HCI International 2022 Posters: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, ... in Computer and Information Science, 1581)
معرفی کتاب «HCI International 2022 Posters: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, ... in Computer and Information Science, 1581)» نوشتهٔ Constantine Stephanidis (editor), Margherita Antona (editor), Stavroula Ntoa (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 1581. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
The four-volume set CCIS 1580, CCIS 1581, CCIS 1582, and CCIS 1583 contains the extended abstracts of the posters presented during the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually in June - July 2022. The total of 1276 papers and 275 posters included in the 40 HCII 2021 proceedings volumes was carefully reviewed and selected from 5583 submissions. The posters presented in these four volumes are organized in topical sections as follows: Part I: user experience design and evaluation; visual design and visualization; data, information and knowledge; interacting with AI; universal access, accessibility and design for aging. Part II: multimodal and natural interaction; perception, cognition, emotion and psychophysiological monitoring; human motion modelling and monitoring; IoT and intelligent living environments. Part III: learning technologies; HCI, cultural heritage and art; eGovernment and eBusiness; digital commerce and the customer experience; social media and the metaverse. Part IV: virtual and augmented reality; autonomous vehicles and urban mobility; product and robot design; HCI and wellbeing; HCI and cybersecurity. Foreword HCI International 2022 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 24th International Conference on Human-Computer Interaction (HCII 2022) HCI International 2023 Contents – Part II Multimodal and Natural Interaction Simulation Object Edge Haptic Feedback in Virtual Reality Based on Dielectric Elastomer 1 Introduction 2 Related Work 2.1 Dielectric Elastomer (DE) 2.2 DE Synthesis 2.3 DE Fabrication 3 Tools 3.1 Flexible Electrode 3.2 Wire 3.3 DEA Structure 3.4 DE Array 4 Platform 4.1 Blender 4.2 Unreal Engine 4.3 Oculus Quest 5 Method 5.1 DE Pre-treatment 5.2 DE Material 5.3 Angle Recognition 5.4 Hand Localization 5.5 Workflow References Resistive-Force Presentation Device Using Magneto-Rheological Fluid for Wrist-Joint Stiffness Control 1 Introduction 2 Related Works 3 Proposed Method 4 Device Development 5 Experiments 5.1 Experiment 1: Measurement of Magnetic Flux 5.2 Experiment 2: Measurement of Bending Stiffness 5.3 Experiment 3: Subjective Evaluation 6 Conclusion References Implementation of Remote Control of a Robot Arm by Hand Gestures 1 Introduction 2 Kinect V2 and SCARA Robot VS-ASR 2.1 Kinect V2 Coordinate System and Joint Position 2.2 SCARA Robot VS-ASR 3 System Development 3.1 Multithreading 3.2 Teaching Recording and Playback Function 4 Execution Results and Considerations 4.1 Correspondence Between Gesture and Arm Movement 4.2 Results of Teaching Recording and Playback Functions 4.3 Considerations 5 Conclusion References Character Input Interface Design for Effective Use of Motion Sensors on Smartwatches 1 Introduction 2 Proposed Method 3 Waveform Analysis 3.1 Measurement of Waveform Data 3.2 Waveform Characteristics of Each Operation 3.3 Operation Discrimination Algorithm 4 Motion Discrimination Experiment 4.1 Experiment Method 4.2 Results 4.3 Consideration 5 Summary References A Pilot Study on the Use of Gaze Stops to Support the Search for Important Parts 1 Introduction 2 Related Work 3 Experiment 3.1 Purpose 3.2 Method and Tasks 3.3 Procedure 4 Results 5 Conclusion References VR Human Body Treatment Game ‘BodyCureBot’ Using Hand Tracking 1 Introduction 2 Project Design 2.1 Game Summary 2.2 Functions Required to Progress the Game 2.3 Large Intestine in Game Content Overview 2.4 Functions Implemented Within the Large Intestine 3 Conclusion 4 Future Plans References Whole-Body Interaction and Representative Applications in Virtual Reality 1 Introduction 2 Related Work 3 Whole-Body Interaction Framework in VR 3.1 Focus Group and Discussion 3.2 Descriptive Framework of WBI 4 Technical Prototypes and Evaluations on the WBI Framework 5 Conclusion References Dwell-Free Typing Using an EOG Based Virtual Keyboard 1 Introduction 2 Hardware Framework and Data Acquisition 3 Manifestation of Eye Movements While Dwell-Free Typing 4 Adaptation of the LCSMapping Algorithm 4.1 Optimal Weight Estimation 4.2 Results 5 Conclusion References Synergetic Effect of Contact Surface Area and Elbow Joint Angle on Tendon Vibration-Induced Illusory Movement 1 Introduction 2 Materials and Methods 2.1 Participants 2.2 Apparatus and Experimental Setup 2.3 Procedure 3 Results 4 Discussion and Conclusion References Fast-Response Pen-Type Interface for Reproduce a Realism Pen-on-Paper Experience 1 Introduction 2 Related Studies 3 Fast Response Implementation 3.1 Effects of Delays 3.2 System to Reduce Delays 4 Reproduction of Writing Vibration at Different Writing Speeds 4.1 Vibration Characteristics at Different Writing Speeds 4.2 Vibration Reproduction Method for Each Writing Speed 5 Conclusion References Proposal of Input Screen Design in Eye Glance Input Interface 1 Introduction 2 Proposal Screen Design 2.1 Screen Design Overview 2.2 Switching Operation 3 Text Input Experiment 4 Results and Discussion 5 Conclusion and Future Works References A Cooperative and Interactive Gesture-Based Drumming Interface with Application to the Internet of Musical Things 1 Introduction 2 Gesture Based Interfaces and Virtual Musical Instruments (VMIs) 3 Design Description: Gestural Drumming Interface with Color Based Musical Objects 3.1 Graphical Interface for Virtual and Collaborative Drumming 4 User Experience Study 4.1 Musical Interaction Modes 5 Conclusion and Future Work References More Immersed or More Manipulated? Users’ Responses to Mobile Tactile Technology Adopted in a Chinese Video Platform 1 Data and Methods 2 Findings 2.1 Attributes and Types of Posts 2.2 Post Focus and Posting Attitude 2.3 Sensory Feedback and Emotional Experience 3 Conclusion References Perception, Cognition, Emotion and Psychophysiological Monitoring Towards a GUI for Declarative Medical Image Analysis: Cognitive and Memory Load Issues 1 Introduction 2 A GUI for Declarative Medical Image Analysis 3 GUI Evaluation 3.1 Usability Study 3.2 Memory Load Evaluation 4 Conclusion and Future Work References Rotational Movement Perception of Spiral Patterns on Dynamic Sphere Surfaces Based on Line Angles 1 Introduction 2 Experiment Method 2.1 Measurement Method 2.2 Sample Pattern Setting 2.3 Experiment Design 2.4 Pattern Samples 2.5 Subjects 2.6 Experiment Equipment and Tools 2.7 Experiment Procedure 3 Results 3.1 Induced Movement 3.2 Movement Afterimage 4 Conclusion References Barberpole Illusion Shaping Performance of Wagon-Wheel Phenomenon in Stroboscopic: An Investigation on Rotation Direction and Line Movement 1 Introduction 2 Experiment Research (I) 2.1 Methods 2.2 Results and Discussion 3 Experiment Research (II) 3.1 Methods 3.2 Results and Discussion 4 Conclusion References Analysis on the Effect of Living Habits and Environment to Concentration 1 Introduction 2 Related Work 2.1 Analysis of Living Habits Data and Concentration 2.2 Analysis of Environment Data and Concentration 2.3 Position of This Study 3 Analysis of the Relationship Between Living Habits and Environment Data and Concentration Indexes by EEG 3.1 Concentration Indexes by EEG 3.2 Experiment Design 3.3 Analysis Methods 4 Experiment Results and Discussion 4.1 Overview of the Experiment 4.2 Analysis Results 5 Conclusion References Audio-Visual Shared Emotion Representation for Robust Emotion Recognition on Modality Missing Using Hemi-hyperspherical Embedding and Latent Space Unification 1 Introduction 2 Proposed Method 2.1 Models 2.2 Multitasking of Emotion Recognition and Unification 3 Experiment 3.1 Robustness of Emotion Recognition Under Pseudo Modality Missing 3.2 Visualization of Emotional Space 4 Conclusion References Impact of Longer Viewing Distance to Virtual Screen upon Mouse-Manipulation Performance 1 Introduction 2 A HMD-Based Virtual Display Environment 3 Experiment on Mouse Manipulation Performance 3.1 Tasks and Subjects 3.2 Experiment Procedure 4 Results 5 Conclusions References Towards a Metacognitive Accuracy Training in Military Education 1 Introduction 2 Methods 3 Results 4 Discussion 5 Conclusions 5.1 Limitations 5.2 Further Research References Cognitive Workload Associated with Different Conceptual Modeling Approaches in Information Systems 1 Introduction 2 Methods 2.1 Participants 2.2 Experimental Task 2.3 EEG Recording 2.4 Experiment Design 2.5 Analysis 3 Results 4 Discussion 5 Conclusion References Study on Cognitive Behavior and Subjective Evaluation Index of Seafarer's Alertness 1 Introduction 2 Methods 2.1 Participants 2.2 Procedure 2.3 Test Tasks 3 Results 4 Conclusion References Using Virtual Reality to Measure Working Memory Performance and Evaluate the Effect of the Degree of Immersion on Working Memory Performance 1 Introduction 2 System Design 2.1 Immersive Embodied VR (IEVR) 2.2 Immersive Non-embodied VR (IVR) 2.3 Desktop VR (DVR) 3 Methodology 3.1 N-back Task 3.2 Automated Operation Span 3.3 Questionnaires 3.4 The Experiment 4 The Expected Results 5 Conclusion References Modern Human Brain Neuroimaging Research: Analytical Assessment and Neurophysiological Mechanisms 1 Introduction 2 Brain Evoked Potentials. Event-Related Potentials 3 Functional Magnetic Resonance Imaging 4 Positron Emission Tomography 5 Conclusion References Reaction Times and Performance Variability in Touch and Desktop Users During a Stroop Task 1 Introduction 2 Methods 2.1 Participants 2.2 Stroop Task 2.3 Data Analysis 3 Results 3.1 Latency and Task Per Age Group 3.2 Error Rate and Task Per Age Group 3.3 Interference and Facilitation Indexes 3.4 Difficulty 4 Conclusion References Analysis of Influence of Preference on Emotions in Relation to Physiological Indexes 1 Introduction 2 Experiment Method 2.1 Emotional Stimuli 2.2 Subjective Evaluation by Questionnaire 2.3 Objective Evaluation by Physiological Indexes 2.4 Experimental Procedure 3 Experimental Results 3.1 Participants 3.2 Evaluation of Music Influence on Emotions 3.3 Correlation Analysis Between Physiological Indexes and Preference 4 Discussion 5 Conclusion References EEG-Based Robot Alert System for Improving User Concentration 1 Introduction 2 Background 3 Designing Our Robot Alert System 3.1 Robot Voice 3.2 Robot Facial Expression 3.3 Selecting a Concentration Index 3.4 Generating Alerts and Selecting a Threshold 4 Experiment Method 4.1 Test and Questionnaire 4.2 Biological Information 4.3 Experiment Procedure 5 Experimental Results 5.1 Test and Questionnaire 5.2 Biological Information 6 Discussion 7 Conclusion References Fast Detection and Classification of Drivers’ Responses to Stressful Events and Cognitive Workload 1 Introduction 2 Simulator and Electrophysiological Signals Measurement 3 Detection of Physiological Responses to External Stimuli 3.1 First Scenario and Preliminary Observations 3.2 First Classification Algorithm 4 Classification of Physiological Responses to Stressful Events and Cognitive Tasks 4.1 Second and Third Scenarios 4.2 Second Classification Algorithm 5 Discussion 6 Conclusion References Prediction of Visibility of Two Colors Schemes Using the Convolutional Neural Networks 1 Introduction 2 Visibility Prediction Methods 2.1 Data Collection Through Pairwise Comparison Experiments 2.2 Outline of the Proposed Method 2.3 Reproduction Part of the Color Vision Process 2.4 Visibility Prediction Method by a CNN Model 3 Evaluation 4 Conclusion References Beyond Skin-Deep Investigations of Epidermal Activity to Predict Mental Workload Using Multiple Phasic Components: Implications for Real-Time Analysis Using Affordable Wearables 1 Background 2 Literature Review 3 Methods 3.1 Flight Simulation 3.2 Biometric Data Collection, Processing and Analysis 3.3 Sample Characteristics 4 Results 4.1 Raw EDA Data Decomposition 4.2 Workload and Age Effects on EDA 4.3 Ad Hoc Investigation of Spectral Power in Relevant Components 5 Discussion 6 Conclusion References The Effect of Exercise on Visual Fatigue Based on Eye Movement 1 Introduction 2 Experiments 2.1 Subjects 2.2 Design of the Subjective Fatigue Survey Questionnaire 2.3 Experimental Methods 3 Data Analysis 3.1 Questionnaire Analysis 3.2 Analysis of Eye Movement Data 4 Conclusions References The Effect of Social Media Interruptions on Office Workers’ Mental Workload Using Physiological Measures 1 Introduction 2 Method 2.1 Study Population 2.2 Apparatus 2.3 Procedure 2.4 Task and Conditions 2.5 Measurements and Data Analysis 3 Results 3.1 Self-reported Mental Workload Levels 3.2 Task Performance (TP) 3.3 Physiological Results 4 Discussion 5 Conclusion References Psychological Mechanism of Civil Aviation Staff’s Unsafe Behavior 1 Introduction 2 Psychological Factors and the Unsafe Behavior of Civil Aviation Workers 2.1 Psychological Process Factors and Unsafe Behavior 2.2 Motivation, Attitudes and the Unsafe Behavior 2.3 Personality and the Unsafe Behavior 3 Psychological Mechanism of Unsafe Behavior of Civil Aviation Employees References Human Motion Modelling and Monitoring Digital Self-monitoring to Improve Perceptions Regarding Physical Activity: A Case of Quantifying Self with University Students 1 Introduction 1.1 Theoretical Underpinnings of Self-improvement Hypothesis 1.2 Related Works 1.3 Study Aim 2 Method 3 Results 4 Discussion References Additive Manufacturing of Flexible Sensors for Human-Computer Interaction 1 Introduction 2 Methodology 3 Results and Discussion 4 Conclusion References Integrating Electromyography Sensors in Tangible Augmented Reality 1 Introduction 2 Methods 2.1 Participants 2.2 Materials 2.3 Usability 2.4 Procedures 3 Results 3.1 SUS Scores 3.2 EMG Output 4 Conclusion References Yerkes' Neuropsychological Test Using Leap Motion 1 Introduction 2 Yerkes' Test 3 System Design 4 Leap Motion and Gestures Definition 5 Conclusions References Athlete Data Logger: A Smartphone Application for the Management of Strength Training and Conditioning of Athletes 1 Introduction 2 A Smartphone Application for Supporting Management 2.1 ADL for Athletes 2.2 ADL for Coaches 3 Experiment 4 Conclusion References Research on Product Design of EMG Wearable Device Based on High-Density Electromyography 1 Introduction 1.1 Research Background of Chinese Sports and Fitness 1.2 Research Goal 2 Method 2.1 Technical Support: HD-SEMG 2.2 Participants 2.3 Experiment 2.4 Results 3 Product Design 3.1 Preliminary Preparation 3.2 Form Design References Mechanomyogram Characteristics Recorded Using Accelerometer and Microphone During Isometric and Concentric Contractions of Biceps Brachii 1 Introduction 2 Methods 3 Results 4 Discussions References Analysis of Conducting Waves Using Multi-channel Surface Electromyogram Depends on Electrodes Supported Multiple Directions 1 Introduction 2 Methods 2.1 Experimental Method 2.2 Analysis Method 3 Result and Discussion 3.1 Relative Frequency Distribution and Number of Conducting Waves 3.2 Electromyogram (EMG) Data 4 Conclusion References Realtime Activity Recognition Using LSTM and Smartwatch Sensor Data 1 Introduction 2 Related Work 3 Project Structure 3.1 Sensors 3.2 Long Short-Term Memory 4 Activity Recognition - Results 5 Conclusion References IoT and Intelligent Living Environments Smart Armband for Tracking Children Using a Mobile Application 1 Introduction 2 Methods and Materials 2.1 Electronic Design 2.2 Program Design 2.3 Design of the Mobile Application 3 Results 3.1 Operation Tests 3.2 Acceptance Evaluation 4 Conclusions References Pet Access Control System Using a Mobile Application 1 Introducción 2 Methods and Materials 2.1 Electronic Design 2.2 Program Design 2.3 Mobile Application Design 3 Results 3.1 Operation Tests 3.2 Acceptance Tests 4 Conclusions References Localizing Climate-Smart Applications Through Participatory Design: A Case Study of the Beekeeper’s Companion 1 Introduction 1.1 Climate Change and the Need for Climate-Smart Application Development 2 Methodology 2.1 Participatory Design and the Development Cycle 3 Results 3.1 Customization and Localization of Climate-Smart Applications 4 Discussion 4.1 Recommendations for Practitioners from Lessons Learned References Building Connected Home Scenarios (IoT) Using Computers 1 Introduction 2 Tool 2.1 Simulation 2.2 Arduino Development Platforms 3 Network Structure 3.1 Network Backbone 3.2 Common Areas Network 3.3 Apartment Networks 4 Example of a Real IoT System 5 Conclusions References Monitoring System for Plants Based on a Smart Plant Pot 1 Introduction 2 Methods and Materials 2.1 Electronic Design 2.2 Program Design 2.3 Mobile Application Design 3 Results 3.1 Functional Tests 3.2 Acceptance Evaluation 4 Conclusions References Incorporating the Public Perspective into the Future Design of Smart Home Living’ 1 Introduction 2 Method 2.1 Participants 2.2 Expert Witnesses 2.3 Citizens’ Jury Design 2.4 Data Analysis 3 Results 4 Conclusion References Development of a Scale Prototype of Smart Bed Controlled Using a Mobile Application 1 Introduction 2 Methods and Materials 2.1 Electronic Design 2.2 Program Design 2.3 Design of the Mobile Application 3 Results 3.1 Operation Tests 3.2 Acceptance Test 4 Conclusions References The Typology of Plant-Computer Interaction Under the Sustainability Dialogue - Take Plant-Smart Furniture as an Example 1 Introduction 2 Sustainability Factors in Plant-Computer Interaction 3 Typology of Plant-Computer Interaction 3.1 Case Selection and Analysis Methods 3.2 Four Types of Plant-Computer Interaction 4 The Project: Plant-Smart Furniture 4.1 Project Description 4.2 Reflections on Plant-Computer Interaction and Symbiotic for Sustainability 5 Conclusion References Investigating Aquatic Ecosystems with Computer Vision, Machine Learning and the Internet of Things 1 Introduction 1.1 Objectives 2 Literature Review 2.1 Necessity of Investigation 2.2 Application of Machine Learning 2.3 Ideal Aquatic Environment 3 Prototypes 3.1 Hardware 3.2 Software 4 Concluding Remarks References Control of a Security Door Through the Internet of Things 1 Introduction 2 Methods and Materials 2.1 Electronic Design 2.2 Program Design 2.3 Design of the Mobile Application 3 Results 3.1 Function Tests 3.2 Acceptance Evaluation 4 Conclusions References Author Index Chapter "Swedish Recreational Businesses Coping with COVID-19 Using Technologies" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
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