Human-Computer Interaction – INTERACT 2023 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part IV /

The four-volume set LNCS 14442 -14445 constitutes the proceedings of the 19th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2023, held in York, UK, in August/September 2023. The 71 full papers and 58 short papers included in this book were carefully reviewed and selecte...

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Соавтор: SpringerLink (Online service)
Другие авторы: Abdelnour Nocera, José (Редактор), Kristín Lárusdóttir, Marta (Редактор), Petrie, Helen (Редактор), Piccinno, Antonio (Редактор), Winckler, Marco (Редактор)
Формат: Электронный ресурс eКнига
Язык:английский
Опубликовано: Cham : Springer Nature Switzerland : Imprint: Springer, 2023.
Редактирование:1st ed. 2023.
Серии:Lecture Notes in Computer Science, 14145
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Online-ссылка:https://doi.org/10.1007/978-3-031-42293-5
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Оглавление:
  • User Studies
  • Comparing Perceived Restorativeness and Stress Reduction in Virtual Reality Environments using Abstract Fractal Geometries versus Realistic Natural Landscapes
  • “I miss going to that place”: The impact of watching nature videos on the well-being of informal caregivers
  • Our Nudges, Our Selves: Tailoring Mobile User Engagement Using Personality
  • Turn & Slide: Designing a Puzzle Game to Elicit the Visualizer-Verbalizer Cognitive Style
  • User Studies, Eye-Tracking, and Physiological Data
  • Electroencephalographic (EEG) correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) based simulations
  • Exploring Eye Expressions for Enhancing EOG-Based Interaction
  • How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites
  • Quantifying Device Usefulness - How Useful is an Obsolete Device?
  • Usability Evaluation of a Brazilian Dam Safety Data Exploration Platform: a Consolidation of Results from User Tests and Heuristic Evaluation
  • Virtual Reality
  • Asymmetric communication in virtual reality: designing for presence, effectiveness, and enjoyment
  • Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling
  • Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR
  • PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality
  • Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl’s Logotherapy
  • Virtual Reality and Training
  • A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training
  • Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality
  • VR for HR – a Case Study of Human Resource Development Professionals using Virtual Reality for Social Skills Training in the Workplace
  • Courses
  • Disability, Design and Innovation for a Fairer World
  • Hacking the Brain: the risks and challenges of Cognitive Augmentation
  • How to Assess Human Reliance on Artificial Intelligence in Hybrid Decision-Making
  • Introduction to Information Visualisation
  • The UCD Sprint: Bringing Users Along to Sprint
  • Industrial Experiences
  • How to Bring Diversity into Industry: Industrial Experiences in Public Transport Repair & Maintenance
  • Whose responsibility is accessibility in games anyway? Everyone
  • Interactive Demonstrations
  • A Toolkit for Human-Centred Engineering: an Experience with Pre-teens
  • Color Blind: A Figma Plugin to Simulate Colour Blindness
  • Comfort Management Through a Universal Wheelchair Dashboard
  • Dataslip: How Far Does Your Personal Data Go?
  • Ingá Telikit: A Virtual Reality Game for Learning Penan’s Hunting Techniques
  • StoryCarnival: Inspiring Play with Stories and an Enhanced Puppet
  • Together Porting: Multi-user Locomotion in Social Virtual Reality
  • Towards “Image Reflow” on the Web: Avoiding Excessive Panning of Magnified Images by Multiplexing Automatically Cropped Regions of Interest
  • Two Domain-Specific Languages for Controlling a Humanoid Robot in a Therapeutic Context
  • Using polymorphic glyphs to support the visual exploration of hierarchical spatio-temporal data
  • Keynotes
  • A Framework for Born-Accessible Development of Software and Digital Content
  • Why we do what we do – HCI and societal impact
  • Panels
  • A Multi-Perspective Panel on User-centred Transparency, Explainability, and Controllability in Automations
  • Ethical Value Exchange in HCI
  • Posters
  • A Comparative Analysis of Multi-Object Animation with Motion Paths in Virtual Reality
  • A Human-Robot Conversation Interface for Children with ASD
  • A Literature Review on Positive and Negative Effects of Interruptions and Implications for Design
  • A new interactive paradigm for speech therapy
  • A simple evaluation framework for enhanced usability and accessibility of Cultural Heritage Information Systems
  • A Study on Prototyping in a Design Course
  • A Theoretical Framework For The Development of “Needy” Socially Assistive Robots
  • AllyChat: Developing a VR Conversational AI Agent Using Few-Shot Learning to Support Individuals with Intellectual Disabilities
  • An Approach to Evaluate User Interfaces in a Scholarly Knowledge Communication Domain
  • Are Italian and French Public University Websites Sustainable?
  • Are You Okay? Development of Electronic Check-in Systems for Isolated Older Adults
  • Availability for Work, Family, and Leisure: An Empirical Study
  • Better Real-Life Space Utilization in VR Through a Multimodal Guardian Alternative
  • Building Teamwork: Mixed Reality Game for Developing Trust and Communication
  • Coding with colors: Children’s errors committed while programming Robotito for the first time
  • Design and development of an immersive Virtual Reality application to reduce anxiety in young adults
  • Designing AR Applications for People Living with Dementia
  • Designing Interaction to Support Sustained Attention
  • Digital Educational Games with Storytelling for Students to Learn Algebra
  • Distinguishing user paths for personas and stakeholders through motives and decision making
  • Embodied PointCloud: Combining Embodied Avatars with Point Clouds to Represent Users in VR Remote Meetings
  • Enhancing Learnability with Micro Teachings
  • Exploring Responsible AI Practices in Dutch Media Organizations
  • Exploring Users’ Ability to Choose a Proper Fit in Smart-Rings: A Year-Long “In the Wild” Study
  • Heuristics to design trustworthy technologies: study design and current progress
  • Infuences of Cognitive Styles on EEG-based Activity: An Empirical Study on Visual Content Comprehension
  • Interactive 3D printed urban maps for blind people
  • Interactive Visualization of Sport Climbing Data
  • Interactors, not users! Towards a neutral interaction design
  • Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming
  • Mapping The Digital Injustices of Technology-Facilitated Sex Trafficking
  • MetaCUX: Social Interaction and Collaboration in the Metaverse
  • Multisensory Climbing in the Magic Room
  • News Bulletins Supporting Human Memory
  • PECSOnline: A Bespoke Classroom Based Picture Exchange Communication System (PECS) for Children with Autism
  • Prediction of Love-Like Scores after Speed Dating based on Pre-obtainable Personal Characteristic Information
  • SamS-Vis: A Tool to Visualize Summary View using Sampled Data
  • They need to know and learn –Gamified Social Communication Framework for Adolescent Reproductive Health and Well Being
  • Towards Cross-Cultural Assessment of Trust in High-Risk AI
  • Towards Enhancing the Media Industry through AI-Driven Image Recommendations
  • Using virtual reality to investigate the emergence of gaze conventions in interpersonal coordination
  • What’s in a Name? How Perceived Music Playlist Personalization Influences Content Expectations
  • Where do all Stakeholders find the Software Product Blueprint?
  • Why Choose You? - Exploring Attitudes Towards Starter Pokémon
  • Wokshops
  • Algorithmic affordances in recommender interfaces
  • Co-Designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research
  • Designing for Map-based Interfaces and Interactions
  • Designing Technology for Neurodivergent Self-Determination: Challenges and Opportunities
  • HCI for Digital Democracyand Citizen Participation
  • HCI-E2-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education
  • Human-Centered Software Engineering: Rethinking the Interplay of Human–Computer Interaction and Software Engineering in the Age of Digital Transformation
  • Intelligence Augmentation: Future Directions and Ethical Implications in HCI
  • Interacting with Assistive Technology (IATech) Workshop
  • On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control
  • Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults
  • Re-Contextualizing Built Environments: Critical & Inclusive HCI Approaches for Cultural Heritage
  • Sustainable Human-Work Interaction Designs
  • Understanding HCI approaches for the Metaverse in Education applications for the Global South
  • VR Accessibility in Distance Adult Education.