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200810 ||| eng |
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|a 9783030490652
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|a Kurosu, Masaaki
|e [editor]
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|a Human-Computer Interaction. Human Values and Quality of Life
|h Elektronische Ressource
|b Thematic Area, HCI 2020, Held as Part of the 22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III
|c edited by Masaaki Kurosu
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|a 1st ed. 2020
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|a Cham
|b Springer International Publishing
|c 2020, 2020
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|a XXI, 675 p. 294 illus., 229 illus. in color
|b online resource
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|a Are all Perfect Automation Schemas Equal? Testing Differential Item Functioning in Programmers versus the General Public -- Gaps in Neuroethics inRelation to Brain Computer Interfaces: Systematic Literature Review-. TRUE-Transparency of Recommended User Experiences -- Ideal Election Method by Adopting the Interval Scale instead of the Ordinal scale -- Using blink rate to detect deception: a study to validate an automatic blink detector and a new dataset of videos from liars and truth-tellers -- Pathway to a Human-Values Based Approach to Tackle Misinformation Online -- Using Inclusive Research to Promote Inclusive Design: Possibilities and Limitations in a Corporate Environment -- HCI in Complex Environments -- Stability Maintenance of Depth-Depth Matching of Steepest Descent Method using an Incision Shape of an Occluded Organ -- BeaCON - A Research Framework Towards an Optimal Navigation --
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|a HCI for Well-being and Eudaimonia -- Deception of the “Elephant in the Room”: Invisible Auditing Multi-Party Conversations to Support Caregivers in Cognitive Behavioral Group Therapies -- An embodied and ubiquitous E-coach for accompanying older adults towards a better lifestyle -- Designing and testing HomeCare4All: a eHealth mobile app for elderly -- Exploring User Expectations of Brain-Training and Coaching Technologies for Cognitive Health -- Emotional responses to health data visualization -- Improving Dialogue Design and Control for Smartwatches by Reinforcement Learning Based Behavioral Acceptance Patterns -- FaceForward – An AI-based Interactive System for Exploring the Personal Potential -- Designing an Assisted Self-help Mobile App to Cope with Panic Disorder: Preliminary Results and Open Issues -- Digital Overload Reminders – “the right amount of shame”? -- Design of digital coaches for health and wellness in the workplace --
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|a The Influences of Media Naturalness and Mental Model Alignment on Reducing Patient Uncertainty in Virtual Consultation -- Design and Research of Intelligent Products for the Management of Chronic Diseases of the Elderly -- The Efficacy of Virtual Reality Exposure Therapy for Fear of Falling (FOF) in the Elderly -- A New Analysis Method for User Reviews of Mobile Fitness Apps -- How to Present Calorie Information on The Electronic Menu to Help People Order More Healthily -- Learning, Culture and Creativity -- Development and Technical Experience of Plastic Injection Machine for STEAM Education -- Bringing digital transformation into Museums: the Mu.SA MOOC case study -- Pincello: An Affordable Electronics Kit for Prototyping Interactive Installations -- Research on Design of Intelligent Creeping Blanket for Infants Based on Sustainable Design -- Extraction and Reuse of Pattern Configuration for Personalized Customization of Cantonese Porcelain Based on Artificial Intelligence --
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|a Computational Design for complexity-related issues. Strategies to foresee emergent behaviour and social conflict in the ‘organic’ Tirana -- Research on Service Design of Real-time Translation based on Scenario Analysis -- Deadlock-Free and Collision-Free Liver Surgical Navigation by Switching Potential-Based and Sensor-Based Functions -- Study on the Development of Augmented-Reality Navigation System for Transsphenoidal Surgery -- Conception and Development of a Support System for Assembly Technology -- A Gamified Mobility Experience
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|a VR: Time Machine -- Read Ahoy! A playful digital-physical Viking experience to engage children in finding and reading books -- Toward Inclusive Learning: Designing and Evaluating Tangible Programming Blocks for Visually Impaired Students -- Improvised Music for Computer and Augmented Guitar: Performance with Gen~ Plug-ins -- Product Design Model for E-Commerce Cantonese Porcelain based on User Perceptual Image in China -- Human Values, Ethics, Transparency and Trust -- Effects of Reputation, Organization, and Readability on Trustworthiness Perceptions of Computer Code -- User Trust and Understanding of Explainable AI: Exploring Algorithm Visualisations and User Biases -- Inclusive Design - Go Beyond Accessibility -- Relational Interaction: Challenges and Opportunities for Social Innovation through Service Co-Production -- An Examination of Dispositional Trust in Human and Autonomous System Interactions --
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653 |
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|a User interfaces (Computer systems)
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653 |
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|a Software engineering
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|a Computer vision
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|a Software Engineering
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|a Artificial Intelligence
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653 |
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|a Computer Vision
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653 |
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|a Artificial intelligence
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653 |
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|a Special Purpose and Application-Based Systems
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653 |
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|a User Interfaces and Human Computer Interaction
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653 |
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|a Computers, Special purpose
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653 |
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|a Human-computer interaction
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|a eng
|2 ISO 639-2
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989 |
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|b Springer
|a Springer eBooks 2005-
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490 |
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|a Information Systems and Applications, incl. Internet/Web, and HCI
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|a 10.1007/978-3-030-49065-2
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|u https://doi.org/10.1007/978-3-030-49065-2?nosfx=y
|x Verlag
|3 Volltext
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|a 004.019
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|a 005.437
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|a The three-volume set LNCS 12181, 12182, and 12183 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 22nd International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.* A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 145 papers included in these HCI 2020 proceedings were organized in topical sections as follows: Part I: design theory, methods and practice in HCI; understanding users; usability, user experience and quality; and images, visualization and aesthetics in HCI. Part II: gesture-based interaction; speech, voice, conversation and emotions; multimodal interaction; and human robot interaction. Part III: HCI for well-being and Eudaimonia; learning, culture and creativity; human values, ethics, transparency and trust; and HCI in complex environments. *The conference was held virtually due to the COVID-19 pandemic
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