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HCI International 2020 - Late Breaking Papers: Cognition, Learning and Games : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings / edited by Constantine Stephanidis, Don Harris, Wen-Chin Li, Dylan D. Schmorrow, Cali M. Fidopiastis, Panayiotis Zaphiris, Andri Ioannou, Xiaowen Fang, Robert A. Sottilare, Jessica Schwarz.

SpringerLink Books Computer Science (2011-2024) Available online

View online
Format:
Book
Contributor:
Stephanidis, Constantine, Editor.
Harris, Don, Editor.
Li, Wen-Chin., Editor.
Schmorrow, Dylan, 1967- Editor.
Fidopiastis, Cali M., Editor.
Zaphiris, Panayiotis, Editor.
Ioannou, Andri, Editor.
Fang, Xiaowen, Editor.
Sottilare, Robert A., Editor.
Schwarz, Jessica, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 12425
Information Systems and Applications, incl. Internet/Web, and HCI ; 12425
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Image processing-Digital techniques.
Computer vision.
Education-Data processing.
Natural language processing (Computer science).
Computer engineering.
Computer networks.
User Interfaces and Human Computer Interaction.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Computers and Education.
Natural Language Processing (NLP).
Computer Engineering and Networks.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Computers and Education.
Natural Language Processing (NLP).
Computer Engineering and Networks.
Physical Description:
1 online resource (XXII, 776 pages) : 314 illustrations, 243 illustrations in color.
Edition:
1st ed. 2020.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2020.
System Details:
text file PDF
Summary:
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as "Late Breaking Work" (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.
Contents:
Basic study on incidence of micro-error in visual attention-controlled environment
A Methodological Approach to Create Interactive Art in Artificial Intelligence
The Effect of Different Icon Shape and Width on Touch Behavior
Project Team Recommendation Model Based on Profiles Complementarity
A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings
Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition
Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review
Examining the relationship between songs and psychological characteristics
An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft
Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment
Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism
Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature
Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study
Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions
Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries
Assessing Variable Levels of Delegated Control - A Novel Measure of Trust
Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion
A Typology of Non-functional Information
Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model
Producing an Immersive Experience using Human-Robot Interaction Stimuli
How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective
Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations
Analyzing Students' Behavior in a MOOC Course: A Process-Oriented Approach
The Role of Learning City "Smart Teams" In Promoting, Supporting, and Extending the Community School Model
Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language
Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course
Learning and Creativity through a Curatorial Practice using Virtual Reality
How augmented reality influences student workload in engineering education
The Influential Factors on E-learning Adoption and Learning Continuance
A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details
Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment
Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements
Investigating the relation between sense of presence, attention and performance: virtual reality versus web
Research on the Design of Intelligent Interactive Toys Based on Marker Education
Designing a Faculty Chatbot through User-Centered Design Approach
The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience
Enable 3A in AIS
Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability
Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems
A Learning Engineering Model for Learner-Centered Adaptive Systems
Technology in Education - Meeting the Future Literacy and Numeracy needs of Societ
Adaptive Agents for Fit-for-Purpose Training
Google Service-based CbITS Authoring Tool to Support Collaboration
The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming
Behavlet Analytics for Player Profiling and Churn Prediction
The Kansei Research on the Manipulation Experience of Mobile Game with Joystick
A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster
Systems Approach to Designing an Enjoyable Process for Game Designers
Broader Understanding of Gamification by Addressing Ethics and Diversity
Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms
Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games
A Simulation Game to Acquire Skills on Industry 4.0
Personalised Semantic User Interfaces for Games
Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain.
Other Format:
Printed edition:
ISBN:
978-3-030-60128-7
9783030601287
Access Restriction:
Restricted for use by site license.

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