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Human-Computer Interaction : 8th Iberoamerican Workshop, HCI-COLLAB 2022, Havana, Cuba, October 13–15, 2022, Revised Selected Papers

معرفی کتاب «Human-Computer Interaction : 8th Iberoamerican Workshop, HCI-COLLAB 2022, Havana, Cuba, October 13–15, 2022, Revised Selected Papers» نوشتهٔ Vanessa Agredo-Delgado, Pablo H. Ruiz, Omar Correa-Madrigal، منتشرشده توسط نشر Springer International Publishing Springer در سال 2023. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book constitutes the refereed proceedings of the 8th Iberoamerican Workshop on Human-Computer Interaction, HCI-COLLAB 2022, which took place in Havana, Cuba, in October 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 53 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional interfaces, adaptive instructional systems, accessibility, use of video games in education, artificial intelligence in HCI and infotainment, among others. Preface Organization Contents An Approach to Model Haptic Awareness in Groupware Systems 1 Introduction 2 Related Work 3 A Language for Haptic Awareness 4 Introducing Haptic Awareness in Groupware Models 5 Evaluation 5.1 The Hybrid College Classroom Scenario 5.2 Discussion of the Use Cases 6 Conclusions References An Overview of Brazilian Companies on the Adoption of Industry 4.0 Practices 1 Introduction 2 Theoretical Reference 2.1 Industry 4.0 and Digital Transformation 2.2 Industry 4.0 Characteristics and Their Definitions 2.3 Industry 4.0 in Brazil 3 Research Methodology 3.1 Research Technique 3.2 Search Limitations 4 Results 5 Discussion 6 Conclusion References Analysis of Companies in Industry 4.0 to Characterize Their Users: The Cases of Argentina and Mexico 1 Introduction 2 Industry 4.0 in Latin America 3 Model Structure 4 Case Studies in Argentina and Mexico 5 Results and Discussion 6 Conclusions and Future Work References Bootstrapping Safe IVIS Development with an Affordable Testing Suite 1 Introduction 2 Related Work 3 Platform Overview 3.1 Driving Simulation Environment 3.2 Detection Response Tasks Instrument 3.3 Gaze Tracker 4 Evaluation 4.1 Evaluation Setting 4.2 Tasks 4.3 Results and Discussion 5 Conclusions and Future Work References Building a Usability Guide for the Design of Interactive Mobile Applications 1 Introduction 2 Related Works 3 Methodology 3.1 Conceptual Cycle 3.2 Methodological Cycle 3.3 Validation Cycle 4 Conclusions References Building Shared Understanding with THUNDERS 1 Introduction 2 Related Works 2.1 Shared Understanding 2.2 Shared Understanding in Empirical Studies 3 Methodology 3.1 Conceptual Cycle 3.2 Methodological Cycle 3.3 Evaluation Cycle 4 Conclusions and Future Work References Driver Identification Using Machine Learning and Motor Activity as Data Source 1 Introduction 1.1 Related Works 2 Materials and Methods 2.1 Data Extraction 2.2 Data Normalization 2.3 Data Processing and Analysis 3 Results and Discussion 4 Conclusion and Future Work References Evaluation and Redesign Proposal of an Infotainment System: A Case Study with a Parked Vehicle 1 Introduction 2 Heuristics Adaptation 3 Case Study 4 Usability Test 5 Redesign Proposal 5.1 Selecting Corner Option 5.2 Tuning Radio Station Manually 5.3 Searching Contact by First Name Instead of Last Name 5.4 Volume Wheel and Scroll Wheel 5.5 Voice Command Calling Instruction 5.6 Selecting Corner Option 6 Conclusion and Future Work References Model-Driven User Interface Development: A Systematic Mapping 1 Introduction 2 Research Method 2.1 Definition of Research Questions (RQ) 2.2 Search 2.3 Selection Process 2.4 Classification Scheme 3 Results 4 Conclusions and Future Work References Multi-label Search Model for Open Educational Resources Based on Learning Purpose 1 Introduction 2 Background 2.1 Open Educational Resources 2.2 Learning Outcomes 2.3 Web Scraping and Web Crawling 2.4 TF-IDF 2.5 Multilayer Perceptron 3 Materials and Methods 3.1 Population and Sample 3.2 Data Extraction with Scrapy 3.3 Data Pre-processing 3.4 Multi-label Classification 3.5 Tool Implementation 4 Results 4.1 Web Application 5 Discussion 6 Conclusions References Psychological Models and Instruments Employed to Identify Personality Traits of Software Developers: A Systematic Mapping Study 1 Introduction 2 Planning of the Systematic Mapping of Literature 2.1 Definition of Research Questions 2.2 Search Strategy 2.3 Review of Relevant Documents 2.4 Abstract Review and Keywords 2.5 Data Extraction Strategy 3 Results 3.1 RQ1: What are the Most Used Psychological Instruments/Models to Assess the Personality Traits of Software Developers? 3.2 RQ2: What are the Reliable and Valid Psychological Instruments/models Used by the Scientific Community to Identify the Personality Traits of Software Developers? 3.3 RQ3: What is the Frequency of Publication of Research Comparing and Analyzing Psychological Instruments/Models to Assess the Personality Traits of Software Developers? 4 Discussion 4.1 Implications for Research and Practice 4.2 Limitations of This Review 5 Conclusions References Social Interventions to Encourage Co-located Collaboration: An Experimental Study 1 Introduction 2 Background 3 Study Methodology 3.1 Participants 3.2 Procedure 3.3 Data Collection an Analysis 4 Discussion 5 Conclusion References Steps for Decreasing Noises in Interaction Process with Video Games 1 Introduction 2 Method 2.1 Game for Computing the Aiders Influence 3 Experimental Results 3.1 Player’s Evolution Tracking the Successes Series 4 Conclusions References Usability and User Experience are not Enough: Gaps to Fill to Design for and Assess Well-Being and Engagement 1 Introduction 2 Usability and User Experience Contributions 2.1 Usability 2.2 User Experience (UX) 2.3 Connecting Usability and UX Through Task Models 3 Beyond Usability and UX 3.1 Motivation and Needs 3.2 Gameful Design and Engagement 4 Illustrative Example: The Mackworth Clock 4.1 Introduction to the Example 4.2 Automation as a Design Option to Reduce Workload 5 Conclusions and Perspectives References Virtual Reality and Augmented Reality Applied to E-Commerce: A Literature Review 1 Introduction 2 Background 2.1 Customer eXperience 2.2 E-Commerce 2.3 Virtual and Augmented Reality 3 Methodology 3.1 Research Questions 3.2 Data Sources 3.3 Selection Articles 3.4 Articles Classification and Results 4 Response to Research Questions 5 Conclusion and Future Work References Author Index
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