Human-Computer Interaction – INTERACT 2017: 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV: Lecture Notes in Computer Science, cartea 10516
Editat de Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckleren Limba Engleză Paperback – 21 sep 2017
Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection. Part IV: security and trust; social media and design innovation; UX adoption in the organizations; virtual reality and feeling of immersion; case studies; courses; demonstrations; interactive posters; field trips.
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Specificații
ISBN-13: 9783319680583
ISBN-10: 3319680587
Pagini: 545
Ilustrații: XXXIII, 545 p. 127 illus.
Dimensiuni: 155 x 235 mm
Greutate: 0.8 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
ISBN-10: 3319680587
Pagini: 545
Ilustrații: XXXIII, 545 p. 127 illus.
Dimensiuni: 155 x 235 mm
Greutate: 0.8 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Cham, Switzerland
Cuprins
Security and trust.- Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users.-Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making.- Modelling Trust: An Empirical Assessment.-Towards Understanding the Infuence of Personality on Mobile App Permission Settings.- Social media and design innovation.- 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data.- Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact.- Citizen Tagger: Exploring social tagging of conversational audio.- Exploring Offline Context and Consciousness in Everyday Social Media Use.- Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China.- UX adoption in the organizations.- Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies.- Adoption of UX Evaluation in Practice: An Action Research Study in a SoftwareOrganization.- Empowering Project Managers in Enterprises - A Design Thinking approach to manage Commercial Projects.- Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks.-UX Professionals’ Definitions of Usability and UX – A Comparison between Turkey, Finland, Denmark, France and Malaysia.- Virtual Reality and feeling of immersion.- Estimating Visual Discomfort in Head-Mounted Displays using Electroencephalography.- Experience Probes: Immersion and Reflection Between Reality and Virtuality.- Guidelines for Designing Interactive Omnidirectional Video Applications.- How Real is Unreal? The Impact of Visual Imagery on the Experience of Exercise-Induced Pain.- Increasing Presence in Virtual Reality with a Vibrotactile Grid around the Head.- User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays.- Case Studies.- A Digital Employability Marketplace.- Ability-based Optimization: Designing Smartphone Text Entry Interface for Older Adults.- Adoption of Structural Analysis Capabilities in an IOT based Scenario for Connected Assets. -Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms.- Connected by Design - Our learnings from designing digital profiler journeys IDFC Bank Digital Experience.- Design and Development of a Location-Based Social Networking Mobile Application.- Design guidelines for exploring relationships in a connected big data environment.- esigning Interactive Spatiotemporal Visualizations to Enhance Movie Browsing.- Enterprise Software Experience Design: Journey and lessons.- Expectation and experience: Passenger acceptance of autonomous public transportation vehicles.- From Minutes of Meeting to ‘Memories of Meeting‘ - How we designed impactful and engaging Visual MoM for Client Visit.- Leveraging Virtual Trips in Google Expeditions to Elevate Students’ Social Exploration.- On the design and evaluation of Nippon Paint Color Visualizer application – a case study.- Courses.- Design of location-based mobile games: introduction.- Designing and Assessing Interactive Systems Using Task Models.- Designing for Accessibility.- Designing Valuable Products with Design Sprint.- Introduction to Service Design for Digital Health.- The Science behind User Experience Design.- Demonstrations.- Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation. -Inclusive Side-scrolling Action Game Securing Accessibility for Visually Impaired People.- Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners.- ReRide A Platform to Explore Interaction with Personal Data Before, During, and After Motorcycle Commuting.- SoPhy: Smart Socks for Video Consultations of Physiotherapy.- Interactive posters.- BendSwipe: One Handed Target Zooming for Flexible Handheld Display.- Crowdsourcing of Accessibility Attributes on Sidewalk-based Geodatabase.- Dual-Mode User Interfaces for Web based Interactive 3D Virtual Environments Using Three.js.- Fine-grained Privacy Setting Prediction using a Privacy Attitude Questionnaire and Machine Learning.- Interactive Reading Using Low Cost Brain Computer Interfaces.- Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board.- Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers.- Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.-TTracker: Using Finger Detection to Improve Touch Typing Training.- URetail: Privacy User Interfaces for Intelligent Retail Stores.- Versatile Classroom Management Solution for Teachers in Developing Countries.- Field Trips.- ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai.- Investigating Perceptions of Personalization and Privacy in India.- IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers.- Modeling Less-literate User’s Choices of Smartphone Authentication Modes.- Parental Perspectives Towards Education Technology in Low-Income Urban households.- Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi.- Understanding The Informal Support Networks of Older Adults in India.- Workshops.- Beyond Computers: Wearables, Humans, And Things - WHAT!.- Cross Cultural Differences in Designing for Accessibility and Universal Design.- Dealing with Conflicting User Interface Properties in User-Centered Development Processes.- Designing Gestures for Interactive Systems: Towards Multicultural Perspective.- Designing Humor in Human Computer Interaction (HUMIC 2017).- Human Work Interaction Design meets International Development.- Multimodality in Embodied Experience Design Embodied Experience Design.- Service Design Meets Design for Behaviour Change: Opportunities and Challenges.- Symposium on Asian HCI Research.
Caracteristici
Includes supplementary material: sn.pub/extras