Human-computer interaction - INTERACT 2023 Part 4
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 S...
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Format: | UnknownFormat |
Sprache: | eng |
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Springer
2023
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Schriftenreihe: | Lecture notes in computer science
14145 |
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Online Zugang: | Cover |
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Zusammenfassung: | 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 Automati 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 |
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Beschreibung: | Literaturangaben |
Beschreibung: | liv, 697 Seiten Illustrationen, Diagramme |
ISBN: | 9783031422928 978-3-031-42292-8 |