Información del autor
Autor Winckler, Marco |
Documentos disponibles escritos por este autor (11)



16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part I / Bernhaupt, Regina ; Dalvi, Girish ; Joshi, Anirudha ; K. Balkrishan, Devanuj ; O'Neill, Jacki ; Winckler, Marco
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TÃtulo : 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part I Tipo de documento: documento electrónico Autores: Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XXX, 544 p. 140 ilustraciones ISBN/ISSN/DL: 978-3-319-67744-6 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Inteligencia artificial IngenierÃa Informática Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Interfaces de usuario (sistemas informáticos) Red informática Application software La interacción persona-ordenador Educación Procesamiento de datos Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. . Nota de contenido: Adaptive design and mobile applications -- A Minimalist Approach for Identifying Affective States for Mobile Interaction Design -- Automatic Generation of User Interface Layouts for Alternative Screen Orientations -- Defining Gestural Interactions for Large Vertical Touch Displays -- MyCarMobile: A travel assistance emergency mobile app for deaf people -- Touch Shadow Interaction and Continuous Directional User Interface for Smartphone -- Aging and disabilities -- Age-related effects of task difficulty on the semantic relevance of query reformulations -- Could People with Stereo-deficiencies Have a Rich 3D Experience Using HMDs -- How Older People Who Have Never Used Touchscreen Technology Interact with a Tablet -- MeViTa: Interactive Visualizations to Help Older Adults with their Medication Intake using a Camera-Projector System -- Assistive technology for blind users -- Blind FLM: An Enhanced Keystroke-Level Model for Visually Impaired Smartphone Interaction -- Comparing Two Approaches of Tactile Zooming on a Large Pin-matrix Device -- Improve the Accessibility of Tactile Charts -- Investigations on Laterotactile Braille Reading -- Performance of Accessible Gesture-based Indic Keyboard -- Audience engagement -- Designing Collaborative Co-located Interaction for an Artistic Installation -- Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation -- Haunting Space, Social Interaction in a Large-Scale Media Environment -- In-the-moment and beyond: Combining post-hoc and real time data for the study of audience perception of electronic music performance -- Piano Staircase: Exploring Movement-based Meaning Making in Interacting with Ambient Media -- Co-design studies -- A Co-design Study of Digital Service Ideas in the Bus Context -- Designing for Financial Literacy: Co-Design with Children in Rural Sri Lanka -- Everyday Creative Uses of Smartphone Images in Biomedical Engineering Laboratories -- Towards Participatory Prototyping with Older Adults with and without Cognitive Impairment: Challenges and Lessons Learned.-Using Critical Incidents in Workshops to Inform eHealth Design -- Cultural differences and communication technology -- A Confucian Look at Internet Censorship in China -- A Cross-Cultural Noticeboard for a Remote Community: Design, Deployment, and Evaluation -- Culturally Informed Notions of Mobile Context Awareness - Lessons Learned from User-Centred Exploration of Concepts of Context and Context Awareness -- How do you want your chatbot? An exploratory Wizard-of-Oz study with young, urban Indians -- Design rationale and camera-control -- Capturing Design Decision Rationale with Decision Cards -- Coping with Design Complexity: A Conceptual Framework for Design Alternatives and Variants -- Identifying the Interplay of Design Artifacts and Decisions in Practice: A Case Study -- On the Effects of Progressive Reduction as Adaptation Strategy for a Camera-based Cinematographic User Interface -- You'veGot the Moves, We've Got the Motion -Understanding and Designing for Cinematographic Camera Motion Control. Tipo de medio : Computadora Summary : The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part I [documento electrónico] / Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXX, 544 p. 140 ilustraciones.
ISBN : 978-3-319-67744-6
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Inteligencia artificial IngenierÃa Informática Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Interfaces de usuario (sistemas informáticos) Red informática Application software La interacción persona-ordenador Educación Procesamiento de datos Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. . Nota de contenido: Adaptive design and mobile applications -- A Minimalist Approach for Identifying Affective States for Mobile Interaction Design -- Automatic Generation of User Interface Layouts for Alternative Screen Orientations -- Defining Gestural Interactions for Large Vertical Touch Displays -- MyCarMobile: A travel assistance emergency mobile app for deaf people -- Touch Shadow Interaction and Continuous Directional User Interface for Smartphone -- Aging and disabilities -- Age-related effects of task difficulty on the semantic relevance of query reformulations -- Could People with Stereo-deficiencies Have a Rich 3D Experience Using HMDs -- How Older People Who Have Never Used Touchscreen Technology Interact with a Tablet -- MeViTa: Interactive Visualizations to Help Older Adults with their Medication Intake using a Camera-Projector System -- Assistive technology for blind users -- Blind FLM: An Enhanced Keystroke-Level Model for Visually Impaired Smartphone Interaction -- Comparing Two Approaches of Tactile Zooming on a Large Pin-matrix Device -- Improve the Accessibility of Tactile Charts -- Investigations on Laterotactile Braille Reading -- Performance of Accessible Gesture-based Indic Keyboard -- Audience engagement -- Designing Collaborative Co-located Interaction for an Artistic Installation -- Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation -- Haunting Space, Social Interaction in a Large-Scale Media Environment -- In-the-moment and beyond: Combining post-hoc and real time data for the study of audience perception of electronic music performance -- Piano Staircase: Exploring Movement-based Meaning Making in Interacting with Ambient Media -- Co-design studies -- A Co-design Study of Digital Service Ideas in the Bus Context -- Designing for Financial Literacy: Co-Design with Children in Rural Sri Lanka -- Everyday Creative Uses of Smartphone Images in Biomedical Engineering Laboratories -- Towards Participatory Prototyping with Older Adults with and without Cognitive Impairment: Challenges and Lessons Learned.-Using Critical Incidents in Workshops to Inform eHealth Design -- Cultural differences and communication technology -- A Confucian Look at Internet Censorship in China -- A Cross-Cultural Noticeboard for a Remote Community: Design, Deployment, and Evaluation -- Culturally Informed Notions of Mobile Context Awareness - Lessons Learned from User-Centred Exploration of Concepts of Context and Context Awareness -- How do you want your chatbot? An exploratory Wizard-of-Oz study with young, urban Indians -- Design rationale and camera-control -- Capturing Design Decision Rationale with Decision Cards -- Coping with Design Complexity: A Conceptual Framework for Design Alternatives and Variants -- Identifying the Interplay of Design Artifacts and Decisions in Practice: A Case Study -- On the Effects of Progressive Reduction as Adaptation Strategy for a Camera-based Cinematographic User Interface -- You'veGot the Moves, We've Got the Motion -Understanding and Designing for Cinematographic Camera Motion Control. Tipo de medio : Computadora Summary : The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part III / Bernhaupt, Regina ; Dalvi, Girish ; Joshi, Anirudha ; K. Balkrishan, Devanuj ; O'Neill, Jacki ; Winckler, Marco
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TÃtulo : 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part III Tipo de documento: documento electrónico Autores: Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XXX, 546 p. 143 ilustraciones ISBN/ISSN/DL: 978-3-319-67687-6 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Procesamiento de datos Inteligencia artificial Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Educación Red informática IngenierÃa Informática Application software La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Interfaces de usuario e interacción persona-computadora Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Nota de contenido: Mediated communication in eHealth -- Co-designing a mHealth application for self-management of cystic fibrosis -- Even when Icons are Not Worth a Thousand Words They are Helpful in Designing Asthma mHealth Tools -- Keeping Children Safe Online: Understanding the Concerns of Carers of Children with Autism -- Mediating Interaction between Healthcare Professionals and Patients with a Dual-Sided Tablet -- Stimulating Conversations in Residential Care through Technology-mediated Reminiscence -- Viability of Magazines for Stimulating Social Interactions in Nursing Homes -- Methods and tools for user interface evaluation -- A Model to Compute Webpage Aesthetics Quality based on Wireframe Geometry -- Bringing Worth Maps a step further: A dedicated Online-Resource -- Extending Mobile App Analytics for Usability Test Logging -- NexP: A Beginner Friendly Toolkit for Designing and Conducting Controlled Experiments -- UX Metrics: Deriving Country-Specific Usage Patterns of a Website Plug-in From Web Analytics -- Multitouch interaction -- An Observational Study of Simultaneous and Sequential Interactions in Co-located Collaboration -- Dynamic UI Adaptations for One-Handed Use of Large Mobile Touchscreen Devices -- Horizontal vs. Vertical: How the Orientation of a Large Interactive Surface Impacts Collaboration in Multi-Surface Environments.-Investigating Notifications and Awareness for Multi-user Multi-touch Tabletop Displays -- New interaction techniques -- Comfort: A Coordinate of User Experience in Interactive Built Environments -- Designing Smart Shoes for Obstacle Detection: Empowering Visually Challenged Users through ICT -- Effects of Haptic Feedback in Dual-Task Teleoperation of a Mobile Robot -- Effects of Human Cognitive Differences on Interaction and Visual Behavior in Graphical User Authentication -- Pupil-Assisted Target Selection (PATS) -- Personalisation and visualisation -- Grab 'n' Drop: User Configurable Toolglasses -- Shelves: A User-defined Block Management Tool for Visual ProgrammingLanguages -- Text Priming - Effects of Text Visualizations on Readers Prior to Reading -- The Panta Rhei: Modernizing the Marquee -- Your Data, Your Vis: Personalizing Personal Data Visualizations -- Persuasive technology and rehabilitation -- A Technology for Prediction and Prevention of Freezing of Gait (FOG) in Individuals with Parkinson Disease -- Designing User Interfaces in Emotionally-sensitive Applications -- iKnowU – Exploring the Potential of Multimodal AR Smart Glasses for the Decoding and Rehabilitation of Face Processing in Clinical Populations -- Personalized Persuasion in Online Advertisements: A Case Study of a Micro-Funding Website -- FIT Decision Aid: Matching the Needs of People with Dementia and Caregivers with Products and Services.-Perswedo: Introducing Persuasive Principles into the Creative Design Process through a Design Card-Set -- Towards the Applicability of NAO Robot for Children with Autism in Pakistan -- Pointing and target selection -- Dynamics of Pointing with Pointer Acceleration -- How can Adding a Movement Improve Target Acquisition Efficacy -- Information-Theoretic Analysis of Human Performance for Command Selection -- One Fitts' Law, Two Metrics -- Towards Pupil-Assisted Target Selection in Natural Settings: Introducing an On-screen Keyboard. . Tipo de medio : Computadora Summary : The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interact ion techniques; personalization and visualization;persuasive technology and rehabilitation; and pointing and target selection. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part III [documento electrónico] / Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXX, 546 p. 143 ilustraciones.
ISBN : 978-3-319-67687-6
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Procesamiento de datos Inteligencia artificial Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Educación Red informática IngenierÃa Informática Application software La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Interfaces de usuario e interacción persona-computadora Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Nota de contenido: Mediated communication in eHealth -- Co-designing a mHealth application for self-management of cystic fibrosis -- Even when Icons are Not Worth a Thousand Words They are Helpful in Designing Asthma mHealth Tools -- Keeping Children Safe Online: Understanding the Concerns of Carers of Children with Autism -- Mediating Interaction between Healthcare Professionals and Patients with a Dual-Sided Tablet -- Stimulating Conversations in Residential Care through Technology-mediated Reminiscence -- Viability of Magazines for Stimulating Social Interactions in Nursing Homes -- Methods and tools for user interface evaluation -- A Model to Compute Webpage Aesthetics Quality based on Wireframe Geometry -- Bringing Worth Maps a step further: A dedicated Online-Resource -- Extending Mobile App Analytics for Usability Test Logging -- NexP: A Beginner Friendly Toolkit for Designing and Conducting Controlled Experiments -- UX Metrics: Deriving Country-Specific Usage Patterns of a Website Plug-in From Web Analytics -- Multitouch interaction -- An Observational Study of Simultaneous and Sequential Interactions in Co-located Collaboration -- Dynamic UI Adaptations for One-Handed Use of Large Mobile Touchscreen Devices -- Horizontal vs. Vertical: How the Orientation of a Large Interactive Surface Impacts Collaboration in Multi-Surface Environments.-Investigating Notifications and Awareness for Multi-user Multi-touch Tabletop Displays -- New interaction techniques -- Comfort: A Coordinate of User Experience in Interactive Built Environments -- Designing Smart Shoes for Obstacle Detection: Empowering Visually Challenged Users through ICT -- Effects of Haptic Feedback in Dual-Task Teleoperation of a Mobile Robot -- Effects of Human Cognitive Differences on Interaction and Visual Behavior in Graphical User Authentication -- Pupil-Assisted Target Selection (PATS) -- Personalisation and visualisation -- Grab 'n' Drop: User Configurable Toolglasses -- Shelves: A User-defined Block Management Tool for Visual ProgrammingLanguages -- Text Priming - Effects of Text Visualizations on Readers Prior to Reading -- The Panta Rhei: Modernizing the Marquee -- Your Data, Your Vis: Personalizing Personal Data Visualizations -- Persuasive technology and rehabilitation -- A Technology for Prediction and Prevention of Freezing of Gait (FOG) in Individuals with Parkinson Disease -- Designing User Interfaces in Emotionally-sensitive Applications -- iKnowU – Exploring the Potential of Multimodal AR Smart Glasses for the Decoding and Rehabilitation of Face Processing in Clinical Populations -- Personalized Persuasion in Online Advertisements: A Case Study of a Micro-Funding Website -- FIT Decision Aid: Matching the Needs of People with Dementia and Caregivers with Products and Services.-Perswedo: Introducing Persuasive Principles into the Creative Design Process through a Design Card-Set -- Towards the Applicability of NAO Robot for Children with Autism in Pakistan -- Pointing and target selection -- Dynamics of Pointing with Pointer Acceleration -- How can Adding a Movement Improve Target Acquisition Efficacy -- Information-Theoretic Analysis of Human Performance for Command Selection -- One Fitts' Law, Two Metrics -- Towards Pupil-Assisted Target Selection in Natural Settings: Introducing an On-screen Keyboard. . Tipo de medio : Computadora Summary : The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interact ion techniques; personalization and visualization;persuasive technology and rehabilitation; and pointing and target selection. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part I / Lamas, David ; Loizides, Fernando ; Nacke, Lennart ; Petrie, Helen ; Winckler, Marco ; Zaphiris, Panayiotis
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TÃtulo : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part I Tipo de documento: documento electrónico Autores: Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2019 Número de páginas: XXXI, 794 p. 258 ilustraciones, 198 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-29381-9 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Sistemas de propósito especial y basados ​​en aplicaciones Interfaces de usuario (sistemas informáticos) Redes de comunicación informática Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacció Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción persona-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. El capÃtulo ''Análisis de barreras de accesibilidad mediante análisis costo-beneficio para diseñar servicios de navegación confiables para usuarios de sillas de ruedas'' es de acceso abierto bajo una licencia CC BY 4.0. Nota de contenido: Accessibility Design Principles -- A Serious Game for Raising Designer Awareness of Web Accessibility Guidelines -- Aestimo: A Tangible Kit to Evaluate Older Adults' User Experience -- Towards Reliable Accessibility Assessments of Science Center Exhibits -- Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials -- User Study: A Detailed View on the Effectiveness and Design of Tactile Charts -- Assistive Technology for Cognition and Neurodevelopment Disorders -- A User-Centred Methodology for the Development of Computer-Based Assistive Technologies for Individuals with Autism -- Classifying Sensitive Issues for Patients with Neurodevelopmental Disorders -- Effects of Menu Organization and Visibility on Web Navigation for People with Dyslexia -- ELE - A Conversational Social Robot for Persons with Neuro-Developmental Disorders -- S2C2: Toward an App to Support Social StoryTM Comprehension Checking in Children with ASD -- Assistive Technology for Mobility and Rehabilitation -- (How) Can an App Support Physiotherapy for Frozen Shoulder Patients? -- A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches' Mobility -- Analyzing Accessibility Barriers using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users -- Bridging the Gap: Creating a Clinician-Facing Dashboard for PTSD -- Using Artificial Intelligence for Augmentative Alternative Communication for Children with Disabilities -- Assistive Technology for Visually Impaired -- Comparing User Performance on Parallel-Tone, Parallel-Speech, Serial-Tone and Serial-Speech Auditory Graphs -- Factors that impact the acceptability of on-body interaction by users with visual impairments -- Faster and Less Error-prone: Supplementing an Accessible Keyboard with Speech Input -- Investigating Feedback for Two-Handed Exploration of Digital Maps without Vision -- Perception of tactile symbols by visually impaired older adults -- Co-design andDesign Methods -- Able to Create, Able to (Self)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation? -- Cinévoqué: Design of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies -- P(L)AY ATTENTION! Co-Designing for and with Children with Attention Deffcit Hyperactivity Disorder (ADHD) -- Technology, Theatre and Co-Design: Impact and Design Considerations -- Visual Fixations Duration as an Indicator of Skill Level in eSports -- Crowdsourcing and Collaborative Work -- #TheDay: Triggering User Generated Videos in Participatory Media Productions -- A Literature Review of the Practice of Educating Children about Technology Making -- Effect of Cognitive Abilities on Crowdsourcing Task Performance -- Insights on older adults' attitudes and behavior through the participatory design of an online storytelling platform -- Participatory Evaluation of Human-Data Interaction Design Guidelines -- Cyber Security and e-voting Systems -- Comparative Evaluation of Node-Link and Sankey Diagrams for the Cyber Security Domain -- Comparing "Challenge-Based" and "Code-Based" Internet Voting Veriffcation Implementations -- Mouse Behavior as an Index of Phishing Awareness -- Perceptions of risk, benefits and likelihood of undertaking password management behaviours: four components -- Social Engineering and Organisational Dependencies in Phishing Attacks -- Vote-for-It: Investigating Mobile Device-Based Interaction Techniques for Collocated Anonymous Voting and Rating -- Design Methods -- Design Requirements of Tools Supporting Reflection on Design Impact -- Designer Led Computational Approach to Generate Mappings for Devices with Low Gestural Resolution -- Ensuring the Consistency between User Requirements and GUI Prototypes: A Behavior-Based Automated Approach -- Integrating Personas and Use Case Models -- Smart Interactive Packaging as a Cyber-Physical Agent inthe Interaction Design Theory: A Novel User Interface -- Design Principles for Safety/Critical Systems -- Deep System Knowledge Required: Revisiting UCD Contribution in the Design of Complex Command and Control Systems -- Detecting and Infuencing Driver Emotions using Psycho-physiological Sensors and Ambient Light -- Evaluating mixed reality notifications to support excavator operator awareness -- Exploring the Effects of Replicating Shape, Weight and Recoil Effects on VR Shooting Controllers -- On the reliability and factorial validity of the Assessment Scale for Creative Collaboration. Tipo de medio : Computadora Summary : The four-volume set LNCS 11746–11749 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. The chapter 'Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users' is open access under a CC BY 4.0 license. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part I [documento electrónico] / Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, . - 1 ed. . - [s.l.] : Springer, 2019 . - XXXI, 794 p. 258 ilustraciones, 198 ilustraciones en color.
ISBN : 978-3-030-29381-9
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Sistemas de propósito especial y basados ​​en aplicaciones Interfaces de usuario (sistemas informáticos) Redes de comunicación informática Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacció Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción persona-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. El capÃtulo ''Análisis de barreras de accesibilidad mediante análisis costo-beneficio para diseñar servicios de navegación confiables para usuarios de sillas de ruedas'' es de acceso abierto bajo una licencia CC BY 4.0. Nota de contenido: Accessibility Design Principles -- A Serious Game for Raising Designer Awareness of Web Accessibility Guidelines -- Aestimo: A Tangible Kit to Evaluate Older Adults' User Experience -- Towards Reliable Accessibility Assessments of Science Center Exhibits -- Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials -- User Study: A Detailed View on the Effectiveness and Design of Tactile Charts -- Assistive Technology for Cognition and Neurodevelopment Disorders -- A User-Centred Methodology for the Development of Computer-Based Assistive Technologies for Individuals with Autism -- Classifying Sensitive Issues for Patients with Neurodevelopmental Disorders -- Effects of Menu Organization and Visibility on Web Navigation for People with Dyslexia -- ELE - A Conversational Social Robot for Persons with Neuro-Developmental Disorders -- S2C2: Toward an App to Support Social StoryTM Comprehension Checking in Children with ASD -- Assistive Technology for Mobility and Rehabilitation -- (How) Can an App Support Physiotherapy for Frozen Shoulder Patients? -- A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches' Mobility -- Analyzing Accessibility Barriers using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users -- Bridging the Gap: Creating a Clinician-Facing Dashboard for PTSD -- Using Artificial Intelligence for Augmentative Alternative Communication for Children with Disabilities -- Assistive Technology for Visually Impaired -- Comparing User Performance on Parallel-Tone, Parallel-Speech, Serial-Tone and Serial-Speech Auditory Graphs -- Factors that impact the acceptability of on-body interaction by users with visual impairments -- Faster and Less Error-prone: Supplementing an Accessible Keyboard with Speech Input -- Investigating Feedback for Two-Handed Exploration of Digital Maps without Vision -- Perception of tactile symbols by visually impaired older adults -- Co-design andDesign Methods -- Able to Create, Able to (Self)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation? -- Cinévoqué: Design of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies -- P(L)AY ATTENTION! Co-Designing for and with Children with Attention Deffcit Hyperactivity Disorder (ADHD) -- Technology, Theatre and Co-Design: Impact and Design Considerations -- Visual Fixations Duration as an Indicator of Skill Level in eSports -- Crowdsourcing and Collaborative Work -- #TheDay: Triggering User Generated Videos in Participatory Media Productions -- A Literature Review of the Practice of Educating Children about Technology Making -- Effect of Cognitive Abilities on Crowdsourcing Task Performance -- Insights on older adults' attitudes and behavior through the participatory design of an online storytelling platform -- Participatory Evaluation of Human-Data Interaction Design Guidelines -- Cyber Security and e-voting Systems -- Comparative Evaluation of Node-Link and Sankey Diagrams for the Cyber Security Domain -- Comparing "Challenge-Based" and "Code-Based" Internet Voting Veriffcation Implementations -- Mouse Behavior as an Index of Phishing Awareness -- Perceptions of risk, benefits and likelihood of undertaking password management behaviours: four components -- Social Engineering and Organisational Dependencies in Phishing Attacks -- Vote-for-It: Investigating Mobile Device-Based Interaction Techniques for Collocated Anonymous Voting and Rating -- Design Methods -- Design Requirements of Tools Supporting Reflection on Design Impact -- Designer Led Computational Approach to Generate Mappings for Devices with Low Gestural Resolution -- Ensuring the Consistency between User Requirements and GUI Prototypes: A Behavior-Based Automated Approach -- Integrating Personas and Use Case Models -- Smart Interactive Packaging as a Cyber-Physical Agent inthe Interaction Design Theory: A Novel User Interface -- Design Principles for Safety/Critical Systems -- Deep System Knowledge Required: Revisiting UCD Contribution in the Design of Complex Command and Control Systems -- Detecting and Infuencing Driver Emotions using Psycho-physiological Sensors and Ambient Light -- Evaluating mixed reality notifications to support excavator operator awareness -- Exploring the Effects of Replicating Shape, Weight and Recoil Effects on VR Shooting Controllers -- On the reliability and factorial validity of the Assessment Scale for Creative Collaboration. Tipo de medio : Computadora Summary : The four-volume set LNCS 11746–11749 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. The chapter 'Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users' is open access under a CC BY 4.0 license. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II / Lamas, David ; Loizides, Fernando ; Nacke, Lennart ; Petrie, Helen ; Winckler, Marco ; Zaphiris, Panayiotis
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TÃtulo : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II Tipo de documento: documento electrónico Autores: Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2019 Número de páginas: XXXI, 799 p. 234 ilustraciones, 200 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-29384-0 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Redes de comunicación informática Inteligencia artificial Sistemas de propósito especial y basados ​​en aplicaciones Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción humano-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. Nota de contenido: 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. Tipo de medio : Computadora Summary : The four-volume set LNCS 11746–11749 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. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II [documento electrónico] / Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, . - 1 ed. . - [s.l.] : Springer, 2019 . - XXXI, 799 p. 234 ilustraciones, 200 ilustraciones en color.
ISBN : 978-3-030-29384-0
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Redes de comunicación informática Inteligencia artificial Sistemas de propósito especial y basados ​​en aplicaciones Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción humano-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. Nota de contenido: 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. Tipo de medio : Computadora Summary : The four-volume set LNCS 11746–11749 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. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part III / Lamas, David ; Loizides, Fernando ; Nacke, Lennart ; Petrie, Helen ; Winckler, Marco ; Zaphiris, Panayiotis
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TÃtulo : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part III Tipo de documento: documento electrónico Autores: Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2019 Número de páginas: XXXI, 782 p. 279 ilustraciones, 190 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-29387-1 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Red informática Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Inteligencia artificial Redes de comunicación informática Visión por computador Ordenador La interacción persona-ordenado Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción humano-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. Nota de contenido: Interaction Design for Culture and Development II -- A contrastive study of pre- and post-legislation interaction design for communication and action about personal data protection in e-commerce websites -- A Study of Outbound Automated Call Preferences for DOTS Adherence in Rural India -- Investigating Mobile Banking in Mali: HCI Experience of 'Man in the Street -- Towards Safe Spaces Online: A Study of Indian Matrimonial Websites -- What about my Privacy, Habibi? Understanding Privacy Concerns and Perceptions of Users from Different Socioeconomic Groups in the Arab World -- Interaction Design for Culture and Development III -- An HCI Perspective on Distributed Ledger Technologies for Peer-to-Peer Energy Trading -- Child-Generated Personas to Aid Design across Cultures -- How Do They Use Their Smartphones: A Study on Smartphone Usage by Indian Students -- ICT Acceptance for Information Seeking Amongst Pre- and Postnatal Women in Urban Slums -- Sugar ka Saathi – A Case StudyDesigning Digital Self-Management Tools for People Living with Diabetes in Pakistan -- Interaction in Public Spaces -- Design Challenges for Mobile and Wearable Systems to Support Learning on-the-move at Outdoor Cultural Heritage Sites -- Instant Rephotography -- Personal Digital Signage for Shared Spaces -- SeaMote - Interactive Remotely Operated Apparatus for Aquatic Expeditions -- TouchGlass: Raycasting from a Glass Surface to Point at Physical Objects in Public Exhibits -- Interaction Techniques for Writing and Drawing -- Additive Voronoi Cursor: Dynamic Effective Areas using Additively Weighted Voronoi Diagrams -- Investigating the Potential of EEG for Implicit Detection of Unknown Words for Foreign Language Learning -- Search Support for Exploratory Writing -- Visual Methods for the Design of Shape-Changing Interfaces -- Methods for User Studies -- An Approach to Identifying What Has Gone Wrong in a User Interaction -- Analyzing Online Videos: a Complement to Field Studiesin Remote Locations -- Evidence Humans Provide When Explaining Data-Labeling Decisions -- How Do Users Perceive a Design-in-Use Approach to Implementation? A Healthcare Case -- Lifelogging in the Wild: Participant Experiences of Using Lifelogging as a Research Tool -- Mobile HCI -- A Comparative Study of Younger and Older Adults' Interaction with a Crowdsourcing Android TV App for Detecting Errors in TEDx Video Subtitles -- Effect of Ambient Light on Mobile Interaction -- Effects of Prompts on In-Situ Science Reflection on Smartwatches -- Investigating Screen Reachability on an Articulated Dual-Display Smartphone -- Short paper: initial recommendations for the design of privacy management tools for smartphones -- Tilt Space: A Systematic Exploration of Mobile Tilt for Design Purpose -- Personalization and Recommender Systems -- "I really don't know what 'thumbs up' means": Algorithmic Experience in Movie Recommender Algorithms -- Following wrong suggestions: self-blame in human and computer scenario -- Personality is Revealed During Weekends: Towards Data Minimisation for Smartphone Based Personality Classification -- Social Influence Scale for Technology Design and Transformation -- Using Expert Patterns in Assisted Interactive Machine Learning: A Study in Machine Teaching -- Welcome, computer! How do participants introduce a collaborative application during face-to-face interaction? -- Pointing, Touch, Gesture and Speech-based Interaction Techniques -- A Comparative Study of Pointing Techniques for Eyewear Using a Simulated Pedestrian Environment -- Are Split Tablet Keyboards Better? A Study of Soft Keyboard Layout and Hand Posture -- FittsFarm: Comparing Children's Drag-and-Drop Performance Using Finger and Stylus Input on Tablets -- Is Bigger Better? A Fitts' Law Study on the Impact of Display Size on Touch Performance -- WeldVUI: Establishing Speech-Based Interfaces in Industrial Applications -- Social Networks and Social Media Interaction -- Frameworks forStudying Social Media Interaction: A Discussion on Phenomenology and Poststructuralism -- FriendGroupVR: Design concepts using virtual reality to organize social network friends -- Investigating the Use of an Online Peer-to-Peer Car Sharing Service -- You talkin' to me? A practical attention-aware embodied agent. Tipo de medio : Computadora Summary : The four-volume set LNCS 11746–11749 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. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part III [documento electrónico] / Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, . - 1 ed. . - [s.l.] : Springer, 2019 . - XXXI, 782 p. 279 ilustraciones, 190 ilustraciones en color.
ISBN : 978-3-030-29387-1
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Red informática Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Inteligencia artificial Redes de comunicación informática Visión por computador Ordenador La interacción persona-ordenado Clasificación: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción humano-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. Nota de contenido: Interaction Design for Culture and Development II -- A contrastive study of pre- and post-legislation interaction design for communication and action about personal data protection in e-commerce websites -- A Study of Outbound Automated Call Preferences for DOTS Adherence in Rural India -- Investigating Mobile Banking in Mali: HCI Experience of 'Man in the Street -- Towards Safe Spaces Online: A Study of Indian Matrimonial Websites -- What about my Privacy, Habibi? Understanding Privacy Concerns and Perceptions of Users from Different Socioeconomic Groups in the Arab World -- Interaction Design for Culture and Development III -- An HCI Perspective on Distributed Ledger Technologies for Peer-to-Peer Energy Trading -- Child-Generated Personas to Aid Design across Cultures -- How Do They Use Their Smartphones: A Study on Smartphone Usage by Indian Students -- ICT Acceptance for Information Seeking Amongst Pre- and Postnatal Women in Urban Slums -- Sugar ka Saathi – A Case StudyDesigning Digital Self-Management Tools for People Living with Diabetes in Pakistan -- Interaction in Public Spaces -- Design Challenges for Mobile and Wearable Systems to Support Learning on-the-move at Outdoor Cultural Heritage Sites -- Instant Rephotography -- Personal Digital Signage for Shared Spaces -- SeaMote - Interactive Remotely Operated Apparatus for Aquatic Expeditions -- TouchGlass: Raycasting from a Glass Surface to Point at Physical Objects in Public Exhibits -- Interaction Techniques for Writing and Drawing -- Additive Voronoi Cursor: Dynamic Effective Areas using Additively Weighted Voronoi Diagrams -- Investigating the Potential of EEG for Implicit Detection of Unknown Words for Foreign Language Learning -- Search Support for Exploratory Writing -- Visual Methods for the Design of Shape-Changing Interfaces -- Methods for User Studies -- An Approach to Identifying What Has Gone Wrong in a User Interaction -- Analyzing Online Videos: a Complement to Field Studiesin Remote Locations -- Evidence Humans Provide When Explaining Data-Labeling Decisions -- How Do Users Perceive a Design-in-Use Approach to Implementation? A Healthcare Case -- Lifelogging in the Wild: Participant Experiences of Using Lifelogging as a Research Tool -- Mobile HCI -- A Comparative Study of Younger and Older Adults' Interaction with a Crowdsourcing Android TV App for Detecting Errors in TEDx Video Subtitles -- Effect of Ambient Light on Mobile Interaction -- Effects of Prompts on In-Situ Science Reflection on Smartwatches -- Investigating Screen Reachability on an Articulated Dual-Display Smartphone -- Short paper: initial recommendations for the design of privacy management tools for smartphones -- Tilt Space: A Systematic Exploration of Mobile Tilt for Design Purpose -- Personalization and Recommender Systems -- "I really don't know what 'thumbs up' means": Algorithmic Experience in Movie Recommender Algorithms -- Following wrong suggestions: self-blame in human and computer scenario -- Personality is Revealed During Weekends: Towards Data Minimisation for Smartphone Based Personality Classification -- Social Influence Scale for Technology Design and Transformation -- Using Expert Patterns in Assisted Interactive Machine Learning: A Study in Machine Teaching -- Welcome, computer! How do participants introduce a collaborative application during face-to-face interaction? -- Pointing, Touch, Gesture and Speech-based Interaction Techniques -- A Comparative Study of Pointing Techniques for Eyewear Using a Simulated Pedestrian Environment -- Are Split Tablet Keyboards Better? A Study of Soft Keyboard Layout and Hand Posture -- FittsFarm: Comparing Children's Drag-and-Drop Performance Using Finger and Stylus Input on Tablets -- Is Bigger Better? A Fitts' Law Study on the Impact of Display Size on Touch Performance -- WeldVUI: Establishing Speech-Based Interfaces in Industrial Applications -- Social Networks and Social Media Interaction -- Frameworks forStudying Social Media Interaction: A Discussion on Phenomenology and Poststructuralism -- FriendGroupVR: Design concepts using virtual reality to organize social network friends -- Investigating the Use of an Online Peer-to-Peer Car Sharing Service -- You talkin' to me? A practical attention-aware embodied agent. Tipo de medio : Computadora Summary : The four-volume set LNCS 11746–11749 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. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV / Lamas, David ; Loizides, Fernando ; Nacke, Lennart ; Petrie, Helen ; Winckler, Marco ; Zaphiris, Panayiotis
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