Autor Soares, Marcelo M.
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Documentos disponibles escritos por este autor (6)
Hacer una sugerencia Refinar búsqueda10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I / Soares, Marcelo M. ; Rosenzweig, Elizabeth ; Marcus, Aaron
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Título : 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I Tipo de documento: documento electrónico Autores: Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XXXII, 670 p. 415 ilustraciones, 297 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-78221-4 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Inteligencia artificial Ingeniería Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Ingeniería Informática y Redes Índice Dewey: 5.437 Resumen: Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artículos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artículos de DUXU 2021, Parte I, están organizados en secciones temáticas denominadas: Métodos y técnicas de diseño de UX; Métodos y Técnicas para la Investigación UX; Lenguajes Visuales y Visualización de Información; Educación y práctica del diseño. Nota de contenido: A Prototyping Framework for Human-Centered Product Design: Preliminary Validation Study -- A Framework Based on UCD and Scrum for the Software Development Process. -- Science Fiction — An Untapped Opportunity in HCI Research and Education -- To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool -- Newspapers Do Work: Quick and Effective Entanglement Material for Speculation -- Changes of Designers' Roles Based on Self-organizing Design Institutions -- A Systematic Review of User-Centered Design Techniques Applied to the Design of Mobile Application User Interfaces -- Interactionist Approach to Visual Aesthetics in HCI -- Construction of a Novel Production Develop Decision Model based on Text Mined -- Development of User-centred Interaction Design Patterns for the International Data Space -- Envisioning Educational Product User eXperience through Participatory Design Practice -- Operational Usability Heuristics: A Question-Based Approach for Facilitating theDetection of Usability Problems -- Integration of User Experience and Agile Techniques for Requirements Analysis: A Systematic Review -- Is Your App Conducive to Behaviour Change? A Novel Heuristic Evaluation -- Understanding Customer Value Propositions through the Lens of Value Equations Method: A Systematic Approach -- Developing and Validating a Set of Usability and Security Metrics for ATM Interfaces -- Challenges and Opportunities on the Application of Heuristic Evaluations: A Systematic Literature Review -- Consumer Experience Research based on the Background of Experience Economy and Digital Economy -- A Study on Scale Construction of Adjective Pairs for Evaluating Audiovisual Effects in Video Games -- A Review of Automated Website Usability Evaluation Tools: Research Issues and Challenges -- Web Analytics for User Experience: A Systematic Literature Review -- Validation of a Questionnaire to Evaluate the Usability in the Peruvian Context -- Design Research on Visualization of Life Behavior and Rhythm -- YERKISH: A Visual Language for Computer-Mediated Communication by an Ape -- The Canadian Cultural Diversity Dashboard: Data Storytelling and Visualization for the Cultural Sector -- Visual Writing at the State-of-the-Art -- Expressions of Data: Natural State, Specific Application, and General Pattern -- Pasigraphy: Universal Visible Languages -- Emojitaliano: A Social and Crowdsourcing Experiment of the Creation of a Visual International Language -- Research on Information Visualization Design Based on Information Weight - A Case Study of Information-based Scene Design of the Airport -- From Hieroglyphs to Emoji, to IKON: the Search of the (Perfect?) Visual Language -- An Interface for User-centered Process and Correlation between Large Datasets -- Democratizing Information Visualization. A Study to Map the Value of Graphic Design -- The Design of Online Teaching in Digital Image Creation Courses in Colleges and Universities -Based on the Short Film Production Course as an Example -- Research on Practice and Teaching about Digital Media -- Experience Design Teaching Courses Linking US and China in the Context Of the Covid-19 Epidemic: A Dual-end-tutor Online and Offline Blended Teaching Case Study -- Teaching Practice in the "Empathy Design Thinking" Course for Elementary School Students Grounded in Project-based Learning -- A Study of Student Creative Thinking in User-Centred Design -- A Brief Discussion on Design Education and Practice in the Hypermedia Era -- Examining the Impact of Covid-19 Pandemic on UX Research Practice Through UX Blogs -- Research on the Influence Factors of Designer's Emotion in the Design Process -- Research on the Influence of Team Members with Different Creativity Levels and Academic Background on the Collaborative Design Process -- User Experience Design of Navigation via Sense of Smell in Indoor Environment: A Case of Shopping Mall -- Participatory Teaching Service Design and Innovation -- Research on Course Experience Optimization of Online Education Based on Service Encounter. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I [documento electrónico] / Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXXII, 670 p. 415 ilustraciones, 297 ilustraciones en color.
ISBN : 978-3-030-78221-4
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Inteligencia artificial Ingeniería Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Ingeniería Informática y Redes Índice Dewey: 5.437 Resumen: Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artículos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artículos de DUXU 2021, Parte I, están organizados en secciones temáticas denominadas: Métodos y técnicas de diseño de UX; Métodos y Técnicas para la Investigación UX; Lenguajes Visuales y Visualización de Información; Educación y práctica del diseño. Nota de contenido: A Prototyping Framework for Human-Centered Product Design: Preliminary Validation Study -- A Framework Based on UCD and Scrum for the Software Development Process. -- Science Fiction — An Untapped Opportunity in HCI Research and Education -- To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool -- Newspapers Do Work: Quick and Effective Entanglement Material for Speculation -- Changes of Designers' Roles Based on Self-organizing Design Institutions -- A Systematic Review of User-Centered Design Techniques Applied to the Design of Mobile Application User Interfaces -- Interactionist Approach to Visual Aesthetics in HCI -- Construction of a Novel Production Develop Decision Model based on Text Mined -- Development of User-centred Interaction Design Patterns for the International Data Space -- Envisioning Educational Product User eXperience through Participatory Design Practice -- Operational Usability Heuristics: A Question-Based Approach for Facilitating theDetection of Usability Problems -- Integration of User Experience and Agile Techniques for Requirements Analysis: A Systematic Review -- Is Your App Conducive to Behaviour Change? A Novel Heuristic Evaluation -- Understanding Customer Value Propositions through the Lens of Value Equations Method: A Systematic Approach -- Developing and Validating a Set of Usability and Security Metrics for ATM Interfaces -- Challenges and Opportunities on the Application of Heuristic Evaluations: A Systematic Literature Review -- Consumer Experience Research based on the Background of Experience Economy and Digital Economy -- A Study on Scale Construction of Adjective Pairs for Evaluating Audiovisual Effects in Video Games -- A Review of Automated Website Usability Evaluation Tools: Research Issues and Challenges -- Web Analytics for User Experience: A Systematic Literature Review -- Validation of a Questionnaire to Evaluate the Usability in the Peruvian Context -- Design Research on Visualization of Life Behavior and Rhythm -- YERKISH: A Visual Language for Computer-Mediated Communication by an Ape -- The Canadian Cultural Diversity Dashboard: Data Storytelling and Visualization for the Cultural Sector -- Visual Writing at the State-of-the-Art -- Expressions of Data: Natural State, Specific Application, and General Pattern -- Pasigraphy: Universal Visible Languages -- Emojitaliano: A Social and Crowdsourcing Experiment of the Creation of a Visual International Language -- Research on Information Visualization Design Based on Information Weight - A Case Study of Information-based Scene Design of the Airport -- From Hieroglyphs to Emoji, to IKON: the Search of the (Perfect?) Visual Language -- An Interface for User-centered Process and Correlation between Large Datasets -- Democratizing Information Visualization. A Study to Map the Value of Graphic Design -- The Design of Online Teaching in Digital Image Creation Courses in Colleges and Universities -Based on the Short Film Production Course as an Example -- Research on Practice and Teaching about Digital Media -- Experience Design Teaching Courses Linking US and China in the Context Of the Covid-19 Epidemic: A Dual-end-tutor Online and Offline Blended Teaching Case Study -- Teaching Practice in the "Empathy Design Thinking" Course for Elementary School Students Grounded in Project-based Learning -- A Study of Student Creative Thinking in User-Centred Design -- A Brief Discussion on Design Education and Practice in the Hypermedia Era -- Examining the Impact of Covid-19 Pandemic on UX Research Practice Through UX Blogs -- Research on the Influence Factors of Designer's Emotion in the Design Process -- Research on the Influence of Team Members with Different Creativity Levels and Academic Background on the Collaborative Design Process -- User Experience Design of Navigation via Sense of Smell in Indoor Environment: A Case of Shopping Mall -- Participatory Teaching Service Design and Innovation -- Research on Course Experience Optimization of Online Education Based on Service Encounter. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II / Soares, Marcelo M. ; Rosenzweig, Elizabeth ; Marcus, Aaron
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Título : 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II Tipo de documento: documento electrónico Autores: Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XXI, 674 p. 352 ilustraciones, 265 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-78224-5 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Inteligencia artificial Ingeniería Informática Red de computadoras Ingeniería de software Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Ingeniería Informática y Redes Índice Dewey: 5.437 Resumen: Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artículos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artículos de DUXU 2021, Parte II están organizados en secciones temáticas denominadas: Diseño de experiencias en todas las culturas; Diseño para la Inclusión y el Desarrollo Social¸ Diseño para la Salud y el Bienestar; Estudios de caso DUXU. Nota de contenido: Cultural Usability of E-Government Portals: A Comparative Analysis of Job Seeking Web Portals Between Saudi Arabia and the United States -- Spatial Analysis and Comfort Optimal Experience Design of Rural Landscape in Water Network Area of Southern China -- Relations on Cultural Behavior and Technology Adoption: A Chilean User Experience Centred Application Design of Multivariate Landscape in Kulangsu, Xiamen -- A Study on the Application of Innovative Strategies on Intelligent Mutual-Aid Delivery Services on College Campuses -- Product Interventions and User Performance: Implications for Public Design to Achieve Sustainable Practice -- Participatory Design to Create Digital Technologies for Batik Intangible Cultural Heritage. The case of iWareBatik -- Methods for Multiple Roles to build Brands of Service System--A Case Study of Guangzhou Baiyun International Airport -- Analysis and Design of Household Intelligent Planting Products Based on Hall Three-dimensional Structure -- Lacquer Jewelry Design of Shanghai Style Based on User Perception Preference -- Innovation in Teaching Model Based on University Museum Resources - Taking the Course of Study on Chinese Ethnic Costume Decoration as an Example -- Research on Intelligent Classified Trash Can and Smart Application Design—Achieving Green Smart Home Living in China -- Research on Design Collaboration Strategy for the Transformation of Historical and Cultural Blocks in Beijing -- GA-based Research on Suitability of Recreational Space in Gardens to the Elderly—With Yangzhou Geyuan Garden as an Example -- Accessibility Evaluation of E-Government Web Applications: A Systematic Review -- Emergence of Polarization and Marginalization in Online Education System of Bangladesh due to COVID-19: Challenges and Policies to Ensure Inclusive Education -- Performing a Disembodied Mind: Neurotechnology between Empowerment and Normalization -- Studying the Phenomenon of Verbal Bullying in High School Students for Video Experience Design: A Case of an International School in Guangzhou, China -- A Study of Teaching Aids Design for Autistic Children with Focus on Hand-eye Coordination -- A Video Experience Design for Emotional Bullying in Public High School in Guangzhou, China -- Adapting Participatory Design Activities for Autistic Adults: A Review -- A Case Study of Augmented Physical Interface by Foot Access with 3D Printed Attachment -- Towards a Conceptual Model for Consideration of Adverse Effects of Immersive Virtual Reality for Individuals with Autism -- Usability of a Digital Elder Mistreatment Screening Tool for Older Adults with Visual and Hearing Disabilities -- Ergonomic and Usability Analysis of Platform for Communication of People with Limited Talk -- Design Your Life: User-Initiated Design of Technology to Support Independent Living of Young Autistic Adults -- Building a Digital Health Risk Calculator for Older Women with Early-Stage Breast Cancer -- Design of Form and Motion of a Robot Aimed to Provide Emotional Support for Pediatric Walking Rehabilitation -- Exploring the Factors Aiding Speech-to-Text Emotional Restoration -- Reprojecting a Fitness App Regarding Retention and Usability Using Nielsen's Lessons Learned in Developing a Patient-Centered Website to Support Stroke Patients and Caregivers during Transitions of Care -- Usability Evaluation of Music Applications for Stress Reduction -- The Art Therapy Experience Based on Online Education System for Higher Education During the COVID-19 Pandemic: A Case Study of Communication Method -- Spatial Interaction Design for Children's Magnetic Resonance Imaging Examination Based on Embodied Cognition -- Persuasive Design of a Mobile Application for Reducing Overcrowding in Saudi Hospital Emergency Departments -- Eco-Activism, Human-Computer Interaction and Fast Fashion -- SeatPlus: A Smart Health Chair Supporting Active Sitting Posture Correction -- Potential Usability Design Strategies Based on Mental Models, Behavioral Model and Art Therapy for User Experience inPost-COVID-19 Era -- Improving the Withdrawal Functionality on ATM Using a UCD Framework - A Case Study -- Check-!n Toolkit for Capturing Guests' Momentary Experiences without Disturbing their Traveling -- Content and Mechanism of Car Experience: A Case Study based on Interpretive Phenomenological Analysis -- Design of Traditional Brand H5 Game Advertisement based on EEG and Eye Movement Analysis: Example of MAXAM -- Modular Approach to Designing 3D Printed Products: Custom HCI Design and Fabrication of Functional Products -- The Effect of User Interface on Experiential Value for E-book Platforms Users. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II [documento electrónico] / Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXI, 674 p. 352 ilustraciones, 265 ilustraciones en color.
ISBN : 978-3-030-78224-5
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Inteligencia artificial Ingeniería Informática Red de computadoras Ingeniería de software Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Ingeniería Informática y Redes Índice Dewey: 5.437 Resumen: Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artículos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artículos de DUXU 2021, Parte II están organizados en secciones temáticas denominadas: Diseño de experiencias en todas las culturas; Diseño para la Inclusión y el Desarrollo Social¸ Diseño para la Salud y el Bienestar; Estudios de caso DUXU. Nota de contenido: Cultural Usability of E-Government Portals: A Comparative Analysis of Job Seeking Web Portals Between Saudi Arabia and the United States -- Spatial Analysis and Comfort Optimal Experience Design of Rural Landscape in Water Network Area of Southern China -- Relations on Cultural Behavior and Technology Adoption: A Chilean User Experience Centred Application Design of Multivariate Landscape in Kulangsu, Xiamen -- A Study on the Application of Innovative Strategies on Intelligent Mutual-Aid Delivery Services on College Campuses -- Product Interventions and User Performance: Implications for Public Design to Achieve Sustainable Practice -- Participatory Design to Create Digital Technologies for Batik Intangible Cultural Heritage. The case of iWareBatik -- Methods for Multiple Roles to build Brands of Service System--A Case Study of Guangzhou Baiyun International Airport -- Analysis and Design of Household Intelligent Planting Products Based on Hall Three-dimensional Structure -- Lacquer Jewelry Design of Shanghai Style Based on User Perception Preference -- Innovation in Teaching Model Based on University Museum Resources - Taking the Course of Study on Chinese Ethnic Costume Decoration as an Example -- Research on Intelligent Classified Trash Can and Smart Application Design—Achieving Green Smart Home Living in China -- Research on Design Collaboration Strategy for the Transformation of Historical and Cultural Blocks in Beijing -- GA-based Research on Suitability of Recreational Space in Gardens to the Elderly—With Yangzhou Geyuan Garden as an Example -- Accessibility Evaluation of E-Government Web Applications: A Systematic Review -- Emergence of Polarization and Marginalization in Online Education System of Bangladesh due to COVID-19: Challenges and Policies to Ensure Inclusive Education -- Performing a Disembodied Mind: Neurotechnology between Empowerment and Normalization -- Studying the Phenomenon of Verbal Bullying in High School Students for Video Experience Design: A Case of an International School in Guangzhou, China -- A Study of Teaching Aids Design for Autistic Children with Focus on Hand-eye Coordination -- A Video Experience Design for Emotional Bullying in Public High School in Guangzhou, China -- Adapting Participatory Design Activities for Autistic Adults: A Review -- A Case Study of Augmented Physical Interface by Foot Access with 3D Printed Attachment -- Towards a Conceptual Model for Consideration of Adverse Effects of Immersive Virtual Reality for Individuals with Autism -- Usability of a Digital Elder Mistreatment Screening Tool for Older Adults with Visual and Hearing Disabilities -- Ergonomic and Usability Analysis of Platform for Communication of People with Limited Talk -- Design Your Life: User-Initiated Design of Technology to Support Independent Living of Young Autistic Adults -- Building a Digital Health Risk Calculator for Older Women with Early-Stage Breast Cancer -- Design of Form and Motion of a Robot Aimed to Provide Emotional Support for Pediatric Walking Rehabilitation -- Exploring the Factors Aiding Speech-to-Text Emotional Restoration -- Reprojecting a Fitness App Regarding Retention and Usability Using Nielsen's Lessons Learned in Developing a Patient-Centered Website to Support Stroke Patients and Caregivers during Transitions of Care -- Usability Evaluation of Music Applications for Stress Reduction -- The Art Therapy Experience Based on Online Education System for Higher Education During the COVID-19 Pandemic: A Case Study of Communication Method -- Spatial Interaction Design for Children's Magnetic Resonance Imaging Examination Based on Embodied Cognition -- Persuasive Design of a Mobile Application for Reducing Overcrowding in Saudi Hospital Emergency Departments -- Eco-Activism, Human-Computer Interaction and Fast Fashion -- SeatPlus: A Smart Health Chair Supporting Active Sitting Posture Correction -- Potential Usability Design Strategies Based on Mental Models, Behavioral Model and Art Therapy for User Experience inPost-COVID-19 Era -- Improving the Withdrawal Functionality on ATM Using a UCD Framework - A Case Study -- Check-!n Toolkit for Capturing Guests' Momentary Experiences without Disturbing their Traveling -- Content and Mechanism of Car Experience: A Case Study based on Interpretive Phenomenological Analysis -- Design of Traditional Brand H5 Game Advertisement based on EEG and Eye Movement Analysis: Example of MAXAM -- Modular Approach to Designing 3D Printed Products: Custom HCI Design and Fabrication of Functional Products -- The Effect of User Interface on Experiential Value for E-book Platforms Users. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part III / Soares, Marcelo M. ; Rosenzweig, Elizabeth ; Marcus, Aaron
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Título : 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part III Tipo de documento: documento electrónico Autores: Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XX, 588 p. 272 ilustraciones, 206 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-78227-6 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Inteligencia artificial Ingeniería Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Ingeniería Informática y Redes Índice Dewey: 5.437 Resumen: Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artículos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artículos de DUXU 2021, Parte III están organizados en secciones temáticas denominadas: Investigación y diseño de UX móvil; DUXU para Realidad Extendida; DUXU para las Industrias Creativas; Estudios de Usabilidad y UX. . Nota de contenido: Hybrid Teaching Application and Exploration in the Mobile Media Era——Taking the "Interactive Animation" Course as an Example -- Effects of Visual Cue Design and Gender Differences on Wayfinding using Mobile Devices -- Can I talk to Mickey Mouse Through my Phone? Children's Understanding of the Functions of Mobile Phones -- Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture -- The Influence of Icons on the Visual Search Performance of APP List Menu -- Usability Assessment of the XiaoAi Touch Screen Speaker -- Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-based Mobile Systems "in the Wild" -- Designing the Security Enhancement Features in the Future Headphone Experience -- Usability Assessment of the OSMO Pocket Mini Sport Video Camera and Improvement Plan -- The Design of a Mobile App to Promote Young People's Digital Financial Literacy -- User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions -- Virtual Reality and Ergonomics: Making the Immersive Experience -- ExperienceDNA - A framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology -- A Study on VR Training of Baseball Athletes -- Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library -- Potential Integration of Virtual Reality and Sound for University Student Experience Therapy -- Practical Use of Edutainment Systems for Science Museums with XR Technology -- Immersive and Interactive Digital Stage Design based on Computer Automatic Virtual Environment and Performance Experience Innovation -- Research on Virtual Reality for Intelligent Sculpting Teaching Experience of Printmaking Art in Primary and Secondary Schools -- An Experimental Study of the Cognitive Load of In-vehicle Multiscreen Connected HUD -- Interfacing With The Macromedium The Web 4.0 And The Digital Media Converging into a Medium of all Media -- Spheroids as Playful Audiovisual Interface on Tabletop Display -- Path of Protecting Intellectual Property Rights on Fashion Design -- Digital Fashion Communication: an Explorative Study of Fashion Newsletters -- COVID-19 Outbreak and Fashion Communication Strategies on Instagram: A Content Analysis -- Online Communication Design within Fashion Curricula -- Behavioral Analysis of eSports Spectators: a Research Proposal -- Exploration of Norms and Policies in Digital Fashion Domain Using Semantic Web Technologies -- A Photocomposition Search System to Improve Your Photo Skills -- Resonant Irregularities: Sculpture Creation Through Automatic Changes due to Machine Performance Limits -- Research on Interactive Design of Public Art Landscape at Night -- Usability Testing Experiment Applied to Redesign on Point-of-Sale Software Interfaces using User-Centered-Design Approach -- Research on the Influencing Factors of Users' Satisfaction with the Usability of News App Interface Under the Epidemic -- User Experience Design Study of Museum Website Based on TRIZ Theory: A Case of Heyuan Dinosaur Museum -- Understanding Task Differences to Leverage the Usability and Adoption of Voice Assistants (VAs) -- A Case Study of Usability in Virtual Controls -- Heuristic Evaluation of Android-based Applications with Multiple Screen Sizes Support: A Case Study -- UX Aspects of AI Principles: The Recommender System of VoD Platforms -- A Usability Evaluation Process Proposal for ATM Interfaces -- Usability Study of A Public Culture Website for Improvement: A Case of Guangzhou Museum of Art. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part III [documento electrónico] / Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, . - 1 ed. . - [s.l.] : Springer, 2021 . - XX, 588 p. 272 ilustraciones, 206 ilustraciones en color.
ISBN : 978-3-030-78227-6
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Inteligencia artificial Ingeniería Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Ingeniería Informática y Redes Índice Dewey: 5.437 Resumen: Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artículos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artículos de DUXU 2021, Parte III están organizados en secciones temáticas denominadas: Investigación y diseño de UX móvil; DUXU para Realidad Extendida; DUXU para las Industrias Creativas; Estudios de Usabilidad y UX. . Nota de contenido: Hybrid Teaching Application and Exploration in the Mobile Media Era——Taking the "Interactive Animation" Course as an Example -- Effects of Visual Cue Design and Gender Differences on Wayfinding using Mobile Devices -- Can I talk to Mickey Mouse Through my Phone? Children's Understanding of the Functions of Mobile Phones -- Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture -- The Influence of Icons on the Visual Search Performance of APP List Menu -- Usability Assessment of the XiaoAi Touch Screen Speaker -- Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-based Mobile Systems "in the Wild" -- Designing the Security Enhancement Features in the Future Headphone Experience -- Usability Assessment of the OSMO Pocket Mini Sport Video Camera and Improvement Plan -- The Design of a Mobile App to Promote Young People's Digital Financial Literacy -- User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions -- Virtual Reality and Ergonomics: Making the Immersive Experience -- ExperienceDNA - A framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology -- A Study on VR Training of Baseball Athletes -- Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library -- Potential Integration of Virtual Reality and Sound for University Student Experience Therapy -- Practical Use of Edutainment Systems for Science Museums with XR Technology -- Immersive and Interactive Digital Stage Design based on Computer Automatic Virtual Environment and Performance Experience Innovation -- Research on Virtual Reality for Intelligent Sculpting Teaching Experience of Printmaking Art in Primary and Secondary Schools -- An Experimental Study of the Cognitive Load of In-vehicle Multiscreen Connected HUD -- Interfacing With The Macromedium The Web 4.0 And The Digital Media Converging into a Medium of all Media -- Spheroids as Playful Audiovisual Interface on Tabletop Display -- Path of Protecting Intellectual Property Rights on Fashion Design -- Digital Fashion Communication: an Explorative Study of Fashion Newsletters -- COVID-19 Outbreak and Fashion Communication Strategies on Instagram: A Content Analysis -- Online Communication Design within Fashion Curricula -- Behavioral Analysis of eSports Spectators: a Research Proposal -- Exploration of Norms and Policies in Digital Fashion Domain Using Semantic Web Technologies -- A Photocomposition Search System to Improve Your Photo Skills -- Resonant Irregularities: Sculpture Creation Through Automatic Changes due to Machine Performance Limits -- Research on Interactive Design of Public Art Landscape at Night -- Usability Testing Experiment Applied to Redesign on Point-of-Sale Software Interfaces using User-Centered-Design Approach -- Research on the Influencing Factors of Users' Satisfaction with the Usability of News App Interface Under the Epidemic -- User Experience Design Study of Museum Website Based on TRIZ Theory: A Case of Heyuan Dinosaur Museum -- Understanding Task Differences to Leverage the Usability and Adoption of Voice Assistants (VAs) -- A Case Study of Usability in Virtual Controls -- Heuristic Evaluation of Android-based Applications with Multiple Screen Sizes Support: A Case Study -- UX Aspects of AI Principles: The Recommender System of VoD Platforms -- A Usability Evaluation Process Proposal for ATM Interfaces -- Usability Study of A Public Culture Website for Improvement: A Case of Guangzhou Museum of Art. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings / Stephanidis, Constantine ; Soares, Marcelo M. ; Rosenzweig, Elizabeth ; Marcus, Aaron ; Yamamoto, Sakae ; Mori, Hirohiko ; Rau, Pei-Luen Patrick ; Meiselwitz, Gabriele ; Fang, Xiaowen ; Moallem, Abbas
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Título : 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings Tipo de documento: documento electrónico Autores: Stephanidis, Constantine, ; Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, ; Yamamoto, Sakae, ; Mori, Hirohiko, ; Rau, Pei-Luen Patrick, ; Meiselwitz, Gabriele, ; Fang, Xiaowen, ; Moallem, Abbas, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XX, 610 p. 282 ilustraciones, 227 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-90238-4 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Red informática Minería de datos y descubrimiento de conocimientos Ingeniería Informática y Redes Visión Ingeniería de software comercio electrónico y negocios electrónicos Interfaces de usuario e interacción persona-computadora Procesamiento de da Índice Dewey: 5.437 Resumen: Este libro constituye los últimos artículos de la 23.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2021, que se celebró en julio de 2021. Se planeó que la conferencia se llevara a cabo en Washington DC, EE. UU., pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. Un total de 5222 personas del mundo académico, institutos de investigación, industria y agencias gubernamentales de 81 países presentaron contribuciones, y 1276 artículos y 241 carteles se incluyeron en los volúmenes de las actas que se publicaron antes del inicio de la conferencia. Además, 174 artículos y 146 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia, como "Late Breaking Work" (artículos y carteles). Las contribuciones cubren exhaustivamente todo el campo de la HCI y abordan los principales avances en el conocimiento y el uso eficaz de las computadoras en una variedad de áreas de aplicación. Nota de contenido: Design and Evaluation Methods, Techniques and Tools -- Design, User Experience and Human Behavior studies -- Cross-Cultural Design. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings [documento electrónico] / Stephanidis, Constantine, ; Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, ; Yamamoto, Sakae, ; Mori, Hirohiko, ; Rau, Pei-Luen Patrick, ; Meiselwitz, Gabriele, ; Fang, Xiaowen, ; Moallem, Abbas, . - 1 ed. . - [s.l.] : Springer, 2021 . - XX, 610 p. 282 ilustraciones, 227 ilustraciones en color.
ISBN : 978-3-030-90238-4
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Red informática Minería de datos y descubrimiento de conocimientos Ingeniería Informática y Redes Visión Ingeniería de software comercio electrónico y negocios electrónicos Interfaces de usuario e interacción persona-computadora Procesamiento de da Índice Dewey: 5.437 Resumen: Este libro constituye los últimos artículos de la 23.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2021, que se celebró en julio de 2021. Se planeó que la conferencia se llevara a cabo en Washington DC, EE. UU., pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. Un total de 5222 personas del mundo académico, institutos de investigación, industria y agencias gubernamentales de 81 países presentaron contribuciones, y 1276 artículos y 241 carteles se incluyeron en los volúmenes de las actas que se publicaron antes del inicio de la conferencia. Además, 174 artículos y 146 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia, como "Late Breaking Work" (artículos y carteles). Las contribuciones cubren exhaustivamente todo el campo de la HCI y abordan los principales avances en el conocimiento y el uso eficaz de las computadoras en una variedad de áreas de aplicación. Nota de contenido: Design and Evaluation Methods, Techniques and Tools -- Design, User Experience and Human Behavior studies -- Cross-Cultural Design. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i
Título : Advances in Ergonomics in Design : Proceedings of the AHFE 2018 International Conference on Ergonomics in Design, July 21-25, 2018, Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA Tipo de documento: documento electrónico Autores: Rebelo, Francisco, ; Soares, Marcelo M., Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2019 Número de páginas: XIV, 621 p. 236 ilustraciones ISBN/ISSN/DL: 978-3-319-94706-8 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Diseño de ingeniería Sistemas hombre-máquina Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ingenieria asistida por computadora Diseño de interacción Interfaces de usuario e interacción persona-computadora Ingeniería y Diseño Asistidos por Computador (CAD CAE) Índice Dewey: 6.200.042 Resumen: Este libro ofrece a los lectores una instantánea oportuna de la investigación y los métodos de ergonomía aplicados al diseño, desarrollo y creación de prototipos (así como a la evaluación, capacitación y fabricación) de productos, sistemas y servicios. Combinando contribuciones teóricas, estudios de casos e informes sobre intervenciones técnicas, cubre una amplia gama de temas en diseño ergonómico que incluyen: diseño ecológico; diseño educativo y de juegos; aspectos culturales y éticos en el diseño; investigación de usuarios e interacción persona-computadora en el diseño; así como diseño para accesibilidad y entornos extremos, y muchos otros. El libro se centra particularmente en nuevas tecnologías como la realidad virtual, las metodologías más modernas en diseño de información y las interfaces hombre-computadora. Basado en la Conferencia Internacional AHFE 2018 sobre Ergonomía en Diseño, celebrada del 21 al 25 de julio de 2018 en Orlando, Florida, EE. UU., el libro ofrece una guía oportuna tanto para investigadores como para profesionales del diseño, incluidos los diseñadores industriales, la interacción persona-computadora y investigadores de experiencia de usuario, ingenieros de producción y psicólogos aplicados. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Advances in Ergonomics in Design : Proceedings of the AHFE 2018 International Conference on Ergonomics in Design, July 21-25, 2018, Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA [documento electrónico] / Rebelo, Francisco, ; Soares, Marcelo M., . - 1 ed. . - [s.l.] : Springer, 2019 . - XIV, 621 p. 236 ilustraciones.
ISBN : 978-3-319-94706-8
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Diseño de ingeniería Sistemas hombre-máquina Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Ingenieria asistida por computadora Diseño de interacción Interfaces de usuario e interacción persona-computadora Ingeniería y Diseño Asistidos por Computador (CAD CAE) Índice Dewey: 6.200.042 Resumen: Este libro ofrece a los lectores una instantánea oportuna de la investigación y los métodos de ergonomía aplicados al diseño, desarrollo y creación de prototipos (así como a la evaluación, capacitación y fabricación) de productos, sistemas y servicios. Combinando contribuciones teóricas, estudios de casos e informes sobre intervenciones técnicas, cubre una amplia gama de temas en diseño ergonómico que incluyen: diseño ecológico; diseño educativo y de juegos; aspectos culturales y éticos en el diseño; investigación de usuarios e interacción persona-computadora en el diseño; así como diseño para accesibilidad y entornos extremos, y muchos otros. El libro se centra particularmente en nuevas tecnologías como la realidad virtual, las metodologías más modernas en diseño de información y las interfaces hombre-computadora. Basado en la Conferencia Internacional AHFE 2018 sobre Ergonomía en Diseño, celebrada del 21 al 25 de julio de 2018 en Orlando, Florida, EE. UU., el libro ofrece una guía oportuna tanto para investigadores como para profesionales del diseño, incluidos los diseñadores industriales, la interacción persona-computadora y investigadores de experiencia de usuario, ingenieros de producción y psicólogos aplicados. En línea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Permalink

