| TÃtulo : |
11th International Conference, CCD 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I |
| Tipo de documento: |
documento electrónico |
| Autores: |
Rau, Pei-Luen Patrick, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2019 |
| Número de páginas: |
XXIV, 605 p. 266 ilustraciones, 217 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-22577-3 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Ordenadores Ciencias sociales Visión por computador Inteligencia artificial Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Entornos informáticos Aplicación informática en ciencias sociales y del comportamiento |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de dos volúmenes LNCS 11576 y 11577 constituye las actas minuciosamente arbitradas de la 11.ª Conferencia Internacional sobre Diseño Transcultural, CCD 2019, que se celebró como parte de la 21.ª Conferencia Internacional HCI, HCII 2019, en Orlando, FL, EE. UU. en julio de 2019. El total de 1275 artÃculos y 209 carteles incluidos en los 35 volúmenes de actas de HCII 2019 fueron cuidadosamente revisados ​​y seleccionados entre 5029 presentaciones. CCD 2019 incluye un total de 80 artÃculos; se organizaron en secciones temáticas denominadas: Parte I, Métodos, herramientas y experiencia del usuario: métodos y herramientas de diseño intercultural; diseño basado en la cultura; experiencia de usuario intercultural; diferencias culturales, usabilidad y diseño; Estética y atención plena. Parte II, Cultura y Sociedad: Productos culturales; experiencias y creatividad; diseño para el cambio y el desarrollo social; diseño intercultural de productos y servicios; aprendizaje intercultural. |
| Nota de contenido: |
Cross-cultural Design Methods and Tools -- The Study of Developing Innovation on Technology-enabled Design Process -- Advanced Designing Assistant System for Smart Design Based on Product Image Dataset -- A Study on Application of Enclothed Cognition in Apparel Design -- Persuasive Design and Application of Intelligent Healthcare Product -- A Review of the DesignX Discourse: Knowledge Diffusion and Integration across Disciplines -- Designing co-design: addressing five critical areas to increase the experience of participants and facilitator in a co-design session -- The Design Thinking between Man-made and Natural – Taking Jewelry as an Example -- A Study on Integrated Design Process of Software and Hardware Interfaces for Automotive Human-Machine Interaction -- Culture-based Design -- Suspending time: the body under the lens of the Japanese concept of Ma -- The new approach of Chinese Animation: Exploring the Developing Strategies of Monkey King - Hero is Back -- How to PreserveTaiwanese Cultural Food Heritage through Everyday HCI: A Proposal for Mobile Implementation -- A Study of Cultural Ergonomics in Atayal Weaving Box -- Designing Gardenia-Inspired Cultural Products -- A Study on Productive Preservation and Design Innovation of Taoyuan Wood Carving -- Research on the Audience's Cognition and Preference of the Styles of Chinese Landscape Paintings -- Cross-cultural user experience -- UsabEU: Online Platform for Translation, Validation and Native Use of Usability Questionnaires with Multilingual User Groups -- Design for Bilingual Information in a Cross-cultural Context — Design Strategy and Conceptualization in Branding Tongji Design Week -- How People Browse Mobile News Feed? A Study for Mobile News Feed Design -- 3D Gesture Interface: Japan-Brazil Perceptions -- Scenario-based User Experience Differences of Human-Device Interaction at Different Levels of Proactivity -- Effect of Vibrotactile Feedback on Simulator Sickness, Performance, and User Satisfactionwith Virtual Reality Glasses -- A study on the auditory-visual fatigue classification validation based on the working memory task -- Using psychophysiological techniques to evaluate user experience of touchscreen protectors -- Is SERVQUAL reliable and valid? A review from the perspective of dimensions in different typical service industries -- Reliability and validity of measurement scale for perceived service quality in Internet bank: a review -- Cultural Differences, Usability and Design -- Inferring Human Feelings & Desires for Human-Robot Trust Promotion -- Effect of Layout on User Performance and Subjective Evaluation in an Augmented-Reality Environment -- User requirements gathering in mHealth: Perspective from Ghanaian end users -- User experience of tactile feedback on a smartphone: Effects of vibration intensity, times and interval -- Research on the Relationship between Online Merchandise Display and Consumer Shopping Behavior -- "Big Screen Is Watching Me?": A study on the attractiveness and reading efficiency of a rotating screen -- Visual symbol attention and cross-cultural communication —— A case study of catering commercial graphic advertising -- Comparative analysis comprehensibility of healthcare symbols between USA and China -- Aesthetics and Mindfulness -- How flow and mindfulness interact with each other in different types of mandala coloring activities? -- The Aesthetic Pleasure in Design Scale for Spanish Speaking Countries: A Method for the Cross-Cultural Implementation and Adaptation of Psychometric Scales -- Selective Preference in Visual Design: A Case Study of Cover Designs of Industrial Design Magazine -- Design for Aesthetic Pleasure -- Mindfulness Meditation: Investigating Immediate Effects in an Information Multitasking Environment -- Effects of mandala coloring on mindfulness, spirituality, and subjective well-being -- Assessment of the Sense of Pleasure in Public Artwork in Living Environment - Taking the Streets near the Taipei Universityin Sanxia District as an Example -- Research and Extraction on Intelligent Generation Rules of Posters in Graphic Design -- Exploring Semantic Space for Kawaii Design -- Research on the Influence of Interactivity on the Aesthetic Cognition of Art. |
| 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 |
11th International Conference, CCD 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I [documento electrónico] / Rau, Pei-Luen Patrick, . - 1 ed. . - [s.l.] : Springer, 2019 . - XXIV, 605 p. 266 ilustraciones, 217 ilustraciones en color. ISBN : 978-3-030-22577-3 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Ordenadores Ciencias sociales Visión por computador Inteligencia artificial Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Entornos informáticos Aplicación informática en ciencias sociales y del comportamiento |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de dos volúmenes LNCS 11576 y 11577 constituye las actas minuciosamente arbitradas de la 11.ª Conferencia Internacional sobre Diseño Transcultural, CCD 2019, que se celebró como parte de la 21.ª Conferencia Internacional HCI, HCII 2019, en Orlando, FL, EE. UU. en julio de 2019. El total de 1275 artÃculos y 209 carteles incluidos en los 35 volúmenes de actas de HCII 2019 fueron cuidadosamente revisados ​​y seleccionados entre 5029 presentaciones. CCD 2019 incluye un total de 80 artÃculos; se organizaron en secciones temáticas denominadas: Parte I, Métodos, herramientas y experiencia del usuario: métodos y herramientas de diseño intercultural; diseño basado en la cultura; experiencia de usuario intercultural; diferencias culturales, usabilidad y diseño; Estética y atención plena. Parte II, Cultura y Sociedad: Productos culturales; experiencias y creatividad; diseño para el cambio y el desarrollo social; diseño intercultural de productos y servicios; aprendizaje intercultural. |
| Nota de contenido: |
Cross-cultural Design Methods and Tools -- The Study of Developing Innovation on Technology-enabled Design Process -- Advanced Designing Assistant System for Smart Design Based on Product Image Dataset -- A Study on Application of Enclothed Cognition in Apparel Design -- Persuasive Design and Application of Intelligent Healthcare Product -- A Review of the DesignX Discourse: Knowledge Diffusion and Integration across Disciplines -- Designing co-design: addressing five critical areas to increase the experience of participants and facilitator in a co-design session -- The Design Thinking between Man-made and Natural – Taking Jewelry as an Example -- A Study on Integrated Design Process of Software and Hardware Interfaces for Automotive Human-Machine Interaction -- Culture-based Design -- Suspending time: the body under the lens of the Japanese concept of Ma -- The new approach of Chinese Animation: Exploring the Developing Strategies of Monkey King - Hero is Back -- How to PreserveTaiwanese Cultural Food Heritage through Everyday HCI: A Proposal for Mobile Implementation -- A Study of Cultural Ergonomics in Atayal Weaving Box -- Designing Gardenia-Inspired Cultural Products -- A Study on Productive Preservation and Design Innovation of Taoyuan Wood Carving -- Research on the Audience's Cognition and Preference of the Styles of Chinese Landscape Paintings -- Cross-cultural user experience -- UsabEU: Online Platform for Translation, Validation and Native Use of Usability Questionnaires with Multilingual User Groups -- Design for Bilingual Information in a Cross-cultural Context — Design Strategy and Conceptualization in Branding Tongji Design Week -- How People Browse Mobile News Feed? A Study for Mobile News Feed Design -- 3D Gesture Interface: Japan-Brazil Perceptions -- Scenario-based User Experience Differences of Human-Device Interaction at Different Levels of Proactivity -- Effect of Vibrotactile Feedback on Simulator Sickness, Performance, and User Satisfactionwith Virtual Reality Glasses -- A study on the auditory-visual fatigue classification validation based on the working memory task -- Using psychophysiological techniques to evaluate user experience of touchscreen protectors -- Is SERVQUAL reliable and valid? A review from the perspective of dimensions in different typical service industries -- Reliability and validity of measurement scale for perceived service quality in Internet bank: a review -- Cultural Differences, Usability and Design -- Inferring Human Feelings & Desires for Human-Robot Trust Promotion -- Effect of Layout on User Performance and Subjective Evaluation in an Augmented-Reality Environment -- User requirements gathering in mHealth: Perspective from Ghanaian end users -- User experience of tactile feedback on a smartphone: Effects of vibration intensity, times and interval -- Research on the Relationship between Online Merchandise Display and Consumer Shopping Behavior -- "Big Screen Is Watching Me?": A study on the attractiveness and reading efficiency of a rotating screen -- Visual symbol attention and cross-cultural communication —— A case study of catering commercial graphic advertising -- Comparative analysis comprehensibility of healthcare symbols between USA and China -- Aesthetics and Mindfulness -- How flow and mindfulness interact with each other in different types of mandala coloring activities? -- The Aesthetic Pleasure in Design Scale for Spanish Speaking Countries: A Method for the Cross-Cultural Implementation and Adaptation of Psychometric Scales -- Selective Preference in Visual Design: A Case Study of Cover Designs of Industrial Design Magazine -- Design for Aesthetic Pleasure -- Mindfulness Meditation: Investigating Immediate Effects in an Information Multitasking Environment -- Effects of mandala coloring on mindfulness, spirituality, and subjective well-being -- Assessment of the Sense of Pleasure in Public Artwork in Living Environment - Taking the Streets near the Taipei Universityin Sanxia District as an Example -- Research and Extraction on Intelligent Generation Rules of Posters in Graphic Design -- Exploring Semantic Space for Kawaii Design -- Research on the Influence of Interactivity on the Aesthetic Cognition of Art. |
| 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 |
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