Human-Computer Interaction - INTERACT 2023 [E-Book] : 19th IFIP TC13 International Conference, York, UK, August 28 - September 1, 2023, Proceedings, Part IV / edited by José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler.
The four-volume set LNCS 14442 -14445 constitutes the proceedings of the 19th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2023, held in York, UK, in August/September 2023. The 71 full papers and 58 short papers included in this book were carefully reviewed and selecte...
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Personal Name(s): | Abdelnour Nocera, José, editor |
Kristín Lárusdóttir, Marta, editor / Petrie, Helen, editor / Piccinno, Antonio, editor / Winckler, Marco, editor | |
Edition: |
1st edition 2023. |
Imprint: |
Cham :
Springer,
2023
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Physical Description: |
LIV, 697 pages 154 illustrations, 132 illustrations in color (online resource) |
Note: |
englisch |
ISBN: |
9783031422935 |
DOI: |
10.1007/978-3-031-42293-5 |
Series Title: |
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Lecture Notes in Computer Science ;
14145 |
Subject (LOC): |
- User Studies
- Comparing Perceived Restorativeness and Stress Reduction in Virtual Reality Environments using Abstract Fractal Geometries versus Realistic Natural Landscapes
- "I miss going to that place": The impact of watching nature videos on the well-being of informal caregivers
- Our Nudges, Our Selves: Tailoring Mobile User Engagement Using Personality
- Turn & Slide: Designing a Puzzle Game to Elicit the Visualizer-Verbalizer Cognitive Style
- User Studies, Eye-Tracking, and Physiological Data
- Electroencephalographic (EEG) correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) based simulations
- Exploring Eye Expressions for Enhancing EOG-Based Interaction
- How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites
- Quantifying Device Usefulness - How Useful is an Obsolete Device?
- Usability Evaluation of a Brazilian Dam Safety Data Exploration Platform: a Consolidation of Results from User Tests and Heuristic Evaluation
- Virtual Reality
- Asymmetric communication in virtual reality: designing for presence, effectiveness, and enjoyment
- Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling
- Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR
- PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality
- Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl's Logotherapy
- Virtual Reality and Training
- A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training
- Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality
- VR for HR - a Case Study of Human Resource Development Professionals using Virtual Reality for Social Skills Training in the Workplace
- Courses
- Disability, Design and Innovation for a Fairer World
- Hacking the Brain: the risks and challenges of Cognitive Augmentation
- How to Assess Human Reliance on Artificial Intelligence in Hybrid Decision-Making
- Introduction to Information Visualisation
- The UCD Sprint: Bringing Users Along to Sprint
- Industrial Experiences
- How to Bring Diversity into Industry: Industrial Experiences in Public Transport Repair & Maintenance
- Whose responsibility is accessibility in games anyway? Everyone
- Interactive Demonstrations
- A Toolkit for Human-Centred Engineering: an Experience with Pre-teens
- Color Blind: A Figma Plugin to Simulate Colour Blindness
- Comfort Management Through a Universal Wheelchair Dashboard
- Dataslip: How Far Does Your Personal Data Go?
- Ingá Telikit: A Virtual Reality Game for Learning Penan's Hunting Techniques
- StoryCarnival: Inspiring Play with Stories and an Enhanced Puppet
- Together Porting: Multi-user Locomotion in Social Virtual Reality
- Towards "Image Reflow" on the Web: Avoiding Excessive Panning of Magnified Images by Multiplexing Automatically Cropped Regions of Interest
- Two Domain-Specific Languages for Controlling a Humanoid Robot in a Therapeutic Context
- Using polymorphic glyphs to support the visual exploration of hierarchical spatio-temporal data
- Keynotes
- A Framework for Born-Accessible Development of Software and Digital Content
- Why we do what we do - HCI and societal impact
- Panels
- A Multi-Perspective Panel on User-centred Transparency, Explainability, and Controllability in Automations
- Ethical Value Exchange in HCI
- Posters
- A Comparative Analysis of Multi-Object Animation with Motion Paths in Virtual Reality
- A Human-Robot Conversation Interface for Children with ASD
- A Literature Review on Positive and Negative Effects of Interruptions and Implications for Design
- A new interactive paradigm for speech therapy
- A simple evaluation framework for enhanced usability and accessibility of Cultural Heritage Information Systems
- A Study on Prototyping in a Design Course
- A Theoretical Framework For The Development of "Needy" Socially Assistive Robots
- AllyChat: Developing a VR Conversational AI Agent Using Few-Shot Learning to Support Individuals with Intellectual Disabilities
- An Approach to Evaluate User Interfaces in a Scholarly Knowledge Communication Domain
- Are Italian and French Public University Websites Sustainable?
- Are You Okay? Development of Electronic Check-in Systems for Isolated Older Adults
- Availability for Work, Family, and Leisure: An Empirical Study
- Better Real-Life Space Utilization in VR Through a Multimodal Guardian Alternative
- Building Teamwork: Mixed Reality Game for Developing Trust and Communication
- Coding with colors: Children's errors committed while programming Robotito for the first time
- Design and development of an immersive Virtual Reality application to reduce anxiety in young adults
- Designing AR Applications for People Living with Dementia
- Designing Interaction to Support Sustained Attention
- Digital Educational Games with Storytelling for Students to Learn Algebra
- Distinguishing user paths for personas and stakeholders through motives and decision making
- Embodied PointCloud: Combining Embodied Avatars with Point Clouds to Represent Users in VR Remote Meetings
- Enhancing Learnability with Micro Teachings
- Exploring Responsible AI Practices in Dutch Media Organizations
- Exploring Users' Ability to Choose a Proper Fit in Smart-Rings: A Year-Long "In the Wild" Study
- Heuristics to design trustworthy technologies: study design and current progress
- Infuences of Cognitive Styles on EEG-based Activity: An Empirical Study on Visual Content Comprehension
- Interactive 3D printed urban maps for blind people
- Interactive Visualization of Sport Climbing Data
- Interactors, not users! Towards a neutral interaction design
- Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming
- Mapping The Digital Injustices of Technology-Facilitated Sex Trafficking
- MetaCUX: Social Interaction and Collaboration in the Metaverse
- Multisensory Climbing in the Magic Room
- News Bulletins Supporting Human Memory
- PECSOnline: A Bespoke Classroom Based Picture Exchange Communication System (PECS) for Children with Autism
- Prediction of Love-Like Scores after Speed Dating based on Pre-obtainable Personal Characteristic Information
- SamS-Vis: A Tool to Visualize Summary View using Sampled Data
- They need to know and learn - Gamified Social Communication Framework for Adolescent Reproductive Health and Well Being
- Towards Cross-Cultural Assessment of Trust in High-Risk AI
- Towards Enhancing the Media Industry through AI-Driven Image Recommendations
- Using virtual reality to investigate the emergence of gaze conventions in interpersonal coordination
- What's in a Name? How Perceived Music Playlist Personalization Influences Content Expectations
- Where do all Stakeholders find the Software Product Blueprint?
- Why Choose You? - Exploring Attitudes Towards Starter Pokémon
- Wokshops
- Algorithmic affordances in recommender interfaces
- Co-Designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research
- Designing for Map-based Interfaces and Interactions
- Designing Technology for Neurodivergent Self-Determination: Challenges and Opportunities
- HCI for Digital Democracy and Citizen Participation
- HCI-E2-2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education
- Human-Centered Software Engineering: Rethinking the Interplay of Human-Computer Interaction and Software Engineering in the Age of Digital Transformation
- Intelligence Augmentation: Future Directions and Ethical Implications in HCI
- Interacting with Assistive Technology (IATech) Workshop
- On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control
- Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults
- Re-Contextualizing Built Environments: Critical & Inclusive HCI Approaches for Cultural Heritage
- Sustainable Human-Work Interaction Designs
- Understanding HCI approaches for the Metaverse in Education applications for the Global South
- VR Accessibility in Distance Adult Education.