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Human-Centered Design, Operation and Evaluation of Mobile Communications : 5th International Conference, MOBILE 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part I / edited by June Wei, George Margetis.

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

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Format:
Book
Author/Creator:
Wei, June.
Contributor:
Margetis, George.
Series:
Lecture Notes in Computer Science, 1611-3349 ; 14737
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Coding theory.
Information theory.
Computer engineering.
Computer networks.
Social sciences--Data processing.
Social sciences.
User Interfaces and Human Computer Interaction.
Coding and Information Theory.
Computer Engineering and Networks.
Computer Application in Social and Behavioral Sciences.
Local Subjects:
User Interfaces and Human Computer Interaction.
Coding and Information Theory.
Computer Engineering and Networks.
Computer Application in Social and Behavioral Sciences.
Physical Description:
1 online resource (301 pages)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
This book constitutes the refereed proceedings of the 5th International Conference on Design, Operation and Evaluation of Mobile Communications, MOBILE 2024, held as part of the 26th International Conference, HCI International 2024, which was held in Washington, DC, USA, during June 29-July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The MOBILE 2024 proceedings were organized in the following topical sections: Part I: Mobile health and wellbeing; mobile applications, serious games and advanced interfaces; Part II: Mobile commerce, marketing and retail; mobile security, privacy, and safety; mobile user experience and design.
Contents:
Intro
Foreword
HCI International 2024 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
5th International Conference on Human-Centered Design, Operation and Evaluation of Mobile Communications (MOBILE 2024)
HCI International 2025 Conference
Contents - Part I
Contents - Part II
Mobile Health and Wellbeing
Promoting Nutrition Literacy and Food Neophilia of Middle School Children Through a Serious Hybrid Game
1 Introduction
2 Objective of the Paper
3 Methods
3.1 FlavourGame: Short Description of the Game
3.2 Intervention
3.3 Control Group
4 Results
4.1 Characterization of Children in Intervention Group
4.2 Effect of the Intervention in Nutrition Knowledge
4.3 Effect of the Intervention in the Willingness to Test New Foods
5 Discussion
References
Exploring the Factors Influencing the Adoption of Wrist-Worn Wearable Devices for Well-Being Monitoring Among End Users
2 Literature Review and Conceptual Model
2.1 Intention to Use (IU)
2.2 Perceived Usefulness (PU)
2.3 Perceived Value (PV)
2.4 Perceived Prestige (PP)
2.5 Social Image (SI)
2.6 Brand Name (BN)
2.7 Perceived Privacy Risk (PPR)
2.8 Health Information Sensitivity (HIS)
3 Methodology
6 Managerial Implications
7 Limitations and Future Research Avenues
Engagement of Electronic Word-of-Mouth on M-Health Platforms
2 Conceptual Model and Hypotheses
2.1 Conceptual Model
2.2 Hypotheses
3 Data and Method
3.1 Data Collection
3.2 Measurement Tools and Pre-Test
4.1 Demographic Statistics Analysis
4.2 Main Effect and the Mediating Effect
4.3 Moderating Effect
5 Discussion and Conclusion
References.
Design Mobile Exergames to Large-Scalely Promote Adolescent Physical Activity Based on Interval Training Theory
2 Related Work
2.1 Interval Training
2.2 Exergames
3 Method
3.1 Design and Development of the Exergame
3.2 System Design
3.3 System Implementation
4 System Testing and Evaluation
4.1 Methodology
4.2 Results
6 Conclusion
Unlocking the Potential of mHealth for Smoking Cessation: An Expert Viewpoint
2 Literature Review
2.1 Rising Popularity of mHealth Applications
2.2 Bridging Behaviour Change Theory and HCI
3.1 Expert Selection and Data Collection
3.2 Interview Guide and Data Analysis
4 Findings and Discussion
5 Limitations and Future Research
Mental Health Mobile Applications: Opportunities and Challenges
2 Background
2.1 Mental Health Mobile Applications
2.2 AI-Driven Mental Health Mobile Applications
3 Identifying Mental Health Mobile Applications
4 Discussion
5 Conclusion and Future Research
Design and Evaluation of an Intelligent Rehabilitation System for Children with Asthma
1.1 Children's Asthma Rehabilitation Products
1.2 Asthma Rehabilitation System
2 Methodology
2.1 KJ Method Analysis Requirements
2.2 Analysis of Functional Requirements Elements
3 Proposed Concept
4 Conclusion and Discussion
Wearable Wellness: Exploring User Experiences with Fitness Systems on Smartwatches
2 User-Centered Design: Diary Studies and Co-creation
3.1 Phase One: Diary Study
3.2 Phase Two: Co-creation Collaboration
5 Conclusion
Young Consumers' Discontinuance Intention to Use Smartphone Fitness Applications - A Study of Generation Z Consumers in Bangkok
2.1 Technology Readiness (TR) Model
2.2 Technology Acceptance Model (TAM)
2.3 Discontinuance Intention
3 Research Design
4 Findings
4.1 Respondent Profile
4.2 Common Method Bias
4.3 Evaluation of Measurement Model
4.4 Evaluation of Structural Equation Model
4.5 Mediation Analysis
6 Implications
6.1 Theoretical Implication
6.2 Managerial Implications
7 Limitations
Mobile Applications, Serious Games and Advanced Interfaces
Development of Scenario-Based Approach for Interface Design Aided by Key PSFs and Its Application to Design of New Autonomous Vehicles Monitoring System
2 Improved Scenario-Based Design Using PSFs List
2.1 Original Version of Scenario-Based Design for Future System
2.2 Underlying Ideas to Support Creation of Scenario
2.3 Supporting Tool for Initial Scenario Creation
3 Case Study: Application to Interface Design of New Autonomous Vehicles Monitoring System
3.1 Outline of Design Project
3.2 Scenario Creation Processes
3.3 Example of Specifications Elicitation
4.1 Feasibility of the Proposed Approach in Business Context
4.2 Managerial Implications
4.3 Limitations and Future Work
Iterative Design of an Interactive Augmented Reality Board Game: A Playful Approach to Recruiting Prospective Students
2.1 College Recruitment Strategies
2.2 AR Tangible Games
3 Research Approach
3.1 Focus Group and Interviews
3.2 Focus Group and Interview Learnings
3.3 Emerging Design Considerations
4 Iterative Design Process.
4.1 Initial Design Ideation
4.2 Refining Design Through Iterating Personas
4.3 Refining Game Components, Objectives, and Rules
5 Design Prototype
5.1 Game Components
5.2 Gameplay
5.3 Prototype Fabrication
6 Preliminary Evaluation
6.1 Evaluation Process
6.2 Evaluation Learnings
7 Reflections and Future Work
8 Conclusion
Mobile Application for Identifying Anomalous Behavior and Conducting Time Series Analysis Using Heterogeneous Data
3 Heterogeneous Data and System Architecture
4 Time Series Analysis Implementation
5 Anomaly Detection and Time Series Analysis
5.1 Anomaly Detection
5.2 Time Series Analysis
6 Conclusions
Exploring Player Experience in Mobile Learning Through Location-Based Games
2 Problem and Objective
3 Literature Reviews
3.1 Location-Based Game
3.2 Playability
3.3 Player Experience and Its Evaluation Methods
4 Methodology and Steps
4.1 System Implementation Method
4.2 Quasi-Experimental Design
5 Research Results
"Furnish Your Reality" - Intelligent Mobile AR Application for Personalized Furniture
2 General Concept
2.1 Start
2.2 Spatial Surveys via LiDAR
2.3 Generation of Product Suggestions via Generative AI
2.4 Selection of Suitable Product Suggestions
2.5 Triggering Ordering Process
3 Integrated Technologies
3.1 LiDAR Based AR
3.2 Generative AI
3.3 Intelligent Recommender System
5 Conclusion and Future Research Perspectives
UXAR-CT - An Approach for Measuring UX for Mobile Augmented Reality Applications in Corporate Training
2 Theoretical Foundation and Related Work
2.1 Concept of User Experience.
2.2 Importance of UX Quality Aspects
2.3 Measuring User Experience via Standardized Questionnaires
2.4 Augmented Reality UX Questionnaires
2.5 Research Objective and Methodological Approach
3 Quantitative Study 1: Determination of Important UX Quality Aspects
3.1 Study Approach
3.2 Results
4 Quantitative Study 2: Development and Evaluation of the UXAR-CT Questionnaire
4.1 Questionnaire Development
4.2 Data Collection
5.1 Implications
5.2 Discussion and Limitations
5.3 Outlook and Future Research
A Exemplarily description of the UX quality aspect Efficiency translated in English
B Statements of the UX Quality Aspects from the Quantitative Study
Augmented Astronomy for Science Teaching and Learning
2.1 Alternative Conceptions in Astronomy Education
2.2 Extended Reality for Teaching and Learning
2.3 Extended Reality for Astronomy Education
3.1 Design-Based Educational Research
4.1 Augmented Reality Astronomy Resources
4.2 Activities for Educational Environments
5 Conclusions
5.1 Limitations
5.2 Future Work
Self-location and Reorientation of Individuals Without Reading Maps: Increased Spatial Memory During GPS Navigation Using AR City Walls
2 Design Prototyping
2.1 Generation Logic
2.2 Design Elements
3 Experiment
3.1 Participants
3.2 Navigation Environment
3.3 Conditions
3.4 Procedure
4 Results and Discussion
4.1 Spatial Memory
4.2 Workload
Research on the Impact of Mobile Terminal Information Layout on Visual Search-Taking Bookkeeping Application as an Example
3 Research Questions
3.1 Research Focus.
3.2 Research Material.
Notes:
Description based on publisher supplied metadata and other sources.
Other Format:
Print version: Wei, June Human-Centered Design, Operation and Evaluation of Mobile Communications
ISBN:
9783031604584
OCLC:
1438798629

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