Human-Computer Interaction – INTERACT 2019 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II

The four-volume set LNCS 11746–11749 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...

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Bibliographic Details
Other Authors: Lamas, David (Editor), Loizides, Fernando (Editor), Nacke, Lennart (Editor), Petrie, Helen (Editor)
Format: eBook
Language:English
Published: Cham Springer International Publishing 2019, 2019
Edition:1st ed. 2019
Series:Information Systems and Applications, incl. Internet/Web, and HCI
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
Table of Contents:
  • CyclAir: A Bike Mounted Prototype for Real-Time Visualization of CO2 Levels While Cycling
  • Dissecting Pie Charts
  • Same Same But Different: Exploring the Effects of the Stroop Color Word Test in Virtual Reality
  • Interaction Design for Culture and Development I
  • “Why would you buy from a stranger?” Understanding Saudi citizens’ Motivations and Challenges in Social Commerce
  • Denouncing Sexual Violence: A Cross-Language and Cross-Cultural Analysis of #MeToo and #BalanceTonPorc
  • Dhana Labha: A Financial Management Application to Underbanked Communities in Rural Sri Lanka
  • Fostering interaction between locals and visitors by designing a community-based tourism platform on a Touristic Island
  • Ustaad: A Mobile Platform for teaching illiterates
  • TEXTile: Eyes-Free Text Input on Smart Glasses Using TouchEnabled Textile on the Forearm
  • Games and Gamification
  • "I don't fit into a single type": A Trait Model and Scale of Game Playing Preferences
  • Comparing the applicability of pressure as a game metric to self-assessment and physiological metrics
  • Fall-Prevention Exergames using Balance Board Systems
  • Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing
  • Play and learn with an intelligent robot: Enhancing the therapy of hearing-impaired children?
  • Understanding the Digital and Non-digital Participation by the Gaming Youth
  • Human-robot Interaction and 3D Interaction
  • DupRobo: Interactive Robotic Autocompletion of Physical Block-based Repetitive Structure
  • Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-based Trace Figures
  • Embodied Interaction in Language Learning: Enhancing Students’ Collaboration and Emotional Engagement
  • Evaluation of a Massive Online Course forum: design issues and their impact on learners’ support
  • Kahaniyan - Designing for Acquisition of Urdu as a Second Language
  • On making, tinkering, coding and play for learning: A review of current research
  • Rexy, a configurable application for building Virtual Teaching Assistants
  • Two-way gaze sharing in remote teaching
  • Eye-gaze Interaction
  • Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents
  • GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration
  • Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study
  • ScaffoMapping: Assisting Concept mapping for video learners
  • Shared Gaze While Driving: How Drivers Can Be Supported by an LED-Visualization of the Front-Seat Passenger's Gaze
  • E-commerce
  • Discovering the Unfindable: The Tension Between Findability and Discoverability in a Bookshop Designed for Serendipity
  • Does the pop-out make an effect in the product selection of signage vending machine?
  • Exploring Spatial Menu Representation and Apartment-based Categorization for Online Shopping
  • How to improve the interaction design of NFC payment terminals?
  • Places for News: A Situated Study of Context in News Consumption
  • Education and HCI Curriculum I
  • Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course
  • Evaluating WELI: a Wrist-Worn Application to Assist Young Adults with Neurodevelopmental Disorders in Inclusive Classes
  • How do typically developing children and children with ASD play a tangible game?
  • StatPlayground: A Sandbox for Learning Practical Statistics
  • Training Non-Designers in Co-Design Methods through an Active Assisted Living Interactive Workshop
  • Education and HCI Curriculum II
  • Examining the Effects of Height, Velocity and Emotional Representation of a Social Transport Robot and Human Factors in Human-Robot-Collaboration
  • Towards Participatory Design of Social Robots.-User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions
  • Information Visualization
  • A Formative Study of Interactive Bias Metrics in Visual Analytics Using Anchoring Bias
  • Benefits and Trade-offs of Different Model Representations in Decision Support Systems for Non-expert Users
  • Customizing Websites through Automatic Web Search
  • Infuence of Color and Size of Particles on their Perceived Speed in Node-Link Diagrams
  • Information Visualization and Augmented Reality
  • Augmented Reality Technology for Displaying Close-Proximity Sub-Surface Positions
  • Bubble Margin: Motion Sickness Prevention While Reading on Smartphones in Vehicles