HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings
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...
Other Authors: | , , , |
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Format: | eBook |
Language: | English |
Published: |
Cham
Springer International Publishing
2020, 2020
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Edition: | 1st ed. 2020 |
Series: | Information Systems and Applications, incl. Internet/Web, and HCI
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Subjects: | |
Online Access: | |
Collection: | Springer eBooks 2005- - Collection details see MPG.ReNa |
Table of Contents:
- 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
- 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
- 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 Influential Factors on E-learning Adoption and Learning Continuance
- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details
- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain
- 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
- 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