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E-grāmata: Human-Computer Interaction - INTERACT 2019: 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part II

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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 11747
  • Izdošanas datums: 24-Aug-2019
  • Izdevniecība: Springer Nature Switzerland AG
  • Valoda: eng
  • ISBN-13: 9783030293840
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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 11747
  • Izdošanas datums: 24-Aug-2019
  • Izdevniecība: Springer Nature Switzerland AG
  • Valoda: eng
  • ISBN-13: 9783030293840

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The four-volume set LNCS 1174611749 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.
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 TouchEnabled 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.