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HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games -

HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games

22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings
Buch | Softcover
XXII, 776 Seiten
2020 | 1st ed. 2020
Springer International Publishing (Verlag)
978-3-030-60127-0 (ISBN)
CHF 149,75 inkl. MwSt
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This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic.

From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as "Late Breaking Work" (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.

Basic study on incidence of micro-error in visual attention-controlled environment.- A Methodological Approach to Create Interactive Art in Artificial Intelligence.- The Effect of Different Icon Shape and Width on Touch Behavior.- Project Team Recommendation Model Based on Profiles Complementarity.- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings.- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition.- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review.- Examining the relationship between songs and psychological characteristics.- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft.- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment.- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism.- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature.- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study.- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions.- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries.- Assessing Variable Levels of Delegated Control - A Novel Measure of Trust.- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion.- A Typology of Non-functional Information.- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model.- Producing an Immersive Experience using Human-Robot Interaction Stimuli.- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective.- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations.- Analyzing Students' Behavior in a MOOC Course: A Process-Oriented Approach.- The Role of Learning City "Smart Teams" In Promoting, Supporting, and Extending the Community School Model.- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language.- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course.- Learning and Creativity through a Curatorial Practice using Virtual Reality.- How augmented reality influences student workload in engineering education.- The In uential Factors on E-learning Adoption and Learning Continuance.- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details.- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment.- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements.- Investigating the relation between sense of presence, attention and performance: virtual reality versus web.- Research on the Design of Intelligent Interactive Toys Based on Marker Education.- Designing a Faculty Chatbot through User-Centered Design Approach.- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience.- Enable 3A in AIS.- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability.- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems.- A Learning Engineering Model for Learner-Centered Adaptive Systems.- Technology in Education - Meeting the Future Literacy & Num

Erscheinungsdatum
Reihe/Serie Information Systems and Applications, incl. Internet/Web, and HCI
Lecture Notes in Computer Science
Zusatzinfo XXII, 776 p. 314 illus., 243 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 1205 g
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte Applications • Artificial Intelligence • Computer Networks • Computer Science • computer vision • conference proceedings • Education • E-Learning • Human-Computer Interaction (HCI) • Human engineering • Image Processing • Informatics • information systems • interactive computer graphics • Network Protocols • Research • Signal Processing • Software Design • Software engineering • User Interfaces • videogames • Virtual Reality
ISBN-10 3-030-60127-7 / 3030601277
ISBN-13 978-3-030-60127-0 / 9783030601270
Zustand Neuware
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