|
|
|
|
LEADER |
07753nmm a2200529 u 4500 |
001 |
EB002134563 |
003 |
EBX01000000000000001272620 |
005 |
00000000000000.0 |
007 |
cr||||||||||||||||||||| |
008 |
221201 ||| eng |
020 |
|
|
|a 9783031221316
|
100 |
1 |
|
|a Meiselwitz, Gabriele
|e [editor]
|
245 |
0 |
0 |
|a HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games
|h Elektronische Ressource
|b 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26–July 1, 2022, Proceedings
|c edited by Gabriele Meiselwitz, Abbas Moallem, Panayiotis Zaphiris, Andri Ioannou, Robert A. Sottilare, Jessica Schwarz, Xiaowen Fang
|
250 |
|
|
|a 1st ed. 2022
|
260 |
|
|
|a Cham
|b Springer Nature Switzerland
|c 2022, 2022
|
300 |
|
|
|a XXI, 670 p. 217 illus., 150 illus. in color
|b online resource
|
505 |
0 |
|
|a User Experience Design for Automatic Credibility Assessment of News Content About COVID-19 -- Digital Τraces of News Media Public on Facebook: Comparing Estonian and Latvian Russophone Publics -- Servants, Friends, or Parents? The Impact of Different Social Roles in the Social Web of Things on User Experience -- Online and Adaptive Learning -- Comparing the Effectiveness of Instructor-led versus Video-based Learning Methods for Online Website Accessibility Training -- Impact of the Implementation of Resources with Augmented Reality in Education -- Research on the Construction of Graphical Data Intelligence Education Driven by Digital Intelligence Integration -- Bibliometric Analysis of Existing Knowledge on Digital Transformation in Higher Education -- How Design Helps STEM Education Curriculum Achieve Interdisciplinary Goals -- Proposal of Sound-Color Sensory Discrimination Method Considering PeriodicFluctuation of Cerebral Blood Flow --
|
505 |
0 |
|
|a AIS Adoption Challenges: the Role of Interactions between Humans and Artificial Intelligence in Adoption of Adaptive Learning -- Development and Evaluation of a Learning Analytics Dashboard for Moodle Learning Management System -- How Good is your Drawing? Quantifying Graphomotor Skill Using a Portable Platform -- Evaluation of the Effect of Voice Technology in a Game Teaching E-book on English Learning -- Culture-Centered ICT Guidelines for Southeast Asian Secondary Schools -- Adaptive Instruction: A Case Study of Gamified Practice and Testing in a Large Introductory Psychology Course -- SwaPS: A Method for Efficiently Relearning Chinese Characters Just by Reading Documents Including Incorrectly Shaped Characters -- Research on Innovative Design of STEAM Children's Educational Toys based on Interaction Design -- A Framework Design of Children's Educational APP Based on MetacognitiveTheory --
|
505 |
0 |
|
|a Traditional Face-to-Face Educational Modality Vs. Remote Face-to-Face: its Impact on Academic Performance in the Context of the Covid 19 Pandemic -- Educational Quality in Virtuality during the Covid 19 Pandemic in Colombia -- The Content Improvement Service: An Adaptive System for Continuous Improvement at Scale -- What Makes Online-Merge-Offline (OMO) Education Succeed? A Holistic Success Model -- Continuance Usage of Online-Merge-Offline (OMO) Educational Services: An Empirical Study -- Digital Mediation in English for Specific Purposes Through the Use of Today’s Favourite: Netflix -- Technology-Enhanced Instruction into Extensive L2 Academic Reading for Specific Purposes within the ESP/ESAP Course for Post-Graduate Language Pedagogy Students -- Implementing Inquiry-based and Online Mentoring in a Social Entrepreneurship Project -- Developing a Checklist for Evaluating Virtual Learning Environments through theAnalysis of Evaluation Reports from an Educational Organization --
|
505 |
0 |
|
|a Interaction in New Media -- Hints of Advertising Digital Literacy: Fragments of Media Discourses -- Geolocation Detection Approaches for User Discussion Analysis in Twitter -- Portraits of a Killer: Visual Expressions of Patient/Parent Expertise on Social Media - The Case of Glioblastoma on Instagram -- The Research on User Use of Social Media in China Mobile Based on Self-Image Construction -- Gender and Culture Differences in Perception of Deceptive Video Filter Use -- Research on Experience Design of Social Reading Platforms Based on Social Presence Theory -- e-Participation as Mediated Ecosystem? A Case Study on Municipalities of St. Petersburg, Russia -- Sports Journalism: Its Global Future in the Age of Digital Media -- Antecedents and Consequences of Information Cocoon Awareness in Short-form Video APPs: An Information Ecology Perspective -- Privacy and Data Protection in COVID-19 Contact Tracing Apps: An Analysis from a Socio-Technical System Design Perspective --
|
505 |
0 |
|
|a Using Cooperative Multi-Agent Systems to Support the Generation of Student Learning Profiles in the Deep Dive Land Bridge System -- Transformer-Based Automated Content-Standards Alignment: A Pilot Study -- Games and Gamification -- Servitization through VR Serious Games: From Manufacturing to Consumer Electronics -- The Moderator of Gamification of Physical Activities in Older Adults -- Engaging Serious Games for Energy Efficiency -- An Exploratory Study on Game Developer Needs and Game Studio Challenges -- Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector? -- Building the “Complete Game”: An Overview Study of a Development Strategy for Geo AR Mobile Games -- User Awareness and Privacy Regarding Instant Games on Facebook -- The Roles of Instructional Agents in Human-Agent Interaction within Serious Games -- Persona Finetuning for Online Gaming using Personalisation Techniques
|
653 |
|
|
|a User interfaces (Computer systems)
|
653 |
|
|
|a Image processing / Digital techniques
|
653 |
|
|
|a Electronic commerce
|
653 |
|
|
|a Computer vision
|
653 |
|
|
|a Artificial Intelligence
|
653 |
|
|
|a Application software
|
653 |
|
|
|a Computer networks
|
653 |
|
|
|a Computer Imaging, Vision, Pattern Recognition and Graphics
|
653 |
|
|
|a Computer Engineering and Networks
|
653 |
|
|
|a Artificial intelligence
|
653 |
|
|
|a Computer engineering
|
653 |
|
|
|a e-Commerce and e-Business
|
653 |
|
|
|a Computer and Information Systems Applications
|
653 |
|
|
|a User Interfaces and Human Computer Interaction
|
653 |
|
|
|a Human-computer interaction
|
700 |
1 |
|
|a Moallem, Abbas
|e [editor]
|
700 |
1 |
|
|a Zaphiris, Panayiotis
|e [editor]
|
700 |
1 |
|
|a Ioannou, Andri
|e [editor]
|
041 |
0 |
7 |
|a eng
|2 ISO 639-2
|
989 |
|
|
|b Springer
|a Springer eBooks 2005-
|
490 |
0 |
|
|a Lecture Notes in Computer Science
|
028 |
5 |
0 |
|a 10.1007/978-3-031-22131-6
|
856 |
4 |
0 |
|u https://doi.org/10.1007/978-3-031-22131-6?nosfx=y
|x Verlag
|3 Volltext
|
082 |
0 |
|
|a 004.019
|
082 |
0 |
|
|a 005.437
|
520 |
|
|
|a This proceedings LNCS 13517 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June/July 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas
|