Reality for Astronomy Education -- 3 Method -- 3.1 Design-Based Educational Research -- 4 Results -- 4.1 Augmented Reality Astronomy Resources -- 4.2 Activities for Educational Environments -- 5 Conclusions -- 5.1 Limitations -- 5.2 Future Work -- References -- Self-location and Reorientation of Individuals Without Reading Maps: Increased Spatial Memory During GPS Navigation Using AR City Walls -- 1 Introduction -- 2 Design Prototyping -- 2.1 Generation Logic -- 2.2 Design Elements -- 3 Experiment -- 3.1 Participants -- 3.2 Navigation Environment -- 3.3 Conditions -- 3.4 Procedure -- 4 Results and Discussion -- 4.1 Spatial Memory -- 4.2 Workload -- 4.3 Limitations and Future Work -- 5 Conclusions -- References -- Research on the Impact of Mobile Terminal Information Layout on Visual Search-Taking Bookkeeping Application as an Example -- 1 Introduction -- 2 Related Work -- 3 Research Questions -- 3.1 Research Focus. | |
| 3.2 Research Material. | |
| Sommario/riassunto: | This book constitutes the refereed proceedings of the 5th International Conference on Design, Operation and Evaluation of Mobile Communications, MOBILE 2024, held as part of the 26th International Conference, HCI International 2024, which was held in Washington, DC, USA, during June 29-July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The MOBILE 2024 proceedings were organized in the following topical sections: Part I: Mobile health and wellbeing; mobile applications, serious games and advanced interfaces; Part II: Mobile commerce, marketing and retail; mobile security, privacy, and safety; mobile user experience and design. |
| Titolo autorizzato: | Human-Centered Design, Operation and Evaluation of Mobile Communications ![]() |
| ISBN: | 9783031604584 |
| 9783031604577 | |
| Formato: | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione: | Inglese |
| Record Nr.: | 9910865254003321 |
| Lo trovi qui: | Univ. Federico II |
| Opac: | Controlla la disponibilità qui |