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Human-Computer Interaction. Interaction Technologies : 20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part III / edited by Masaaki Kurosu.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Contributor:
Kurosu, Masaaki, 1948- editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 10903.
Information Systems and Applications, incl. Internet/Web, and HCI ; 10903
Language:
English
Subjects (All):
User interfaces (Computer systems).
Computers, Special purpose.
Computer networks.
Artificial intelligence.
Optical data processing.
Computer security.
User Interfaces and Human Computer Interaction.
Special Purpose and Application-Based Systems.
Computer Communication Networks.
Artificial Intelligence.
Image Processing and Computer Vision.
Systems and Data Security.
Local Subjects:
User Interfaces and Human Computer Interaction.
Special Purpose and Application-Based Systems.
Computer Communication Networks.
Artificial Intelligence.
Image Processing and Computer Vision.
Systems and Data Security.
Physical Description:
1 online resource (XVIII, 517 pages) : 236 illustrations.
Edition:
First edition 2018.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2018.
System Details:
text file PDF
Summary:
The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.
Contents:
Input techniques and devices
SliT: Character Input System Using Slide-in and Tap for Smartwatches
Employing Shortcut Setting and Subitizing Effect for Improving UI of Multi Media Kiosks
Flickey: Flick-Based QWERTY Software Keyboard for Ultra-small Touch Screen Devices
A New Japanese Input Method for Virtual Reality Applications
A New Virtual Keyboard with Finger Gesture Recognition for AR/VR Devices
Ex-Space: Expanded Space Key by Sliding Thumb on Home Position
Character Input by Gesture Performed with Grasping both Ends of Tablet PC
Entry and Selection Methods for Specifying Dates in Mobile Context
Speech-based interfaces and chatbots
Chatbot in a Campus Environment: Design of LiSA, a Virtual Assistant to Help Students in their University Life
Voice User Interface Interaction Design Research Based on User Mental Model in Autonomous Vehicle
Application of Logistic Regression Analysis of Smartphone Speech Interaction Usage in China: A Questionnaire-Based Study of 622 Adults
An Adaptive Speech Interface for Assistance in Maintenance and Changeover Procedures
Comparing cascaded LSTM architectures for generating head motion from speech in task-oriented dialogs
Acoustic Feature Comparison for Different Speaking Rates
Expressing Mixed Emotions via Gradient Color: An Interactive Online Chat Interface Design Based on Affective Recognition
Lucida: Enhancing the Creation of Photography through Semantic, Sympathetic, Augmented, Voice Agent Interaction
Gesture, motion and eye-tracking based interaction
Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction
Evaluating Tap-And-Drag: A Single-Handed Zooming Method
Developing Female Clothing Coordination Generation System Using Eye Tracking Information
Analyzing gaze Behavior Prior to Interacting with a Multimedia Interface in a Car
Intuitive 3D Model Prototyping with Leap Motion and Microsoft Hololens
A Novel Hand Written Technique Using Touch-Less Finger Gesture Movement for Human Computer Interaction
A Mobile Command Input Through Vowel Lip Shape Recognition
Daily activity recognition based on acceleration of both wrists
Orientation Correction for a 3D Hand Motion Tracking Interface using Inertial Measurement Units
A Gesture-Based Interaction Technique for a Passive RFID Card with an Acceleration Sensor
Can People Sense Their Personalities Only by Watching the Movements of Their Skeleton in Street Dancing Performances?
Exploration of Behavioral Markers to Support Adaptive Learning
The Effect of Static and Dynamic Gesture Presentation on the Recognition of Two Manipulation Gestures
Non-Invasive Gaze Direction Estimation from Head Orientation for Human-Machine Interaction
Games and gamification
TrackMaze: A Comparison of Head-tracking, Eye-tracking and Tilt as Input Methods for Mobile Games
Gamification Framework: Using Lexical Approach on Social Media Application Online Reviews
Competitively Versus Cooperatively? An Analysis of the Effect of Gameplay on Human Emotions and Behaviors
Towards a Better Understanding of Chess Players' Personalities: A Study Using Virtual Chess Players
Application of Gamification to Website Design for the Improvement of Effective Communication
A Framework for the Assessment of Enjoyment in Video Games
An Interactive Cat Toy Interfacing Owner PC Operations
Improving Quality of Interaction with the Mobility Services through the Gamification Approach
How to extend life cycle of an online game.
Other Format:
Printed edition:
ISBN:
978-3-319-91250-9
9783319912509
Access Restriction:
Restricted for use by site license.

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