Human-Computer Interaction. HCI Applications and Services: 12th International Conference, HCI International 2007, Beijing, China, July 22-27, 2007, ... IV (Lecture Notes in Computer Science, 4553)
معرفی کتاب «Human-Computer Interaction. HCI Applications and Services: 12th International Conference, HCI International 2007, Beijing, China, July 22-27, 2007, ... IV (Lecture Notes in Computer Science, 4553)» نوشتهٔ Julie A. Jacko (editor)، منتشرشده توسط نشر Springer Spektrum. in Springer-Verlag GmbH در سال 2007. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
The 12th International Conference on Human-Computer Interaction, HCI Inter- tional 2007, was held in Beijing, P.R. China, 22-27 July 2007, jointly with the Symposium on Human Interface (Japan) 2007, the 7th International Conference on Engineering Psychology and Cognitive Ergonomics, the 4th International Conference on Universal Access in Human-Computer Interaction, the 2nd International Conf- ence on Virtual Reality, the 2nd International Conference on Usability and Inter- tionalization, the 2nd International Conference on Online Communities and Social Computing, the 3rd International Conference on Augmented Cognition, and the 1st International Conference on Digital Human Modeling. A total of 3403 individuals from academia, research institutes, industry and g- ernmental agencies from 76 countries submitted contributions, and 1681 papers, judged to be of high scientific quality, were included in the program. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation th- oughly cover the entire field of Human-Computer Interaction, addressing major - vances in knowledge and effective use of computers in a variety of application areas. This volume, edited by Julie A. Jacko, contains papers in the thematic area of - man-Computer Interaction, addressing the following major topics: • Business Applications • Learning and Entertainment • Health Applications • Work and Collaboration Support • Web-Based and Mobile Applications and Services • Advanced Design and Development Support Title Page Foreword Organization Table of Contents Part I Business Applications The Experiential Preferences of the Online Consumers in Different Internet Shopping Lifestyles Towards Online Shopping Websites Introduction Literature Review Experiential Marketing and Strategic Experiential Modules Internet Lifestyles Research Method Results Internet Lifestyles Experiential Preferences Concluding Discussion References Guidelines of Quality for Industrial Online Tourism Introduction Interdisciplinary Sciences in Communicative Quality Era Towards Industrial Website Isotopies and Design in the Industrial Website’s Dynamic and Static Media Photography Graphics Metamorphosis and Transitions Illumination Effects Relief Effect Colour Basic Textures Drawing Three-Dimensional Objects Towards a New Professional Conclusions References Provide Context-Aware Advertisements with Interactivity Introduction Interactivity Context-Aware Advertising Research Questions Methodology Survey Experiment Results and Discussion Survey Results Conclusions References Skills Matter: A Tale of the Anxious Online Shopper Introduction Theoretical Framework Research Questions and Hypotheses Methodology Results Discussion and Conclusion References ATM Advertisement and Financial Preferences with Sensory Analysis Introduction Extended AIDMA model Financial Preferences Marble Method Pre-survey Financial Preference Measurement and Evaluation Considerations Conclusion References Multi-users and Multi-contextuality – A Mobile Tourism Setting Introduction Related Research Method Empirical Activities Workshops Prototype Evaluation Discussion and Conclusion References “My Money in E-Purse” Searching Problems in Self Service User Interface Introduction Review of Literature Method Heuristic Evaluation User Trial Result Heuristic Result User Trial Result Discussion and Conclusion References Traffic Classification - Towards Accurate Real Time Network Applications Introduction Related Works Our Study and Main Contributions Traffic Data Collection and Flow Parameters Traffic Data Collection Flow Parameters Traffic Identification Supervised Learning Using SVM Entropy Based Traffic Cluster and Classification Performance and Real Time Applications Summary and Future Works References First Impressions with Websites: The Effect of the Familiarity and Credibility of Corporate Logos on Perceived Consumer Swift Trust of Websites Introduction Background Theoretical Model Familiarity and Trust The Truth Effect: Familiarity, Credibility and Trust The Mere-Exposure Effect and Logos Extending Our Theory to Short-Term Impressions with Websites Extending the Model to Account for Third-Party Logos Research Method Analysis Manipulation Checks Reliabilities and Validity Structural Equation Modeling Level Comparisons Discussion References Online Ad Intrusiveness Introduction Historical Perspective of Online Ads Initial Study Revised Model and Current Research References An Examination of Online Product Comparison Service: Fit Between Product Type and Disposition Style Introduction Theoretical Background and Hypotheses Experimental Design Conclusions and Potential Contributions References Measuring Service Quality of Online Bookstores with WebQual Introduction Online Service Quality Research Methodology Findings Findings from Exploratory Factor Analysis (EFA) Findings from Second Order Confirmatory Factor Analysis (CFA) Findings from Structural Model Analysis of Service Quality, Customer Satisfaction, and Customer Retention Conclusions and Recommendations References Designing Product List on E-tailing Websites: The Effect of Sorting on Consumer Decision Introduction Theoretical Background and Research Hypotheses Sorted List vs. Unsorted List: Principle of Concreteness Descending List vs. Ascending List: Attention Decrement and Loss Aversion Research Methodology Data Analysis Manipulation and Control Checks Hypotheses Testing Discussion and Conclusions References Analysis of Web Page Complexity Through Visual Segmentation Introduction Complexity and Web Page Segmentation Methodology Segmentation by Human Participants Segmentation by Computer Result Perceived Complexity of Web Pages by Human Participants Perceived Complexity and Visual Segmentation of Web Pages Perceived Complexity and Characteristics of the Web Pages Conclusions and Future Research References An Investigation of Online Group-Buying Institution and Buyer Behavior Introduction Conceptual Framework Conditional Purchase Information Cue Research Method Results Discussions References Challenges and Solutions of Multilingual and Translingual Information Service Systems Introduction Multilingual and Translingual Language Technologies Translingual Web-Based Information Systems Translingual Mobile Integrated Information and Communication Services Conclusion and Outlook References The Antecedents of Online Consumers’ Perceived Usefulness of Website: A Protocol Analysis Approach Introduction Literature Review Information Quality (IQ) and System Quality (SQ) Hypotheses Development Information Quality (IQ) System Quality (SQ) Research Method Data Analysis and Results Implications and Future Research References A Study on the Characteristics for the Day and Night Time Consumer Groups of Internet Shopping Malls Introduction Theoretical Background Shopping for Fashion on the Internet Fashion Lifestyle Shopping Orientation The Perception of Time Constraints and Shopping Cost Research Methods and Procedure Research Topics Measurement and Analysis Methods Examination Subjects and Data Collection Results and Discussion Grouping of Day and Night Time Internet Shopping Users The Characteristics of Day and Night Time Internet User Groups Conclusion References Part II Learning and Entertainment Interaction Design Patterns for Classroom Environments Technologies in the Classroom and Some of Their Problems Related Works Implementation Interaction Design Patterns for the Classroom Name: Open (White) Space Name: Gesture-Based Interaction Name: Change Mode Towards a Pattern Language for Educational Technologies Conclusion References Predicting the Outcome of a Computer Literacy Course Based on a Candidate’s Personal Characteristics Introduction Individual and Cognitive Factors Personality Type Learning and Learning Styles Computer Attitude General Anxiety and Computer Anxiety Spatial 3D Calculations Grade 12 Final Examination Mark Mathematical Ability Methodology Research Participants Criterion Variable: Computer Proficiency Measurement of the Predictor Variables Results Correlation Between Criterion and Predictor Variables Regression Equations Correlation Between Predicted and Actual Marks Discussion Future Research References An Essay About the Relevance of Educational Interactive Systems in the Learning Process Introduction The Research with Experts Interviewed Experts’ Profile Topics Mentioned in the Questions Content Analysis Results Classifying Clusters Quantitative Results Final Comments References Interacting Play—Design as a Metaphor for Developing Interactive Games Background Interactive Toys and Design Media Physical Computing and Situated Interaction Interacting Play Emerging Technology for Realizing Situated Interactive Media Approach Three Plays Controlling Objects: Smart Toys Spatial Components Ambient Interaction Conclusion Reference Usability Assessment of an E-Learning Courseware for Basic Cataloging Introduction The Need for Effective E-Learning in Library Technical Services Evaluating the Usability of E-Learning The Need to Recruit Both Novice and Experienced Participants for the Usability Study Methodology Participants Basic Cataloging Training Content and Features of E-Learning Courseware Procedures Measures Data Analysis and Results Usability Findings for E-Learning Courseware E-Learning Compared to Face-to-Face Training Conclusion Practical Implications Limitations Future Directions References Suppressing Competition in a Computer-Supported Collaborative Learning System Introduction Literature Review Peer Review of Writing Issues with Peer Review Conditions for Peer Review The Purpose of the Study Method Participants Context of the Study Results and Discussion Conclusion References A Study of Acteme on Users Unexpert of Videogames Introduction Education and Videogames Children Multimedia Versus Adults Monomedia Videogames for Users Conclusions References Appendix 1: Examples Appendix 2: Guideline for Acteme A Natural Language Interface for a 2D Networked Game Introduction and Related Work The Game Application Polyominoes and the Pentomino Game Overall Game Architecture Text Input Processing Creating Game Instructions Preliminary Results Conclusions Outlook References Detecting Learning Difficulties on Ubiquitous Scenarios Introduction Related Work Test-IT Customizing the Students’ Tools Students’ Tools Analysis and Log Player Communication and Data Exchange Case Study Goals Procedures and Criteria Results Conclusions and Future Work References Synchronous Reading in Real-Time Environments Introduction Methodology The Studied Program Participants Tasks Results Word Pronunciation Meaning Recognition Letter Pronunciation Discussion and Conclusions References Design and Development of Mixed Mobile Education System Based on SIFT Algorithm Introduction MME System Detection/Recognition of the Off-Line Contents Data Management Experimental Results Analysis of Results Evaluation of Usability Conclusion References The Effects of Visual Versus Verbal Metaphors on Novice and Expert Learners’ Performance Introduction Literature Review Diagrams Versus Text Effects of Visual Metaphors Method Results and Discussion Conclusion References The Effect of Tangible Pedagogical Agents on Children’s Interest and Learning Introduction The Characteristic of Children’s Learning Zone of Proximal Development; ZPD The Linguistic Interaction Style in Storybook Reading The Children –Agent Interaction: The Degree of Embodiment The Insufficiency of Animated Agents (AA) The Degree of Tactile Sensation Method Results Discussion and Future Work References An Entertainment System for Improving Motivation in Repeated Practice of Musical Instruments Introduction Design Issues Implementation Practice Estimation Subsystem Entertainment Representation Subsystem Evaluation Conclusion and Next Issue References What Makes Game Players Want to Play More? A Mathematical and Behavioral Understanding of Online Game Design Introduction Research Model Challenge Intensity and Effort - A Game Theory Proof Challenge Intensity and Positive Affective Reactions –Flow Theory Performance Goal Orientation as Moderator Methodology Research Design Research Method Measures Findings and Discussion References Breaking the Traditional E-Learning Mould: Support for the Learning Preference Approach Introduction Motivations Preliminary Study Framework for Supporting Learning Preference Theoretical Basis for the Framework Framework to Implement the Personalization Conclusion References KaLeSy-CJ: Kanji Learning System Focusing on Differences Between Chinese and Japanese Introduction Analysis of Differences Between Chinese and Japanese Differences of Writing Between Chinese and Japanese Differences of Reading Between Chinese and Japanese Differences of Meaning Between Chinese and Japanese KaLeSy-CJ Kanji Learning Point Checker Kanji Learning Drill System Configuration of KaLeSy-CJ Kanji Learning Database Kanji Data Retrieval Module Question Generation Module Answer Analysis Module System Evaluation Method Results Conclusion References Towards an Effective Evaluation Framework for IMS LD-Based Didactic Materials: Criteria and Measures Introduction Didactic Materials Evaluation Evaluation Objectives for the Evaluation of Didactic Materials The MD2 Method and Its Evaluation Framework Conclusions and Future Works References Mobile Game-Based Methodology for Science Learning Introduction Biology Learning with Mobile Technology Evolution Usability Study Problem Solving Competitions Conclusions References Group Collaboration and Learning Through Online Assessments: Comparison of Collaborative and Participatory Online Exams Introduction The Collaborative and Participatory Exams Research Hypotheses Learning Strategies Perceived Exam Outcomes Research Method Design Participants and Tasks Systems Analysis and Results Conclusions and Future Research References A New Framework of Usability Evaluation for Massively Multi-player Online Game: Case Study of “World of Warcraft” Game Introduction A Review of the Literature Usability for Computer Games v.s. Software Products What Aspects of Game Can We Evaluate for Usability? Methods Task Development The Experiment Material The Subject Experiment Procedure Statistics Results Pre-questionnaire Results The Behavioral Differences Between Both Groups Eighteen Usability Issues Critical Factors Derived from a New Framework of Usability Conclusion and Discussion References A Study of Learners' Perceptions of the Interactivity of Web-Based Instruction Introduction Literature Review Defining Interactivity in WBI Features of Interaction in WBI Interaction Framework in WBI Methodology Experimental Design Variables Questionnaires Research Question Subject and Procedure Results Perceived Interactivity Ease of Use and Usefulness Satisfaction Discussion Perceived Interactivity Ease of Use and Usefulness Satisfaction Conclusion Limitations of the Experiment Future Research References Perceived Usefulness and Usability of Weblogs for Collaborating Learning Rise of Weblog Use in Education The Study Motivation and Theoretical Model Objectives Modified Technology Acceptance Model and Hypotheses Questionnaire Instrument and Protocol Findings and Analysis Profiles of Participants and Usage Patterns Perceived Usefulness (PU): Hypotheses 1a, 1b and 1c Perceived Ease of Use (PEOU): Hypotheses 2a, 2b and 2c Behavioural Intention to Use (BI): Hypotheses 3a, 3b and 3c Discussion and Implications for Education Conclusion and Future Work References Support Case-Based Authentic Learning Activities: A Collaborative Case Commenting Tool and a Collaborative Case Builder Introduction A Collaborative Case Commenting Tool Attention-Centric Notification Mechanism Collaborative Case Commenting Activities Activity I: Authentic Example as a Demonstration of the Practice Activity II: Knowledge Resources for Assembling and Flexible Use Activity III: Information Repository for Understanding from Different Perspective A Collaborative Case Builder Collaborative Case Building Activities Discussion Reference The Practice of Combining Cinematic Narrative with 3D Gameplay Introduction Related Works System Design Design Focus System Requirements Script Language and Event System Distributed Decision Architecture Implementation Integrated with Shooting Game Integrated with 3^rd Person Action Adventure Games Integration with Sports Games Into the New Era Conclusion References Creating Computer Supported Collaborative Learning Activities with IMS LD Introduction IMS Leaning Design IMS LD for Collaborative Learning Activities IMS LD for Jigsaw IMS LD for Pyramid IMS LD for TAPPS Limitations and Extensions of IMS LD Conclusions References Face to Face Communications in Multiplayer Online Games: A Real-Time System Introduction Facial Expression Recognition in Online Game Context Proposed System Face Detection Facial Landmark Localization Feature Extraction Classification Discussion and Future Work Part III Health Applications Human Factors: User Experience Design Guidelines for Telecare Services Introduction Telecare Services Our Approach The Human Factors Approach The Lifecycle Approach The Hybrid Approach The Approach Chosen Structure of the Guidelines References Usability Issues in the Development of a User Interface for an Alerts and Reminders System for a Nursing Documentation Application Introduction The Development Process Conceptual Framework Evolution to the Final Prototype Usability Study Conclusion References Managing Group Therapy Through Multiple Devices Introduction Related Work JoinTS The Single Room with a Large Public Display Setting SCOPE's Legacy - Completion Tool Space Management Tools Information Exchange Tools Preliminary Evaluation Conclusions and Future Work References Challenge for Preventing Medication Errors -Learn from Errors- : What Is the Most Effective Label Display to Prevent Medication Error for Injectable Drug ? Introduction Objective Method Calculation of Dosage in Example Case Label Type of New Preparations Results Calculation of Dosage Label Type of New Preparations Conclusion A Study on Display to Improve the Visibility of PTP Sheets Introduction Overview of Experimental System Experimental Method Experiment Results Discussion Conclusions References Persuasive Interaction Strategy for Self Diet System: Exploring the Relation of User Attitude and Intervention by Computerized Systematic Methods Introduction Methodology Experimental Condition Task and Procedure Design of Experimental Application Result Comparison of Pre and Post Experiment Analysis of Within- and Between-Subjects Effects Conclusion References Augmented Virtual Reality for Laparoscopic Surgical Tool Training Introduction Related Work Experimental Methodology Hand Data Capture Variables Simulation Tasks Tools and Methods Conclusions References Integrating Technology into the Medical Environment of a Developing African Country Introduction The Model The Client Consultant System Infrastructure (CCSI) The CCSI as a Work Group and Action Research The CCSI as a Social System and the Effect of Cultural Diversity The Interlude Conclusions References The Analysis of Near-Miss Cases Using Data-Mining Approach Introduction Target Data and Tools Brief Review of Data/Text Mining Techniques Used in This Study Results Relationships Between the Contents of Near-Miss Cases and Their Major Causes Relationship Between Service Phases, Contents of Incidents and Oversight The Combination of Mixed-Up Medicines Analysis of Free Description Data on the Background/Cause of the Incidents Analysis of Free Description Regarding Counter Measures Summary and Conclusion References Ergonomic Study of Medicament Packages for the Improvement of Safety in Use Introduction Investigations at Hospitals Design Guideline of Display Design of Medication Packages Discussion Development of General Design Guideline Design Renewal Conclusion References Industrial Design and Human Factors: Design Synergy for Medical Devices Introduction Importance of Design Apparent Usability Emotional Design Design Influences Medical Device Industry Other Industries Standards / Guidelines Universal Design Business Factors ID and HFE – Common Misunderstandings Industrial Design and Human Factors Collaboration The Need for User Research User Feedback and Testing Integration of Methods Conclusion References How New Technologies Can Help Create Better UI's for Medical Devices Introduction Risk Analysis and Control Overview Advanced User Interface Technologies and Their Risk and Benefits Display Technologies Auditory Technologies Speech Recognition Technologies Intelligent Software Advanced Drug Administration Technologies Networking and Internet Technologies Remote Control Conclusions and Recommendations References The Usability Assessment of Pharmaceutical Package Introduction Experiment to Decide the Better Method to Open the Partition of Double-Chamber Bags Opening the Partition Maximum Compression Experiment Opening Partition Experiment Discussion Deciding Multi-chamber Bag Design Objective Methods Results Discussion Conclusions References The Practices of Scenario Observation Approach in Defining Medical Tablet PC Applications Introduction Medical Digitizing Scenario Observation Purpose Method Preliminary Scenario Observation and Interview Deeper Scenario Observation Results Preliminary Scenario Observation and Interview Deeper Scenario Observation Discussion Conclusion References Interfacing Safety and Communication Breakdowns: Situated Medical Technology Design Introduction Task Modeling Healthcare Work Requirements for Task Modeling Healthcare Work Modeling Frameworks The ICAD Technique Breakdowns Analysis Case Study Concluding Remarks References Medication Errors Caused by Order Entry System and Prevention Measures Introduction and Background Accidents Due to Order Entry Systems Development of the System to Objectively Evaluate Similarities of Drug Names Outline of the System to Objectively Evaluate Similarities of Drug Names Practical Use of the Similar Names Searching System Accidents Related to the Prescription Amounts of Drugs and the Preventive Measures Conclusions-Studies to Ensure the “Safety of Use” of Drugs and Its Results- References Motivation in Home Fitnessing: Effects of Immersion and Movement Introduction First Experiment Method Results and Discussion Second Experiment Method Results Conclusion References Dependability and Security in Medical Information System Introduction Health Information Technology (HIT) and Medical Information System (MIS) Architecture of the Proposed Secure MIS System Architecture Access Control Polynomial (ACP) Security Functions Supported by ACP Tele-Medicine Service Dependable MIS Based on Grid Computing Technology Conclusion References Part IV Work and Collaboration Support A Role-Based Multiple View Approach to Distributed Geo-Collaboration Introduction and Approach Approach and Requirements Elicitation Architecture and Features Annotation Feature: Description, Motivation, and Design Issues Transfer Feature: Description, Motivation, and Design Issues Sidebar: Description, Motivation, and Design Issues Dual-Pointer: Description, Motivation, and Design Issues Telepointer: Description, Motivation, and Design Issues Role-Based Indication: Description, Motivation, and Design Issues Evaluation, Discussion and Trajectory References The Project Browser: Supporting Information Access for a Project Team Introduction Objective Method Results Requirements Analysis User Requirements Project Browser The Project Browser User Evaluation Conclusions and Further Work References Design and Implementation of a Personalized Business Activity Monitoring System Introduction Background Business Activity Monitoring (BAM) Personalization Personalized Monitoring Functional Requirements Design and Implementation Integrated Development Environment for Monitoring Personalized Monitoring Dashboard Conclusion and Future Work References Visual Feedback: Its Effect on Teleconferencing Introduction Need for Voice Feedback in Communication Related Works Proposed Method First Prototype: Visual Feedback on Screen Second Prototype: Visual Feedback on Floor Third Prototype Using LED Device Experiment Conditions and Environments Procedures Results and Discussions Consciousness of the LED Feedback Analysis Focusing on the Receiver’s Conditions Analysis Focusing on the Third Person’s Conditions Conclusion References Document Management and Information Organizing Method Using RFID Tags Introduction Knowledge Sharing and Document Management SECI Model and Information Organizing for Knowledge Sharing Document Management Issues of Knowledge Sharing Information Resource Management Using RFID and Information Organizing Description of Task Model and Document Retrieval Electronic Management of Paper Documents Using RFID Tags Prototype System for Information Organizing and Document Retrieval Conclusion References Affordance Table – A Collaborative Smart Interface for Process Control Introduction Our Aim Process Control in a Smart Environment Smart Environments Control Room as a Smart Environment Affordance Theoretical Background Affordances in Rasmussen’s Abstraction-Decomposition Hierarchy Affordances and Human-Machine Interaction Affordances in Smart Environments Affordance Table -Concept References Experimental Effect Estimation of an Integrated Decision Support System to Aid Operator’s Cognitive Activities for Nuclear Power Plants Introduction Prototype of the Integrated Decision Support System Evaluation Setup Participants and Apparatus Evaluation Scenarios Measures for Operator’s Performance Evaluation Results Conclusions References Designing an Ergonomic Computer Console on the Ship Introduction Applying Ergonomic Principles to the Console Design Conceptual Analysis of the New Console Design Preliminary Design The Detailed Design of the Console CAD of the Console The Usability Evaluation Conclusions Reference A Human-Centered Systems Approach to Ship Facility Design Introduction The Human-Centered System Development Model Implementation of the Human-Centred Design Process Conceptual Design Phase Preliminary Design Phase Detailed Design Phase User Satisfaction and Usability Survey Conclusions References UX Office. A New Software Application for User Experience Services Introduction Key Learnings and Needs Key Features Project Management Usability Testing Unique Propositions Conclusion References Some Empirical Results on a Multimedia Work Support System Introduction Related Work Multimedia Tool Experiment Results and Discussion Conclusions References Experimenting Wearable Solutions for Workers’ Training in Manufacturing Introduction Usability Experiments at Vrachlabi Usability Experiments at Tekniker General Assessment of Wearables for Training Analysis of Different Mechanisms to Access Visual Information Conclusions and Further Work References Excellence in Ease of Use with Rich Functionality How Enterprise Software Applications with Rich Functionality Can Be Built to Excel in Ease of Use Introduction Roadmap Top Management Commitment User Understanding and Testing Reliable User-Centered Design Procedures User Interface Standards and Guidelines Promotion and User Awareness Program Results Building a Usability Culture User Studies Key to Success Get Involved Early Building and Enforcing Standards Help Promote Usability Improvements Before and After Design Conclusion References Perspectives on Reuse Process Support Systems for Document-Type Knowledge Introduction Reuse Process for Document-Type Knowledge Problems and Solutions for the Reuse Process Support System Problems and Solutions for the Document Collection and Accumulation Process Problems of the Document Searching and Browsing Process and Thei rSolutions Problems of the Document Extraction and Identification Process and Their Solutions Case of Reuse Process Support System Outline of Retrieval Functions for Help Desk Support System Problems with Retrieval Function Two Retrieval Functions for Help Desk System Conclusion References ICT-Mediated Synchronous Communication in Creative Teamwork: From Cognitive Dust to Semantics Introduction Related Work LiveSpace: Our Ubiquitous Workspace Environment ICT-Mediated Cognitive Dust Dust Collection Infrastructure Dust Capture Dust Storage Data Analysis Initial Results Conclusion and Future Work References Project Evaluation by E-Mail Communication Pattern Introduction Approach Extract Key-Person Extracted Community by Key-Person Experiment Experimental Environment Result of Experiment Consideration Conclusion References E-Stores Design: The Influence of E-Store Design and Product Type on Consumers' Emotions and Attitudes Introduction Research Model and Hypotheses Method Results Conclusions References Design Discussion of the [braccetto] Research Platform: Supporting Distributed Intensely Collaborating Creative Teams of Teams Introduction Existing Science and Technology Base for Distributed IntenseCollaboration Telepresence Groupware Interactive Ubiquitous Workspaces Design Discussion of the [braccetto] Research Platform [braccetto] Design Requirements [braccetto] Early Design Ideas The Final [braccetto] Design in the Making Conclusion & Outlook: Supporting Intense DistributedTeamwork with the [braccetto] Research Platform References Augmented Desk System: The Information Table of Collaborative and Cooperative (InfoTable) Introduction Background Exploration System Architecture The InfoRiver Environment Computation Unit Database Implementation Conclusion References A Framework for Mobile Services Supporting Mobile Non-office Workers Introduction Related Work How the Framework Was Developed The Case Studies Group Discussion and Documentation The Framework Primary and Secondary Activities Attributes Results Discussions Conclusion References Process-Oriented User Support for Workflow Applications Introduction Workflow Applications and User Support: The Current State Working with Workflow Applications Process-Oriented User Support Requirements Engineering Study Results Further Work References Decentralized Information Aggregation and Central Control in Networked Production Environments Introduction INT-MANUS System Decentralized Information Flow Production Cockpit Presenting Upcoming Events Central Control Further Steps Summary and Conclusion With User Interface Design from Socio-Cultural Trend to a Innovative Office Phone Generation Introduction Process Conclusion Complexity in Enterprise Applications vs. Simplicity in User Experience Introduction A Notion of Simplicity Goal Complexity in Enterprise Applications Functional Complexity Non-functional Complexity Case Study: R/3 Sales and Distribution R/3 Overview Customer Landscape and Targeted Markets Distribution Channels and Order Variants Process Automation Dealing with Complexity: Towards Simplicity in Design Simplicity Through User-Centered Interaction Design Simplicity Through Focussing Conclusion References Focus+Roles: Socio-Organizational Conflict Resolution in Collaborative User Interfaces Introduction and Related Work Exemplifying Scenario Focus+Roles Roles Focus Access Control Implementation The iConnect Project Roles Focus Access Control Conclusions and Future Work References Information Complexity in Air Traffic Control Displays Introduction Results Understanding Information Complexity A Framework for Decomposing Factors of Inform V. 1. Interaction Design And Usability -- V. 2. Interaction Platforms And Techniques -- V. 3. Hci Intelligent Multimodal Interaction Environments -- V. 4. Hci Applications And Services. Julie A. Jacko (ed.). Includes Bibliographical References And Indexes. Also Issued Online. v. 1. v. 1. -- v. 2. v. 1. -- v. 2. -- v. 3. v. 1. -- v. 2. -- v. 3. -- v. 4. v. 1.-- v. 2.-- v. 3.-- v. 4.
دانلود کتاب Human-Computer Interaction. HCI Applications and Services: 12th International Conference, HCI International 2007, Beijing, China, July 22-27, 2007, ... IV (Lecture Notes in Computer Science, 4553)