HCI International 2022 – Late Breaking Posters 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part I
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 cou...
Other Authors: | , , , |
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Format: | eBook |
Language: | English |
Published: |
Cham
Springer Nature Switzerland
2022, 2022
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Edition: | 1st ed. 2022 |
Series: | Communications in Computer and Information Science
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Subjects: | |
Online Access: | |
Collection: | Springer eBooks 2005- - Collection details see MPG.ReNa |
Table of Contents:
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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