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HCI International 2020 Late Breaking Papers: Cognition, Learning and Games: 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 1924, 2020, Proceedings 1st ed. 2020 [Pehme köide]

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  • Formaat: Paperback / softback, 776 pages, kõrgus x laius: 235x155 mm, kaal: 1205 g, 243 Illustrations, color; 71 Illustrations, black and white; XXII, 776 p. 314 illus., 243 illus. in color., 1 Paperback / softback
  • Sari: Information Systems and Applications, incl. Internet/Web, and HCI 12425
  • Ilmumisaeg: 04-Oct-2020
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3030601277
  • ISBN-13: 9783030601270
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  • Formaat: Paperback / softback, 776 pages, kõrgus x laius: 235x155 mm, kaal: 1205 g, 243 Illustrations, color; 71 Illustrations, black and white; XXII, 776 p. 314 illus., 243 illus. in color., 1 Paperback / softback
  • Sari: Information Systems and Applications, incl. Internet/Web, and HCI 12425
  • Ilmumisaeg: 04-Oct-2020
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3030601277
  • ISBN-13: 9783030601270
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.

From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.

Basic study on incidence of micro-error in visual attention-controlled
environment.- A Methodological Approach to Create Interactive Art in
Artificial Intelligence.- The Effect of Different Icon Shape and Width on
Touch Behavior.- Project Team Recommendation Model Based on Profiles
Complementarity.- A Neurophysiological Sensor Suite for Real-Time Prediction
of Pilot Workload in Operational Settings.- Consideration of How Different
Rearview Presentations Used for Electronic Mirrors on Automobiles Affect
Human Spatial Cognition.- Design Guidelines of Social-Assisted Robots for the
Elderly: A Mixed Method Systematic Literature Review.- Examining the
relationship between songs and psychological characteristics.- An Overview of
Paper Documentation Moving to Onboard Information System (OIS) for Commercial
Aircraft.- Influence of Visual Symbol's User Background and Symbol Semantic
Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment.-
Information Visualization Design of Nuclear Power Control System based on
Attention Capture Mechanism.- Design Suggestions for Smart Tax Return
Software based on Reviewing Tax Compliance literature.- Applications of an
Online Audience Response System in Different Academic Settings: An Empirical
Study.- Perceived Restorativeness and Meditation Depth for Virtual Reality
supported Mindfulness Interventions.- Global Mindset - A Complex Cognitive
Model Used for Global Leadership Decision-making when Working Across
Geographical Boundaries.- Assessing Variable Levels of Delegated Control A
Novel Measure of Trust.- Neuroergonomics Behind Culture: A Dynamic Causal
Modeling (DCM) Study on Emotion.- A Typology of Non-functional Information.-
Basic Study to Reduce the Artifact from Brain Activity Data with
Auto-Regressive Model.- Producing an Immersive Experience using Human-Robot
Interaction Stimuli.- How Virtual Reality is Changing the Future of Learning
in K-12 and Beyond - Using Needs-Affordances-Features Perspective.- Tangible
Storytelling to learn the Four Seasons: Design and Preliminary Observations.-
Analyzing Students Behavior in a MOOC Course: A Process-Oriented Approach.-
The Role of Learning City Smart Teams In Promoting, Supporting, and
Extending the Community School Model.- Design and Development of a Web
Extension to Help Facilitate the Learning of a Foreign Language.- Training
Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended
Course.- Learning and Creativity through a Curatorial Practice using Virtual
Reality.- How augmented reality influences student workload in engineering
education.- The Inuential Factors on E-learning Adoption and Learning
Continuance.- A Real-Time Cross-Sectioning System for Visualization of
Architectural Construction Details.- Exploring the Affordance of Distance
Learning Platform (DLP) in COVID19 Remote Learning Environment.- Tirana
Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal
Settlements.- Investigating the relation between sense of presence, attention
and performance: virtual reality versus web.- Research on the Design of
Intelligent Interactive Toys Based on Marker Education.- Designing a Faculty
Chatbot through User-Centered Design Approach.- The Influence of Picture Book
Interaction Design on Preschool Children's Reading Experience.- Enable 3A in
AIS.- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate
Learning Gain and Perceived Usability.- Reducing the Gap Between the
Conceptual Models of Students and Experts Using Graph-based Adaptive
Instructional Systems.- A Learning Engineering Model for Learner-Centered
Adaptive Systems.- Technology in Education - Meeting the Future Literacy &
Numeracy needs of Societ.- Adaptive Agents for Fit-for-Purpose Training.-
Google Service-based CbITS Authoring Tool to Support Collaboration.- The
Interplay Between Artificial Intelligence and Users' Personalities: A New
Scenario for Human-Computer Interaction in Gaming.- Behavlet Analytics for
Player Profiling and Churn Prediction.- The Kansei Research on the
Manipulation Experience of Mobile Game with Joystick.- A Novel Investigation
of Attack Strategies via the Involvement of Virtual Humans: A User Study of
Josh Waitzkin, a Virtual Chess Grandmaster.- Systems Approach to Designing an
Enjoyable Process for Game Designers.- Broader Understanding of Gamification
by Addressing Ethics and Diversity.- Game-Based Learning and Instructional
Effectiveness in Organizational Communication Classrooms.- Enhancing Social
Ties through Manual Player Matchmaking in Online Multiplayer Games.- A
Simulation Game to Acquire Skillson Industry 4.0.- Personalised Semantic User
Interfaces for Games.- Utilization of Neurophysiological Data to Classify
Player Immersion to Distract from Pain.