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Human-Computer Interaction - INTERACT 2019 : 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.

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, 11747
Information Systems and Applications, incl. Internet/Web, and HCI ; 11747
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 (XXXI, 799 pages) : 234 illustrations, 200 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.
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 Touch Enabled 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.
Other Format:
Printed edition:
ISBN:
978-3-030-29384-0
9783030293840
Access Restriction:
Restricted for use by site license.

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