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E-raamat: Human-Computer Interaction - INTERACT 2019: 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part IV

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The four-volume set LNCS 1174611749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019.The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named:

Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems.







Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I.





Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction.





Part IV: user modelling and user studies; user experience; users emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops.

The chapter Experiencing Materialized Reading: Individuals Encounters with Books is open access under a CC BY 4.0 license at link.springer.com.



The chapter What Is Beautiful Continues to Be Good: People Images and Algorithmic Inferences on Physical Attractiveness is open access under a CC BY 4.0 license at link.springer.com.
User Modelling and User Studies.- An Analysis of (Non-)Use Practices and
Decisions of Internet of Things.- Analysis of utilization in the message card
production by use of fusion character of handwriting and typeface.-
Communicating User Insights with Travel Mindsets and Experience Personas in
Intra-City Bus Context.- Effects of Age-Related Cognitive Decline on Elderly
User Interactions with Voice-Based Dialogue Systems.- GDI as an alternative
guiding interaction style for Occasional users.- User Experience.- A Novel
Method to Build and Validate an Affective State Prediction Model from
Touch-Typing.- Acceptability of Persuasive Prompts to Induce Behavioral
Change in People Suffering from Depression.- The UX construct does the
usage context influence the outcome of user experience evaluations?.- User
Experience of Driver State Visualizations: a Look at Demographics and
Personalities.- Users' Emotions, Feelings and Perception.- As Light As Your
Scent: Effects ofSmell and Sound on Body Image Perception.- Experiencing
Materialized Reading: Individuals' Encounters with Books.- I Kept Browsing
and Browsing, But Still Couldnt Find the One: Salient Factors and
Challenges in Online Typeface Selection.- Integrating a Binaural Beat into
the Soundscape for the Alleviation of Feelings.- What is Beautiful Continues
to be Good: People Images and Algorithmic Inferences on Physical
Attractiveness.- Virtual and Augmented Reality I.- Design and evaluation of
three interaction models for manipulating Internet of Things (IoT) devices in
Virtual Reality.- Head Mounted Display Interaction Evaluation: Manipulating
Virtual Objects in Augmented Reality.- On the Use of Persistent Spatial
Points for Deploying Path Navigation in Augmented Reality: An Evaluation
Study.- User Experience Guidelines for Designing HMD Extended Reality
Applications.- Virtual and Augmented Reality II.- Am I Moving Along A Curve?
A Study On Bicycle Traveling-In-Place Techniques In Virtual Environments.-
Design and Evaluation of an Augmented Reality App for Learning Geometric
Shapes in 3D.- Enhance Engine Room Diagnostics Through Audio-Focused VR
Simulation.- Head-controlled Menu in Mixed Reality with a HMD.- VR
Interaction Modalities for the Evaluation of Technical Device Prototypes.-
Wearable and Tangible Interaction.- Combining Tablets with Smartphones for
Data Analytics.- COMMONS: a board game for enhancing interdisciplinary
collaboration when developing health and activity-related wearable devices.-
On-Body Tangible Interaction: Using the Body to Support Tangible
Manipulations for Immersive Environments.- SplitSlider: A Tangible Interface
to Input Uncertainty.- The possibility of personality extraction using
skeletal information in hip-hop dance by human or machine.- Courses.-
Introduction to Automation and to its Potential for Interactive Systems
Design.- Introduction to Data Visualization.- The Science behind User
Experience Design.-Demonstrations and installations.- A Multitouch Drawing
Application with Occlusion-free Interaction Strategies.- CityCompass VR - A
Collaborative Virtual Language Learning Environment.- GazeMotive: A
Gaze-based Motivation-aware E-learning Tool for Students with Learning
Difficulties.- Hybrid Wireless Sensor Networks: a Prototype?.- Memories of
Carvalhals Palace: Haunted Encounters, a Museum Experience to Engage
Teenagers.- Multi-level Engagement in Augmented Reality Childrens Picture
Books.- On-the-Fly Usability Evaluation of Mobile Adaptive UIs through
Instant User Feedback.- SwipeBuddy - A teleoperated tablet and ebook-reader
holder for a hands-free interaction.- VibroSquare: Vibro-Tactile Display for
Body-Centric Implicit Interactions.- Industry Case Studies.- A Human-centred
Business Scenario in SIoT - The Case of DANOS Framework.- A Method and Tool
for Analyzing Usability Testing Data in the Business Sector.- Applying UCD
for Designing Learning Experiences for Romanian Preschoolers. A case study.-
Developing a User Interface for an Ultrasound Device Designed for Midwives
and General Health Practitioners Situated in Low Resource Nations and
Communities.- It AInt Nuttin New Interaction Design Practice After the AI
Hype.- R++, User-Friendly Statistical Software.- Towards a Framework for the
Classification of Usability Issues.- Interactive Posters.- A Mobile App for
Illiterate and Semi-Illiterate Pregnant Women- A User Centered Design
Approach.- Adding Images to Psychometric Questionnaires to Improve User
Engagement.- Applications for In-situ Feedback on Social Network
Notifications.- Combating Misinformation Through Nudging.- Exploring the
Application of Social Robots in Understanding Bullying Perpetrators.- Initial
Steps Towards Infrastructuring Body-Centric Computing.- Model-driven
Framework for Human Machine Interaction Design in Industry 4.0.- MyCompanion:
A Digital Social Companion for Assisted Living.- OmniWedges: Improved
Radar-Based Audience Selection for Social Networks.- Reducing Anxiety for
Dental Visits.- SCAH!RF: a Novel Wearable as a Subconscious Approach for
Mitigating Anxiety Symptoms.- Search results on flight booking websites:
Displaying departure and return flights on a single page vs two consecutive
pages.- Smart Objects for Speech Therapies at Home.- Transparency heuristic:
Effect of implicitness of online data acquisition on sensitivity perception.-
Using Virtual Reality to Enable Individuals with Severe Visual Disabilities
to Read Books.- Vibro-Tactile Implicit Interactions: So What?.-
Visualizations of users paths to discover usability problems.- Word
Association: Engagement of Teenagers in a Co-design Process.- Panels.- Social
Media and the Digital Enterprise.- User Experience in an Automated World.-
Workshops.- Challenging Misinformation: Exploring Limits and Approaches.-
Designing for Aging People.- HCI Challenges in Human Movement Analysis.- The
Human(s) in the Loop - Bringing AI and HCI Together.- Visualizing Information
Retrieved from (large) WHAT Networks.- #SociallyAcceptableHCI: Social
Acceptability of Emerging Technologies and Novel Interaction Paradigms.-
Pushing the Boundaries of Participatory Design.- User Experiences and
Wellbeing at Work.- Handling Security, Usability, User Experience and
Reliability in User-Centered Development Processes.