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HCI International 2021 - Late Breaking Papers: Cognition, Inclusion, Learning, and Culture: 23rd HCI International Conference, HCII 2021, Virtual ... (Lecture Notes in Computer Science)

معرفی کتاب «HCI International 2021 - Late Breaking Papers: Cognition, Inclusion, Learning, and Culture: 23rd HCI International Conference, HCII 2021, Virtual ... (Lecture Notes in Computer Science)» نوشتهٔ Constantine Stephanidis (editor), Don Harris (editor), Wen-Chin Li (editor), Dylan D. Schmorrow (editor), Cali M. Fidopiastis (editor), Margherita Antona (editor), Qin Gao (editor), Jia Zhou (editor), Panayiotis Zaphiris (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 late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas. Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents Cognition and Cognitive Modelling Situational States Influence on Team Workload Demands in Cyber Defense Exercise 1 Introduction 1.1 The Relationship Between Affective States and Adaptive Performance 1.2 Neural Correlates of Affective Control and Variability and Relationships with Regulation of Physiological Arousal 1.3 Neural Correlates of Affective Variability and Control Overlaps with Neural Correlates of Social Coherence, Coordination, and Communication 1.4 Neural Correlates of Affective Variability and Control Overlaps with Neural Correlates of Complex Problem-Solving 1.5 How Affective States May Relate to the Hybrid Space Framework and the Orienting, Locating, Bridging (OLB) Model 1.6 Aim 2 Methods 2.1 Participants and Procedure 2.2 Measurements 2.3 Ethical Considerations 2.4 Data Analysis 3 Results 4 Discussion and Conclusion 4.1 Limitations 5 Conclusion References Human-Human Communication in Cyber Threat Situations: A Systematic Review 1 Introduction 1.1 An Accurate Recognized Cyber Picture is Critical for Effective Cyber Defense Decisions 1.2 Cognitive Aspects of Cybersecurity Performance and Implications for Cyber Threat Communication 1.3 Current Approaches to Solving Communication Problems in the Hybrid Space: The Orienting, Bridging, Locating (OLB) Model 1.4 Aim 2 Methods 2.1 Review Procedure 2.2 Literature Collection Methodology 2.3 Descriptive Information and Statistics 3 Results 3.1 Quantitative and Mixed Studies on Cyber Threat Communication 3.2 Qualitative Studies on Cyber Threat Communication 4 Discussion 4.1 Conclusion References Monitoring Attention of Crane Operators During Load Oscillations Using Gaze Entropy Measures 1 Introduction 1.1 Mobile Crane Operation 1.2 Quantitative Representation of Gaze Behavior 1.3 Objectives 2 Methodology 2.1 Gaze Metrics 2.2 Grid-Based AOI Definition 2.3 Experiment Conditions 3 Results 3.1 Interpretation of Gaze Metrics 3.2 Expert-Novice Difference of Crane Operators 3.3 Expert-Novice Difference During Load Oscillations 4 Discussions 4.1 Implications of Model Sparseness and Enlarged Base 4.2 Gaze Metrics and Gaze Pattern 4.3 Performance and Gaze Metrics 4.4 Task Load, Attention, and Anxiety 5 Conclusions and Future Works References Uncertainty of Skill Estimates in Operational Deep Knowledge Tracing 1 Introduction 1.1 Evaluating Estimation Accuracy 1.2 Calibrating Results 1.3 Approximating Uncertainty in the Skill Estimates Through Variational Dropout 2 Method 2.1 Empirical Data Analysis 2.2 Parameter Recovery Study 2.3 Variational Dropout Procedure 2.4 Skill Estimation 2.5 Skill Estimation Accuracy 2.6 Skill Uncertainty Accuracy 3 Results 3.1 Classification Accuracy 3.2 Skill Estimation Accuracy 3.3 Recovery of Learning Gains 3.4 Skill Uncertainty Accuracy 4 Discussion 4.1 Limitations of the Current Study 4.2 Next Steps References Emerging Applications of Cognitive Ergonomics: A Bibliometric and Content Analysis 1 Introduction 2 Purpose of Study 3 Research Methodology 3.1 Relevant Literature 3.2 Data Collection 3.3 Trend Analysis 3.4 Leading Authors and Institutions 4 Results 4.1 Co-citation Analysis 4.2 Content Analysis 4.3 Content Analysis Results from MAXQDA 5 Discussion 6 Future Work References Total Learning Architecture (TLA) Data Pillars and Their Applicability to Adaptive Instructional Systems 1 Introduction to the TLA 1.1 The TLA Data Strategy 1.2 The TLA Reference Implementation 2 Supporting Adaptive Instructional Systems 2.1 The Sum is Greater Than Its Parts. 2.2 Data-Driven Adaptation 2.3 Conclusions and Next Steps References Effect of Image Captioning with Description on the Working Memory 1 Introduction 2 Experimental Setup and Methodology 2.1 Participants 2.2 Procedure 2.3 Data Analysis 3 Results 3.1 Round-1 Part-1 (R1-P1) vs. Round-3 (R3) 3.2 Round-1 vs. Round-2 and Round-2 vs. Round-3 3.3 Trends in Round-1 Part-2 and Round-2 Part-2 4 Discussion 5 Conclusions References Adaptive Collaborative Intelligence: Key Strategies for Sensemaking in the Wild 1 Introduction 2 Background Research 2.1 Collaboration Research 2.2 Ethnographic Research on Collaboration 3 Methods 4 Results 4.1 Collaboration Themes 4.2 Using Themes to Evaluate Collaborative Systems for Disaster Response 5 Conclusion References Inclusive Design Approaches and Applications Analysis of Specialized Websites in Digital Libraries: Evaluation of UX with Blind Users 1 Introduction 2 Websites Specialized in Digital Libraries 2.1 User Experience (UX) 3 Case Study: “Biblioteca Central Profesor García Ruiz” 3.1 User Profile 3.2 Biblioteca Central Profesor García Ruiz 3.3 Evaluation Methods 4 Application of UX Evaluation Methods 4.1 Heuristic evaluation 5 Tasks and Results 5.1 Task 1 5.2 Task 2 5.3 Task 3 5.4 Task 4 5.5 Proposed Solution to the Case Study 6 Conclusions and Future Works References When Worlds Collide: AI-Created, Human-Mediated Video Description Services and the User Experience 1 Introduction 1.1 Background 1.2 Study Aims and Structure 2 Methodology 2.1 Research Design 2.2 Data Collection 2.3 Data Analysis 2.4 Ethical Considerations 3 Results 3.1 User Experience Questionnaire (UEQ) 3.2 Focus Groups 4 Discussion 4.1 Considerations for Future User-Interface and User Experience Improvements 4.2 Limitations of the Study 5 Conclusions References Teaching Tablet Technology to Older Adults 1 Introduction 2 Context 3 Technology Workshops 3.1 Participants 3.2 Workshop Facilitators 3.3 Methods 3.4 Workshop Topics 4 Challenges 4.1 Touch Screen 4.2 Technology's Unexpected Nature 4.3 Privacy and Security Concerns 4.4 WIFI Access 4.5 Independent Learners 4.6 Managing Distractions 5 Discussion 5.1 Think Quality Versus Quantity 5.2 Personalize Instruction 5.3 Assign Homework 5.4 Step-by-Step Instructions 5.5 Paper-Based Manuals 5.6 Encourage Often 5.7 Collect Feedback 5.8 Create Peer Learning Communities 5.9 Organize Self-learning Sessions 5.10 Stay Positive 6 Conclusion 7 Recommended Syllabus References A Qualitative Usability Evaluation of Tablets and Accessibility Settings by Older Adults 1 Introduction 2 Related Work 2.1 Usability Challenges with Tablets 3 Methodology 3.1 Study 1: Tablet Benefits and Challenges 3.2 Study 2: Settings and Accessibility 4 Results 4.1 Results: Study 1 [Tablet Benefits and Challenges] 4.2 Tablet: Benefits 4.3 Tablet: Challenges 4.4 Results: Study 2 5 Discussions 5.1 Design Recommendations 6 Limitations 7 Conclusions References Research on the Application of Role Theory in Active Aging Education Service System Design 1 Introduction 2 The Design Framework for Active Aging Service Based on Role Theory and BEV-E Model 2.1 Role Theory 2.2 BEV-E Model 2.3 The Construction of BEV-AAS Design Framework Based on Role Theory 3 The Status Quo of Active Aging Education Service in China 3.1 The Particularity of Elderly Education 3.2 The Present Situation of Elderly Education Supply 3.3 Survey on the Elderly Education Needs 4 The Service System Construction and Design Practice of Active Aging Public Education: With LO-PAY & LO-GAIN as an Example 4.1 The Stakeholder Definition of LP&LG 4.2 The Service System Design of LP&LG 4.3 The Curriculum System Design of LP&LG 4.4 The Digital Touch Point Design of LP&LG 4.5 The Physical Touch Point Design of LP&LG 5 Conclusion References ACF: An Autistic Personas' Characteristics Source to Develop Empathy in Software Development Teams 1 Introduction 2 Background and Related Work 3 The Autistic Characterization Form 3.1 Motivation 3.2 ACF Conception 4 Initial Evaluations and Refinements of the Proposals 4.1 Pilot Study 4.2 Updating the ACF to Final Version 4.3 Evaluation of the Final Version of the ACF 5 Conclusion and Future Work References A Quantitative Study on Awareness, Usage and Reservations of Voice Control Interfaces by Elderly People 1 Introduction 2 Related Work 3 Methodology 4 Survey Results 4.1 Demographic and Statistical Data 4.2 Awareness of VCDs 4.3 Usage of VCDs 4.4 Reservations of VCDs 5 Discussion 5.1 Comparison with Related Work 5.2 Limitations 6 Conclusion and Future Work References The Investigation into Design Elements of Auditory Pleasure Experience for the Elderly Based on a Testing Tools Development 1 Introduction 1.1 Research Background 1.2 Research Aim 2 Materials and Methods 2.1 Participants 2.2 Definition of Auditory Elements and Development of Testing Tools 2.3 Preliminary Experiment 2.4 Data Collection and Analysis 2.5 Procedure 3 Results and Analysis 3.1 Music Genre Preference 3.2 Volume Preference 3.3 Pitch Preference 3.4 Speed Preference 3.5 Timbre Preference 4 Conclusions and Recommendations References A Research on the Correlation Between Tactile Perception Characteristics and Aging-Suitable Design in the Elderly Based on a Testing Tools Development 1 Background Introduction 1.1 Aging Trend 1.2 Aging-Suitable Design 1.3 Perception Characteristics of the Elderly 1.4 Characteristics of Tactile Degeneration in the Elderly 2 Research Methods 3 Primary Studies 3.1 Preliminary Experiment 3.2 Research Significance 4 Result and Discussions 4.1 The Reliability Analysis 4.2 Demographic Analysis 4.3 Material Score Analysis for Test One 4.4 Analysis of Tactile Perception Characteristics of Materials for Test Two 4.5 Correlation Analysis 4.6 Sorting Problem Analysis for Test Three 4.7 Interview Information Analysis 4.8 Findings of Result 5 Conclusion and Recommendations References Use of a Video Game with Tangible Interfaces to Work Emotions in Children with Autism 1 Introduction 1.1 Emotions and Autism 1.2 Video Games and Tangible User Interfaces 2 Methodology 2.1 Tangible User Interface 2.2 RFID Reader Board 2.3 Software 3 Results and Conclusions References Research on the Design of Smart Bracelets for the Elderly Based on Maslow’s Hierarchy of Needs 1 Introduction 2 The Current Situation of Smart Bracelets for the Elderly 2.1 Existing Functions of Smart Bracelets for the Elderly 2.2 Problems with Smart Bracelets for the Elderly 3 The Theory and Method of Research 3.1 Maslow's Hierarchy of Needs 3.2 Modeling Methods Based on Theory 4 The Process of Research 4.1 User Research 4.2 Opportunity Points 4.3 Design Strategies 4.4 User Return Visit 4.5 Shortcomings of the Study 5 Conclusions References Exploring Effectiveness of Absorbing Health Knowledge by the Middle-Aged and Elderly Using Chatbots 1 Introduction 1.1 Research Background and Motives 1.2 Research Purpose 2 Literature Review 2.1 Impact of Nutrition Education 2.2 Importance of Disease Prevention 2.3 Middle-Aged and Elderly People's Demand for Mobile Phones 2.4 Application of Medical Chatbot System 3 Research Method 3.1 Research Subjects 3.2 Research Tools 4 Research Analysis 4.1 Questionnaire Analysis 4.2 Introduction to the Subjects 4.3 Research Results 5 Summary 6 Conclusions References A Study into Accessibility and Usability of Automated Teller Machines for Inclusiveness 1 Introduction 2 Automated Teller Machines (ATMs) 3 Usability, Accessibility, and ATM Users 4 Analysis and Discussion 5 Conclusions References Learning Experiences The Annual BUILD Snapshot: Tracking Alumni Outcomes 1 The BUILD Program 1.1 Goal of the BUILD Program 1.2 Importance of Tracking BUILD Alumni 1.3 Previous Approaches to Alumni Tracking Methods 2 Method 2.1 Developing the BUILD Snapshot 2.2 Snapshot Pilot Test 2.3 Snapshot Launch 3 Results 3.1 Overall Snapshot Participation 3.2 Comparison of Alumni Qualtrics Survey and Snapshot Response Rates 3.3 Benefits of Snapshot 4 Lessons Learned & Recommendations References Using Self-developed Mobile APP and Arduino to Provide Integrated Multimedia for Lower Graders’ English Vocabulary Learning 1 Introduction 2 The Literatures Review 3 Experiment and Proposed Learning Design 4 Results 5 Conclusions References Using Cobots, Virtual Worlds, and Edge Intelligence to Support On-line Learning 1 Motivation and Vision 2 Challenges to the Focus of Online Learners 3 HRLU Methodology 4 Using Edge Intelligence to Support the HRLU and IRLU Cycle 5 HRLU System Design on the Edge 6 The Virtual World (VCM) and Digital Ethnography (ECN) Components as Supported by the IRLU 7 Conclusion References Developing Academic Engagement Through a Virtual Week of Research, Scholarly, and Creative Activity: Rethinking Collaboration 1 Engaging Students in Research, Scholarly, and Creative Activities (RSCA) 1.1 The Role of Research, Scholarly, and Creative Activities in Undergraduate and Graduate Education at CSULB 1.2 The Week of RSCA as a Campus-Wide Event 1.3 Response to the COVID-19 Pandemic Restrictions 2 Method: Transforming an In-Person Event to a Virtual Event 2.1 Selection of Platform 2.2 Working with Campus Leadership on Transitions of Events from Face-To-Face to Virtual Formats 3 Implementation 3.1 Setting up the Virtual Platform 3.2 Marketing 3.3 Working with the Department Leads to Populate the Events Within Cvent 4 Results of 2021 Implementation 4.1 Registration 4.2 Final Program 4.3 Feedback from Evaluation Surveys 5 Discussion 5.1 Lessons Learned 5.2 Recommendations for Transforming In-Person Events to Virtual Ones References Heightmap Examiner.A Descriptive Tool for Education in Digital Cartography 1 Introduction 1.1 Traditional Education in Topography and Cartography 2 Methodology 2.1 Objectives 2.2 Application Design 3 Results References Virtual Classrooms for the Development of Practical Laboratories in a Colombian Higher Education Institution 1 Introduction 1.1 Research Experiences on the Application of Technologies on the Education Field 2 Method 3 Results 4 Discussion and Conclusions References Towards a Computerized Approach to Identify Attentional States of Online Learners 1 Introduction 2 Others' Work 2.1 Effects and Impact of Interruptions and Multitasking 2.2 Technological Interventions in Capturing and Maintaining Attention 2.3 The Task: Load, Challenge, Engagement, and Attention 3 The Process 4 Results and Discussion 4.1 Implications of Attention in Everyday Activities 4.2 Reflections of Distraction 4.3 Views on a Computerized Model to Assist Maintaining Learners' Attention 4.4 Limitations 5 Conclusion and Further Works References Accompanying Reflection Processes by an AI-Based StudiCoachBot: A Study on Rapport Building in Human-Machine Coaching Using Self Disclosure 1 Introduction 2 Definitions and Related Work 3 Method 3.1 Development of an Interaction Script 3.2 Experimental Design: Test Procedure, Survey and Interview 3.3 Data Evaluation 4 Results 4.1 Sample Description 4.2 Hypothesis Testing 4.3 Findings from the Interviews 4.4 Consolidation of the Results of Coaching, Survey and Interview 5 Discussion 5.1 Self Disclosure and Rapport Building 5.2 Evaluation of the Chatbot Coaching 5.3 Design Implications 5.4 Limitations and Future Research 6 Conclusion References A Feasible Design of Ballet Learning Support System with Automated Feedback 1 Introduction 2 Related Work 2.1 Ballet Learner Support 2.2 Pose Recognition Using Computer Vision 3 Ballet Positions 3.1 Feet Positions 3.2 Arm Positions 4 Automated Feedback System Overview 4.1 Creating Model 4.2 Using Model to Create Feedback 5 Prototyping 5.1 Data Collection 5.2 Prototype Design 6 Discussion 6.1 Combination with Other Modalities 6.2 Other Applications 7 Limitations and Future Work 8 Conclusion References Facebook Interface in External Communication. Case: Educational Peruvian School, 2020 1 Introduction 1.1 Theoretical Framework 1.2 General Objecives 1.3 Variables 2 Methodology 3 Results 4 Discussion 4.1 Influential Factors 5 Conclusions 5.1 Recommendations References Gender Differences in Psychosocial Experiences with Humanoid Robots, Programming, and Mathematics Course 1 Introduction 1.1 Psychological Factors in Programming, Mathematics and Human-Robot Interactions 1.2 Social Aspects in Programming, Mathematics and Human-Robot Interactions 1.3 Importance of Diversity Inclusion in Programming, Mathematics and HRI 1.4 Previous Findings 1.5 Aims of Study 2 Methods 2.1 Participants 2.2 Measurements 2.3 Procedure 2.4 Ethical Approval 2.5 Data Reduction and Analysis 3 Results 4 Discussion 4.1 Limitations of Study 5 Conclusion References Using Synthetic Datasets to Hone Intuitions Within an Adaptive Learning Environment 1 Introduction 2 Bayesian Networks 3 Verifying the Performance of the Recommendation Engine 4 The Synthetic Data 5 Additional Considerations 5.1 Many-to-One Mappings 5.2 One-to-Many Mappings 6 Discussion References Metasynthesis of EU-Based Initiatives to ‘Open Language’ to Individuals and Groups with Migrant Biographies 1 Introduction 2 Digital Storytelling as a Prevalent (Additional) Language Learning Opportunity 3 Digital Storytelling and Target Groups with a Migrant Biography 4 Digital Storytelling Initiatives Targeting Individuals and Groups with a Migrant Biography 5 Methodology 6 Results 6.1 What is Digital Storytelling About? 6.2 How Are Issues Approached in Digital Storytelling? 6.3 What are the Reasons for the Choices Concenring Digital Storytelling? 7 Discussion of Results 8 Final Thoughts References SketchMeHow: Interactive Projection Guided Task Instruction with User Sketches 1 Introduction 2 Related Work 2.1 Sketch-Based Interface 2.2 Sketch-Based Guidance 2.3 Projection-Based Guidance 3 Framework Overview 3.1 Drawing Interface 3.2 Spatial Augmented Reality 3.3 User Guidance 4 Case Study 4.1 Domino Arrangement 4.2 Bento Production 5 Results 5.1 Domino Arrangement 5.2 Bento Production 5.3 Discussion 6 Conclusion References Cultural Experiences An Indoor Location-Based AR Framework for Large-Scale Museum Exhibitions 1 Introduction 2 Related Works 3 Method 3.1 Location Estimation Request 3.2 Area Classification 3.3 AR List Extraction 3.4 Location-Based AR Exhibition 4 Evaluation 5 Conclusion References Environmental Analysis and Design Directions for Non-contact Exhibition Spaces 1 Introduction 1.1 Research Background and Purpose 1.2 Research Background and Purpose 2 Change to a Non-contact Environment 2.1 Social Change 2.2 Changes in the Exhibition Industry 2.3 Change of Exhibition Space 3 Proposal of Non-contact Exhibition Space 3.1 Non-contact Suggestion of Communication Method 3.2 Presenting Problems in Exhibition Space 3.3 Proposal for the Direction of Exhibition Space 4 Non-contact Exhibition Space Proposal 4.1 Proposal of Open Exhibition Space 4.2 Presenting Dispersed-Type Exhibition Space 4.3 Presenting Segmentation-Type Exhibition Space 5 Conclusion References Critical Art with Brain-Computer Interfaces: Philosophical Reflections from Neuromatic Game Art Project 1 Introduction 2 Related Work 2.1 Key Lessons of Critical Constructivism 2.2 Critical Perspectives on BCI and Other Brain Wearables 3 The Case of MUSE and the Lightness of Quantified Well-Being 4 BCI Art as a Form of Critical Engagement and Subversion 4.1 Art as Technology Re-interpretation Domain 4.2 Making the Codes of the Device Visible 4.3 Challenging Technical Rationality 4.4 Creating Alternative Imaginaries 4.5 Extending Technology Horizon Through Exploration of Aesthetic Forms and Expressions 5 Conclusion and Future Work References The Solitary Connected. Media Places and New Emotional Flows in the Platform Society 1 Media Environment 2 Trust 3 Magnetic Digital Places 4 The Pandemic Acceleration 5 The Survey References Design of Wearable Digital Enhancement for Traditional Musical Instruments 1 Introduction 2 Related Works 2.1 Control Interfaces in Interactive Electronic Music Performance 2.2 Using Visual Feedback to Solve Transparency Problems 3 Design of the System 3.1 Convert Finger Movements to Music Parameters 3.2 Using Wearable Lights as Visual Feedback to Exaggerate Gestures and Music Parameters 3.3 Using Optical Fiber, LED, Parameterized Modeling and 3D Printing to Construct Forms 3.4 Communication and Control 4 Evaluation 5 Discussion 6 Conclusion References Rehabilitate Sustain from Earth to Sea: A Design Study on Interplaying Biosocial Sculpture In-Between the Intertidal Zone 1 Introduction 1.1 Anthropocene and Human-Wildlife Conflict 1.2 Ambition of Environmental Art Education 1.3 Total Recall on Social Interaction 2 Theoretical Background 2.1 Eco-ethic and Way of Heaven 2.2 Taoism and Selfness Shift 2.3 Eco-Aesthetics and Social Sculpture 2.4 Application of Medical Chatbot System 3 Methodology 3.1 Comparative Cases Study and Thinking Biosocially 3.2 Ceramic Craft Design and Octopus Discovery 3.3 Naming and Whale Falls Storyline 4 Conclusion 4.1 Theoretical Application 4.2 Social Practice 5 Prospect and Future Study References DeepDive: The Use of Virtual Worlds to Create an Ethnography of an Ancient Civilization 1 Creating an Artificial Ethnography for an Ancient Civilization 2 Researcher Interface Support 3 Modelling Caribou Herd Dynamics 4 Data Analytics: Using Rulesets to Filter Data Display 5 The VR Data Visualization 6 Conclusion: Creating an Emergent Ethnography References A Study of Framework Development and Research of Jewelry Design, Based on Pattern Egyptian Culture (Lotus Flower) Used in Culture Product Design 1 Introduction 2 Culture Features and Product Design 2.1 Three Cultural Levels 2.2 Fundamental Cultural Resources of Ancient Egyptian Civilization 2.3 Overview of the Lotus Flower Pattern and Jewelry Making in Ancient Egypt 2.4 Cultural Attributive Analyses and Design Concepts Table 3 Methodology 3.1 Design Framework and Process 3.2 Quantitative Analysis 4 Design Practices in Innovation Jewelry Designs 4.1 Design Practices in Innovation Cultural Product Designs 5 Conclusion and Recommendations References Relationship Between Human-Computer Interaction Features and Players’ Decision-Making in Music Games 1 Introduction 2 Relative Works 2.1 Game Mechanism Design 2.2 Gamer Behavioral Decision 3 Construction of HCI Features and Players’ Decision-Making Framework in Music Games 4 Application 4.1 Behavior Decision and Game Mechanics Design 4.2 Behavior Decision and Art Effects Design 5 Experiment and Result Analysis 5.1 Experiment Design for Game Test 5.2 Questionnaire Research Analysis 6 Discussion 7 Conclusion References Author Index
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