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Human-Computer Interaction – INTERACT 2023: 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part III (Lecture Notes in Computer Science)

معرفی کتاب «Human-Computer Interaction – INTERACT 2023: 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part III (Lecture Notes in Computer Science)» نوشتهٔ José Abdelnour Nocera (editor), Marta Kristín Lárusdóttir (editor), Helen Petrie (editor), Antonio Piccinno (editor), Marco Winckler (editor)، منتشرشده توسط نشر Springer Nature Switzerland AG در سال 2023. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

The four-volume set LNCS 14442 -14445 constitutes the proceedings of the 19th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2023, held in York, UK, in August/September 2023. The 71 full papers and 58 short papers included in this book were carefully reviewed and selected from 406 submissions. They were organized in topical sections as follows: 3D Interaction; Accessibility; Accessibility and Aging; Accessibility for Auditory/Hearing Disabilities; Co-Design; Cybersecurity and Trust; Data Physicalisation and Cross-device; Eye-Free, Gesture Interaction and Sign Language; Haptic interaction and Healthcare applications; Self-Monitoring; Human-Robot Interaction; Information Visualization; Information Visualization and 3D Interaction; Interacting with Children; Interaction with Conversational Agents; Methodologies for HCI; Model-Based UI Design and Testing; Montion Sickness, Stress and Risk perception in 3D Environments and Multisensory interaction; VR experiences; Natural Language Processing and AI Explainability; Online Collaboration and Cooperative work; Recommendation Systems and AI Explainability; Social AI; Social and Ubiquitous Computing; Social Media and Digital Learning; Understanding Users and Privacy Issues; User movement and 3D Environments; User Self-Report; User Studies; User Studies, Eye-Tracking, and Physiological Data; Virtual Reality; Virtual Reality and Training; Courses; Industrial Experiences; Interactive Demonstrations; Keynotes; Panels; Posters; and Workshops. Foreword IFIP TC13 – http://ifip-tc13.org/ IFIP TC13 Members Organization Contents – Part III Natural Language Processing and AI Explainability Exploring Natural Language Processing Methods for Interactive Behaviour Modelling 1 Introduction 2 Related Work 2.1 Modelling Interactive Behaviour in HCI 2.2 Encoding Methods for Natural Language 2.3 Analysis and Modelling of Mouse and Keyboard Behaviour 3 Datasets for Evaluation 3.1 The Buffalo Dataset 3.2 The EMAKI Dataset 4 Modelling Interactive Behaviour with an NLP Method 4.1 Data Preprocessing 4.2 Encoding Mouse and Keyboard Behaviour with BPE 5 Evaluations of the NLP Method 5.1 Analysis of the Learnt Vocabulary 5.2 Interactive Task Recognition 6 Discussion 6.1 Modelling Interactive Behaviour from a Natural Language Perspective 6.2 NLP Encoding for Interactive Task Recognition 6.3 EMAKI Dataset 6.4 Limitations and Future Work 7 Conclusion A Preprocessing Mouse Data with I-DT B The Algorithm of Byte Pair Encoding C Analysis of EMAKI Data Amount for Interactive Task Recognition References “Garbage In, Garbage Out”: Mitigating Human Biases in Data Entry by Means of Artificial Intelligence 1 Introduction 2 Background and Related Work 2.1 Algorithmic Bias Mitigation 2.2 Human Bias Mitigation 2.3 Support for Dyadic Settings 3 Pre-Study: Problem Awareness 3.1 Methodology 3.2 Results 4 System Design 5 Main Study: User Evaluation 5.1 Methodology 5.2 Results 6 Discussion 6.1 Don’t “Forget”, but Don’t “Feel” Either 6.2 “Garbage In, Garbage Out” 6.3 Trust Through Transparency 6.4 Limitations and Outlook 7 Conclusion References Is Overreliance on AI Provoked by Study Design? 1 Introduction 2 Experimental Setup 2.1 Study Task, Apparatus and Procedure 2.2 Measures 2.3 Study Design and Conditions 3 Results 4 Discussion and Outlook References RePaLM: A Data-Driven AI Assistant for Making Stronger Pattern Choices 1 Introduction 2 Related Work, Motivation, and Research Question 3 RePaLM 4 Study 4.1 Methodology 4.2 Results 5 Discussion, Limitations, and Future Work 6 Conclusion References Online Collaboration and Cooperative Work A Systematic Literature Review of Online Collaborative Story Writing 1 Introduction 2 Survey Criteria and Method 2.1 Definitions and Survey Criteria 2.2 Survey Method 3 Review by Modes of Work 4 Review by Writing Roles 5 Review by Writing Activities 6 Discussion and Future Work References Algorithmic Management for Community Health Worker in Sub-Saharan Africa: Curse or Blessing? 1 Introduction 2 Related Work 2.1 Community-Based Healthcare 2.2 Algorithmic Management 3 Methodology and Data Collection 3.1 ComBaCaL (Community-Based Chronic Disease Care Lesotho) 3.2 Evaluation 4 Is CHT an Appropriate Solution for Community-Based NCD Care? 5 CHT Instantiated in ComBaCaL 6 Discussion and Conclusions 6.1 Discussion of Design Problems 6.2 Interpretation under Consideration of the Literature 6.3 Discussion of a Potential Solution 6.4 Conclusion References Explorative Study of Perceived Social Loafing in VR Group Discussion: A Comparison Between the Poster Presentation Environment and the Typical Conference Environment 1 Introduction 2 Related Work 2.1 Concepts of Social Loafing 2.2 Evaluation Methodology of Social Loafing in Group Discussion 2.3 VR Environment and Perceived Social Loafing 3 Preliminary Investigation 4 Experiment 4.1 Experimental Design 4.2 Task 4.3 Participants 4.4 Procedure 4.5 Measure 5 Result 5.1 Correlation Between SPSL and OPSL 5.2 Correlation Between Perceived Social Loafing and Several Indicators 5.3 Explanatory Variables Selected by Lasso 6 Discussion 6.1 Relationship Between SPSL and OPSL 6.2 Relationship between Perceived Social Loafing and Several Indicators 6.3 Design Principles for Designers to Facilitate Communication in VR 6.4 Limitation and Future Work 7 Conclusions References Recommendation Systems and AI Explainability Blending Conversational Product Advisors and Faceted Filtering in a Graph-Based Approach 1 Introduction 2 Related Work 3 Graph-Based Approach for an Integrated System 3.1 Graph Model 4 Prototype 5 Empirical Evaluation 5.1 Method 5.2 Results 5.3 Discussion 6 Conclusions References Everyday-Inspired Movies: Towards the Design of Movie Recommender Systems based on Everyday Life through Personal Social Media 1 Introduction 2 Background and Related Work 3 System Design 4 Study Design and Methodology 4.1 Study Procedures 5 Data Analysis and Study Results 6 Discussion and Conclusion References Towards a Practice-Led Research Agenda for User Interface Design of Recommender Systems 1 Introduction 2 Related Work 2.1 A Short History of User Interface Research in Recommenders 2.2 Comparing and Contrasting User Interfaces 2.3 Guidelines, Frameworks, and Pattern Libraries 2.4 How to Reach Practitioners 3 Practitioners’ Views on Designing for Recommender Systems 3.1 Overall Design: Three Studies 3.2 Part 1: Interview Study 3.3 Part 2 and 3: Online Study 4 Discussion and Implications for Future Work 4.1 Practitioners’ Perspective on Design Challenges of a Recommender’s User Interface 4.2 Resources 4.3 A Practice-led Research Agenda References WeHeart: A Personalized Recommendation Device for Physical Activity Encouragement and Preventing ``Cold Start" in Cardiac Rehabilitation 1 Introduction 2 Methods and Materials 3 Results 3.1 Data Preparation and Classification 3.2 Model Selection and Validation 3.3 The Physical Prototype ``WeHeart'' 3.4 Explainable AI 4 Discussion 4.1 Limitations 4.2 Future Work 5 Conclusion References Social AI “A Solution to a Problem that Didn’t Exist?”: Exploring Attitudes Towards Smart Streetlight Systems 1 Introduction 2 Background 2.1 The Technology-Driven Smart City 2.2 Smart Streetlights 2.3 Data Practices and Privacy 2.4 Research Gap 3 Methodology 3.1 Survey Design 3.2 Data Quality and Analysis 3.3 Participants 4 Results 4.1 Level of Comfort 4.2 Data Usage and Control 4.3 Consulting and Informing Citizens 4.4 Data Ownership and Data Access 4.5 Privacy Concern 4.6 Limitations 4.7 Summary of Results 5 Discussion 5.1 The Notion of Safety and Security 5.2 What About Privacy? 5.3 What Makes a Streetlight Smart? 5.4 Are Privacy Attitudes Towards Smart Cities Applicable to Smart Streetlights? 5.5 Practical Implications of Our Findings 6 Conclusion Appendix 1 – Table and Figures Appendix 2 – Questionnaire References AI in the Human Loop: The Impact of Differences in Digital Assistant Roles on the Personal Values of Users 1 Introduction 2 Case 3 Design 3.1 Distinguishing Roles 3.2 Design of the Prototype 4 Evaluation 5 Analysis and Results 5.1 Coding Process 5.2 Distinguished Values 6 Discussion 7 Conclusion References Evaluation of the Roles of Intelligent Technologies in Shared Activity Spaces of Neighborhood Communities 1 Introduction 2 Background and Related Work 3 Methods 3.1 Survey 3.2 Focus Groups 4 Results 4.1 Residents’ Attitudes and Perceived Challenges of Shared Activity Space Use and Recommendations by Intelligent Technology 4.2 Role-Specific Findings 4.3 Pragmatic Benefits Are Appreciated as Advancers of Space Use 4.4 Technologies with the Predefined Roles Have the Potential to Lower Residents’ Social Threshold for Using Shared Spaces 4.5 Residents Are Concerned About Intrusiveness, Privacy Issues, and Data Gathering 4.6 Potential Negative Consequences of Limitations or Excessive Use of Intelligent Technology in Residential Contexts 5 Discussion and Conclusion 5.1 Limitations 5.2 Conclusion References Problematizing ``Empowerment'' in HCAI 1 Introduction 2 Background 3 Method 4 Analysis 4.1 Capacities and a Two-Way Street 4.2 Control in the Two-Way Street 4.3 From Capacity and Control to Empowerment 4.4 Summary of Analysis 5 Discussion and Implications 6 Conclusion References Social and Ubiquitous Computing I and II ``Draw Fast, Guess Slow'': Characterizing Interactions in Cooperative Partially Observable Settings with Online Pictionary as a Case Study 1 Introduction 2 Related Work 3 Methodology 3.1 Pictionary: A Multimodal Cooperative Partially Observable Game 3.2 Data Collection 3.3 Game Attributes 3.4 Characterization of Playing Style Components 3.5 Target Word 3.6 Game Outcome 4 Results 4.1 Playing Style Components 4.2 Target Word Difficulty 4.3 Game Outcome 5 Discussion 5.1 Playing Style Components and Characteristics of Interactions in a Collaborative Game 5.2 Impact of Target Word Difficulty on Gameplay 5.3 Implications on Game and AI Agent Design 6 Limitation and Future Work 7 Conclusion References Experience by Cohabitation: Living in a Smart Home Initiated by Your Partner 1 Introduction 2 Related Work 2.1 User Types and Gender 2.2 The WAF (Woman Acceptance/Wife Approval Factor) 3 User Study 3.1 Exchange About Cohabitation: Analyis of SHT Online Forum 3.2 Experience by Cohabitation: Interviews with Smart Home Users 4 Results 4.1 Theme 1: Creating a Suitable SH Is an Individual and Joined Process for Each Household 4.2 Theme 2: SH Needs to Be Experienced First-Hand to Be Appreciated 4.3 Theme 3: SH is Unevenly Beneficial to Household Members 4.4 Opinion of Female Smart Home Users on the WAF 5 Discussion 5.1 Limitations and Future Work 6 Conclusion References Towards a Socio-Technical Understanding of Police-Citizen Interactions 1 Introduction 2 Related Work 2.1 Police-Citizen Interaction 2.2 Community Policing Technology 2.3 Socio-Technical Systems 3 Methodology 4 Findings 4.1 Socio-Technical Systems Perspective 4.2 Socio-Technical Challenges 5 Discussion 6 Limitations 7 Conclusion References A Survey of Computer-Supported Remote Collaboration on Physical Objects 1 Introduction and Background 2 Method 3 Results 4 Discussion 4.1 Research Trends and Technologies 4.2 Identified Research Gaps 4.3 Code Relationships 5 Conclusion References Collaborative TV Control: Towards Co-experience and Social Connectedness 1 Introduction 2 Background and Related Work 2.1 Collaborative, Interactive Systems in the Home and Beyond 2.2 Social Interaction and Its Design 3 Designing for Collaborative Movie Selection 3.1 Collaborative Approaches to Movie Selection 3.2 Choice of Interaction Concept and Interface Design 3.3 Implementation of the Collaborative Concepts to Movie Selection 4 Research Question and Hypotheses 5 Comparative Study of the Collaborative Concepts 5.1 Experimental Set-Up 5.2 Participants 5.3 Technical Set-Up 5.4 Procedure 6 Results 6.1 Social Connectedness - H1 6.2 Co-Experience - H2 6.3 Team Performance - H3 6.4 Qualitative Insights 7 Discussion 8 Conclusion References Introducing Sharemote: A Tangible Interface for Collaborative TV Control 1 Introduction 2 Background and Related Work 2.1 Designing and Qualities of Tangible Interfaces 2.2 Shared Control of Media Systems 2.3 Social Aspects of Collaboration 3 The Concept of Sharemote 3.1 Design Decisions Considered 3.2 Variations of Sharemote 4 Research Question and Hypotheses 5 Comparative Study of the Four Sharemote Variations 5.1 Experimental Set-Up 5.2 Participants 5.3 Technical Set-Up 5.4 Procedure 6 Results and Findings 6.1 Social Connectedness – H1 6.2 Co-experience – H2 6.3 Team Performance – H3 6.4 Qualitative Insights 7 Discussion 8 Conclusion References Social Media and Digital Learning A Mixed-Methods Analysis of Women's Health Misinformation on Social Media 1 Introduction 2 Related Work 3 Methodology 3.1 Sample 3.2 Data Collection and Screening 3.3 Coding Instrument 3.4 Data Analysis 3.5 Ethical Considerations 4 Results 4.1 Fact-Checking Trends 4.2 Platforms and Sources 4.3 Claims and Rhetoric 5 Discussion and Conclusion References Evaluating the Effects of Culture and Relationship Strength on Misinformation Challenging Behaviours Within the UK 1 Introduction 2 Motivation 3 Method 3.1 Independent Variables 3.2 Dependent Variables 3.3 Participant Information 4 Results 4.1 RQ1: Does the Tie Strength Between an Individual and the Misinformed Person Affect the Individual's Experience When Encountering a Misinformed Person? 4.2 RQ2: Does Cultural Background Affect the Actions Individuals would Take when Encountering a Misinformed Person? 5 Discussion 6 Limitations and Future Work 7 Conclusions References Exploring Indigenous Knowledge Through Virtual Reality: A Co-Design Approach with the Penan Community of Long Lamai 1 Introduction 2 Related Studies 3 Context 4 Research Approach 4.1 Participants 5 Stage 1: Exploration 5.1 Input: Prototype 5.2 Result 6 Stage 2: Ideation Session 6.1 Input: Video 6.2 Result 7 Stage 3: Documentation 7.1 Input: Collecting the Story 7.2 Result 8 Stage 4: Co-Design 8.1 Input: The Story 8.2 Result 9 Discussion and Future Works References Factors Influencing Social Media Forgiveness Behavior and Cyber Violence Tendency Among Chinese Youth: Moderating Effects of Forgiveness Climate and Risk Perception 1 Introduction 2 Literature Review 3 Methodology and Measurement Design 3.1 Objective and Data Collection 3.2 Conceptual Model 3.3 Variable Measurement 4 Findings and Hypothesis Testing 4.1 Descriptive Analysis 4.2 Overall Fitness of the Structural Equation Modeling 4.3 Path Coefficient Analysis of the Structural Equation Modeling 4.4 Analysis of Moderating Effects 4.5 Summary of Hypothesis Testing Results 5 Conclusions 5.1 Conclusion 1: High-Intensity Cyber Violence is Becoming the Norm, and Social Media Forgiveness Provides a Psychological Solution to Alleviate It 5.2 Conclusion 2: Social Media Participation Hardly Interferes with Cognitive Sedimentation, and Forgiveness Intention Stems from Pro-social Motivation 6 Discussions and Limitations References Gender and Racism: Considerations for Digital Learning Among Young Refugees and Asylum Seekers 1 Introduction and Related Work 2 Methods 3 Findings 3.1 Gender and Cultural Considerations for Online and Offline Learning 3.2 Experiences of Racism Influencing Online Sharing 4 Discussion and Conclusion References Understanding Users and Privacy Issues Concerns of Saudi Higher Education Students About Security and Privacy of Online Digital Technologies During the Coronavirus Pandemic 1 Introduction 2 Method 2.1 Participants 2.2 Online Questionnaire 2.3 Data Preparation 3 Results 4 Discussion and Conclusions References Exploring the Experiences of People Who Inherited Digital Assets from Deceased Users: A Search for Better Computing Solutions 1 Introduction 2 Literature Review 3 Methods and Materials 4 Results 4.1 Results of the Systematic Literature Review 4.2 Interviews 5 Discussions 6 Final Remarks References ``Hello, Fellow Villager!'': Perceptions and Impact of Displaying Users' Locations on Weibo 1 Introduction 2 Related Work 2.1 Online Privacy and the Privacy Paradox 2.2 Perceptions on Online Location Privacy 3 Methodology 3.1 Data Collection 3.2 Data Pre-processing 3.3 Sentiment Analysis 3.4 Topic Modelling 3.5 User Behaviour Analysis 4 Results 4.1 Sentiment Analysis 4.2 Topic Analysis 4.3 User Behaviour Analysis 5 Discussion 5.1 Geographical Discrimination and Bonding 5.2 Erosion of User Self-presentation 5.3 Privacy Concerns on Social Media Behaviour 5.4 Fair Enforcement of Social Media Platform Policies 5.5 Limitations and Future Work 6 Conclusion References Intimate Data: Exploring Perceptions of Privacy and Privacy-Seeking Behaviors Through the Story Completion Method 1 Introduction 2 Background and Related Work 3 Study 4 Findings 5 Discussion and Future Work References User Movement and 3D Environments Eyes on Teleporting: Comparing Locomotion Techniques in Virtual Reality with Respect to Presence, Sickness and Spatial Orientation*-1pc 1 Introduction 2 Related Works 3 The Study 3.1 Materials and Task 3.2 Participants and Measures 4 Results 4.1 Inferential Statistics 5 Discussion 5.1 Research Question Q1 5.2 Research Question Q2 5.3 Research Question Q3 6 Conclusion References Sample-Based Human Movement Detection for Interactive Videos Applied to Performing Arts 1 Introduction 2 Related Work 2.1 Motivation 2.2 Related Projects and Tools 3 Methodology Description 3.1 Working with the Tool 3.2 Technological Overview 4 Preliminary Lab Experiment 5 Movement Recognition Implementation 5.1 Solving People Tracking Across Multiple Frames 5.2 Individual Pose 5.3 Dynamic Annotation 5.4 Simple Movement Identification 5.5 Sample-Based Human Movement Detection 6 User Study 6.1 Participants and Procedure 6.2 Qualitative Results 6.3 Performance Results 7 Conclusions References Skillab - A Multimodal Augmented Reality Environment for Learning Manual Tasks 1 Introduction 2 Related Work 2.1 Skill-Building and AR 2.2 Electrical Muscle Stimulation 3 Skillab 3.1 Development 3.2 Design 4 User Study 4.1 Procedure 4.2 Participants 4.3 Measurements 5 Results 5.1 Quantitative Data: Timing and Accuracy 5.2 Qualitative Findings 6 Discussion 6.1 Skillab vs. Traditional Paper Instructions 6.2 Advantages of Multimodal AR Learning Environments 6.3 Limitations and Future Work 7 Conclusion References User Self-Report A Longitudinal Analysis of Real-World Self-report Data 1 Introduction 2 Background 2.1 Collecting Longitudinal Well-Being Insights 2.2 Self-tracking Applications 3 Method 3.1 Participant Recruitment 3.2 Dataset 4 Results 4.1 Application Usage 4.2 Well-Being and Challenges 4.3 Reminder Notifications 5 Discussion 5.1 Considering Dropout 5.2 Check-in Settings and Behaviour 5.3 Implications for Research 5.4 Limitations 6 Conclusion References Awareness, Control and Impact in Digital Wellbeing - Results from Explorative Self-experiments 1 Introduction 2 Methods 3 Results 3.1 Awareness 3.2 Control 3.3 Impact 4 Discussion and Conclusion References Eliciting Meaningful Collaboration Metrics: Design Implications for Self-Tracking Technologies at Work 1 Introduction 2 Related Work 2.1 Understanding Collaboration Experiences 2.2 Personal Informatics at the Workplace 2.3 Identification of Collaboration Aspects to Self-Track 3 Method 3.1 Participants 3.2 Procedure 3.3 Data Analysis 4 Results 4.1 Collaboration Experience Elements 4.2 Entry Points to Collaboration Elements 4.3 Preparing to Track as a Trigger to Reflection 4.4 Sharing and Receiving Data About Collaboration 4.5 Reflections on Self-Tracking at Work 5 Discussion 5.1 Onboarding to Self-Tracking 5.2 Implications for Sharing Tracked Data Within a Team 5.3 Towards Group-Tracking 5.4 Tracking Collaboration Experiences: Design Implications 5.5 Limitations and Future Work 6 Conclusion References Perception Versus Reality: How User Self-reflections Compare to Actual Data*-1pc 1 Introduction 1.1 The Oura Ring's Sleep Data 2 User Study 2.1 Experiment Background 2.2 Participants 3 Analysis and Results 3.1 Participants Who Declared Changes to Their Sleep Habits 3.2 Participants Who Did Not Declare Changes to Their Sleep Habits 4 Discussion, Limitations, and Future Work 5 Conclusion References Author Index
دانلود کتاب Human-Computer Interaction – INTERACT 2023: 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part III (Lecture Notes in Computer Science)