| TÃtulo : |
20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part III |
| Tipo de documento: |
documento electrónico |
| Autores: |
Kurosu, Masaaki, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2018 |
| Número de páginas: |
XVIII, 517 p. 236 ilustraciones |
| ISBN/ISSN/DL: |
978-3-319-91250-9 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Protección de datos Seguridad de datos e información Visión por computador Inteligencia artificial Redes de comunicación informática Interfaces de usuario e interacción persona-computadora Red informática Ordenador La interacción persona-ordenador |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de 3 volúmenes LNCS 10901, 10902 + 10903 constituye las actas arbitradas de la 20.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCI 2018, que tuvo lugar en Las Vegas, Nevada, en julio de 2018. El total de 1171 artÃculos y 160 carteles incluido en los 30 volúmenes de actas de HCII 2018 fue cuidadosamente revisado y seleccionado entre 4346 presentaciones. HCI 2018 incluye un total de 145 artÃculos; se organizaron en secciones temáticas denominadas: Parte I: TeorÃas, métodos y herramientas de HCI; percepción y problemas psicológicos en HCI; reconocimiento de emociones y atención; seguridad, privacidad y ética en HCI. Parte II: HCI en medicina; HCI para la salud y el bienestar; HCI en patrimonio cultural; HCI en entornos complejos; HCI móvil y portátil. Parte III: técnicas y dispositivos de entrada; interfaces basadas en voz y chatbots; interacción basada en gestos, movimientos y seguimiento ocular; juegos y gamificación. |
| Nota de contenido: |
Input techniques and devices -- SliT: Character Input System Using Slide-in and Tap for Smartwatches -- Employing Shortcut Setting and Subitizing Effect for Improving UI of Multi Media Kiosks -- Flickey: Flick-Based QWERTY Software Keyboard for Ultra-small Touch Screen Devices -- A New Japanese Input Method for Virtual Reality Applications -- A New Virtual Keyboard with Finger Gesture Recognition for AR/VR Devices -- Ex-Space: Expanded Space Key by Sliding Thumb on Home Position -- Character Input by Gesture Performed with Grasping both Ends of Tablet PC -- Entry and Selection Methods for Specifying Dates in Mobile Context -- Speech-based interfaces and chatbots -- Chatbot in a Campus Environment: Design of LiSA, a Virtual Assistant to Help Students in their University Life -- Voice User Interface Interaction Design Research Based on User Mental Model in Autonomous Vehicle -- Application of Logistic Regression Analysis of Smartphone Speech Interaction Usage in China: A Questionnaire-Based Study of 622 Adults -- An Adaptive Speech Interface for Assistance in Maintenance and Changeover Procedures -- Comparing cascaded LSTM architectures for generating head motion from speech in task-oriented dialogs -- Acoustic Feature Comparison for Different Speaking Rates -- Expressing Mixed Emotions via Gradient Color: An Interactive Online Chat Interface Design Based on Affective Recognition -- Lucida: Enhancing the Creation of Photography through Semantic, Sympathetic, Augmented, Voice Agent Interaction -- Gesture, motion and eye-tracking based interaction -- Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction -- Evaluating Tap-And-Drag: A Single-Handed Zooming Method -- Developing Female Clothing Coordination Generation System Using Eye Tracking Information -- Analyzing gaze Behavior Prior to Interacting with a Multimedia Interface in a Car -- Intuitive 3D Model Prototyping with Leap Motion and Microsoft Hololens -- A Novel Hand Written Technique Using Touch-Less Finger Gesture Movement for Human Computer Interaction -- A Mobile Command Input Through Vowel Lip Shape Recognition -- Daily activity recognition based on acceleration of both wrists -- Orientation Correction for a 3D Hand Motion Tracking Interface using Inertial Measurement Units -- A Gesture-Based Interaction Technique for a Passive RFID Card with an Acceleration Sensor -- Can People Sense Their Personalities Only by Watching the Movements of Their Skeleton in Street Dancing Performances? -- Exploration of Behavioral Markers to Support Adaptive Learning -- The Effect of Static and Dynamic Gesture Presentation on the Recognition of Two Manipulation Gestures -- Non-Invasive Gaze Direction Estimation from Head Orientation for Human-Machine Interaction -- Games and gamification -- TrackMaze: A Comparison of Head-tracking, Eye-tracking and Tilt as Input Methods for Mobile Games -- Gamification Framework: Using Lexical Approach on Social Media Application Online Reviews -- Competitively Versus Cooperatively? An Analysis of the Effect of Gameplay on Human Emotions and Behaviors -- Towards a Better Understanding of Chess Players' Personalities: A Study Using Virtual Chess Players -- Application of Gamification to Website Design for the Improvement of Effective Communication -- A Framework for the Assessment of Enjoyment in Video Games -- An Interactive Cat Toy Interfacing Owner PC Operations -- Improving Quality of Interaction with the Mobility Services through the Gamification Approach -- How to extend life cycle of an online game. |
| 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 |
20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part III [documento electrónico] / Kurosu, Masaaki, . - 1 ed. . - [s.l.] : Springer, 2018 . - XVIII, 517 p. 236 ilustraciones. ISBN : 978-3-319-91250-9 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Protección de datos Seguridad de datos e información Visión por computador Inteligencia artificial Redes de comunicación informática Interfaces de usuario e interacción persona-computadora Red informática Ordenador La interacción persona-ordenador |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de 3 volúmenes LNCS 10901, 10902 + 10903 constituye las actas arbitradas de la 20.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCI 2018, que tuvo lugar en Las Vegas, Nevada, en julio de 2018. El total de 1171 artÃculos y 160 carteles incluido en los 30 volúmenes de actas de HCII 2018 fue cuidadosamente revisado y seleccionado entre 4346 presentaciones. HCI 2018 incluye un total de 145 artÃculos; se organizaron en secciones temáticas denominadas: Parte I: TeorÃas, métodos y herramientas de HCI; percepción y problemas psicológicos en HCI; reconocimiento de emociones y atención; seguridad, privacidad y ética en HCI. Parte II: HCI en medicina; HCI para la salud y el bienestar; HCI en patrimonio cultural; HCI en entornos complejos; HCI móvil y portátil. Parte III: técnicas y dispositivos de entrada; interfaces basadas en voz y chatbots; interacción basada en gestos, movimientos y seguimiento ocular; juegos y gamificación. |
| Nota de contenido: |
Input techniques and devices -- SliT: Character Input System Using Slide-in and Tap for Smartwatches -- Employing Shortcut Setting and Subitizing Effect for Improving UI of Multi Media Kiosks -- Flickey: Flick-Based QWERTY Software Keyboard for Ultra-small Touch Screen Devices -- A New Japanese Input Method for Virtual Reality Applications -- A New Virtual Keyboard with Finger Gesture Recognition for AR/VR Devices -- Ex-Space: Expanded Space Key by Sliding Thumb on Home Position -- Character Input by Gesture Performed with Grasping both Ends of Tablet PC -- Entry and Selection Methods for Specifying Dates in Mobile Context -- Speech-based interfaces and chatbots -- Chatbot in a Campus Environment: Design of LiSA, a Virtual Assistant to Help Students in their University Life -- Voice User Interface Interaction Design Research Based on User Mental Model in Autonomous Vehicle -- Application of Logistic Regression Analysis of Smartphone Speech Interaction Usage in China: A Questionnaire-Based Study of 622 Adults -- An Adaptive Speech Interface for Assistance in Maintenance and Changeover Procedures -- Comparing cascaded LSTM architectures for generating head motion from speech in task-oriented dialogs -- Acoustic Feature Comparison for Different Speaking Rates -- Expressing Mixed Emotions via Gradient Color: An Interactive Online Chat Interface Design Based on Affective Recognition -- Lucida: Enhancing the Creation of Photography through Semantic, Sympathetic, Augmented, Voice Agent Interaction -- Gesture, motion and eye-tracking based interaction -- Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction -- Evaluating Tap-And-Drag: A Single-Handed Zooming Method -- Developing Female Clothing Coordination Generation System Using Eye Tracking Information -- Analyzing gaze Behavior Prior to Interacting with a Multimedia Interface in a Car -- Intuitive 3D Model Prototyping with Leap Motion and Microsoft Hololens -- A Novel Hand Written Technique Using Touch-Less Finger Gesture Movement for Human Computer Interaction -- A Mobile Command Input Through Vowel Lip Shape Recognition -- Daily activity recognition based on acceleration of both wrists -- Orientation Correction for a 3D Hand Motion Tracking Interface using Inertial Measurement Units -- A Gesture-Based Interaction Technique for a Passive RFID Card with an Acceleration Sensor -- Can People Sense Their Personalities Only by Watching the Movements of Their Skeleton in Street Dancing Performances? -- Exploration of Behavioral Markers to Support Adaptive Learning -- The Effect of Static and Dynamic Gesture Presentation on the Recognition of Two Manipulation Gestures -- Non-Invasive Gaze Direction Estimation from Head Orientation for Human-Machine Interaction -- Games and gamification -- TrackMaze: A Comparison of Head-tracking, Eye-tracking and Tilt as Input Methods for Mobile Games -- Gamification Framework: Using Lexical Approach on Social Media Application Online Reviews -- Competitively Versus Cooperatively? An Analysis of the Effect of Gameplay on Human Emotions and Behaviors -- Towards a Better Understanding of Chess Players' Personalities: A Study Using Virtual Chess Players -- Application of Gamification to Website Design for the Improvement of Effective Communication -- A Framework for the Assessment of Enjoyment in Video Games -- An Interactive Cat Toy Interfacing Owner PC Operations -- Improving Quality of Interaction with the Mobility Services through the Gamification Approach -- How to extend life cycle of an online game. |
| 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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