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Human-Computer Interaction – INTERACT 2023 -

Human-Computer Interaction – INTERACT 2023

19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part IV
Buch | Softcover
LIV, 697 Seiten
2023 | 1st ed. 2023
Springer International Publishing (Verlag)
978-3-031-42292-8 (ISBN)
CHF 149,75 inkl. MwSt
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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 selected from 406 submissions. They were organized in topical sections as follows: 3D Interaction; Accessibility; Accessibility and Aging; Accessibility for Auditory/Hearing Disabilities; Co-Design; Cybersecurity and Trust; Data Physicalisation and Cross-device; Eye-Free, Gesture Interaction and Sign Language; Haptic interaction and Healthcare applications; Self-Monitoring; Human-Robot Interaction; Information Visualization; Information Visualization and 3D Interaction; Interacting with Children; Interaction with Conversational Agents; Methodologies for HCI; Model-Based UI Design and Testing; Montion Sickness, Stress and Risk perception in 3D Environments and Multisensory interaction; VR experiences; Natural Language Processing and AI Explainability; Online Collaboration and Cooperative work; Recommendation Systems and AI Explainability; Social AI; Social and Ubiquitous Computing; Social Media and Digital Learning; Understanding Users and Privacy Issues; User movement and 3D Environments; User Self-Report; User Studies; User Studies, Eye-Tracking, and Physiological Data; Virtual Reality; Virtual Reality and Training; Courses; Industrial Experiences; Interactive Demonstrations; Keynotes; Panels; Posters; and Workshops. 

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 Childr

Erscheinungsdatum
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo LIV, 697 p. 154 illus., 132 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 1117 g
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte Artificial Intelligence • Communication Systems • Computer Hardware • Computer Networks • Human-Computer Interaction (HCI)
ISBN-10 3-031-42292-9 / 3031422929
ISBN-13 978-3-031-42292-8 / 9783031422928
Zustand Neuware
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