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    1. Data och IT
    2. Systemvetenskap och AI

    Human-Computer Interaction. Human Values and Quality of Life

    Thematic Area, HCI 2020, Held as Part of the 22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III

    AvMasaaki Kurosu

    Häftad, Engelska, 2020

    Del 12183 i serien Lecture Notes in Computer Science

    1 118 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Beskrivning

    The three-volume set LNCS 12181, 12182, and 12183 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 22nd International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.*A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions.The 145 papers included in these HCI 2020 proceedings were organized in topical sections as follows:Part I: design theory, methods and practice in HCI; understanding users; usability, user experience and quality; and images, visualization and aesthetics in HCI.Part II: gesture-based interaction; speech, voice, conversation and emotions; multimodal interaction; and human robot interaction.Part III: HCI for well-being and Eudaimonia; learning, culture and creativity; human values, ethics, transparency and trust; and HCI in complex environments.*The conference was held virtually due to the COVID-19 pandemic.

    Produktinformation

    • Utgivningsdatum:2020-06-03
    • Mått:155 x 235 x 38 mm
    • Vikt:1 042 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:Lecture Notes in Computer Science
    • Antal sidor:675
    • Förlag:Springer Nature Switzerland AG
    • ISBN:9783030490645

    Utforska kategorier

    • Systemvetenskap och AI inom Data och IT
    • Programvaruutveckling inom Data och IT
    • Människa – datorinteraktion inom Data och IT

    Innehållsförteckning

    • HCI for Well-being and Eudaimonia.- Deception of the “Elephant in the Room”: Invisible Auditing Multi-Party Conversations to Support Caregivers in Cognitive Behavioral Group Therapies.- An embodied and ubiquitous E-coach for accompanying older adults towards a better lifestyle.- Designing and testing HomeCare4All: a eHealth mobile app for elderly.- Exploring User Expectations of Brain-Training and Coaching Technologies for Cognitive Health.- Emotional responses to health data visualization.- Improving Dialogue Design and Control for Smartwatches by Reinforcement Learning Based Behavioral Acceptance Patterns.- FaceForward – An AI-based Interactive System for Exploring the Personal Potential.- Designing an Assisted Self-help Mobile App to Cope with Panic Disorder: Preliminary Results and Open Issues.- Digital Overload Reminders – “the right amount of shame”?.- Design of digital coaches for health and wellness in the workplace.- The Influences of Media Naturalness and Mental Model Alignment on Reducing Patient Uncertainty in Virtual Consultation.- Design and Research of Intelligent Products for the Management of Chronic Diseases of the Elderly.- The Efficacy of Virtual Reality Exposure Therapy for Fear of Falling (FOF) in the Elderly.- A New Analysis Method for User Reviews of Mobile Fitness Apps.- How to Present Calorie Information on The Electronic Menu to Help People Order More Healthily.- Learning, Culture and Creativity.- Development and Technical Experience of Plastic Injection Machine for STEAM Education.- Bringing digital transformation into Museums: the Mu.SA MOOC case study.- Pincello: An Affordable Electronics Kit for Prototyping Interactive Installations.- Research on Design of Intelligent Creeping Blanket for Infants Based on Sustainable Design.- Extraction and Reuse of Pattern Configuration for Personalized Customization of Cantonese Porcelain Based on Artificial Intelligence.- VR: Time Machine.- Read Ahoy! A playful digital-physical Viking experience to engage children in finding and reading books.- Toward Inclusive Learning: Designing and Evaluating Tangible Programming Blocks for Visually Impaired Students.- Improvised Music for Computer and Augmented Guitar: Performance with Gen~ Plug-ins.- Product Design Model for E-Commerce Cantonese Porcelain based on User Perceptual Image in China.- Human Values, Ethics, Transparency and Trust.- Effects of Reputation, Organization, and Readability on Trustworthiness Perceptions of Computer Code.- User Trust and Understanding of Explainable AI: Exploring Algorithm Visualisations and User Biases.- Inclusive Design - Go Beyond Accessibility.- Relational Interaction: Challenges and Opportunities for Social Innovation through Service Co-Production.- An Examination of Dispositional Trust in Human and Autonomous System Interactions.- Are all Perfect Automation Schemas Equal? Testing Differential Item Functioning in Programmers versus the General Public.- Gaps in Neuroethics inRelation to Brain Computer Interfaces: Systematic Literature Review-. TRUE-Transparency of Recommended User Experiences.- Ideal Election Method by Adopting the Interval Scale instead of the Ordinal scale.- Using blink rate to detect deception: a study to validate an automatic blink detector and a new dataset of videos from liars and truth-tellers.- Pathway to a Human-Values Based Approach to Tackle Misinformation Online.- Using Inclusive Research to Promote Inclusive Design: Possibilities and Limitations in a Corporate Environment.- HCI in Complex Environments.- Stability Maintenance of Depth-Depth Matching of Steepest Descent Method using an Incision Shape of an Occluded Organ.- BeaCON - A Research Framework Towards an Optimal Navigation.- Computational Design for complexity-related issues. Strategies to foresee emergent behaviour and social conflict in the ‘organic’ Tirana.- Research on Service Design of Real-time Translation based on Scenario Analysis.- Deadlock-Free and Collision-Free Liver Surgical Navigation by Switching Potential-Based and Sensor-Based Functions.- Study on the Development of Augmented-Reality Navigation System for Transsphenoidal Surgery.- Conception and Development of a Support System for Assembly Technology.- A Gamified Mobility Experience.