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TÃtulo : Cuteness Engineering : Designing Adorable Products and Services Tipo de documento: documento electrónico Autores: Marcus, Aaron, ; Kurosu, Masaaki, ; Ma, Xiaojuan, ; Hashizume, Ayako, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XVI, 161 p. 121 ilustraciones, 73 ilustraciones en color. ISBN/ISSN/DL: 978-3-319-61961-3 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: Multimedia interactiva Sistemas multimedia Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador humanidades digitales Diseño de medios Interfaces de usuario e interacción persona-computadora Sistemas de información multimedia Clasificación: 006.7 Resumen: Esta monografÃa de vanguardia presenta una introducción única al pensamiento sobre la ternura y su incorporación a los productos y servicios modernos, especialmente los basados ​​en computadora. La ternura se define y explora en relación con conceptos y métodos de diseño centrados en el usuario, además de considerar la historia de la ternura y la ternura en otras culturas, especialmente en relación con el este de Asia. Los autores proporcionan análisis detallados e historias de la ternura en Japón y China, el surgimiento de los artefactos culturales Kawaii y Moe, y su relación con cuestiones sociales, psicológicas y de diseño. También intentan una taxonomÃa inicial de la ternura. Finalmente, entrevistas detalladas con diseñadores lÃderes de productos y servicios lindos, como Hello Kitty, brindan una comprensión de la filosofÃa y el proceso de toma de decisiones de los diseñadores de cosas lindas. Cuteness Engineering: Diseño de productos y servicios adorables será de interés y utilidad para una amplia gama de profesionales, investigadores, académicos y estudiantes interesados ​​en explorar el mundo de la ternura de nuevas maneras y obtener conocimientos útiles para su trabajo y estudios. Nota de contenido: Foreword -- Preface -- Introduction -- Cuteness in Japan -- Cuteness in China -- Taxonomy of Cuteness -- Cuteness Designer Interview: Yuuko Yamaguchi, Design Manager, Hello Kitty -- Cuteness Designer Interview: Wentao Huang, Senior UX Designer, Baidu, China -- Conclusions and Closing Thoughts. Tipo de medio : Computadora Summary : This state of the art monograph presents a unique introduction to thinking about cuteness and its incorporation into modern, especially computer-based, products and services. Cuteness is defined and explored in relation to user-centered design concepts and methods, in addition to considering the history of cuteness and cuteness in other cultures, especially in relation to eastern Asia. The authors provide detailed analyses and histories of cuteness in Japan and in China, the rise of Kawaii and Moe cultural artifacts, and their relation to social, psychological, and design issues. They also attempt an initial taxonomy of cuteness. Finally, detailed interviews with leading designers of cute products and services, such as Hello Kitty, provide an understanding of the philosophy and decision-making process of designers of cuteness. Cuteness Engineering: Designing Adorable Products and Services will be of interest and use to a wide range of professionals, researchers, academics, and students who are interested in exploring the world of cuteness in fresh new ways and gaining insights useful for their work and studies. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Cuteness Engineering : Designing Adorable Products and Services [documento electrónico] / Marcus, Aaron, ; Kurosu, Masaaki, ; Ma, Xiaojuan, ; Hashizume, Ayako, . - 1 ed. . - [s.l.] : Springer, 2017 . - XVI, 161 p. 121 ilustraciones, 73 ilustraciones en color.
ISBN : 978-3-319-61961-3
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: Multimedia interactiva Sistemas multimedia Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador humanidades digitales Diseño de medios Interfaces de usuario e interacción persona-computadora Sistemas de información multimedia Clasificación: 006.7 Resumen: Esta monografÃa de vanguardia presenta una introducción única al pensamiento sobre la ternura y su incorporación a los productos y servicios modernos, especialmente los basados ​​en computadora. La ternura se define y explora en relación con conceptos y métodos de diseño centrados en el usuario, además de considerar la historia de la ternura y la ternura en otras culturas, especialmente en relación con el este de Asia. Los autores proporcionan análisis detallados e historias de la ternura en Japón y China, el surgimiento de los artefactos culturales Kawaii y Moe, y su relación con cuestiones sociales, psicológicas y de diseño. También intentan una taxonomÃa inicial de la ternura. Finalmente, entrevistas detalladas con diseñadores lÃderes de productos y servicios lindos, como Hello Kitty, brindan una comprensión de la filosofÃa y el proceso de toma de decisiones de los diseñadores de cosas lindas. Cuteness Engineering: Diseño de productos y servicios adorables será de interés y utilidad para una amplia gama de profesionales, investigadores, académicos y estudiantes interesados ​​en explorar el mundo de la ternura de nuevas maneras y obtener conocimientos útiles para su trabajo y estudios. Nota de contenido: Foreword -- Preface -- Introduction -- Cuteness in Japan -- Cuteness in China -- Taxonomy of Cuteness -- Cuteness Designer Interview: Yuuko Yamaguchi, Design Manager, Hello Kitty -- Cuteness Designer Interview: Wentao Huang, Senior UX Designer, Baidu, China -- Conclusions and Closing Thoughts. Tipo de medio : Computadora Summary : This state of the art monograph presents a unique introduction to thinking about cuteness and its incorporation into modern, especially computer-based, products and services. Cuteness is defined and explored in relation to user-centered design concepts and methods, in addition to considering the history of cuteness and cuteness in other cultures, especially in relation to eastern Asia. The authors provide detailed analyses and histories of cuteness in Japan and in China, the rise of Kawaii and Moe cultural artifacts, and their relation to social, psychological, and design issues. They also attempt an initial taxonomy of cuteness. Finally, detailed interviews with leading designers of cute products and services, such as Hello Kitty, provide an understanding of the philosophy and decision-making process of designers of cuteness. Cuteness Engineering: Designing Adorable Products and Services will be of interest and use to a wide range of professionals, researchers, academics, and students who are interested in exploring the world of cuteness in fresh new ways and gaining insights useful for their work and studies. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence / Stephanidis, Constantine ; Kurosu, Masaaki ; Degen, Helmut ; Reinerman-Jones, Lauren
TÃtulo : HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / Tipo de documento: documento electrónico Autores: Stephanidis, Constantine, ; Kurosu, Masaaki, ; Degen, Helmut, ; Reinerman-Jones, Lauren, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: XX, 540 p. 48 ilustraciones, 1 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-60117-1 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: La interacción persona-ordenador Redes de comunicación informática Sistemas de propósito especial y basados ​​en aplicaciones Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-com Clasificación: 5.437 Resumen: Este libro constituye los últimos artÃculos de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, que se celebró en julio de 2020. La conferencia estaba prevista para realizarse en Copenhague, Dinamarca, pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptaron un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 antes de que tuviera lugar la conferencia. Además, un total de 333 artÃculos y 144 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia como "Late Breaking Work" (artÃculos y carteles). Estas contribuciones abordan los últimos esfuerzos de investigación y desarrollo en el campo y destacan los aspectos humanos del diseño y uso de sistemas informáticos. Tipo de medio : Computadora Summary : This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as "Late Breaking Work" (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / [documento electrónico] / Stephanidis, Constantine, ; Kurosu, Masaaki, ; Degen, Helmut, ; Reinerman-Jones, Lauren, . - 1 ed. . - [s.l.] : Springer, 2020 . - XX, 540 p. 48 ilustraciones, 1 ilustraciones en color.
ISBN : 978-3-030-60117-1
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: La interacción persona-ordenador Redes de comunicación informática Sistemas de propósito especial y basados ​​en aplicaciones Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-com Clasificación: 5.437 Resumen: Este libro constituye los últimos artÃculos de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, que se celebró en julio de 2020. La conferencia estaba prevista para realizarse en Copenhague, Dinamarca, pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptaron un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 antes de que tuviera lugar la conferencia. Además, un total de 333 artÃculos y 144 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia como "Late Breaking Work" (artÃculos y carteles). Estas contribuciones abordan los últimos esfuerzos de investigación y desarrollo en el campo y destacan los aspectos humanos del diseño y uso de sistemas informáticos. Tipo de medio : Computadora Summary : This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as "Late Breaking Work" (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] HCI International 2021 - Late Breaking Papers: Multimodality, eXtended Reality, and Artificial Intelligence / Stephanidis, Constantine ; Kurosu, Masaaki ; Chen, Jessie Y. C. ; Fragomeni, Gino ; Streitz, Norbert ; Konomi, Shin'ichi ; Degen, Helmut ; Ntoa, Stavroula
TÃtulo : HCI International 2021 - Late Breaking Papers: Multimodality, eXtended Reality, and Artificial Intelligence : 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings / Tipo de documento: documento electrónico Autores: Stephanidis, Constantine, ; Kurosu, Masaaki, ; Chen, Jessie Y. C., ; Fragomeni, Gino, ; Streitz, Norbert, ; Konomi, Shin'ichi, ; Degen, Helmut, ; Ntoa, Stavroula, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XXI, 600 p. 302 ilustraciones, 252 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-90963-5 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: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Interfaces de usuario e interacción persona-computadora Clasificación: 5.437 Resumen: Este libro constituye los últimos artÃculos 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 paÃses presentaron contribuciones, y 1276 artÃculos y 241 carteles se incluyeron en los volúmenes de las actas que se publicaron antes del inicio de la conferencia. Además, 174 artÃculos y 146 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia, como "Late Breaking Work" (artÃculos 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: Multimodal Interaction -- HCI in eXtended Reality -- Artificial Intelligence and HCI. Tipo de medio : Computadora Summary : This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as "Late Breaking Work" (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] HCI International 2021 - Late Breaking Papers: Multimodality, eXtended Reality, and Artificial Intelligence : 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings / [documento electrónico] / Stephanidis, Constantine, ; Kurosu, Masaaki, ; Chen, Jessie Y. C., ; Fragomeni, Gino, ; Streitz, Norbert, ; Konomi, Shin'ichi, ; Degen, Helmut, ; Ntoa, Stavroula, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXI, 600 p. 302 ilustraciones, 252 ilustraciones en color.
ISBN : 978-3-030-90963-5
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: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Interfaces de usuario e interacción persona-computadora Clasificación: 5.437 Resumen: Este libro constituye los últimos artÃculos 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 paÃses presentaron contribuciones, y 1276 artÃculos y 241 carteles se incluyeron en los volúmenes de las actas que se publicaron antes del inicio de la conferencia. Además, 174 artÃculos y 146 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia, como "Late Breaking Work" (artÃculos 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: Multimodal Interaction -- HCI in eXtended Reality -- Artificial Intelligence and HCI. Tipo de medio : Computadora Summary : This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as "Late Breaking Work" (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]
TÃtulo : Human-Computer Interaction. Design and User Experience Case Studies : Thematic Area, HCI 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: Kurosu, Masaaki, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XXI, 663 p. 326 ilustraciones, 260 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-78468-3 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 Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Inteligencia artificial Interfaces de usuario (sistemas informáticos) Aplicaciones informáticas y de sistemas de información Application software La interacción persona-ordenador IngenierÃa Informática Clasificación: 5.437 Resumen: El conjunto de tres volúmenes LNCS 12762, 12763 y 12764 constituye las actas arbitradas del área temática Interacción hombre-computadora de la 23.ª Conferencia internacional sobre interacción persona-computadora, HCII 2021, que tuvo lugar virtualmente en julio de 2021. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas de HCII 2021 fueron cuidadosamente revisados ​​y seleccionados entre 5222 presentaciones. Los 139 artÃculos incluidos en estas actas de HCI 2021 se organizaron en secciones temáticas de la siguiente manera: Parte I, TeorÃa, métodos y herramientas: teorÃa, educación y práctica de HCI; Métodos, técnicas y herramientas de evaluación de UX; diseño emocional y persuasivo; y emociones y cognición en HCI Parte II, Técnicas de interacción y aplicaciones novedosas: Técnicas de interacción novedosas; interacción humano-robot; bienestar digital; y HCI en cirugÃa Parte III, Estudios de casos de diseño y experiencia de usuario: Estudios de casos de diseño; estudios de experiencia de usuario y aceptación de tecnologÃa; y HCI, distanciamiento social, información, comunicación y trabajo. Nota de contenido: Design Case Studies -- Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations -- A Study on Universal Design of Musical Performance System -- Developing a Knowledge-based System for Lean Communications between Designers and Clients -- Learn & Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap between Local Guides & The New Users Looking for a Reliable & Affordable Pest Control Solutions -- Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News -- Elderly-Centered Design: A New Numeric Typeface for Increased Legibility -- Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle -- Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians -- Interaction with Objects and Humans based on Visualized Flow using a Background-oriented Schlieren Method -- Research on Aging Design of News APP Interface Layout Basedon Perceptual Features -- Research on Modular Design of Children's Furniture based on Scene Theory -- A Design Method of Children Playground Based on Bionic Algorithm -- Bias in, Bias out – The Similarity-Attraction Effect between Chatbot Designers and Users -- Research on Immersive Virtual Reality Display Design Mode of Cantonese Porcelain based on Embodied Interaction -- Design and Research of Children's Robot Based on Kansei Engineering -- User Experience and Technology Acceptance Studies -- Exploring Citizens' Attitudes towards Voice-Based Government Services in Switzerland -- Too Hot to Enter: Investigating Users' Attitudes toward Thermoscanners in COVID times -- Teens' Conceptual Understanding of Web Search Engines: The Case of Google Search Engine Result Pages (SERPs) -- What Futuristic Technology Means for First Responders: Voices from the Field -- Blinking LEDs: Usability and User Experience of Domestic Modem Routers Indicator Lights -- The Smaller the Better? A Study on Acceptance of 3D Display of Exhibits of Museum's Mobile Media -- Research on Information Visualization Design for Public Health Security Emergencies -- Comparative Study of the Interaction of Digital Natives with Mainstream Web Mapping Services -- Success is not Final; Failure is not Fatal – Task Success and User Experience in Interactions with Alexa, Google Assistant and Siri -- Research on the Usability Design of HUD Interactive Interface -- Current Problems, Future Needs: Voices of First Responders about Communication Technology -- Exploring the Antecedents of Verificator Adoption -- Are Professional Kitchens Ready for Dummies? A Comparative Usability Evaluation between Expert and non-Expert Users -- Verification of the Appropriate Number of Communications between Drivers of Bicycles and Vehicles -- User Assessment of Webpage Usefulness -- How Workarounds Occur in Relation to Automatic Speech Recognition at Danish Hospitals -- Secondary Task Behavioral Analysis Based on Depth Image During Driving -- Research on the Relationship between the Partition Position of the Central Control Display Interface and the Interaction Efficiency -- HCI, Social Distancing, Information, Communication and Work -- Attention-based Design and Selective Exposure Amid COVID-19 Misinformation Sharing -- Digital Communication to Compensate for Social Distancing? - Results of a Survey on the Local Communication App DorfFunk -- An Evaluation of Remote Workers' Preferences for the Design of a Mobile App on Workspace Search -- Feasibility of Estimating Concentration Level for Not Disturbing Remote Office Workers Based on Kana-Kanji Conversion Confirmation Time -- A Smart City Stakeholder Online Meeting Interface -- Fostering Empathy and Privacy: The Effect of Using Expressive Avatars for Remote Communication -- PerformEyebrow: Design and Implementation of an Artificial Eyebrow Device Enabling Augmented Facial Expression -- Improving Satisfaction in Group Dialogue: A Comparative Study of Face-to-Face and Online Meetings -- EmojiCam: Emoji-Assisted Video Communication System Leveraging Facial Expressions -- Pokerepo Join: Construction of a Virtual Companion Experience System -- Visual Information in Computer-Mediated Interaction Matters: Investigating the Association Between the Availability of Gesture and Turn Transition Timing in Conversation. Tipo de medio : Computadora Summary : The three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows: Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgery Part III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and work. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Human-Computer Interaction. Design and User Experience Case Studies : Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part III / [documento electrónico] / Kurosu, Masaaki, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXI, 663 p. 326 ilustraciones, 260 ilustraciones en color.
ISBN : 978-3-030-78468-3
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 Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Inteligencia artificial Interfaces de usuario (sistemas informáticos) Aplicaciones informáticas y de sistemas de información Application software La interacción persona-ordenador IngenierÃa Informática Clasificación: 5.437 Resumen: El conjunto de tres volúmenes LNCS 12762, 12763 y 12764 constituye las actas arbitradas del área temática Interacción hombre-computadora de la 23.ª Conferencia internacional sobre interacción persona-computadora, HCII 2021, que tuvo lugar virtualmente en julio de 2021. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas de HCII 2021 fueron cuidadosamente revisados ​​y seleccionados entre 5222 presentaciones. Los 139 artÃculos incluidos en estas actas de HCI 2021 se organizaron en secciones temáticas de la siguiente manera: Parte I, TeorÃa, métodos y herramientas: teorÃa, educación y práctica de HCI; Métodos, técnicas y herramientas de evaluación de UX; diseño emocional y persuasivo; y emociones y cognición en HCI Parte II, Técnicas de interacción y aplicaciones novedosas: Técnicas de interacción novedosas; interacción humano-robot; bienestar digital; y HCI en cirugÃa Parte III, Estudios de casos de diseño y experiencia de usuario: Estudios de casos de diseño; estudios de experiencia de usuario y aceptación de tecnologÃa; y HCI, distanciamiento social, información, comunicación y trabajo. Nota de contenido: Design Case Studies -- Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations -- A Study on Universal Design of Musical Performance System -- Developing a Knowledge-based System for Lean Communications between Designers and Clients -- Learn & Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap between Local Guides & The New Users Looking for a Reliable & Affordable Pest Control Solutions -- Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News -- Elderly-Centered Design: A New Numeric Typeface for Increased Legibility -- Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle -- Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians -- Interaction with Objects and Humans based on Visualized Flow using a Background-oriented Schlieren Method -- Research on Aging Design of News APP Interface Layout Basedon Perceptual Features -- Research on Modular Design of Children's Furniture based on Scene Theory -- A Design Method of Children Playground Based on Bionic Algorithm -- Bias in, Bias out – The Similarity-Attraction Effect between Chatbot Designers and Users -- Research on Immersive Virtual Reality Display Design Mode of Cantonese Porcelain based on Embodied Interaction -- Design and Research of Children's Robot Based on Kansei Engineering -- User Experience and Technology Acceptance Studies -- Exploring Citizens' Attitudes towards Voice-Based Government Services in Switzerland -- Too Hot to Enter: Investigating Users' Attitudes toward Thermoscanners in COVID times -- Teens' Conceptual Understanding of Web Search Engines: The Case of Google Search Engine Result Pages (SERPs) -- What Futuristic Technology Means for First Responders: Voices from the Field -- Blinking LEDs: Usability and User Experience of Domestic Modem Routers Indicator Lights -- The Smaller the Better? A Study on Acceptance of 3D Display of Exhibits of Museum's Mobile Media -- Research on Information Visualization Design for Public Health Security Emergencies -- Comparative Study of the Interaction of Digital Natives with Mainstream Web Mapping Services -- Success is not Final; Failure is not Fatal – Task Success and User Experience in Interactions with Alexa, Google Assistant and Siri -- Research on the Usability Design of HUD Interactive Interface -- Current Problems, Future Needs: Voices of First Responders about Communication Technology -- Exploring the Antecedents of Verificator Adoption -- Are Professional Kitchens Ready for Dummies? A Comparative Usability Evaluation between Expert and non-Expert Users -- Verification of the Appropriate Number of Communications between Drivers of Bicycles and Vehicles -- User Assessment of Webpage Usefulness -- How Workarounds Occur in Relation to Automatic Speech Recognition at Danish Hospitals -- Secondary Task Behavioral Analysis Based on Depth Image During Driving -- Research on the Relationship between the Partition Position of the Central Control Display Interface and the Interaction Efficiency -- HCI, Social Distancing, Information, Communication and Work -- Attention-based Design and Selective Exposure Amid COVID-19 Misinformation Sharing -- Digital Communication to Compensate for Social Distancing? - Results of a Survey on the Local Communication App DorfFunk -- An Evaluation of Remote Workers' Preferences for the Design of a Mobile App on Workspace Search -- Feasibility of Estimating Concentration Level for Not Disturbing Remote Office Workers Based on Kana-Kanji Conversion Confirmation Time -- A Smart City Stakeholder Online Meeting Interface -- Fostering Empathy and Privacy: The Effect of Using Expressive Avatars for Remote Communication -- PerformEyebrow: Design and Implementation of an Artificial Eyebrow Device Enabling Augmented Facial Expression -- Improving Satisfaction in Group Dialogue: A Comparative Study of Face-to-Face and Online Meetings -- EmojiCam: Emoji-Assisted Video Communication System Leveraging Facial Expressions -- Pokerepo Join: Construction of a Virtual Companion Experience System -- Visual Information in Computer-Mediated Interaction Matters: Investigating the Association Between the Availability of Gesture and Turn Transition Timing in Conversation. Tipo de medio : Computadora Summary : The three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows: Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgery Part III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and work. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]
TÃtulo : Human-Computer Interaction. Design and User Experience : Thematic Area, HCI 2020, Held as Part of the 22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I / Tipo de documento: documento electrónico Autores: Kurosu, Masaaki, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: XXXIII, 715 p. 307 ilustraciones, 181 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-49059-1 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: Interfaces de usuario e interacción persona-computadora Visión por computador IngenierÃa de software Interfaces de usuario (sistemas informáticos) Inteligencia artificial Ordenador La interacción persona-ordenador Sistemas de propósito especial y b Clasificación: 5.437 Resumen: El conjunto de tres volúmenes LNCS 12181, 12182 y 12183 constituye las actas arbitradas del área temática Interacción hombre-computadora de la 22.ª Conferencia Internacional sobre Interacción Persona-Computadora, HCII 2020, que tuvo lugar en Copenhague, Dinamarca, en julio de 2020.* Se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 de un total de 6326 presentaciones. Los 145 artÃculos incluidos en estas actas de HCI 2020 se organizaron en secciones temáticas de la siguiente manera: Parte I: teorÃa, métodos y práctica del diseño en HCI; comprender a los usuarios; usabilidad, experiencia de usuario y calidad; e imágenes, visualización y estética en HCI. Parte II: interacción basada en gestos; habla, voz, conversación y emociones; interacción multimodal; e interacción entre humanos y robots. Parte III: IC para el bienestar y Eudaimonia; aprendizaje, cultura y creatividad; valores humanos, ética, transparencia y confianza; y HCI en entornos complejos. *La conferencia se realizó de manera virtual debido a la pandemia de COVID-19. Nota de contenido: Design Theory, Methods and Practice in HCI -- Applying Designing Lines to Develop Audiovisual Systems -- "Boundaries do not sit still." From Interaction to Agential Intra-action in HCI -- Contextual research - why we need to research in context to deliver great products -- Development of an Assessment Model for the Human Centered Design Processes specified in ISO -- Modeling and Runtime Generation of Situation-aware Adaptations -- Ethnographic Practice and the Problem of Context in Interaction Design Education -- Design Interface and Modeling Technique -- Spreading awareness about quality in interaction and UX to young generations -- Ask Me No Questions: Increasing Empirical Evidence for a Qualitative Approach to Technology Acceptance -- Anthropomorphic Design for Everyday Objects -- UX in IxD - User Experience in Interaction Design -- Human Computer Interfaces Reconsidered: A Conceptual Model for Understanding User Interfaces -- Wizardry in Distributed Participatory Design: from design to implementation -- Research on Information Interface Interaction Design Based on Unconscious Cognition -- Understanding Users -- Player Needs First: Understanding Player Needs before Designing a K-pop Themed Mobile Game -- Yayy! You have a new notification: Co-designing Multi-device Locative Media Experiences with Young People -- Observations and Categorisations of Art Practices associated with AI -- DICT and seniors: How can research experience help us map digital skills? -- A Successful Transformation of Work? An Exploratory Analysis on Requirements and Evaluation Criteria -- Insights into the work of Editors of Digital Scholarly Editions for Correspondences -- The Behaviour Observations of Using Rearview Mirror with Distance Indicator -- Research on method of acquiring and screening of personalized functional requirements of smart watches for the elderly based on Kano model -- Human Factors Engineering Development Process in Civil Aircraft Flight Deck Design and Integration -- Documentation tasks with tablet or smartphone in the workplace: A study with respect to OSH -- Research on the Design of Interactive Waiting Interface based on the Elderly User Experience -- Usability, User Experience and Quality -- Evaluating the Usability and the Accessibility of Saudi E-government Websites -- Research on Evaluation Index System of Artificial Intelligence Design Based on User Experience -- Ecological Momentary Assessment Tools: Lessons Learned from an HCI Perspective -- Research on Interactive Usability Evaluation of Mobile Map Navigation Based on User Behavior Pattern -- The Problems with Usability Testing -- Proposal of Quality in Use in Software quality -- Accuracy Assessment of ARKit 2 Based Gaze Estimation -- Usability of Software-Intensive Systems from Developers' Point of View – Current Status and Future Perspectives of International Standardization of Usability Evaluation -- An Experimental Study of Typography using EEG Signal Parameters -- Research on Evaluation of Perceptual Experience Quality of Web-based Panoramic Navigation System Based on Cognitive Mechanism -- User Loyalty Analysis of Knowledge Payment Platform -- A Quantitative Method to Measure Noticeability of Animation in Mobile Interfaces -- Using Reinforcement Learning Agents to Analyze Player Experience -- Images, Visualization and Aesthetics in HCI -- Generating Graphic Representations of Spoken Interactions Revisited: The Tension Factor and Information Not Uttered in Journalistic Data -- Reflections on Data Visualization Design by Professionals in the Tourism Field -- The Image of Presence and the Presence of the Image -- Applying Holo360 Video and Image Super-Resolution Generative Adversarial Networks to Virtual Reality Immersion -- Single Image Contrast Enhancement by Training the HDR Camera data -- Baguamarsh: An Immersive Narrative Visualization for Conveying Subjective Experience -- Information Visualization-Based Study on Interactive Design of Elderly Health Management Application -- A Hashing Algorithm of Depth Image Matching for Liver Surgery -- Automatic Deformation Detection and Analysis Visualization of 3D Steel Structures in As-Built Point Clouds -- Revisiting Visualization Task Taxonomies: Specifying Functions for the Data Transformations Stage -- Semi-automatic Annotation of OCT Images for CNN Training -- The Impact of Increasing and Decreasing the Professionalism of News Webpage Aesthetics on the Perception of Bias in News Articles. Tipo de medio : Computadora Summary : The three-volume set LNCS 12181, 12182, and 12183 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 22nd International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.* A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 145 papers included in this HCI 2020 proceedings were organized in topical sections as follows: Part I: design theory, methods and practice in HCI; understanding users; usability, user experience and quality; and images, visualization and aesthetics in HCI. Part II: gesture-based interaction; speech, voice, conversation and emotions; multimodal interaction; and human robot interaction. Part III: HCI for well-being and Eudaimonia; learning, culture and creativity; human values, ethics, transparency and trust; and HCI in complex environments. *The conference was held virtually due to the COVID-19 pandemic. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Human-Computer Interaction. Design and User Experience : Thematic Area, HCI 2020, Held as Part of the 22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I / [documento electrónico] / Kurosu, Masaaki, . - 1 ed. . - [s.l.] : Springer, 2020 . - XXXIII, 715 p. 307 ilustraciones, 181 ilustraciones en color.
ISBN : 978-3-030-49059-1
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: Interfaces de usuario e interacción persona-computadora Visión por computador IngenierÃa de software Interfaces de usuario (sistemas informáticos) Inteligencia artificial Ordenador La interacción persona-ordenador Sistemas de propósito especial y b Clasificación: 5.437 Resumen: El conjunto de tres volúmenes LNCS 12181, 12182 y 12183 constituye las actas arbitradas del área temática Interacción hombre-computadora de la 22.ª Conferencia Internacional sobre Interacción Persona-Computadora, HCII 2020, que tuvo lugar en Copenhague, Dinamarca, en julio de 2020.* Se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 de un total de 6326 presentaciones. Los 145 artÃculos incluidos en estas actas de HCI 2020 se organizaron en secciones temáticas de la siguiente manera: Parte I: teorÃa, métodos y práctica del diseño en HCI; comprender a los usuarios; usabilidad, experiencia de usuario y calidad; e imágenes, visualización y estética en HCI. Parte II: interacción basada en gestos; habla, voz, conversación y emociones; interacción multimodal; e interacción entre humanos y robots. Parte III: IC para el bienestar y Eudaimonia; aprendizaje, cultura y creatividad; valores humanos, ética, transparencia y confianza; y HCI en entornos complejos. *La conferencia se realizó de manera virtual debido a la pandemia de COVID-19. Nota de contenido: Design Theory, Methods and Practice in HCI -- Applying Designing Lines to Develop Audiovisual Systems -- "Boundaries do not sit still." From Interaction to Agential Intra-action in HCI -- Contextual research - why we need to research in context to deliver great products -- Development of an Assessment Model for the Human Centered Design Processes specified in ISO -- Modeling and Runtime Generation of Situation-aware Adaptations -- Ethnographic Practice and the Problem of Context in Interaction Design Education -- Design Interface and Modeling Technique -- Spreading awareness about quality in interaction and UX to young generations -- Ask Me No Questions: Increasing Empirical Evidence for a Qualitative Approach to Technology Acceptance -- Anthropomorphic Design for Everyday Objects -- UX in IxD - User Experience in Interaction Design -- Human Computer Interfaces Reconsidered: A Conceptual Model for Understanding User Interfaces -- Wizardry in Distributed Participatory Design: from design to implementation -- Research on Information Interface Interaction Design Based on Unconscious Cognition -- Understanding Users -- Player Needs First: Understanding Player Needs before Designing a K-pop Themed Mobile Game -- Yayy! You have a new notification: Co-designing Multi-device Locative Media Experiences with Young People -- Observations and Categorisations of Art Practices associated with AI -- DICT and seniors: How can research experience help us map digital skills? -- A Successful Transformation of Work? An Exploratory Analysis on Requirements and Evaluation Criteria -- Insights into the work of Editors of Digital Scholarly Editions for Correspondences -- The Behaviour Observations of Using Rearview Mirror with Distance Indicator -- Research on method of acquiring and screening of personalized functional requirements of smart watches for the elderly based on Kano model -- Human Factors Engineering Development Process in Civil Aircraft Flight Deck Design and Integration -- Documentation tasks with tablet or smartphone in the workplace: A study with respect to OSH -- Research on the Design of Interactive Waiting Interface based on the Elderly User Experience -- Usability, User Experience and Quality -- Evaluating the Usability and the Accessibility of Saudi E-government Websites -- Research on Evaluation Index System of Artificial Intelligence Design Based on User Experience -- Ecological Momentary Assessment Tools: Lessons Learned from an HCI Perspective -- Research on Interactive Usability Evaluation of Mobile Map Navigation Based on User Behavior Pattern -- The Problems with Usability Testing -- Proposal of Quality in Use in Software quality -- Accuracy Assessment of ARKit 2 Based Gaze Estimation -- Usability of Software-Intensive Systems from Developers' Point of View – Current Status and Future Perspectives of International Standardization of Usability Evaluation -- An Experimental Study of Typography using EEG Signal Parameters -- Research on Evaluation of Perceptual Experience Quality of Web-based Panoramic Navigation System Based on Cognitive Mechanism -- User Loyalty Analysis of Knowledge Payment Platform -- A Quantitative Method to Measure Noticeability of Animation in Mobile Interfaces -- Using Reinforcement Learning Agents to Analyze Player Experience -- Images, Visualization and Aesthetics in HCI -- Generating Graphic Representations of Spoken Interactions Revisited: The Tension Factor and Information Not Uttered in Journalistic Data -- Reflections on Data Visualization Design by Professionals in the Tourism Field -- The Image of Presence and the Presence of the Image -- Applying Holo360 Video and Image Super-Resolution Generative Adversarial Networks to Virtual Reality Immersion -- Single Image Contrast Enhancement by Training the HDR Camera data -- Baguamarsh: An Immersive Narrative Visualization for Conveying Subjective Experience -- Information Visualization-Based Study on Interactive Design of Elderly Health Management Application -- A Hashing Algorithm of Depth Image Matching for Liver Surgery -- Automatic Deformation Detection and Analysis Visualization of 3D Steel Structures in As-Built Point Clouds -- Revisiting Visualization Task Taxonomies: Specifying Functions for the Data Transformations Stage -- Semi-automatic Annotation of OCT Images for CNN Training -- The Impact of Increasing and Decreasing the Professionalism of News Webpage Aesthetics on the Perception of Bias in News Articles. Tipo de medio : Computadora Summary : The three-volume set LNCS 12181, 12182, and 12183 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 22nd International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.* A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 145 papers included in this HCI 2020 proceedings were organized in topical sections as follows: Part I: design theory, methods and practice in HCI; understanding users; usability, user experience and quality; and images, visualization and aesthetics in HCI. Part II: gesture-based interaction; speech, voice, conversation and emotions; multimodal interaction; and human robot interaction. Part III: HCI for well-being and Eudaimonia; learning, culture and creativity; human values, ethics, transparency and trust; and HCI in complex environments. *The conference was held virtually due to the COVID-19 pandemic. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] PermalinkPermalinkPermalinkPermalinkPermalinkPermalinkPermalinkPermalinkPermalinkPermalink