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...

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Bibliographic Details
Other Authors: Stephanidis, Constantine (Editor), Harris, Don (Editor), Li, Wen-Chin (Editor), Schmorrow, Dylan D. (Editor)
Format: eBook
Language:English
Published: Cham Springer International Publishing 2020, 2020
Edition:1st ed. 2020
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:
  • 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