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

  • Formāts: PDF+DRM
  • Sērija : Lecture Notes in Computer Science 14145
  • Izdošanas datums: 25-Aug-2023
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031422935
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  • Formāts: PDF+DRM
  • Sērija : Lecture Notes in Computer Science 14145
  • Izdošanas datums: 25-Aug-2023
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031422935
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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 selected from 406 submissions. They were organized in topical sections as follows: 3D Interaction; Accessibility; Accessibility and Aging; Accessibility for Auditory/Hearing Disabilities; Co-Design; Cybersecurity and Trust; Data Physicalisation and Cross-device; Eye-Free, Gesture Interaction and Sign Language; Haptic interaction and Healthcare applications; Self-Monitoring; Human-Robot Interaction; Information Visualization; Information Visualization and 3D Interaction; Interacting with Children; Interaction with Conversational Agents; Methodologies for HCI; Model-Based UI Design and Testing; Montion Sickness, Stress and Risk perception in 3D Environments and Multisensory interaction; VR experiences; Natural Language Processing and AI Explainability; Online Collaboration and Cooperative work; Recommendation Systems and AI Explainability; Social AI; Social and Ubiquitous Computing; Social Media and Digital Learning; Understanding Users and Privacy Issues; User movement and 3D Environments; User Self-Report; User Studies; User Studies, Eye-Tracking, and Physiological Data; Virtual Reality; Virtual Reality and Training; Courses; Industrial Experiences; Interactive Demonstrations; Keynotes; Panels; Posters; and Workshops.
 

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 Frankls
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?.- Ingį Telikit: A
Virtual Reality Game for Learning Penans 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: Childrens 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.- Whats 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 HumanComputer 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.