| TÃtulo : |
Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II |
| Tipo de documento: |
documento electrónico |
| Autores: |
Kurosu, Masaaki, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2019 |
| Número de páginas: |
XXI, 559 p. 375 ilustraciones, 311 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-22643-5 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
IngenierÃa de software Interfaces de usuario e interacción persona-computadora Visión por computador Sistemas de propósito especial y basados ​​en aplicaciones Inteligencia artificial Aplicaciones informáticas y de sistemas de información Ordenador |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de tres volúmenes LNCS 11566, 11567 + 11568 constituye las actas arbitradas del área temática Interacción hombre-computadora de la 21.ª Conferencia Internacional sobre Interacción Persona-Computadora, HCII 2019, que tuvo lugar en Orlando, Florida, EE. UU., en julio de 2019. Se aceptó un total de 1274 artÃculos y 209 carteles para su publicación en las actas del HCII 2019 de un total de 5029 presentaciones. Los 125 artÃculos incluidos en estas actas de HCI 2019 se organizaron en secciones temáticas de la siguiente manera: Parte I: métodos y herramientas de diseño y evaluación; redefinir lo humano en HCI; diseño emocional, Kansei y estética en HCI; y narrativa, narración, discurso y diálogo. Parte II: interacción móvil; reconocimiento de expresiones faciales y emociones; interacción basada en la mirada, los gestos y el movimiento; e interacción en realidad virtual y aumentada. Parte III: diseño para desafÃos sociales; diseño para la cultura y el entretenimiento; diseño de entornos urbanos inteligentes; y estudios de casos de diseño y evaluación. |
| Nota de contenido: |
Mobile interaction -- Investigation of the Effect of Letter Labeling Positions on Consecutive Typing on Mobile Devices -- Study on Size Design of Touch-sensitive Button -- The Effect of Progress Indicator Speeds on Users' Time Perceptions and Experience of a Smartphone User Interface -- Mobile Phone-based Device for Personalised Tutorials of 3D Printer Assembly -- Micro Touch Board Specially Designed for SliT that is the Japanese Character Input Method for Smartwatches -- Emotion and Movement with AppIHC: Promoting Interaction and Socialization among Participants of Scientific Events via Mobile Application -- Heterogeneous Device Arrangements Affect Both Partners' Experiences in Collaborative Media Spaces -- G-Menu: A Keyword-by-Gesture based Dynamic Menu Interface for Smartphones -- Facial expressions and emotions recognition -- Deep Convolutional Neural Networks for Feature Extraction in Speech Emotion Recognition -- A Preliminary Experiment on the Estimation of Emotion usingFacial Expression and Biological Signals -- Application of Classification Method of Emotional Expression Type Based on Laban Movement Analysis to Design Creation -- How to compare and exchange facial expression perceptions between different individuals with Riemann geometry -- Transform Facial Expression Space to Euclidean Space Using Riemann Normal Coordinates and Its Applications -- Affective Monitor: A Process of Data Collection and Data Preprocessing for Building a Model to Classify the Affective State of a Computer User -- Influence of EQ on the Difference of Biometric Emotion and Self-evaluated Emotion -- Facial Expression Recognition for Children: Can Existing Methods Tuned for Adults be Adopted for Children -- Eye-gaze, gesture and motion-based interaction -- An Application of Somatosensory Interaction for 3D Virtual Experiments -- Using an Eye Tracker to Investigate the Effect of Sticker on LINE APP for Older Adults -- Development of Privacy Protection Monitoring Systems Using Skeleton Models and Their Evaluation on the Viewpoint of FUBEN-EKI -- Improve Cutting Skill According to Skill and Difficulty Level -- Virtual Space Pointing Based on Vergence -- Applicability Study of Eye Movement Menu based on Analytic Hierarchy Process -- Study on Spatiotemporal Characteristics of Gaze Gesture Input -- Angle and load measurement method for ankle joint using active bone-conducted sound sensing -- The Study of Teleoperation Technology Based on Hand Gesture Recognition -- The Assessment of Sencogi: A Visual Complexity Model Predicting Visual Fixations -- Evaluation of Orientation Correction Algorithms in Real-Time Hand Motion Tracking for Computer Interaction -- Translating the Pen and Paper Brainstorming Process into a Cognitive and Immersive System -- Consistency Study of 3D Magnetic Vectors in an Office Environment for IMU-based Hand Tracking Input Development -- Body Movements for Communication in Group Work Classified by Deep Learning -- Eliminating the Pupillary Light Response from Pupil Diameter Measurements using an RGB camera -- Interaction in Virtual and Augmented Reality -- Digital Design and Research of Ink Art Based on Infrared Interactive Projection Technology -Taking the work of "Listen to the Ink" as an example -- Text Entry in Virtual Reality: A Comprehensive Review of the Literature -- Evaluation of the Degree of Heat Conduction with the da Vinci Surgical System -- A Design of Augmented-Reality Smart Window Using Directive Information Fusion Technology for Exhibitions -- Proposal and Evaluation of AR-Based Microscopic Brain Surgery Support System -- Walking in the Head: Methods of Sonic Augmented Reality Navigation -- Gamification-based VR Rowing Simulation System -- Analysis of the Mixture of Linear and Circular Vections in Immersive Visual Space - Comparison of Forward and Backward Moving Visual Stimuli -- Multi-camera coordinate calibration and accuracy evaluation for robot control -- Performance and Accuracy Analysis of 3D Model Tracking for Liver Surgery -- A Study of Camera Tip Position Estimating Methods in Transnasal Endoscopic Surgery -- Wrist-Mounted Haptic Feedback for Support of Virtual Reality in Combination with Electrical Muscle Stimulation and Hanger Reflex. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II [documento electrónico] / Kurosu, Masaaki, . - 1 ed. . - [s.l.] : Springer, 2019 . - XXI, 559 p. 375 ilustraciones, 311 ilustraciones en color. ISBN : 978-3-030-22643-5 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
IngenierÃa de software Interfaces de usuario e interacción persona-computadora Visión por computador Sistemas de propósito especial y basados ​​en aplicaciones Inteligencia artificial Aplicaciones informáticas y de sistemas de información Ordenador |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de tres volúmenes LNCS 11566, 11567 + 11568 constituye las actas arbitradas del área temática Interacción hombre-computadora de la 21.ª Conferencia Internacional sobre Interacción Persona-Computadora, HCII 2019, que tuvo lugar en Orlando, Florida, EE. UU., en julio de 2019. Se aceptó un total de 1274 artÃculos y 209 carteles para su publicación en las actas del HCII 2019 de un total de 5029 presentaciones. Los 125 artÃculos incluidos en estas actas de HCI 2019 se organizaron en secciones temáticas de la siguiente manera: Parte I: métodos y herramientas de diseño y evaluación; redefinir lo humano en HCI; diseño emocional, Kansei y estética en HCI; y narrativa, narración, discurso y diálogo. Parte II: interacción móvil; reconocimiento de expresiones faciales y emociones; interacción basada en la mirada, los gestos y el movimiento; e interacción en realidad virtual y aumentada. Parte III: diseño para desafÃos sociales; diseño para la cultura y el entretenimiento; diseño de entornos urbanos inteligentes; y estudios de casos de diseño y evaluación. |
| Nota de contenido: |
Mobile interaction -- Investigation of the Effect of Letter Labeling Positions on Consecutive Typing on Mobile Devices -- Study on Size Design of Touch-sensitive Button -- The Effect of Progress Indicator Speeds on Users' Time Perceptions and Experience of a Smartphone User Interface -- Mobile Phone-based Device for Personalised Tutorials of 3D Printer Assembly -- Micro Touch Board Specially Designed for SliT that is the Japanese Character Input Method for Smartwatches -- Emotion and Movement with AppIHC: Promoting Interaction and Socialization among Participants of Scientific Events via Mobile Application -- Heterogeneous Device Arrangements Affect Both Partners' Experiences in Collaborative Media Spaces -- G-Menu: A Keyword-by-Gesture based Dynamic Menu Interface for Smartphones -- Facial expressions and emotions recognition -- Deep Convolutional Neural Networks for Feature Extraction in Speech Emotion Recognition -- A Preliminary Experiment on the Estimation of Emotion usingFacial Expression and Biological Signals -- Application of Classification Method of Emotional Expression Type Based on Laban Movement Analysis to Design Creation -- How to compare and exchange facial expression perceptions between different individuals with Riemann geometry -- Transform Facial Expression Space to Euclidean Space Using Riemann Normal Coordinates and Its Applications -- Affective Monitor: A Process of Data Collection and Data Preprocessing for Building a Model to Classify the Affective State of a Computer User -- Influence of EQ on the Difference of Biometric Emotion and Self-evaluated Emotion -- Facial Expression Recognition for Children: Can Existing Methods Tuned for Adults be Adopted for Children -- Eye-gaze, gesture and motion-based interaction -- An Application of Somatosensory Interaction for 3D Virtual Experiments -- Using an Eye Tracker to Investigate the Effect of Sticker on LINE APP for Older Adults -- Development of Privacy Protection Monitoring Systems Using Skeleton Models and Their Evaluation on the Viewpoint of FUBEN-EKI -- Improve Cutting Skill According to Skill and Difficulty Level -- Virtual Space Pointing Based on Vergence -- Applicability Study of Eye Movement Menu based on Analytic Hierarchy Process -- Study on Spatiotemporal Characteristics of Gaze Gesture Input -- Angle and load measurement method for ankle joint using active bone-conducted sound sensing -- The Study of Teleoperation Technology Based on Hand Gesture Recognition -- The Assessment of Sencogi: A Visual Complexity Model Predicting Visual Fixations -- Evaluation of Orientation Correction Algorithms in Real-Time Hand Motion Tracking for Computer Interaction -- Translating the Pen and Paper Brainstorming Process into a Cognitive and Immersive System -- Consistency Study of 3D Magnetic Vectors in an Office Environment for IMU-based Hand Tracking Input Development -- Body Movements for Communication in Group Work Classified by Deep Learning -- Eliminating the Pupillary Light Response from Pupil Diameter Measurements using an RGB camera -- Interaction in Virtual and Augmented Reality -- Digital Design and Research of Ink Art Based on Infrared Interactive Projection Technology -Taking the work of "Listen to the Ink" as an example -- Text Entry in Virtual Reality: A Comprehensive Review of the Literature -- Evaluation of the Degree of Heat Conduction with the da Vinci Surgical System -- A Design of Augmented-Reality Smart Window Using Directive Information Fusion Technology for Exhibitions -- Proposal and Evaluation of AR-Based Microscopic Brain Surgery Support System -- Walking in the Head: Methods of Sonic Augmented Reality Navigation -- Gamification-based VR Rowing Simulation System -- Analysis of the Mixture of Linear and Circular Vections in Immersive Visual Space - Comparison of Forward and Backward Moving Visual Stimuli -- Multi-camera coordinate calibration and accuracy evaluation for robot control -- Performance and Accuracy Analysis of 3D Model Tracking for Liver Surgery -- A Study of Camera Tip Position Estimating Methods in Transnasal Endoscopic Surgery -- Wrist-Mounted Haptic Feedback for Support of Virtual Reality in Combination with Electrical Muscle Stimulation and Hanger Reflex. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
|  |