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|a 9783031196799
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|a Stephanidis, Constantine
|e [editor]
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|a HCI International 2022 – Late Breaking Posters
|h Elektronische Ressource
|b 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part I
|c edited by Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
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|a 1st ed. 2022
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260 |
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|a Cham
|b Springer Nature Switzerland
|c 2022, 2022
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300 |
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|a XXXV, 716 p. 351 illus., 297 illus. in color
|b online resource
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|a Using Virtual Reality to Investigate the Emergence of Gaze Conventions in Interpersonal Coordination -- Using Virtual Reality to Investigate the Emergence of Gaze Conventions in Interpersonal Coordination -- A Study on Software Proposals for Optimization of Augmented Reality Glasses -- Augmented Reality System with a 3DCG Character Running on a Spinning Analog Record -- Design Case Studies -- ColorTable: Manipulating Tasting Experiences, Impact of Light Color on Food Flavor Perception -- Desktop Calculator for Multiple Analysis of Environmental Risk -- A Study of Moba Game APP Design Methods Based on Design Psychology -- Computational Simulation of Stress - Deformation Analysis in Machinery Related to the Food Industry -- SonoUno Web: An Innovative User Centred Web Interface -- Design and Development of a Searchable Database of Veterinary Curriculum -- Development of Interactive Story Tales using MIT App Inventor --
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|a HCI Theory and Practice -- Can Eye Tracking with Pervasive Webcams Replace Dedicated Eye Trackers? An Experimental Comparison of Eye-Tracking Performance -- The Orientation to Physicality and Physical Objects in the Digitalized World -- Extended, Distributed, and Predictive: Sketches of a Generative Theory of Interaction for HCI -- Leveraging Temporal Causal Discovery Framework to Explore Event-Related EEG Connectivity -- Mirror Neurons as a Potential Confounder in Thought-Based Device Control using Brain Computer Interfaces with fNIRS -- An Experimental Method for Studying Complex Choices -- Gaze-Enhanced User Interface for Real-Time Video Surveillance -- Cyber Security Table-Top Exercise Gamification with Dynamic Scenario for Qualification Assessment -- Motivating Subscription of Video-on-demand in Mainland China A Push-Pull-Mooring Perspective -- Targeted Training Improves Security Culture -- Identification of Physical-Digital Ecosystem Personalization Factors --
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|a Empathic Smart Conversational Agent for Enhanced Recovery from Abdominal Surgery at Home -- Empathic Smart Conversational Agent for Enhanced Recovery from Abdominal Surgery at Home -- Management of Electronic Medical Records. Decision-Making Tool. MINSA Hospital Case – Peru -- An Integrated Approach to Support Health Monitoring of Older Adults -- Using Gamified Interactive Experience to Relieve Psychological Pressure in the Post-Pandemic Era -- How Service Design Thinking Supports Internal Brand Building within Organization: a Case Study of Co-Design Experiments with Medical Business Domain -- Improving User Experience of Assistive Technology through Codesign and 3D Printing: A Case Study from Cancer Treatments -- The Persuasive Impact of Animation in Health Care Sciences Services: A Rhetoric-based Literature Study -- Development of mHealth-apps for Hearing Aids – Requirements and Assessments of a First Prototype --
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|a Research on Emotional Design of Human Body Temperature Screening Instrument Based on AHP Method -- A Study on Functional Satisfaction with Smart Health Care Air Purification Product in the Post-epidemic Era -- Virtual, Augmented, and Mixed Reality -- An XR Optical Camouflage Technology -- Reinforcement Learning for Exploring Pedagogical Strategies in Virtual Reality Training -- Measuring Decubitus Wounds using Augmented Reality Glasses - A User Interface Study -- Tiny Hands Are Cute: Adaptive Virtual Hands to Accurately Select Nail-size Arm’s Reach Virtual Objects in Dense Immersive VR -- VR for Rehabilitation: the Therapist Interaction and Experience -- Cruel Parallel: Towards the Designing of a Dynamic Game Adaptation for VR-based Survival Horror Games -- Using Augmented Reality to Reinforce the Learning of Installation of Electrical Equipment and Machines -- AugmentedReality and 3D Balance Learning -- Varying Stressors in a Game with a Purpose Changes Human Stress Levels --
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505 |
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|a Building An Escape Room to Raise Awareness of Bullying and Cyberbullying -- A Study of a System that Reduces the Burden of Expressing Opinions by Gradually Changing the Face of the Dialogue Partner -- ABC Inventory Control System Based on an Office Automation Tool -- Applying the Shinayakana Systems Approach to the Design of Software in a Sustainability Context -- Applying the Shinayakana Systems Approach to the Design of Software in a Sustainability Context -- Reputation, Risk, and Trust on User Adoption of Internet Search Engines: The Case of DuckDuckGo -- Providing Access to Educational TV for Children using RFID Technology -- The Expression of Multi-sensory User Experience on Interactive Packaging Design——Emotional Design of Children's Food -- An Initial Attempt to Build a Natural Sounds Library based on Heuristic Evaluation
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|a The Impact of Personality on Gamification Interfaces -- Human-Computer Interaction Challenges and Opportunities in the Arab World Design Education -- A Novel System Based on a Smart Toy Responding to Child’s Facial Expressions: Potential Use in Early Treatment of Autism Spectrum Disorders -- Assistive Technology on Demand (AToD) + Morphic 2.0 - Changing What is Possible with Assistive Technologies and Who Can Benefit -- Research on the Design of Series Emoticons Based on the User Cognition Experiment -- Empathy Between Designers in the Design Synthesis Stage -- Model Proposal of Designerly Ways of Material Thinking from the Viewpoints of Sustainable Transitions -- Tactile Cognition and Art Product Design for The Blind Based on Emotional Interaction -- HCI Research and Design across Cultures -- Comparison of Online Transportation Policy Problems Between Major Cities in Indonesia -- The Cross-Cultural Acceptance of Japanese Animation, Analysis of Social Media --
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505 |
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|a Design of a Portable Interface for Vibrotactile Feedback Applications -- Predicting Gender via Eye Movements -- Creative Design Diffusion Model under Agglomerate Effect——Transformation of Creative Clusters from Weak Connection to Strong Connection -- BrainActivity1: A Framework of EEG Data Collection and Machine Learning Analysis for College Students -- Accessibility, Usability, and UX Design -- Kick-starting Ready-to-Go Assets to Speed up Motion Design Development for Mobile Devices -- LICOR: Beyond the Design System - A Proposal to Empower Teams to Develop Software in Compliance with the Principles of Accessibility, Usability, and Privacy by Design in the Extreme Contexts and Challenging Domains Post-COVID-19 -- Design for Positive UX: from Experience Categories to Psychological Needs -- Do ICT Competence in and ICT Service Use Affect Life Satisfaction? Focusing on Mobile ICT Services -- Understanding Users' Perception of Cute Aesthetics in Mobile Interface Design --
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|a Character Evaluation and Derivative Product Design of "Hetalia" Based on Kansei Image -- Understanding Agendas of Unmanned Stores: The Case of South Korea -- Cultural Discourse on Keyboards: The Selection of Alphabets -- Research on Visual Design of Tibetan Medicine Mud Mask based on HTML5 Technology -- Taking Tibetan Medicine Mud Mask as an Example -- Research on Visual Design of Tibetan Medicine Mud Mask based on HTML5 Technology -- Taking Tibetan Medicine Mud Mask as an Example -- Cultural Heritage Experience Design -- A Deep Learning Approach to Search the Artwork in Art Museums Utilizing Instagram Hashtags -- A Deep Learning Approach to Search the Artwork in Art Museums Utilizing Instagram Hashtags -- Computer Reshaping the View of Objects——The Operational Aesthetics of Generative Art -- Digital Chuimsae: Evolution of Korean Traditional Performing Arts -- Metaverse-Driven Interactive Performing Arts Contents Development --
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|a Cultural Heritage through Educational Robots: Using a Ukrainian Folk Tale with a Programmable Robot in Early Childhood Education -- Research on Data Storytelling Strategies for Cultural Heritage Transmission and Dissemination -- A Study of Visitor Interaction with Virtual Museum -- Exploring the Applications of Computational Thermochromic Embroidery Interfaces -- Case Study of Interactive Art Intervening in Psychotherapy -- Analysis of the Attainable Design Paths of Non-heritage Cultural Tourism Immersion Experience - An Example of the Tujia City Living Room Project in Enshi Prefecture -- Web-based Authoring Tool for Virtual Exhibitions -- HCI for Health and Wellbeing -- Detecting Early Warning Indicators of Covid-19 Pandemic in the Context of United States: An Exploratory Data Analysis -- Bringing Innovation to the Medical Sector Through the Role of the Medical Designer: a Study on the Error Factor of Pump-Syringe Devices and a UX/UI Design Proposal --
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653 |
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|a User interfaces (Computer systems)
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|a Image processing / Digital techniques
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|a Education / Data processing
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|a Computer vision
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|a Computer Application in Social and Behavioral Sciences
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653 |
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|a Artificial Intelligence
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|a Social sciences / Data processing
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|a Computers and Education
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|a Computer networks
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653 |
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|a Computer Imaging, Vision, Pattern Recognition and Graphics
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653 |
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|a Computer Engineering and Networks
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653 |
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|a Artificial intelligence
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653 |
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|a Computer engineering
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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 Human-computer interaction
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700 |
1 |
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|a Antona, Margherita
|e [editor]
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700 |
1 |
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|a Ntoa, Stavroula
|e [editor]
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700 |
1 |
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|a Salvendy, Gavriel
|e [editor]
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041 |
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7 |
|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 Communications in Computer and Information Science
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028 |
5 |
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|a 10.1007/978-3-031-19679-9
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856 |
4 |
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|u https://doi.org/10.1007/978-3-031-19679-9?nosfx=y
|x Verlag
|3 Volltext
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082 |
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|a 004.019
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|a 005.437
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|a Volume CCIS 1654 is part of the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually during June 26 to July 1, 2022. A total of 5583 individuals 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
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