Hci International 2020 - Posters: 22nd International Conference, Hcii 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings, Part I, Stephanidis Constantine, Antona Margherita
Описание: The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place.
Описание: The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place.
Описание: The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place.
Описание: The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place.
HCI for Well-being and Eudaimonia.- Deception of the "Elephant in the Room" Invisible Auditing Multi-Party Conversations to Support Caregivers in Cognitive Behavioral Group Therapies.- An embodied and ubiquitous E-coach for accompanying older adults towards a better lifestyle.- Designing and testing HomeCare4All: a eHealth mobile app for elderly.- Exploring User Expectations of Brain-Training and Coaching Technologies for Cognitive Health.- Emotional responses to health data visualization.- Improving Dialogue Design and Control for Smartwatches by Reinforcement Learning Based Behavioral Acceptance Patterns.- FaceForward - An AI-based Interactive System for Exploring the Personal Potential.- Designing an Assisted Self-help Mobile App to Cope with Panic Disorder: Preliminary Results and Open Issues.- Digital Overload Reminders - "the right amount of shame"?.- Design of digital coaches for health and wellness in the workplace.- The Influences of Media Naturalness and Mental Model Alignment on Reducing Patient Uncertainty in Virtual Consultation.- Design and Research of Intelligent Products for the Management of Chronic Diseases of the Elderly.- The Efficacy of Virtual Reality Exposure Therapy for Fear of Falling (FOF) in the Elderly.- A New Analysis Method for User Reviews of Mobile Fitness Apps.- How to Present Calorie Information on The Electronic Menu to Help People Order More Healthily.- Learning, Culture and Creativity.- Development and Technical Experience of Plastic Injection Machine for STEAM Education.- Bringing digital transformation into Museums: the Mu.SA MOOC case study.- Pincello: An Affordable Electronics Kit for Prototyping Interactive Installations.- Research on Design of Intelligent Creeping Blanket for Infants Based on Sustainable Design.- Extraction and Reuse of Pattern Configuration for Personalized Customization of Cantonese Porcelain Based on Artificial Intelligence.- VR: Time Machine.- Read Ahoy! A playful digital-physical Viking experience to engage children in finding and reading books.- Toward Inclusive Learning: Designing and Evaluating Tangible Programming Blocks for Visually Impaired Students.- Improvised Music for Computer and Augmented Guitar: Performance with Gen Plug-ins.- Product Design Model for E-Commerce Cantonese Porcelain based on User Perceptual Image in China.- Human Values, Ethics, Transparency and Trust.- Effects of Reputation, Organization, and Readability on Trustworthiness Perceptions of Computer Code.- User Trust and Understanding of Explainable AI: Exploring Algorithm Visualisations and User Biases.- Inclusive Design - Go Beyond Accessibility.- Relational Interaction: Challenges and Opportunities for Social Innovation through Service Co-Production.- An Examination of Dispositional Trust in Human and Autonomous System Interactions.- Are all Perfect Automation Schemas Equal? Testing Differential Item Functioning in Programmers versus the General Public.- Gaps in Neuroethics in Relation to Brain Computer Interfaces: Systematic Literature Review-. TRUE-Transparency of Recommended User Experiences.- Ideal Election Method by Adopting the Interval Scale instead of the Ordinal scale.- Using blink rate to detect deception: a study to validate an automatic blink detector and a new dataset of videos from liars and truth-tellers.- Pathway to a Human-Values Based Approach to Tackle Misinformation Online.- Using Inclusive Research to Promote Inclusive Design: Possibilities and Limitations in a Corporate Environment.- HCI in Complex Environments.- Stability Maintenance of Depth-Depth Matching of Steepest Descent Method using an Incision Shape of an Occluded Organ.- BeaCON - A Research Framework Towards an Optimal Navigation.- Computational Design for complexity-related issues. Strategies to foresee emergent behaviour and social conflict in the 'organic' Tirana.- Research on Service Design of Real-time Translation based on Scenario Analysis.- Deadlo
Описание: Design Theory, Methods and Practice in HCI.- Applying Designing Lines to Develop Audiovisual Systems.- "Boundaries do not sit still." From Interaction to Agential Intra-action in HCI.- Contextual research - why we need to research in context to deliver great products.- Development of an Assessment Model for the Human Centered Design Processes specified in ISO.- Modeling and Runtime Generation of Situation-aware Adaptations.- Ethnographic Practice and the Problem of Context in Interaction Design Education.- Design Interface and Modeling Technique.- Spreading awareness about quality in interaction and UX to young generations.- Ask Me No Questions: Increasing Empirical Evidence for a Qualitative Approach to Technology Acceptance.- Anthropomorphic Design for Everyday Objects.- UX in IxD - User Experience in Interaction Design.- Human Computer Interfaces Reconsidered: A Conceptual Model for Understanding User Interfaces.- Wizardry in Distributed Participatory Design: from design to implementation.- Research on Information Interface Interaction Design Based on Unconscious Cognition.- Understanding Users.- Player Needs First: Understanding Player Needs before Designing a K-pop Themed Mobile Game.- Yayy! You have a new notification: Co-designing Multi-device Locative Media Experiences with Young People.- Observations and Categorisations of Art Practices associated with AI.- DICT and seniors: How can research experience help us map digital skills?.- A Successful Transformation of Work? An Exploratory Analysis on Requirements and Evaluation Criteria.- Insights into the work of Editors of Digital Scholarly Editions for Correspondences.- The Behaviour Observations of Using Rearview Mirror with Distance Indicator.- Research on method of acquiring and screening of personalized functional requirements of smart watches for the elderly based on Kano model.- Human Factors Engineering Development Process in Civil Aircraft Flight Deck Design and Integration.- Documentation tasks with tablet or smartphone in the workplace: A study with respect to OSH.- Research on the Design of Interactive Waiting Interface based on the Elderly User Experience.- Usability, User Experience and Quality.- Evaluating the Usability and the Accessibility of Saudi E-government Websites.- Research on Evaluation Index System of Artificial Intelligence Design Based on User Experience.- Ecological Momentary Assessment Tools: Lessons Learned from an HCI Perspective.- Research on Interactive Usability Evaluation of Mobile Map Navigation Based on User Behavior Pattern.- The Problems with Usability Testing.- Proposal of Quality in Use in Software quality.- Accuracy Assessment of ARKit 2 Based Gaze Estimation.- Usability of Software-Intensive Systems from Developers' Point of View - Current Status and Future Perspectives of International Standardization of Usability Evaluation.- An Experimental Study of Typography using EEG Signal Parameters.- Research on Evaluation of Perceptual Experience Quality of Web-based Panoramic Navigation System Based on Cognitive Mechanism.- User Loyalty Analysis of Knowledge Payment Platform.- A Quantitative Method to Measure Noticeability of Animation in Mobile Interfaces.- Using Reinforcement Learning Agents to Analyze Player Experience.- Images, Visualization and Aesthetics in HCI.- Generating Graphic Representations of Spoken Interactions Revisited: The Tension Factor and Information Not Uttered in Journalistic Data.- Reflections on Data Visualization Design by Professionals in the Tourism Field.- The Image of Presence and the Presence of the Image.- Applying Holo360 Video and Image Super-Resolution Generative Adversarial Networks to Virtual Reality Immersion.- Single Image Contrast Enhancement by Training the HDR Camera data.- Baguamarsh: An Immersive Narrative Visualization for Conveying Subjective Experience.- Information Visualization-Based Study on Interactive Design of Elderly Health Management A
Designing Games and Gamified Interactions.- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing.- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming.- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis.- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes?.- Pixel Perfect: Fashion Styling in Virtual Character Design Process.- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games.- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games.- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games.- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health.- Applying Social Gamification in a Gamified Point System.- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games.- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment.- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study.- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place.- Wizard of Oz and the Design of a Multi-player Mixed Reality Game.- Gender and Genre Differences in Multiplayer Gaming Motivations.- User Engagement and Game Impact.- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games.- A Warning: Potential Damages Induced by Playing XR Games.- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students.- The Role of Parenting Styles and Parents' Involvement in Young Children's Videogames Use.- The Relation between Video Game Experience and Children's Attentional Networks.- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial.- Relationship between Young Children's Problematic Behaviors, Videogaming Status, and Parenting Styles.- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play.- Brain-Controlled Drone Racing Game: A Qualitative Analysis.- An Analysis of Engagement Levels While Playing Brain-Controlled Games.- Serious Games.- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy.- A Self-Adaptive Serious Game for Eye-Hand Coordination Training.- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games.- Games for Cybersecurity Decision-making.- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation.- WeRehab: Assisting Cannabis Rehabilitation Via Mobile Application.- Learning Programming in Virtual Reality Environments.- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation.- Adaptive Puzzle Generation for Computational Thinking.- A Systematic Review of Game Learning Research in China.- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept.- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.
Описание: This book constitutes the refereed proceedings of the First International Conference on Artificial Intelligence in HCI, AI-HCI 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in July 2020.
Design and Evaluation Methods and Tools.- User Characteristics, Requirements and Preferences.- Multimodal and Natural Interaction.- Recognizing Human Psychological States.- User Experience Studies.- Human Perception and Cognition.- AI in HCI.- Virtual, Augmented and Mixed Reality.- Virtual Humans and Motion Modelling and Tracking.- Learning Technology.- Universal Access, Accessibility and Design for the Elderly.- Smartphones, Social Media and Human Behaviour.- Interacting with Cultural Heritage.- Human-Vehicle Interaction.- Transport, Safety and Crisis Management.- Security, Privacy and Trust.- Product and Service Design.
Описание: The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place.
Описание: This book is intended for periodontal residents and practicing periodontists who wish to incorporate the principles of moderate sedation into daily practice. Comprehensive airway management and rescue skills are then documented in detail so that the patient may be properly managed in the event that the sedation progresses beyond the intended level.
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