| 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 II |
| 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: |
XXI, 674 p. 352 ilustraciones, 265 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-78224-5 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Inteligencia artificial IngenierÃa Informática Red de computadoras IngenierÃa de software 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 II están organizados en secciones temáticas denominadas: Diseño de experiencias en todas las culturas; Diseño para la Inclusión y el Desarrollo Social¸ Diseño para la Salud y el Bienestar; Estudios de caso DUXU. |
| Nota de contenido: |
Cultural Usability of E-Government Portals: A Comparative Analysis of Job Seeking Web Portals Between Saudi Arabia and the United States -- Spatial Analysis and Comfort Optimal Experience Design of Rural Landscape in Water Network Area of Southern China -- Relations on Cultural Behavior and Technology Adoption: A Chilean User Experience Centred Application Design of Multivariate Landscape in Kulangsu, Xiamen -- A Study on the Application of Innovative Strategies on Intelligent Mutual-Aid Delivery Services on College Campuses -- Product Interventions and User Performance: Implications for Public Design to Achieve Sustainable Practice -- Participatory Design to Create Digital Technologies for Batik Intangible Cultural Heritage. The case of iWareBatik -- Methods for Multiple Roles to build Brands of Service System--A Case Study of Guangzhou Baiyun International Airport -- Analysis and Design of Household Intelligent Planting Products Based on Hall Three-dimensional Structure -- Lacquer Jewelry Design of Shanghai Style Based on User Perception Preference -- Innovation in Teaching Model Based on University Museum Resources - Taking the Course of Study on Chinese Ethnic Costume Decoration as an Example -- Research on Intelligent Classified Trash Can and Smart Application Design—Achieving Green Smart Home Living in China -- Research on Design Collaboration Strategy for the Transformation of Historical and Cultural Blocks in Beijing -- GA-based Research on Suitability of Recreational Space in Gardens to the Elderly—With Yangzhou Geyuan Garden as an Example -- Accessibility Evaluation of E-Government Web Applications: A Systematic Review -- Emergence of Polarization and Marginalization in Online Education System of Bangladesh due to COVID-19: Challenges and Policies to Ensure Inclusive Education -- Performing a Disembodied Mind: Neurotechnology between Empowerment and Normalization -- Studying the Phenomenon of Verbal Bullying in High School Students for Video Experience Design: A Case of an International School in Guangzhou, China -- A Study of Teaching Aids Design for Autistic Children with Focus on Hand-eye Coordination -- A Video Experience Design for Emotional Bullying in Public High School in Guangzhou, China -- Adapting Participatory Design Activities for Autistic Adults: A Review -- A Case Study of Augmented Physical Interface by Foot Access with 3D Printed Attachment -- Towards a Conceptual Model for Consideration of Adverse Effects of Immersive Virtual Reality for Individuals with Autism -- Usability of a Digital Elder Mistreatment Screening Tool for Older Adults with Visual and Hearing Disabilities -- Ergonomic and Usability Analysis of Platform for Communication of People with Limited Talk -- Design Your Life: User-Initiated Design of Technology to Support Independent Living of Young Autistic Adults -- Building a Digital Health Risk Calculator for Older Women with Early-Stage Breast Cancer -- Design of Form and Motion of a Robot Aimed to Provide Emotional Support for Pediatric Walking Rehabilitation -- Exploring the Factors Aiding Speech-to-Text Emotional Restoration -- Reprojecting a Fitness App Regarding Retention and Usability Using Nielsen's Lessons Learned in Developing a Patient-Centered Website to Support Stroke Patients and Caregivers during Transitions of Care -- Usability Evaluation of Music Applications for Stress Reduction -- The Art Therapy Experience Based on Online Education System for Higher Education During the COVID-19 Pandemic: A Case Study of Communication Method -- Spatial Interaction Design for Children's Magnetic Resonance Imaging Examination Based on Embodied Cognition -- Persuasive Design of a Mobile Application for Reducing Overcrowding in Saudi Hospital Emergency Departments -- Eco-Activism, Human-Computer Interaction and Fast Fashion -- SeatPlus: A Smart Health Chair Supporting Active Sitting Posture Correction -- Potential Usability Design Strategies Based on Mental Models, Behavioral Model and Art Therapy for User Experience inPost-COVID-19 Era -- Improving the Withdrawal Functionality on ATM Using a UCD Framework - A Case Study -- Check-!n Toolkit for Capturing Guests' Momentary Experiences without Disturbing their Traveling -- Content and Mechanism of Car Experience: A Case Study based on Interpretive Phenomenological Analysis -- Design of Traditional Brand H5 Game Advertisement based on EEG and Eye Movement Analysis: Example of MAXAM -- Modular Approach to Designing 3D Printed Products: Custom HCI Design and Fabrication of Functional Products -- The Effect of User Interface on Experiential Value for E-book Platforms Users. |
| 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 II [documento electrónico] / Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXI, 674 p. 352 ilustraciones, 265 ilustraciones en color. ISBN : 978-3-030-78224-5 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 IngenierÃa de software 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 II están organizados en secciones temáticas denominadas: Diseño de experiencias en todas las culturas; Diseño para la Inclusión y el Desarrollo Social¸ Diseño para la Salud y el Bienestar; Estudios de caso DUXU. |
| Nota de contenido: |
Cultural Usability of E-Government Portals: A Comparative Analysis of Job Seeking Web Portals Between Saudi Arabia and the United States -- Spatial Analysis and Comfort Optimal Experience Design of Rural Landscape in Water Network Area of Southern China -- Relations on Cultural Behavior and Technology Adoption: A Chilean User Experience Centred Application Design of Multivariate Landscape in Kulangsu, Xiamen -- A Study on the Application of Innovative Strategies on Intelligent Mutual-Aid Delivery Services on College Campuses -- Product Interventions and User Performance: Implications for Public Design to Achieve Sustainable Practice -- Participatory Design to Create Digital Technologies for Batik Intangible Cultural Heritage. The case of iWareBatik -- Methods for Multiple Roles to build Brands of Service System--A Case Study of Guangzhou Baiyun International Airport -- Analysis and Design of Household Intelligent Planting Products Based on Hall Three-dimensional Structure -- Lacquer Jewelry Design of Shanghai Style Based on User Perception Preference -- Innovation in Teaching Model Based on University Museum Resources - Taking the Course of Study on Chinese Ethnic Costume Decoration as an Example -- Research on Intelligent Classified Trash Can and Smart Application Design—Achieving Green Smart Home Living in China -- Research on Design Collaboration Strategy for the Transformation of Historical and Cultural Blocks in Beijing -- GA-based Research on Suitability of Recreational Space in Gardens to the Elderly—With Yangzhou Geyuan Garden as an Example -- Accessibility Evaluation of E-Government Web Applications: A Systematic Review -- Emergence of Polarization and Marginalization in Online Education System of Bangladesh due to COVID-19: Challenges and Policies to Ensure Inclusive Education -- Performing a Disembodied Mind: Neurotechnology between Empowerment and Normalization -- Studying the Phenomenon of Verbal Bullying in High School Students for Video Experience Design: A Case of an International School in Guangzhou, China -- A Study of Teaching Aids Design for Autistic Children with Focus on Hand-eye Coordination -- A Video Experience Design for Emotional Bullying in Public High School in Guangzhou, China -- Adapting Participatory Design Activities for Autistic Adults: A Review -- A Case Study of Augmented Physical Interface by Foot Access with 3D Printed Attachment -- Towards a Conceptual Model for Consideration of Adverse Effects of Immersive Virtual Reality for Individuals with Autism -- Usability of a Digital Elder Mistreatment Screening Tool for Older Adults with Visual and Hearing Disabilities -- Ergonomic and Usability Analysis of Platform for Communication of People with Limited Talk -- Design Your Life: User-Initiated Design of Technology to Support Independent Living of Young Autistic Adults -- Building a Digital Health Risk Calculator for Older Women with Early-Stage Breast Cancer -- Design of Form and Motion of a Robot Aimed to Provide Emotional Support for Pediatric Walking Rehabilitation -- Exploring the Factors Aiding Speech-to-Text Emotional Restoration -- Reprojecting a Fitness App Regarding Retention and Usability Using Nielsen's Lessons Learned in Developing a Patient-Centered Website to Support Stroke Patients and Caregivers during Transitions of Care -- Usability Evaluation of Music Applications for Stress Reduction -- The Art Therapy Experience Based on Online Education System for Higher Education During the COVID-19 Pandemic: A Case Study of Communication Method -- Spatial Interaction Design for Children's Magnetic Resonance Imaging Examination Based on Embodied Cognition -- Persuasive Design of a Mobile Application for Reducing Overcrowding in Saudi Hospital Emergency Departments -- Eco-Activism, Human-Computer Interaction and Fast Fashion -- SeatPlus: A Smart Health Chair Supporting Active Sitting Posture Correction -- Potential Usability Design Strategies Based on Mental Models, Behavioral Model and Art Therapy for User Experience inPost-COVID-19 Era -- Improving the Withdrawal Functionality on ATM Using a UCD Framework - A Case Study -- Check-!n Toolkit for Capturing Guests' Momentary Experiences without Disturbing their Traveling -- Content and Mechanism of Car Experience: A Case Study based on Interpretive Phenomenological Analysis -- Design of Traditional Brand H5 Game Advertisement based on EEG and Eye Movement Analysis: Example of MAXAM -- Modular Approach to Designing 3D Printed Products: Custom HCI Design and Fabrication of Functional Products -- The Effect of User Interface on Experiential Value for E-book Platforms Users. |
| 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 |
|  |