| TÃtulo : |
9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II |
| Tipo de documento: |
documento electrónico |
| Autores: |
Marcus, Aaron, ; Rosenzweig, Elizabeth, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2020 |
| Número de páginas: |
XXI, 735 p. 326 ilustraciones, 243 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-49760-6 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador IngenierÃa Informática Red de computadoras TeorÃa de la codificación TeorÃa de la información Ciencias sociales Ordenadores IngenierÃa de software Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes TeorÃa de la codificación y la información Aplicación informática en ciencias sociales y del comportamiento Entornos informáticos |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este libro constituye las actas arbitradas de la 9.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2020, celebrada como parte de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, en Copenhague, Dinamarca, en julio de 2020. La conferencia se llevó a cabo virtualmente debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020. Los 50 artÃculos incluidos en este volumen se organizaron en secciones temáticas sobre interacciones en entornos inteligentes y de IoT, aspectos de usabilidad de dispositivos portátiles y móviles, diseño de juegos y experiencias inmersivas, y estudios de UX en automoción y transporte. |
| Nota de contenido: |
Interactions in Intelligent and IoT Environments -- Recommendation Systems and Machine Learning: Mapping the User Experience -- Just a Natural Talk? The Rise of Intelligent Personal Assistants and the (Hidden) Legacy of Ubiquitous Computing -- Understanding how visitors interact with voice-based conversational systems -- What are People doing about XAI User Experience? A Survey on AI Explainability Research and Practice -- Design for the Decentralized World: Democratization of Blockchain-Based Software Design -- Babe: An Experience Sharing Design for Enhancing Fatherhood during Pregnancy -- Designing Human-Centered Interactions for Smart Environments based on Heterogeneous, Interrelated Systems: A User Research method for the "Age of Services" (URSERVe) -- Improving the usability of voice user interfaces: A new set of ergonomic criteria -- Dive2Views: A Mobile Camera Application that Dives into Another Device's Camera View -- A Method for Increasing User Engagement with Voice Assistant System -- Holistic Assessment of Situated Cooking Interactions: Preliminary Results of an Observational Study -- Flatpack ML: How to support designers in creating a new generation of customizable machine learning applications -- Speak to Me: Interacting with a Spoken Language Interface -- BlueJourney for AI – a study beyond Design Thinking to develop Artificial Intelligence solutions -- Interaction Design of Smart Fitness Reminder in Car Based on Internet of Vehicle -- Usability Aspects of Handheld and Mobile Devices -- Does the Kindle Conform to Chinese Users' Usage Habits? A Usability Assessment of the Kindle Paperwhite -- Study on Size Coding Identification of Manual Rotary Knob -- Effects of the Chinese Character size, Page Spacing and Scrolling Frequency on Reading Time of Smartphones -- Mobile usability: review, classifications and future directions -- Preliminary Exploration of Interface Design for Senior Citizens: A Study of Smartphone Camera Usage for People above 50 -- Evaluating One-Handed Usability of Phablets: A Comparative Study Into Turkey's Leading Delivery Applications -- A Study of Middle-aged User's Acceptance in Mandarin Chinese Font Display on Smart Phones -- A Usability Study of a Brother Printer and Improvement with Ergonomic Recommendations -- Usability Assessment of the Camera GR Ⅱ -- Ergonomics Considerations of Usability Test of UAV Handheld Control Unit -- Exploring Food Literacy through the Use of Mobile Apps in the era of Human-Food Interaction: Kliktag Case -- A Usability Testing Comparing Two Mobile Phone Gimbals -- Designing Games and Immersive Experiences -- Augmented Reality Interface Design to Support Visualisation of 'Risk Landscapes' -- Analyzing the User Experience of Virtual Reality Storytelling with Visual and Aural Stimuli -- Automatic Emotional Balancing in Game Design: Use of Emotional Response to Increase Player Immersion -- A Comparative Usability Analysis of Handheld Game Consoles -- Real-Time Interactive Online 3D Graphical User Interface (GUI) Technical Implementation and Usability Test for Architectural Technical Teaching -- An Exploration of Low-Fidelity Prototyping Methods for Augmented and Virtual Reality -- Other Worlds. When worldbuilding and roleplay feed speculation -- UX Criteria Risk in Digital Product Investment: Literature Review -- eSports: How do video game aspects define competitive gaming streams and spectatorship -- Spectator Experience Design for AR Sport Events from a Service Design Perspective – Using HADO as an Example -- VR Appreciation System for Fountain Pens and Analysis of User Behaviors in Museum Exhibition -- Reflecting on New Approaches for the Design for Behavioural Change Research and Practice: Shaping the Technologies through Immersive Design Fiction Prototyping -- Proposal of Perception Method of Existence of Objects in 3D Space using Quasi-electrostatic Field -- JigsAR: A Mixed Reality System for Supporting the Assembly of Jigsaw Puzzles -- Analysis of clustering techniques in MMOG withrestricted data: the case of Final Fantasy XIV -- Possibility of Using High-quality Bow Interface in VAIR Field -- UX Studies in Automotive and Transport -- Definition of People with Impediments and Universality Evaluation of Public Service in Airport Travel Scenarios -- Navigating through Haptics and Sound: A Non-visual Navigation System to Enhance Urban Bicycling -- Understanding Engagement in the Workplace: Studying Operators in Chinese Traffic Control Rooms -- Interactive Behavior Model for Physically Disabled People Based on Airport Travel Scene -- Research on the Influence of Emotional Valence and Road Environment Monotony on Driving Behavior -- Research on the Interactive Relations of People with Mobility Difficulties in the Airport Service-Scape -- User Research on Digital Consumption Behavior and Design Guidelines in Connecting Vehicle Context. |
| 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 |
9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II [documento electrónico] / Marcus, Aaron, ; Rosenzweig, Elizabeth, . - 1 ed. . - [s.l.] : Springer, 2020 . - XXI, 735 p. 326 ilustraciones, 243 ilustraciones en color. ISBN : 978-3-030-49760-6 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador IngenierÃa Informática Red de computadoras TeorÃa de la codificación TeorÃa de la información Ciencias sociales Ordenadores IngenierÃa de software Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes TeorÃa de la codificación y la información Aplicación informática en ciencias sociales y del comportamiento Entornos informáticos |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este libro constituye las actas arbitradas de la 9.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2020, celebrada como parte de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, en Copenhague, Dinamarca, en julio de 2020. La conferencia se llevó a cabo virtualmente debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020. Los 50 artÃculos incluidos en este volumen se organizaron en secciones temáticas sobre interacciones en entornos inteligentes y de IoT, aspectos de usabilidad de dispositivos portátiles y móviles, diseño de juegos y experiencias inmersivas, y estudios de UX en automoción y transporte. |
| Nota de contenido: |
Interactions in Intelligent and IoT Environments -- Recommendation Systems and Machine Learning: Mapping the User Experience -- Just a Natural Talk? The Rise of Intelligent Personal Assistants and the (Hidden) Legacy of Ubiquitous Computing -- Understanding how visitors interact with voice-based conversational systems -- What are People doing about XAI User Experience? A Survey on AI Explainability Research and Practice -- Design for the Decentralized World: Democratization of Blockchain-Based Software Design -- Babe: An Experience Sharing Design for Enhancing Fatherhood during Pregnancy -- Designing Human-Centered Interactions for Smart Environments based on Heterogeneous, Interrelated Systems: A User Research method for the "Age of Services" (URSERVe) -- Improving the usability of voice user interfaces: A new set of ergonomic criteria -- Dive2Views: A Mobile Camera Application that Dives into Another Device's Camera View -- A Method for Increasing User Engagement with Voice Assistant System -- Holistic Assessment of Situated Cooking Interactions: Preliminary Results of an Observational Study -- Flatpack ML: How to support designers in creating a new generation of customizable machine learning applications -- Speak to Me: Interacting with a Spoken Language Interface -- BlueJourney for AI – a study beyond Design Thinking to develop Artificial Intelligence solutions -- Interaction Design of Smart Fitness Reminder in Car Based on Internet of Vehicle -- Usability Aspects of Handheld and Mobile Devices -- Does the Kindle Conform to Chinese Users' Usage Habits? A Usability Assessment of the Kindle Paperwhite -- Study on Size Coding Identification of Manual Rotary Knob -- Effects of the Chinese Character size, Page Spacing and Scrolling Frequency on Reading Time of Smartphones -- Mobile usability: review, classifications and future directions -- Preliminary Exploration of Interface Design for Senior Citizens: A Study of Smartphone Camera Usage for People above 50 -- Evaluating One-Handed Usability of Phablets: A Comparative Study Into Turkey's Leading Delivery Applications -- A Study of Middle-aged User's Acceptance in Mandarin Chinese Font Display on Smart Phones -- A Usability Study of a Brother Printer and Improvement with Ergonomic Recommendations -- Usability Assessment of the Camera GR Ⅱ -- Ergonomics Considerations of Usability Test of UAV Handheld Control Unit -- Exploring Food Literacy through the Use of Mobile Apps in the era of Human-Food Interaction: Kliktag Case -- A Usability Testing Comparing Two Mobile Phone Gimbals -- Designing Games and Immersive Experiences -- Augmented Reality Interface Design to Support Visualisation of 'Risk Landscapes' -- Analyzing the User Experience of Virtual Reality Storytelling with Visual and Aural Stimuli -- Automatic Emotional Balancing in Game Design: Use of Emotional Response to Increase Player Immersion -- A Comparative Usability Analysis of Handheld Game Consoles -- Real-Time Interactive Online 3D Graphical User Interface (GUI) Technical Implementation and Usability Test for Architectural Technical Teaching -- An Exploration of Low-Fidelity Prototyping Methods for Augmented and Virtual Reality -- Other Worlds. When worldbuilding and roleplay feed speculation -- UX Criteria Risk in Digital Product Investment: Literature Review -- eSports: How do video game aspects define competitive gaming streams and spectatorship -- Spectator Experience Design for AR Sport Events from a Service Design Perspective – Using HADO as an Example -- VR Appreciation System for Fountain Pens and Analysis of User Behaviors in Museum Exhibition -- Reflecting on New Approaches for the Design for Behavioural Change Research and Practice: Shaping the Technologies through Immersive Design Fiction Prototyping -- Proposal of Perception Method of Existence of Objects in 3D Space using Quasi-electrostatic Field -- JigsAR: A Mixed Reality System for Supporting the Assembly of Jigsaw Puzzles -- Analysis of clustering techniques in MMOG withrestricted data: the case of Final Fantasy XIV -- Possibility of Using High-quality Bow Interface in VAIR Field -- UX Studies in Automotive and Transport -- Definition of People with Impediments and Universality Evaluation of Public Service in Airport Travel Scenarios -- Navigating through Haptics and Sound: A Non-visual Navigation System to Enhance Urban Bicycling -- Understanding Engagement in the Workplace: Studying Operators in Chinese Traffic Control Rooms -- Interactive Behavior Model for Physically Disabled People Based on Airport Travel Scene -- Research on the Influence of Emotional Valence and Road Environment Monotony on Driving Behavior -- Research on the Interactive Relations of People with Mobility Difficulties in the Airport Service-Scape -- User Research on Digital Consumption Behavior and Design Guidelines in Connecting Vehicle Context. |
| 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 |
|  |