| TÃtulo : |
17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II |
| Tipo de documento: |
documento electrónico |
| Autores: |
Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2019 |
| Número de páginas: |
XXXI, 799 p. 234 ilustraciones, 200 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-29384-0 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Redes de comunicación informática Inteligencia artificial Sistemas de propósito especial y basados ​​en aplicaciones Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción humano-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. |
| Nota de contenido: |
E-commerce -- Discovering the Unfindable: The Tension Between Findability and Discoverability in a Bookshop Designed for Serendipity -- Does the pop-out make an effect in the product selection of signage vending machine? -- Exploring Spatial Menu Representation and Apartment-based Categorization for Online Shopping -- How to improve the interaction design of NFC payment terminals? -- Places for News: A Situated Study of Context in News Consumption -- Education and HCI Curriculum I -- Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course -- Evaluating WELI: a Wrist-Worn Application to Assist Young Adults with Neurodevelopmental Disorders in Inclusive Classes -- How do typically developing children and children with ASD play a tangible game? -- StatPlayground: A Sandbox for Learning Practical Statistics -- Training Non-Designers in Co-Design Methods through an Active Assisted Living Interactive Workshop -- Education and HCI Curriculum II -- Embodied Interaction in Language Learning: Enhancing Students' Collaboration and Emotional Engagement -- Evaluation of a Massive Online Course forum: design issues and their impact on learners' support -- Kahaniyan - Designing for Acquisition of Urdu as a Second Language -- On making, tinkering, coding and play for learning: A review of current research -- Rexy, a configurable application for building Virtual Teaching Assistants -- Two-way gaze sharing in remote teaching -- Eye-gaze Interaction -- Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents -- GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration -- Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study -- ScaffoMapping: Assisting Concept mapping for video learners -- Shared Gaze While Driving: How Drivers Can Be Supported by an LED-Visualization of the Front-Seat Passenger's Gaze -- TEXTile: Eyes-Free Text Input on Smart Glasses Using TouchEnabled Textile on the Forearm -- Games and Gamification -- "I don't fit into a single type": A Trait Model and Scale of Game Playing Preferences -- Comparing the applicability of pressure as a game metric to self-assessment and physiological metrics -- Fall-Prevention Exergames using Balance Board Systems -- Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing -- Play and learn with an intelligent robot: Enhancing the therapy of hearing-impaired children? -- Understanding the Digital and Non-digital Participation by the Gaming Youth -- Human-robot Interaction and 3D Interaction -- DupRobo: Interactive Robotic Autocompletion of Physical Block-based Repetitive Structure -- Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-based Trace Figures -- Examining the Effects of Height, Velocity and Emotional Representation of a Social Transport Robot and Human Factors in Human-Robot-Collaboration -- Towards Participatory Design of Social Robots.-User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions -- Information Visualization -- A Formative Study of Interactive Bias Metrics in Visual Analytics Using Anchoring Bias -- Benefits and Trade-offs of Different Model Representations in Decision Support Systems for Non-expert Users -- Customizing Websites through Automatic Web Search -- Infuence of Color and Size of Particles on their Perceived Speed in Node-Link Diagrams -- Information Visualization and Augmented Reality -- Augmented Reality Technology for Displaying Close-Proximity Sub-Surface Positions -- Bubble Margin: Motion Sickness Prevention While Reading on Smartphones in Vehicles -- CyclAir: A Bike Mounted Prototype for Real-Time Visualization of CO2 Levels While Cycling -- Dissecting Pie Charts -- Same Same But Different: Exploring the Effects of the Stroop Color Word Test in Virtual Reality -- Interaction Design for Culture and Development I -- "Why would you buy from a stranger?" Understanding Saudi citizens' Motivations and Challenges in Social Commerce -- Denouncing Sexual Violence: A Cross-Language and Cross-Cultural Analysis of #MeToo and #BalanceTonPorc -- Dhana Labha: A Financial Management Application to Underbanked Communities in Rural Sri Lanka -- Fostering interaction between locals and visitors by designing a community-based tourism platform on a Touristic Island -- Ustaad: A Mobile Platform for teaching illiterates. |
| 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 |
17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part II [documento electrónico] / Lamas, David, ; Loizides, Fernando, ; Nacke, Lennart, ; Petrie, Helen, ; Winckler, Marco, ; Zaphiris, Panayiotis, . - 1 ed. . - [s.l.] : Springer, 2019 . - XXXI, 799 p. 234 ilustraciones, 200 ilustraciones en color. ISBN : 978-3-030-29384-0 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Redes de comunicación informática Inteligencia artificial Sistemas de propósito especial y basados ​​en aplicaciones Visión por computador Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de cuatro volúmenes LNCS 11746–11749 constituye las actas de la 17.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2019, celebrada en Paphos, Chipre, en septiembre de 2019. El total de 111 artÃculos completos presentados junto con 55 breves Los artÃculos y otros 48 artÃculos de estos libros fueron cuidadosamente revisados ​​y seleccionados entre 385 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: principios de diseño de accesibilidad; tecnologÃa de asistencia para trastornos cognitivos y del neurodesarrollo; tecnologÃa de asistencia para la movilidad y rehabilitación; tecnologÃa de asistencia para personas con discapacidad visual; métodos de codiseño y diseño; crowdsourcing y trabajo colaborativo; ciberseguridad y sistemas de voto electrónico; métodos de diseño; Principios de diseño para sistemas crÃticos/de seguridad. Parte II: comercio electrónico; educación y plan de estudios de HCI I; educación y plan de estudios HCI II; interacción ojo-mirada; juegos y gamificación; interacción humano-robot e interacción 3D; visualización de información; visualización de información y realidad aumentada; diseño de interacción para la cultura y el desarrollo I. Parte III: diseño de interacción para la cultura y el desarrollo II; diseño de interacción para la cultura y el desarrollo III; interacción en espacios públicos; técnicas de interacción para escribir y dibujar; métodos para estudios de usuarios; HCI móvil; sistemas de personalización y recomendación; técnicas de interacción basadas en señalar, tocar, gesticular y hablar; Redes sociales e interacción en redes sociales. Parte IV: modelización de usuarios y estudios de usuarios; experiencia de usuario; las emociones, sentimientos y percepciones de los usuarios; realidad virtual y aumentada I; realidad virtual y aumentada II; interacción portátil y tangible; cursos; demostraciones e instalaciones; estudios de casos de la industria; carteles interactivos; paneles; Talleres de trabajo. |
| Nota de contenido: |
E-commerce -- Discovering the Unfindable: The Tension Between Findability and Discoverability in a Bookshop Designed for Serendipity -- Does the pop-out make an effect in the product selection of signage vending machine? -- Exploring Spatial Menu Representation and Apartment-based Categorization for Online Shopping -- How to improve the interaction design of NFC payment terminals? -- Places for News: A Situated Study of Context in News Consumption -- Education and HCI Curriculum I -- Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course -- Evaluating WELI: a Wrist-Worn Application to Assist Young Adults with Neurodevelopmental Disorders in Inclusive Classes -- How do typically developing children and children with ASD play a tangible game? -- StatPlayground: A Sandbox for Learning Practical Statistics -- Training Non-Designers in Co-Design Methods through an Active Assisted Living Interactive Workshop -- Education and HCI Curriculum II -- Embodied Interaction in Language Learning: Enhancing Students' Collaboration and Emotional Engagement -- Evaluation of a Massive Online Course forum: design issues and their impact on learners' support -- Kahaniyan - Designing for Acquisition of Urdu as a Second Language -- On making, tinkering, coding and play for learning: A review of current research -- Rexy, a configurable application for building Virtual Teaching Assistants -- Two-way gaze sharing in remote teaching -- Eye-gaze Interaction -- Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents -- GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration -- Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study -- ScaffoMapping: Assisting Concept mapping for video learners -- Shared Gaze While Driving: How Drivers Can Be Supported by an LED-Visualization of the Front-Seat Passenger's Gaze -- TEXTile: Eyes-Free Text Input on Smart Glasses Using TouchEnabled Textile on the Forearm -- Games and Gamification -- "I don't fit into a single type": A Trait Model and Scale of Game Playing Preferences -- Comparing the applicability of pressure as a game metric to self-assessment and physiological metrics -- Fall-Prevention Exergames using Balance Board Systems -- Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing -- Play and learn with an intelligent robot: Enhancing the therapy of hearing-impaired children? -- Understanding the Digital and Non-digital Participation by the Gaming Youth -- Human-robot Interaction and 3D Interaction -- DupRobo: Interactive Robotic Autocompletion of Physical Block-based Repetitive Structure -- Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-based Trace Figures -- Examining the Effects of Height, Velocity and Emotional Representation of a Social Transport Robot and Human Factors in Human-Robot-Collaboration -- Towards Participatory Design of Social Robots.-User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions -- Information Visualization -- A Formative Study of Interactive Bias Metrics in Visual Analytics Using Anchoring Bias -- Benefits and Trade-offs of Different Model Representations in Decision Support Systems for Non-expert Users -- Customizing Websites through Automatic Web Search -- Infuence of Color and Size of Particles on their Perceived Speed in Node-Link Diagrams -- Information Visualization and Augmented Reality -- Augmented Reality Technology for Displaying Close-Proximity Sub-Surface Positions -- Bubble Margin: Motion Sickness Prevention While Reading on Smartphones in Vehicles -- CyclAir: A Bike Mounted Prototype for Real-Time Visualization of CO2 Levels While Cycling -- Dissecting Pie Charts -- Same Same But Different: Exploring the Effects of the Stroop Color Word Test in Virtual Reality -- Interaction Design for Culture and Development I -- "Why would you buy from a stranger?" Understanding Saudi citizens' Motivations and Challenges in Social Commerce -- Denouncing Sexual Violence: A Cross-Language and Cross-Cultural Analysis of #MeToo and #BalanceTonPorc -- Dhana Labha: A Financial Management Application to Underbanked Communities in Rural Sri Lanka -- Fostering interaction between locals and visitors by designing a community-based tourism platform on a Touristic Island -- Ustaad: A Mobile Platform for teaching illiterates. |
| 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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