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

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Lamas, David, Editor.
Loizides, Fernando, Editor.
Nacke, Lennart., Editor.
Petrie, H. (Helen), Editor.
Winckler, Marco, Editor.
Zaphiris, Panayiotis, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 11749
Information Systems and Applications, incl. Internet/Web, and HCI ; 11749
Language:
English
Subjects (All):
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 Intelligence.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Computer Vision.
Special Purpose and Application-Based Systems.
Computer Communication Networks.
Artificial Intelligence.
Physical Description:
1 online resource (XXXIV, 766 pages) : 225 illustrations, 173 illustrations in color.
Edition:
1st ed. 2019.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2019.
System Details:
text file PDF
Summary:
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. The chapter 'Experiencing Materialized Reading: Individuals' Encounters with Books' is open access under a CC BY 4.0 license at link.springer.com. The chapter 'What Is Beautiful Continues to Be Good: People Images and Algorithmic Inferences on Physical Attractiveness' is open access under a CC BY 4.0 license at link.springer.com.
Contents:
User Modelling and User Studies
An Analysis of (Non-)Use Practices and Decisions of Internet of Things
Analysis of utilization in the message card production by use of fusion character of handwriting and typeface
Communicating User Insights with Travel Mindsets and Experience Personas in Intra-City Bus Context
Effects of Age-Related Cognitive Decline on Elderly User Interactions with Voice-Based Dialogue Systems
GDI as an alternative guiding interaction style for Occasional users
User Experience
A Novel Method to Build and Validate an Affective State Prediction Model from Touch-Typing
Acceptability of Persuasive Prompts to Induce Behavioral Change in People Suffering from Depression
The UX construct - does the usage context influence the outcome of user experience evaluations?
User Experience of Driver State Visualizations: a Look at Demographics and Personalities
Users' Emotions, Feelings and Perception
As Light As Your Scent: Effects of Smell and Sound on Body Image Perception
Experiencing Materialized Reading: Individuals' Encounters with Books
"I Kept Browsing and Browsing, But Still Couldn't Find the One": Salient Factors and Challenges in Online Typeface Selection
Integrating a Binaural Beat into the Soundscape for the Alleviation of Feelings
What is Beautiful Continues to be Good: People Images and Algorithmic Inferences on Physical Attractiveness
Virtual and Augmented Reality I
Design and evaluation of three interaction models for manipulating Internet of Things (IoT) devices in Virtual Reality
Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality
On the Use of Persistent Spatial Points for Deploying Path Navigation in Augmented Reality: An Evaluation Study
User Experience Guidelines for Designing HMD Extended Reality Applications
Virtual and Augmented Reality II
Am I Moving Along A Curve? A Study On Bicycle Traveling-In-Place Techniques In Virtual Environments
Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3D
Enhance Engine Room Diagnostics Through Audio-Focused VR Simulation
Head-controlled Menu in Mixed Reality with a HMD
VR Interaction Modalities for the Evaluation of Technical Device Prototypes
Wearable and Tangible Interaction
Combining Tablets with Smartphones for Data Analytics
COMMONS: a board game for enhancing interdisciplinary collaboration when developing health and activity-related wearable devices
On-Body Tangible Interaction: Using the Body to Support Tangible Manipulations for Immersive Environments
SplitSlider: A Tangible Interface to Input Uncertainty
The possibility of personality extraction using skeletal information in hip-hop dance by human or machine
Courses
Introduction to Automation and to its Potential for Interactive Systems Design
Introduction to Data Visualization
The Science behind User Experience Design
Demonstrations and installations
A Multitouch Drawing Application with Occlusion-free Interaction Strategies
CityCompass VR - A Collaborative Virtual Language Learning Environment
GazeMotive: A Gaze-based Motivation-aware E-learning Tool for Students with Learning Difficulties
Hybrid Wireless Sensor Networks: a Prototype?
Memories of Carvalhal's Palace: Haunted Encounters, a Museum Experience to Engage Teenagers
Multi-level Engagement in Augmented Reality Children's Picture Books
On-the-Fly Usability Evaluation of Mobile Adaptive UIs through Instant User Feedback
SwipeBuddy - A teleoperated tablet and ebook-reader holder for a hands-free interaction
VibroSquare: Vibro-Tactile Display for Body-Centric Implicit Interactions
Industry Case Studies
A Human-centred Business Scenario in SIoT - The Case of DANOS Framework
A Method and Tool for Analyzing Usability Testing Data in the Business Sector
Applying UCD for Designing Learning Experiences for Romanian Preschoolers. A case study
Developing a User Interface for an Ultrasound Device Designed for Midwives and General Health Practitioners Situated in Low Resource Nations and Communities
It AIn't Nuttin' New - Interaction Design Practice After the AI Hype
R++, User-Friendly Statistical Software
Towards a Framework for the Classification of Usability Issues
Interactive Posters
A Mobile App for Illiterate and Semi-Illiterate Pregnant Women- A User Centered Design Approach
Adding Images to Psychometric Questionnaires to Improve User Engagement
Applications for In-situ Feedback on Social Network Notifications
Combating Misinformation Through Nudging
Exploring the Application of Social Robots in Understanding Bullying Perpetrators
Initial Steps Towards Infrastructuring Body-Centric Computing
Model-driven Framework for Human Machine Interaction Design in Industry 4.0
MyCompanion: A Digital Social Companion for Assisted Living
OmniWedges: Improved Radar-Based Audience Selection for Social Networks
Reducing Anxiety for Dental Visits
SCAH!RF: a Novel Wearable as a Subconscious Approach for Mitigating Anxiety Symptoms
Search results on flight booking websites: Displaying departure and return flights on a single page vs two consecutive pages
Smart Objects for Speech Therapies at Home
Transparency heuristic: Effect of implicitness of online data acquisition on sensitivity perception
Using Virtual Reality to Enable Individuals with Severe Visual Disabilities to Read Books
Vibro-Tactile Implicit Interactions: So What?
Visualizations of user's paths to discover usability problems
Word Association: Engagement of Teenagers in a Co-design Process
Panels
Social Media and the Digital Enterprise
User Experience in an Automated World
Workshops
Challenging Misinformation: Exploring Limits and Approaches
Designing for Aging People
HCI Challenges in Human Movement Analysis
The Human(s) in the Loop - Bringing AI and HCI Together
Visualizing Information Retrieved from (large) WHAT Networks
#SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms
Pushing the Boundaries of Participatory Design
User Experiences and Wellbeing at Work
Handling Security, Usability, User Experience and Reliability in User-Centered Development Processes.
Other Format:
Printed edition:
ISBN:
978-3-030-29390-1
9783030293901
Access Restriction:
Restricted for use by site license.

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