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Human-Computer Interaction - INTERACT 2019 [electronic resource] : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part II / edited by David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris.

Contributor(s): Lamas, David [editor.] | Loizides, Fernando [editor.] | Nacke, Lennart [editor.] | Petrie, Helen [editor.] | Winckler, Marco [editor.] | Zaphiris, Panayiotis [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Information Systems and Applications, incl. Internet/Web, and HCI: 11747Publisher: Cham : Springer International Publishing : Imprint: Springer, 2019Edition: 1st ed. 2019.Description: XXXI, 799 p. 234 illus., 200 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783030293840.Subject(s): User interfaces (Computer systems) | Human-computer interaction | Application software | Computer vision | Computers, Special purpose | Computer networks  | Artificial intelligence | User Interfaces and Human Computer Interaction | Computer and Information Systems Applications | Computer Vision | Special Purpose and Application-Based Systems | Computer Communication Networks | Artificial IntelligenceAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 005.437 | 004.019 Online resources: Click here to access online
Contents:
E-commerce -- Discovering the Unfindable: The Tension Between Findability and Discoverability in a Bookshop Designed for Serendipity -- Does the pop-out make an effect in the product selection of signage vending machine? -- Exploring Spatial Menu Representation and Apartment-based Categorization for Online Shopping -- How to improve the interaction design of NFC payment terminals? -- Places for News: A Situated Study of Context in News Consumption -- Education and HCI Curriculum I -- Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course -- Evaluating WELI: a Wrist-Worn Application to Assist Young Adults with Neurodevelopmental Disorders in Inclusive Classes -- How do typically developing children and children with ASD play a tangible game? -- StatPlayground: A Sandbox for Learning Practical Statistics -- Training Non-Designers in Co-Design Methods through an Active Assisted Living Interactive Workshop -- Education and HCI Curriculum II -- Embodied Interaction in Language Learning: Enhancing Students' Collaboration and Emotional Engagement -- Evaluation of a Massive Online Course forum: design issues and their impact on learners' support -- Kahaniyan - Designing for Acquisition of Urdu as a Second Language -- On making, tinkering, coding and play for learning: A review of current research -- Rexy, a configurable application for building Virtual Teaching Assistants -- Two-way gaze sharing in remote teaching -- Eye-gaze Interaction -- Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents -- GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration -- Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study -- ScaffoMapping: Assisting Concept mapping for video learners -- Shared Gaze While Driving: How Drivers Can Be Supported by an LED-Visualization of the Front-Seat Passenger's Gaze -- TEXTile: Eyes-Free Text Input on Smart Glasses Using TouchEnabled Textile on the Forearm -- Games and Gamification -- "I don't fit into a single type": A Trait Model and Scale of Game Playing Preferences -- Comparing the applicability of pressure as a game metric to self-assessment and physiological metrics -- Fall-Prevention Exergames using Balance Board Systems -- Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing -- Play and learn with an intelligent robot: Enhancing the therapy of hearing-impaired children? -- Understanding the Digital and Non-digital Participation by the Gaming Youth -- Human-robot Interaction and 3D Interaction -- DupRobo: Interactive Robotic Autocompletion of Physical Block-based Repetitive Structure -- Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-based Trace Figures -- Examining the Effects of Height, Velocity and Emotional Representation of a Social Transport Robot and Human Factors in Human-Robot-Collaboration -- Towards Participatory Design of Social Robots.-User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions -- Information Visualization -- A Formative Study of Interactive Bias Metrics in Visual Analytics Using Anchoring Bias -- Benefits and Trade-offs of Different Model Representations in Decision Support Systems for Non-expert Users -- Customizing Websites through Automatic Web Search -- Infuence of Color and Size of Particles on their Perceived Speed in Node-Link Diagrams -- Information Visualization and Augmented Reality -- Augmented Reality Technology for Displaying Close-Proximity Sub-Surface Positions -- Bubble Margin: Motion Sickness Prevention While Reading on Smartphones in Vehicles -- CyclAir: A Bike Mounted Prototype for Real-Time Visualization of CO2 Levels While Cycling -- Dissecting Pie Charts -- Same Same But Different: Exploring the Effects of the Stroop Color Word Test in Virtual Reality -- Interaction Design for Culture and Development I -- "Why would you buy from a stranger?" Understanding Saudi citizens' Motivations and Challenges in Social Commerce -- Denouncing Sexual Violence: A Cross-Language and Cross-Cultural Analysis of #MeToo and #BalanceTonPorc -- Dhana Labha: A Financial Management Application to Underbanked Communities in Rural Sri Lanka -- Fostering interaction between locals and visitors by designing a community-based tourism platform on a Touristic Island -- Ustaad: A Mobile Platform for teaching illiterates.
In: Springer Nature eBookSummary: The four-volume set LNCS 11746-11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users' emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops.
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E-commerce -- Discovering the Unfindable: The Tension Between Findability and Discoverability in a Bookshop Designed for Serendipity -- Does the pop-out make an effect in the product selection of signage vending machine? -- Exploring Spatial Menu Representation and Apartment-based Categorization for Online Shopping -- How to improve the interaction design of NFC payment terminals? -- Places for News: A Situated Study of Context in News Consumption -- Education and HCI Curriculum I -- Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course -- Evaluating WELI: a Wrist-Worn Application to Assist Young Adults with Neurodevelopmental Disorders in Inclusive Classes -- How do typically developing children and children with ASD play a tangible game? -- StatPlayground: A Sandbox for Learning Practical Statistics -- Training Non-Designers in Co-Design Methods through an Active Assisted Living Interactive Workshop -- Education and HCI Curriculum II -- Embodied Interaction in Language Learning: Enhancing Students' Collaboration and Emotional Engagement -- Evaluation of a Massive Online Course forum: design issues and their impact on learners' support -- Kahaniyan - Designing for Acquisition of Urdu as a Second Language -- On making, tinkering, coding and play for learning: A review of current research -- Rexy, a configurable application for building Virtual Teaching Assistants -- Two-way gaze sharing in remote teaching -- Eye-gaze Interaction -- Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents -- GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration -- Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study -- ScaffoMapping: Assisting Concept mapping for video learners -- Shared Gaze While Driving: How Drivers Can Be Supported by an LED-Visualization of the Front-Seat Passenger's Gaze -- TEXTile: Eyes-Free Text Input on Smart Glasses Using TouchEnabled Textile on the Forearm -- Games and Gamification -- "I don't fit into a single type": A Trait Model and Scale of Game Playing Preferences -- Comparing the applicability of pressure as a game metric to self-assessment and physiological metrics -- Fall-Prevention Exergames using Balance Board Systems -- Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing -- Play and learn with an intelligent robot: Enhancing the therapy of hearing-impaired children? -- Understanding the Digital and Non-digital Participation by the Gaming Youth -- Human-robot Interaction and 3D Interaction -- DupRobo: Interactive Robotic Autocompletion of Physical Block-based Repetitive Structure -- Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-based Trace Figures -- Examining the Effects of Height, Velocity and Emotional Representation of a Social Transport Robot and Human Factors in Human-Robot-Collaboration -- Towards Participatory Design of Social Robots.-User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions -- Information Visualization -- A Formative Study of Interactive Bias Metrics in Visual Analytics Using Anchoring Bias -- Benefits and Trade-offs of Different Model Representations in Decision Support Systems for Non-expert Users -- Customizing Websites through Automatic Web Search -- Infuence of Color and Size of Particles on their Perceived Speed in Node-Link Diagrams -- Information Visualization and Augmented Reality -- Augmented Reality Technology for Displaying Close-Proximity Sub-Surface Positions -- Bubble Margin: Motion Sickness Prevention While Reading on Smartphones in Vehicles -- CyclAir: A Bike Mounted Prototype for Real-Time Visualization of CO2 Levels While Cycling -- Dissecting Pie Charts -- Same Same But Different: Exploring the Effects of the Stroop Color Word Test in Virtual Reality -- Interaction Design for Culture and Development I -- "Why would you buy from a stranger?" Understanding Saudi citizens' Motivations and Challenges in Social Commerce -- Denouncing Sexual Violence: A Cross-Language and Cross-Cultural Analysis of #MeToo and #BalanceTonPorc -- Dhana Labha: A Financial Management Application to Underbanked Communities in Rural Sri Lanka -- Fostering interaction between locals and visitors by designing a community-based tourism platform on a Touristic Island -- Ustaad: A Mobile Platform for teaching illiterates.

The four-volume set LNCS 11746-11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users' emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops.

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