| 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 II |
| 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, 507 p. 261 ilustraciones, 188 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-22580-3 |
| 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: |
Cultural Products, Experiences and Creativity -- A Framework of Experiential Service Design in Creative Tourism -- Museum and Cultural Products Co-Creation Brand Value: Taking the innovative cultural products of Ningbo Port Museum as an example -- Communication betwee Artist and Audience: A Case Study of Creation Journey -- Analysis of Cover Design Styles of Magazines - Taking THE SHORT STORY MAGAZINE (1910-1932) as an Example -- Contrast Research on Cognitive Differences Between Design End and Consumption End in Cultural Products -- The Display of Intangible Cultural Landscape Based on the Concept of Eco-museum -- What makes for successful game storytelling in different countries? A comparison between Japan, Korea and China -- Research on Creation Architecture of Opera Cartoons -- Design for Social Change and Development -- Emo-View: Convey the Emotion of the Back-Seat Passenger with an Emoji in Rear-View Mirror to the Driver -- New Impression of Beijing Hutongs: A Microscale Urban Emotion Measurement Method -- User Experience in Older Adults using Tablets for Neuropsychological Tests in Mexico City -- Parallel Orientation Assistant, a Vehicle System based on Voice Interaction and Multi-Screen Interaction -- Can Virtual Reality Satisfy Entertainment Needs of the Elderly? The application of a VR Headset in Elderly Care -- Cross-Cultural Recycling and Design Methodology; to Prove the Effectiveness of the Three-Stage Design Method of Cross-Cultural Recycling "Why-What-How" -- Mobility-as-a-Service: A Critical Review and the Generalized Multi-modal Transport Experience -- Design for Urban Resilience: A Case of Community-led Placemaking Approach in Shanghai China -- "We are actively reaching out to different organizations and folks to come in": Collective Design of the Vancouver Tool Library Project -- Urban Interaction Design Supports Modular Design Practice for Urban Public Space -- City Change Maker: A Design Innovation Workshop on Social Impact -- A Comparison of Critical Time Interval between Young and Old Subjects -- QianLi: A Modular System for Connecting Distant Family Members through Tacit Interaction -- Cross-cultural Product and Service Design -- The vibrotactile experience of the HOME button on smartphones -- A Study of Japan's Welfare Beauty Service from Cultural Creative's Perspective -- What Do Users Like About Smart Bottle? Insights for Designers -- Business Practice of Service Design in New Retail Era in China: A Community-based Flower Retail Service Design -- Attempts to Leverage Interaction Design to Mimic Emotional Care and Empathy-based Feedback on Smart Speakers -- A Feasibility Study on the Transformation and Sustainable Development of "Disposable Tableware" in Taiwan Night Market -- Elderly-oriented Design for the Instrument Panel and Central Console of Intelligent Passengercars -- Luxury Industry's Chinese User Experience Design -- A Digital Pathway to Having Authentic Food and Cultural Experiences While Traveling in a Foreign Country -- Does Heat Matter in Phone Usage? Antecedents and Consequences of Mobile Thermal Satisfaction -- Intercultural Learning -- How Learners with Different Cognitive Styles Read Learning Materials with Text and Pictures: A Gaze Analysis -- The Classification of Different Situations in a Lecture Based on Students' Observed Postures -- Design of an online education evaluation system based on multimodal data of learners -- Integrating Multimodal Learning Analytics and Inclusive Learning Support Systems for People of All Ages -- Collaborate or Compete? How Will Multiplayers' Interaction Affect Their Learning Performance in Serious Games -- Virtual Simulation Based Intercultural Learning. |
| 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 II [documento electrónico] / Rau, Pei-Luen Patrick, . - 1 ed. . - [s.l.] : Springer, 2019 . - XXIV, 507 p. 261 ilustraciones, 188 ilustraciones en color. ISBN : 978-3-030-22580-3 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: |
Cultural Products, Experiences and Creativity -- A Framework of Experiential Service Design in Creative Tourism -- Museum and Cultural Products Co-Creation Brand Value: Taking the innovative cultural products of Ningbo Port Museum as an example -- Communication betwee Artist and Audience: A Case Study of Creation Journey -- Analysis of Cover Design Styles of Magazines - Taking THE SHORT STORY MAGAZINE (1910-1932) as an Example -- Contrast Research on Cognitive Differences Between Design End and Consumption End in Cultural Products -- The Display of Intangible Cultural Landscape Based on the Concept of Eco-museum -- What makes for successful game storytelling in different countries? A comparison between Japan, Korea and China -- Research on Creation Architecture of Opera Cartoons -- Design for Social Change and Development -- Emo-View: Convey the Emotion of the Back-Seat Passenger with an Emoji in Rear-View Mirror to the Driver -- New Impression of Beijing Hutongs: A Microscale Urban Emotion Measurement Method -- User Experience in Older Adults using Tablets for Neuropsychological Tests in Mexico City -- Parallel Orientation Assistant, a Vehicle System based on Voice Interaction and Multi-Screen Interaction -- Can Virtual Reality Satisfy Entertainment Needs of the Elderly? The application of a VR Headset in Elderly Care -- Cross-Cultural Recycling and Design Methodology; to Prove the Effectiveness of the Three-Stage Design Method of Cross-Cultural Recycling "Why-What-How" -- Mobility-as-a-Service: A Critical Review and the Generalized Multi-modal Transport Experience -- Design for Urban Resilience: A Case of Community-led Placemaking Approach in Shanghai China -- "We are actively reaching out to different organizations and folks to come in": Collective Design of the Vancouver Tool Library Project -- Urban Interaction Design Supports Modular Design Practice for Urban Public Space -- City Change Maker: A Design Innovation Workshop on Social Impact -- A Comparison of Critical Time Interval between Young and Old Subjects -- QianLi: A Modular System for Connecting Distant Family Members through Tacit Interaction -- Cross-cultural Product and Service Design -- The vibrotactile experience of the HOME button on smartphones -- A Study of Japan's Welfare Beauty Service from Cultural Creative's Perspective -- What Do Users Like About Smart Bottle? Insights for Designers -- Business Practice of Service Design in New Retail Era in China: A Community-based Flower Retail Service Design -- Attempts to Leverage Interaction Design to Mimic Emotional Care and Empathy-based Feedback on Smart Speakers -- A Feasibility Study on the Transformation and Sustainable Development of "Disposable Tableware" in Taiwan Night Market -- Elderly-oriented Design for the Instrument Panel and Central Console of Intelligent Passengercars -- Luxury Industry's Chinese User Experience Design -- A Digital Pathway to Having Authentic Food and Cultural Experiences While Traveling in a Foreign Country -- Does Heat Matter in Phone Usage? Antecedents and Consequences of Mobile Thermal Satisfaction -- Intercultural Learning -- How Learners with Different Cognitive Styles Read Learning Materials with Text and Pictures: A Gaze Analysis -- The Classification of Different Situations in a Lecture Based on Students' Observed Postures -- Design of an online education evaluation system based on multimodal data of learners -- Integrating Multimodal Learning Analytics and Inclusive Learning Support Systems for People of All Ages -- Collaborate or Compete? How Will Multiplayers' Interaction Affect Their Learning Performance in Serious Games -- Virtual Simulation Based Intercultural Learning. |
| 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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