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Computer-Human Interaction Research and Applications : second international conference, CHIRA 2018, Seville, Spain, September 19-21, 2018 and third international conference, CHIRA 2019, Vienna, Austria, September 20-21, 2019 : revised selected papers

معرفی کتاب «Computer-Human Interaction Research and Applications : second international conference, CHIRA 2018, Seville, Spain, September 19-21, 2018 and third international conference, CHIRA 2019, Vienna, Austria, September 20-21, 2019 : revised selected papers» نوشتهٔ Maria Jose Escalona (editor), Andres Jimenez Ramirez (editor), Hugo Plácido Silva (editor), Larry Constantine (editor), Markus Helfert (editor), Andreas Holzinger (editor)، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book constitutes selected papers of the Second International Conference on Computer-Human Interaction Research and Applications, CHIRA 2018, held in Seville, Spain, in September 2018, and Third International Conference on Computer-Human Interaction Research and Applications, CHIRA 2019, held in Vienna, Austria, in September 2019. The 7 full papers presented in this book were carefully reviewed and selected from 28 submissions for CHIRA 2018 and 36 submissions for CHIRA 2019. The papers selected to be included in this book contribute to the understanding of relevant trends of current research on computer-human interaction, including Interaction design, human factors, entertainment, cognition, perception, user-friendly software and systems, pervasive technologies and interactive devices. Preface Organization Contents Display Placement and Design: Impact on Engagement with Social Object Labels in a Gallery Environment 1 Introduction 2 Related Work 2.1 Attention and Ambient Displays 2.2 Attention and Engagement Models for Public Displays 2.3 Attention and Engagement in Museums 2.4 Summary 3 Social Object Labels 4 Methodology 4.1 Placement in the Gallery 4.2 Evaluated Designs 4.3 Data Collection and Analysis 5 Findings 5.1 Attention and Engagement Per Exhibit (Placement) 5.2 Predicted vs Measured Attention and Engagement 5.3 Attention and Engagement Per Design 5.4 Discussion 6 Limitations 7 Conclusions References Learning from Errors Designing Assistive Technology 1 Rationale 2 Egokituz Laboratory of HCI for Special Needs 3 Three (Wrong) Reasons to Start an R&D Project on Accessibility 3.1 We Can Do It Better and Cheaper 3.2 A Solution in Search of a Problem 3.3 Technology-Driven Projects 3.4 “Recycled” Research and Development 4 Technology vs. Users: This Is Not My Problem 5 Who Rules? 5.1 The Case of Smart Wheelchairs 5.2 The Case of Assisted Manipulation with Articulated Arms 5.3 Importance of the User Interface 6 Cultural Barriers to Assistive Technology 7 Technology Acceptance and Rejection 8 Deceptive Diffusion of Results 9 “Universal” as a Synecdoche 10 User Testing Without Users 11 Knowing the Users 12 Conclusion References Empowering Citizen-Environment Interaction vs. Importunate Computer-Dominated Interaction: Let’s Reset the Priorities! 1 Introduction 1.1 Three Focal Points of This Paper 2 Shifting Towards Human-Environment Interaction (HEI) 3 Issues and Challenges of the Smart-Everything Paradigm 4 Human-Technology Symbiosis and Design Trade-Offs 4.1 Design Trade-Off: Human Control and Empowerment vs. Automated and Autonomous Systems 4.2 Design-Trade-Off: Usable Privacy vs. Importunate Smartness 4.3 Ethical Design 5 From User-Centered Design to Citizen-Centered Design 6 Beyond ‘Smart-Only’ Cities Towards Humane, Sociable and Cooperative Hybrid Cities 6.1 Smart Cities as ‘Self-Aware’ Cities 6.2 Goal-Orientation: What Kind of City Do We Want to Live in? 7 Conclusions and Outlook References Computer-Human Interaction in Music Composition Through Petri Nets 1 Introduction 2 Related Work 3 Petri Nets Fundamentals 4 Petri Nets in Music 4.1 The Role of PN Extensions 4.2 Example 5 Composing Music with Petri Nets 6 The Role of Computer-Human Interaction 6.1 ScoreSynth 6.2 A Block-Based Interface 7 Conclusions and Future Work References Through the Looking Glass:Designing Agents for MAS Based Shape-Shifting Technology Using the STEAM Approach 1 Introduction 2 Related Work 2.1 Key Qualities of Haptics 2.2 Design Roadmap 2.3 Systems 3 Methodology 4 Delving into STEAM 4.1 Steampunk Dod 4.2 Origami Dod 4.3 String Dod 4.4 Latch Dod 5 Discussion 6 Conclusion References Randomised Controlled Cross-Over Trial Measuring Brain-Computer Interface Metrics to Characterise the User Experience of Search Engines When Ambiguous Search Queries Are Used 1 Introduction 2 Background 3 Search Queries 3.1 Ambiguous Queries 4 User Experience (UX) 5 Bain-Computer Interface (BCI) 5.1 Measuring Emotions 5.2 Emotiv EPOC Neuroheadset 6 Methodology 6.1 Testing Procedure 6.2 Tasks 7 Statistical Analysis 7.1 Long-Term Excitement 7.2 Short-Term Excitement 7.3 Engagement 7.4 Meditation 7.5 Frustration 7.6 Discussion 8 Conclusion References Taxonomized Auditory Distractions with Varying Intensity Levels and Their Effect on a Visual P300 Speller While Utilising Low-Cost off-the-Shelf Equipment 1 Introduction 2 Methodology 2.1 Hardware 2.2 Participants 2.3 Data Acquisition 2.4 P300 Speller and XDAWN 2.5 Experimental Design 2.6 Experimental Design 2.7 Signal Processing – Online 2.8 Signal Processing – Online 3 Results 3.1 Online Analysis 3.2 Offline Analysis 3.3 User Preference 4 Conclusion References Author Index
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