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E-raamat: HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26-July 1, 2022, Proceedings

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This proceedings LNCS 13517 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June/July 2022.

HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire ?eld of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.


Interaction in New Media.- Hints of Advertising Digital Literacy:
Fragments of Media Discourses.- Geolocation Detection Approaches for User
Discussion Analysis in Twitter.- Portraits of a Killer: Visual Expressions of
Patient/Parent Expertise on Social Media - The Case of Glioblastoma on
Instagram.- The Research on User Use of Social Media in China Mobile Based on
Self-Image Construction.- Gender and Culture Differences in Perception of
Deceptive Video Filter Use.- Research on Experience Design of Social Reading
Platforms Based on Social Presence Theory.- e-Participation as Mediated
Ecosystem? A Case Study on Municipalities of St. Petersburg, Russia.- Sports
Journalism: Its Global Future in the Age of Digital Media.- Antecedents and
Consequences of Information Cocoon Awareness in Short-form Video APPs: An
Information Ecology Perspective.- Privacy and Data Protection in COVID-19
Contact Tracing Apps: An Analysis from a Socio-Technical System Design
Perspective.- User Experience Design for Automatic Credibility Assessment of
News Content About COVID-19.- Digital races of News Media Public on
Facebook: Comparing Estonian and Latvian Russophone Publics.- Servants,
Friends, or Parents? The Impact of Different Social Roles in the Social Web
of Things on User Experience.- Online and Adaptive Learning.- Comparing the
Effectiveness of Instructor-led versus Video-based Learning Methods for
Online Website Accessibility Training.- Impact of the Implementation of
Resources with Augmented Reality in Education.- Research on the Construction
of Graphical Data Intelligence Education Driven by Digital Intelligence
Integration.- Bibliometric Analysis of Existing Knowledge on Digital
Transformation in Higher Education.- How Design Helps STEM Education
Curriculum Achieve Interdisciplinary Goals.- Proposal of Sound-Color Sensory
Discrimination Method Considering PeriodicFluctuation of Cerebral Blood
Flow.- Traditional Face-to-Face Educational Modality Vs. Remote Face-to-Face:
its Impact on Academic Performance in the Context of the Covid 19
Pandemic.- Educational Quality in Virtuality during the Covid 19 Pandemic in
Colombia.- The Content Improvement Service: An Adaptive System for Continuous
Improvement at Scale.- What Makes Online-Merge-Offline (OMO) Education
Succeed? A Holistic Success Model.- Continuance Usage of Online-Merge-Offline
(OMO) Educational Services: An Empirical Study.- Digital Mediation in English
for Specific Purposes Through the Use of Todays Favourite:
Netflix.- Technology-Enhanced Instruction into Extensive L2 Academic Reading
for Specific Purposes within the ESP/ESAP Course for Post-Graduate Language
Pedagogy Students.- Implementing Inquiry-based and Online Mentoring in a
Social Entrepreneurship Project.- Developing a Checklist for Evaluating
Virtual Learning Environments through theAnalysis of Evaluation Reports from
an Educational Organization.- AIS Adoption Challenges: the Role of
Interactions between Humans and Artificial Intelligence in Adoption of
Adaptive Learning.- Development and Evaluation of a Learning Analytics
Dashboard for Moodle Learning Management System.- How Good is your Drawing?
Quantifying Graphomotor Skill Using a Portable Platform.- Evaluation of the
Effect of Voice Technology in a Game Teaching E-book on English
Learning.- Culture-Centered ICT Guidelines for Southeast Asian Secondary
Schools.- Adaptive Instruction: A Case Study of Gamified Practice and Testing
in a Large Introductory Psychology Course.- SwaPS: A Method for Efficiently
Relearning Chinese Characters Just by Reading Documents Including Incorrectly
Shaped Characters.- Research on Innovative Design of STEAM Children's
Educational Toys based on Interaction Design.- A Framework Design of
Children's Educational APP Based on MetacognitiveTheory.- Using Cooperative
Multi-Agent Systems to Support the Generation of Student Learning Profiles in
the Deep Dive Land Bridge System.- Transformer-Based Automated
Content-Standards Alignment: A Pilot Study.- Games and
Gamification.- Servitization through VR Serious Games: From Manufacturing to
Consumer Electronics.- The Moderator of Gamification of Physical Activities
in Older Adults.- Engaging Serious Games for Energy Efficiency.- An
Exploratory Study on Game Developer Needs and Game Studio Challenges.- Can
Gamification Improve User Experience (UX) of Servitization in the Financial
and Construction Sector?.- Building the Complete Game: An Overview Study of
a Development Strategy for Geo AR Mobile Games.- User Awareness and Privacy
Regarding Instant Games on Facebook.- The Roles of Instructional Agents in
Human-Agent Interaction within Serious Games.- Persona Finetuning for Online
Gaming using Personalisation Techniques.