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...

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Bibliographic Details
Other Authors: Stephanidis, Constantine (Editor), Antona, Margherita (Editor), Ntoa, Stavroula (Editor), Salvendy, Gavriel (Editor)
Format: eBook
Language:English
Published: Cham Springer Nature Switzerland 2022, 2022
Edition:1st ed. 2022
Series:Communications in Computer and Information Science
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