| TÃtulo : |
10th International Conference, DUXU 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: |
Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2021 |
| Número de páginas: |
XX, 588 p. 272 ilustraciones, 206 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-78227-6 |
| 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 Software de la aplicacion Inteligencia artificial IngenierÃa Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artÃculos de DUXU 2021, Parte III están organizados en secciones temáticas denominadas: Investigación y diseño de UX móvil; DUXU para Realidad Extendida; DUXU para las Industrias Creativas; Estudios de Usabilidad y UX. . |
| Nota de contenido: |
Hybrid Teaching Application and Exploration in the Mobile Media Era——Taking the "Interactive Animation" Course as an Example -- Effects of Visual Cue Design and Gender Differences on Wayfinding using Mobile Devices -- Can I talk to Mickey Mouse Through my Phone? Children's Understanding of the Functions of Mobile Phones -- Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture -- The Influence of Icons on the Visual Search Performance of APP List Menu -- Usability Assessment of the XiaoAi Touch Screen Speaker -- Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-based Mobile Systems "in the Wild" -- Designing the Security Enhancement Features in the Future Headphone Experience -- Usability Assessment of the OSMO Pocket Mini Sport Video Camera and Improvement Plan -- The Design of a Mobile App to Promote Young People's Digital Financial Literacy -- User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions -- Virtual Reality and Ergonomics: Making the Immersive Experience -- ExperienceDNA - A framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology -- A Study on VR Training of Baseball Athletes -- Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library -- Potential Integration of Virtual Reality and Sound for University Student Experience Therapy -- Practical Use of Edutainment Systems for Science Museums with XR Technology -- Immersive and Interactive Digital Stage Design based on Computer Automatic Virtual Environment and Performance Experience Innovation -- Research on Virtual Reality for Intelligent Sculpting Teaching Experience of Printmaking Art in Primary and Secondary Schools -- An Experimental Study of the Cognitive Load of In-vehicle Multiscreen Connected HUD -- Interfacing With The Macromedium The Web 4.0 And The Digital Media Converging into a Medium of all Media -- Spheroids as Playful Audiovisual Interface on Tabletop Display -- Path of Protecting Intellectual Property Rights on Fashion Design -- Digital Fashion Communication: an Explorative Study of Fashion Newsletters -- COVID-19 Outbreak and Fashion Communication Strategies on Instagram: A Content Analysis -- Online Communication Design within Fashion Curricula -- Behavioral Analysis of eSports Spectators: a Research Proposal -- Exploration of Norms and Policies in Digital Fashion Domain Using Semantic Web Technologies -- A Photocomposition Search System to Improve Your Photo Skills -- Resonant Irregularities: Sculpture Creation Through Automatic Changes due to Machine Performance Limits -- Research on Interactive Design of Public Art Landscape at Night -- Usability Testing Experiment Applied to Redesign on Point-of-Sale Software Interfaces using User-Centered-Design Approach -- Research on the Influencing Factors of Users' Satisfaction with the Usability of News App Interface Under the Epidemic -- User Experience Design Study of Museum Website Based on TRIZ Theory: A Case of Heyuan Dinosaur Museum -- Understanding Task Differences to Leverage the Usability and Adoption of Voice Assistants (VAs) -- A Case Study of Usability in Virtual Controls -- Heuristic Evaluation of Android-based Applications with Multiple Screen Sizes Support: A Case Study -- UX Aspects of AI Principles: The Recommender System of VoD Platforms -- A Usability Evaluation Process Proposal for ATM Interfaces -- Usability Study of A Public Culture Website for Improvement: A Case of Guangzhou Museum 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 |
10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part III [documento electrónico] / Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, . - 1 ed. . - [s.l.] : Springer, 2021 . - XX, 588 p. 272 ilustraciones, 206 ilustraciones en color. ISBN : 978-3-030-78227-6 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 Software de la aplicacion Inteligencia artificial IngenierÃa Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artÃculos de DUXU 2021, Parte III están organizados en secciones temáticas denominadas: Investigación y diseño de UX móvil; DUXU para Realidad Extendida; DUXU para las Industrias Creativas; Estudios de Usabilidad y UX. . |
| Nota de contenido: |
Hybrid Teaching Application and Exploration in the Mobile Media Era——Taking the "Interactive Animation" Course as an Example -- Effects of Visual Cue Design and Gender Differences on Wayfinding using Mobile Devices -- Can I talk to Mickey Mouse Through my Phone? Children's Understanding of the Functions of Mobile Phones -- Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture -- The Influence of Icons on the Visual Search Performance of APP List Menu -- Usability Assessment of the XiaoAi Touch Screen Speaker -- Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-based Mobile Systems "in the Wild" -- Designing the Security Enhancement Features in the Future Headphone Experience -- Usability Assessment of the OSMO Pocket Mini Sport Video Camera and Improvement Plan -- The Design of a Mobile App to Promote Young People's Digital Financial Literacy -- User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions -- Virtual Reality and Ergonomics: Making the Immersive Experience -- ExperienceDNA - A framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology -- A Study on VR Training of Baseball Athletes -- Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library -- Potential Integration of Virtual Reality and Sound for University Student Experience Therapy -- Practical Use of Edutainment Systems for Science Museums with XR Technology -- Immersive and Interactive Digital Stage Design based on Computer Automatic Virtual Environment and Performance Experience Innovation -- Research on Virtual Reality for Intelligent Sculpting Teaching Experience of Printmaking Art in Primary and Secondary Schools -- An Experimental Study of the Cognitive Load of In-vehicle Multiscreen Connected HUD -- Interfacing With The Macromedium The Web 4.0 And The Digital Media Converging into a Medium of all Media -- Spheroids as Playful Audiovisual Interface on Tabletop Display -- Path of Protecting Intellectual Property Rights on Fashion Design -- Digital Fashion Communication: an Explorative Study of Fashion Newsletters -- COVID-19 Outbreak and Fashion Communication Strategies on Instagram: A Content Analysis -- Online Communication Design within Fashion Curricula -- Behavioral Analysis of eSports Spectators: a Research Proposal -- Exploration of Norms and Policies in Digital Fashion Domain Using Semantic Web Technologies -- A Photocomposition Search System to Improve Your Photo Skills -- Resonant Irregularities: Sculpture Creation Through Automatic Changes due to Machine Performance Limits -- Research on Interactive Design of Public Art Landscape at Night -- Usability Testing Experiment Applied to Redesign on Point-of-Sale Software Interfaces using User-Centered-Design Approach -- Research on the Influencing Factors of Users' Satisfaction with the Usability of News App Interface Under the Epidemic -- User Experience Design Study of Museum Website Based on TRIZ Theory: A Case of Heyuan Dinosaur Museum -- Understanding Task Differences to Leverage the Usability and Adoption of Voice Assistants (VAs) -- A Case Study of Usability in Virtual Controls -- Heuristic Evaluation of Android-based Applications with Multiple Screen Sizes Support: A Case Study -- UX Aspects of AI Principles: The Recommender System of VoD Platforms -- A Usability Evaluation Process Proposal for ATM Interfaces -- Usability Study of A Public Culture Website for Improvement: A Case of Guangzhou Museum 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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