| TÃtulo : |
Human-Computer Interaction – INTERACT 2017 : 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV |
| Tipo de documento: |
documento electrónico |
| Autores: |
Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2017 |
| Número de páginas: |
XXXIII, 545 p. 127 ilustraciones |
| ISBN/ISSN/DL: |
978-3-319-68059-0 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
InfografÃa Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Application software IngenierÃa Informática Red informática Computadoras y Educación Procesamiento de datos Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes Educación |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Parte IV: seguridad y confianza; innovación en diseño y redes sociales; Adopción de UX en las organizaciones; realidad virtual y sensación de inmersión; estudios de caso; cursos; manifestaciones; carteles interactivos; viajes al campo. |
| Nota de contenido: |
Security and trust -- Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users.-Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making -- Modelling Trust: An Empirical Assessment.-Towards Understanding the Infuence of Personality on Mobile App Permission Settings -- Social media and design innovation -- 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data -- Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact -- Citizen Tagger: Exploring social tagging of conversational audio -- Exploring Offline Context and Consciousness in Everyday Social Media Use -- Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China -- UX adoption in the organizations -- Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies -- Adoption of UX Evaluation in Practice: An Action Research Study in a SoftwareOrganization -- Empowering Project Managers in Enterprises - A Design Thinking approach to manage Commercial Projects -- Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks.-UX Professionals' Definitions of Usability and UX – A Comparison between Turkey, Finland, Denmark, France and Malaysia -- Virtual Reality and feeling of immersion -- Estimating Visual Discomfort in Head-Mounted Displays using Electroencephalography -- Experience Probes: Immersion and Reflection Between Reality and Virtuality -- Guidelines for Designing Interactive Omnidirectional Video Applications -- How Real is Unreal? The Impact of Visual Imagery on the Experience of Exercise-Induced Pain -- Increasing Presence in Virtual Reality with a Vibrotactile Grid around the Head -- User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays -- Case Studies -- A Digital Employability Marketplace -- Ability-based Optimization: Designing Smartphone Text Entry Interface for Older Adults -- Adoption of Structural Analysis Capabilities in an IOT based Scenario for Connected Assets. -Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms -- Connected by Design - Our learnings from designing digital profiler journeys IDFC Bank Digital Experience -- Design and Development of a Location-Based Social Networking Mobile Application -- Design guidelines for exploring relationships in a connected big data environment -- esigning Interactive Spatiotemporal Visualizations to Enhance Movie Browsing -- Enterprise Software Experience Design: Journey and lessons -- Expectation and experience: Passenger acceptance of autonomous public transportation vehicles -- From Minutes of Meeting to 'Memories of Meeting' - How we designed impactful and engaging Visual MoM for Client Visit -- Leveraging Virtual Trips in Google Expeditions to Elevate Students' Social Exploration -- On the design and evaluation of Nippon Paint Color Visualizer application – a case study -- Courses -- Design of location-based mobile games: introduction -- Designing and Assessing Interactive Systems Using Task Models -- Designing for Accessibility -- Designing Valuable Products with Design Sprint -- Introduction to Service Design for Digital Health -- The Science behind User Experience Design -- Demonstrations -- Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation. -Inclusive Side-scrolling Action Game Securing Accessibility for Visually Impaired People -- Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners -- ReRide A Platform to Explore Interaction with Personal Data Before, During, and After Motorcycle Commuting -- SoPhy: Smart Socks for Video Consultations of Physiotherapy -- Interactive posters -- BendSwipe: One Handed Target Zooming for Flexible Handheld Display -- Crowdsourcing of Accessibility Attributes on Sidewalk-based Geodatabase -- Dual-Mode User Interfaces for Web based Interactive 3D Virtual Environments Using Three.js -- Fine-grained Privacy Setting Prediction using a Privacy Attitude Questionnaire and Machine Learning -- Interactive Reading Using Low Cost Brain Computer Interfaces -- Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board -- Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers -- Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.-TTracker: Using Finger Detection to Improve Touch Typing Training -- URetail: Privacy User Interfaces for Intelligent Retail Stores -- Versatile Classroom Management Solution for Teachers in Developing Countries -- Field Trips -- ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai -- Investigating Perceptions of Personalization and Privacy in India -- IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers -- Modeling Less-literate User's Choices of Smartphone Authentication Modes -- Parental Perspectives Towards Education Technology in Low-Income Urban households -- Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi -- Understanding The Informal Support Networks of Older Adults in India -- Workshops -- Beyond Computers: Wearables, Humans, And Things - WHAT! -- Cross Cultural Differences in Designing for Accessibility and Universal Design -- Dealing with Conflicting User Interface Properties in User-Centered Development Processes -- Designing Gestures for Interactive Systems: Towards Multicultural Perspective -- Designing Humor in Human Computer Interaction (HUMIC 2017) -- Human Work Interaction Design meets International Development -- Multimodality in Embodied Experience Design Embodied Experience Design -- Service Design Meets Design for Behaviour Change: Opportunities and Challenges -- Symposium on Asian HCI Research. |
| 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 |
Human-Computer Interaction – INTERACT 2017 : 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV [documento electrónico] / Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXXIII, 545 p. 127 ilustraciones. ISBN : 978-3-319-68059-0 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
InfografÃa Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Application software IngenierÃa Informática Red informática Computadoras y Educación Procesamiento de datos Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes Educación |
| Ãndice Dewey: |
5.437 |
| Resumen: |
El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Parte IV: seguridad y confianza; innovación en diseño y redes sociales; Adopción de UX en las organizaciones; realidad virtual y sensación de inmersión; estudios de caso; cursos; manifestaciones; carteles interactivos; viajes al campo. |
| Nota de contenido: |
Security and trust -- Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users.-Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making -- Modelling Trust: An Empirical Assessment.-Towards Understanding the Infuence of Personality on Mobile App Permission Settings -- Social media and design innovation -- 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data -- Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact -- Citizen Tagger: Exploring social tagging of conversational audio -- Exploring Offline Context and Consciousness in Everyday Social Media Use -- Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China -- UX adoption in the organizations -- Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies -- Adoption of UX Evaluation in Practice: An Action Research Study in a SoftwareOrganization -- Empowering Project Managers in Enterprises - A Design Thinking approach to manage Commercial Projects -- Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks.-UX Professionals' Definitions of Usability and UX – A Comparison between Turkey, Finland, Denmark, France and Malaysia -- Virtual Reality and feeling of immersion -- Estimating Visual Discomfort in Head-Mounted Displays using Electroencephalography -- Experience Probes: Immersion and Reflection Between Reality and Virtuality -- Guidelines for Designing Interactive Omnidirectional Video Applications -- How Real is Unreal? The Impact of Visual Imagery on the Experience of Exercise-Induced Pain -- Increasing Presence in Virtual Reality with a Vibrotactile Grid around the Head -- User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays -- Case Studies -- A Digital Employability Marketplace -- Ability-based Optimization: Designing Smartphone Text Entry Interface for Older Adults -- Adoption of Structural Analysis Capabilities in an IOT based Scenario for Connected Assets. -Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms -- Connected by Design - Our learnings from designing digital profiler journeys IDFC Bank Digital Experience -- Design and Development of a Location-Based Social Networking Mobile Application -- Design guidelines for exploring relationships in a connected big data environment -- esigning Interactive Spatiotemporal Visualizations to Enhance Movie Browsing -- Enterprise Software Experience Design: Journey and lessons -- Expectation and experience: Passenger acceptance of autonomous public transportation vehicles -- From Minutes of Meeting to 'Memories of Meeting' - How we designed impactful and engaging Visual MoM for Client Visit -- Leveraging Virtual Trips in Google Expeditions to Elevate Students' Social Exploration -- On the design and evaluation of Nippon Paint Color Visualizer application – a case study -- Courses -- Design of location-based mobile games: introduction -- Designing and Assessing Interactive Systems Using Task Models -- Designing for Accessibility -- Designing Valuable Products with Design Sprint -- Introduction to Service Design for Digital Health -- The Science behind User Experience Design -- Demonstrations -- Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation. -Inclusive Side-scrolling Action Game Securing Accessibility for Visually Impaired People -- Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners -- ReRide A Platform to Explore Interaction with Personal Data Before, During, and After Motorcycle Commuting -- SoPhy: Smart Socks for Video Consultations of Physiotherapy -- Interactive posters -- BendSwipe: One Handed Target Zooming for Flexible Handheld Display -- Crowdsourcing of Accessibility Attributes on Sidewalk-based Geodatabase -- Dual-Mode User Interfaces for Web based Interactive 3D Virtual Environments Using Three.js -- Fine-grained Privacy Setting Prediction using a Privacy Attitude Questionnaire and Machine Learning -- Interactive Reading Using Low Cost Brain Computer Interfaces -- Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board -- Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers -- Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.-TTracker: Using Finger Detection to Improve Touch Typing Training -- URetail: Privacy User Interfaces for Intelligent Retail Stores -- Versatile Classroom Management Solution for Teachers in Developing Countries -- Field Trips -- ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai -- Investigating Perceptions of Personalization and Privacy in India -- IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers -- Modeling Less-literate User's Choices of Smartphone Authentication Modes -- Parental Perspectives Towards Education Technology in Low-Income Urban households -- Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi -- Understanding The Informal Support Networks of Older Adults in India -- Workshops -- Beyond Computers: Wearables, Humans, And Things - WHAT! -- Cross Cultural Differences in Designing for Accessibility and Universal Design -- Dealing with Conflicting User Interface Properties in User-Centered Development Processes -- Designing Gestures for Interactive Systems: Towards Multicultural Perspective -- Designing Humor in Human Computer Interaction (HUMIC 2017) -- Human Work Interaction Design meets International Development -- Multimodality in Embodied Experience Design Embodied Experience Design -- Service Design Meets Design for Behaviour Change: Opportunities and Challenges -- Symposium on Asian HCI Research. |
| 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 |
|  |