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Human interface and the management of information : Information presentation and visualization : thematic area, HIMI 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. Part I

معرفی کتاب «Human interface and the management of information : Information presentation and visualization : thematic area, HIMI 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. Part I» نوشتهٔ Sakae Yamamoto (editor), Hirohiko Mori (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

The two-volume set LNCS 12765-12766 constitutes the refereed proceedings of the thematic area Human Interface and the Management of Information, HIMI 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-HIMI volume set were organized in topical sections as follows: Part I: Information presentation; visualization and decision making support; information in VR and multimodal user interfaces; Part II: Learning in information-rich environments; supporting work, collaboration and design; intelligent information environments. Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents – Part I Contents – Part II Information Presentation The Use of New Presentation Technologies in Electronic Sales Environments and Their Influence on Product Perception 1 Introduction 2 Materials and Methods 2.1 Development of the Study 2.2 Analysis of Results 3 Results 4 Discussion 5 Conclusions References Research on Conveying User Experiences Through Digital Advertisement 1 Introduction 2 Methods 2.1 Conveyance of the UX Evaluation Experiment Using Digital Advertisements 2.2 Extracting Objective Features and Categorizing Advertisement Samples 2.3 Designing and Building Models 3 Results 3.1 Analysis of UX Evaluation Items 3.2 Analysis of General Evaluation Criteria 4 Discussion 5 Conclusion References Preventing Decision Fatigue with Aesthetically Engaging Information Buttons 1 Introduction 2 Background and Related Works 3 Methodology 3.1 Participants 3.2 Apparatus 3.3 Procedure 3.4 Design 4 Experimental Results 4.1 Dependent Variable Analysis 5 Conclusion and Future Works References A Modeling Research on How to Solve Ventilator Alarms from Behavioral and Cognitive Perspectives 1 Introduction 2 Objective 3 Methods 3.1 Participants and the Equipment 3.2 Simulation Status of the Experimental Equipment 3.3 About Alarms that Happen 3.4 How to Get the Data 4 Results and Discussions 4.1 Behavioral Transitions of Participants 4.2 Verbal Protocol Data and Interview Analysis 4.3 Characteristics of the Cognitive Model of SG 4.4 Characteristics of the Cognitive Model of IG 4.5 Clinical Special Situations 5 Application and Prospects of Cognitive Models 6 Conclusions Notes References Evaluating Digital Nudging Effectiveness Using Alternative Questionnaires Design 1 Introduction 2 Literature Review 3 Tools and Participants 3.1 Nudging Through Emotion-Evoking Photographs 3.2 Nudging Through Default Options 3.3 Nudging Through Text 3.4 Nudging Through Different Levels of Answers 3.5 Nudge Based on the Vote of the Majority 4 Results and Discussion 4.1 Results from Nudging Through Emotion-Evoking Photographs 4.2 Results from Nudging Through Default Options 4.3 Results from Nudging Through Text 4.4 Results from Nudging Through Different Levels of Answers 4.5 Results from Nudge Based on the Vote of the Majority 5 Summary and Future Work References Cultivation System of Search-Query-Setting Skill by Visualizing Search Results 1 Introduction 2 Approach for Cultivating Search–Query-Setting Skill 2.1 Information Retrieval Process 2.2 Contents of Search Results Page 2.3 Search-Query-Setting Skill 2.4 Support System for Cultivating Search-Query-Setting Skill 3 Topic Extraction Function 4 Search-Result-Visualization Function 5 Prototype System 6 Evaluation Experiment 6.1 Experimental Setting 7 Conclusion References A Support Interface for Remembering Events in Novels by Visualizing Time-Series Information of Characters and Their Existing Places 1 Introduction 2 Related Work 2.1 Remembering Support System 2.2 Support for Reading Long Novels 3 Proposed Interface 3.1 Extraction of Phrases for Character Names and Places 3.2 Estimation of Existing Places for Each Character 3.3 Visualization of Time-Series Information of Characters and Their Existing Places 4 Evaluation Experiments 4.1 Experimental Procedures 4.2 Evaluation Method 4.3 Experimental Results 5 Discussion 6 Conclusion and Future Work References Experimental Evaluation of Auditory Human Interface for Radiation Awareness Based on Different Acoustic Features 1 Introduction 2 Design of Alarm with Acoustic Features 2.1 Selection of Sensation 2.2 Acoustic Features 2.3 Auditory Alarm Design 3 Experiment 3.1 Experiment Outline 3.2 Experiment Period and Participants 3.3 Experimental Procedure 3.4 Virtual Radiation Distribution 3.5 Experiment Flow 4 Experiment Result 4.1 Radiation Exposure 4.2 Time Consumption 4.3 Trace Analysis 5 Conclusion References Comprehending Research Article in Minutes: A User Study of Reading Computer Generated Summary for Young Researchers 1 Introduction 2 Related Work 3 Automatic Summarization System 4 User Study 4.1 Experimental Setting 4.2 Result 5 Conclusion References Possibility of Reading Notes as Media to Enrich Communications Between Reader and Book 1 Introduction 2 Creation of Reading Notes as Media 2.1 Importance and Application of Communication 2.2 Problem of Reading as “Communication Between a Reader and a Book” 2.3 Reading Notes as Media 2.4 Gaze Information During Reading 2.5 Automatic Reading Notes Creating System 2.6 Automatic Reading Notes Creating System 3 Related Research 4 Experiment 4.1 Eye Tracker 4.2 Reading Patterns 4.3 Document for Experiment 5 Results and Discussion 6 Conclusion References Notification Timing Control While Reading Text Information 1 Introduction 2 Related Work 2.1 Effects of Notifications on Productivity 2.2 Breakpoint 2.3 Eye Blink 2.4 Notification System Approach 3 Method 3.1 Notification Timing Control for Reading Text Information 3.2 System to Detect Eye Blinking Frequency 3.3 System to Control Notifications 4 Evaluation Experiment 4.1 Purpose 4.2 Experiment Description 4.3 Evaluation Method 4.4 Results 4.5 Degree of Concentration During Reading 4.6 Stress Level Owing to Notification Screen or Sound 5 Discussion 5.1 Impact of Notification Timing Control on the Reading Experience 5.2 Notification and Article Contents 5.3 Breakpoint and Blinking Frequency Detection 6 Conclusions References Visualization and Decision-Making Support Designing Data Visualization Dashboards to Support the Prediction of Congenital Anomalies 1 Introduction 2 Background and Related Work 2.1 Information Visualization and Dashboards 2.2 Related Work 3 Design and Development Method 4 Prototype and Preliminary Study 4.1 CAPDashboards Prototype Description 4.2 Preliminary Study 4.3 Preliminary Study Results 5 Conclusion References Improving User Experience Through Recommendation Message Design: A Systematic Literature Review of Extant Literature on Recommender Systems and Message Design 1 Introduction 2 Research Methodology 3 Analysis and Results 3.1 RQ1 What Comprises the Current Knowledge Base of the Antecedents to Effective RS Message Design? 3.2 RQ2 What Statistically Significant Results from Past Research Can Inform Current Scholars and Practitioners of Optimal RS Message Design Practices? 3.3 RQ3 What Are Opportunities for Future Research Subsequently Potentially Revealing Guidelines on How to Optimize RS Message Design in a Managerial Decision-Making Context? 4 Discussion and Concluding Comments References Research on Innovative Application Mode of Human-Computer Interaction Design in Data Journalism 1 Introduction 2 Advantages of Human-Computer Interaction Design 3 Current Status and Shortcomings of Human-Computer Interaction Design in Data Journalism 4 The Emergence of New Technologies Promotes Continuous Upgrading of Human-Computer Interaction Technology 5 Innovative Application Models of Human-Computer Interaction Design in Data Journalism 6 Conclusion References Evaluating the Impact of Algorithm Confidence Ratings on Human Decision Making in Visual Search 1 Introduction 2 Method 2.1 Participants 2.2 Stimuli 2.3 Procedure 3 Results 3.1 Effect of Confidence on Accuracy for Target Present vs. Target Absent Trials 3.2 Effect of Confidence Values on Responses Over Time 3.3 Effect of Confidence Values on Perception of Model Accuracy 4 Discussion 5 Conclusion References NearMe: Dynamic Exploration of Geographical Areas 1 Introduction 2 Background and Related Work 2.1 Geographic Information Search Support 2.2 Map-Based Information Visualization 3 NearMe 4 Validation Methodology 5 Results 5.1 Data About Participants 5.2 User Experience Results 6 Conclusions References Decision Support for Prolonged, and Tactical Combat Casualty Care 1 Introduction 2 Background 3 Methods 3.1 Design Requirements Reviews 3.2 Field Usability Assessments 3.3 Shock Model Silent Test 4 Discussion 5 Summary References Lessons Learned from Applying Requirements and Design Techniques in the Development of a Machine Learning System for Predicting Lawsuits Against Power Companies 1 Introduction 2 Background 2.1 ML Systems Development Process 2.2 Techniques for Requirements Elicitation and Design 3 The ML System for Predicting and Dealing Lawsuits 3.1 Application Context 3.2 Characterization of the Project 4 The Requirements Engineering and Design Processes 4.1 Document Analysis and Scenarios 4.2 Personas and Prototype Proposal 4.3 Validation Interviews 5 Discussion and Lessons Learned 5.1 How the Applied Methods Contributed to the Design of the Solution 5.2 Difficulties in the Application of the Methods 6 Conclusions and Future Work References Information in VR and Multimodal User Interfaces Asymmetric Gravitational Oscillation on Fingertips Increased the Perceived Heaviness of a Pinched Object 1 Introduction 2 Weight Perception Using Asymmetric Oscillation 3 Methods 3.1 Participants 3.2 Vibrating Device and Stimuli 3.3 Procedure 3.4 Data Analysis 4 Results and Discussion 5 Conclusion References Thematic Units Comparisons Between Analog and Digital Brainstorming 1 Digital Brainstorming Environment 2 Related Research 2.1 Sensemaking 2.2 Structured Analytic Techniques 2.3 Digital Brainstorming 3 Thematic Units 4 User Study Methodology 5 Results 5.1 Analog 5.2 Digital Thematic Units 6 Discussion 7 Conclusions and Future Work References On-Demand Lectures that Enable Students to Feel the Sense of a Classroom with Students Who Learn Together 1 Introduction 2 Preliminary Experiment 3 Method 3.1 Outline of the Lectures 3.2 How to Conduct the Classes 3.3 How to Make the CG Classroom and Student Characters 3.4 How to Make 360-Degree Videos 3.5 On-Demand Lectures and How to Answer the Questionnaires 3.6 VR Lectures and How to Answer the Questionnaires 4 Results 4.1 Lessons and Mini-quizzes 4.2 Questions About the Classroom and the Relationship Between Students 4.3 Evaluation of Movie Types 4.4 Evaluation of the Student Characters’ Behavior 5 Conclusion References Research on Perceptual Cues of Interactive Narrative in Virtual Reality 1 Introduction 2 Related Work 2.1 Interactive Narrative 2.2 Virtual Reality 2.3 Perceptual Cues 3 Our Framework 3.1 Efficiency, Naturalness and Robustness 3.2 Reclassification 4 The Experiment 4.1 Design the VR Interactive Narrative 4.2 Measures 4.3 Participants and Procedure 5 Results 6 Discussion and Design Suggestions 7 Conclusion References Avatar Twin Using Shadow Avatar in Avatar-Mediated Communication 1 Introduction 2 Avatar Twin Using Shadow Avatar 2.1 Concept 2.2 Embodied Virtual Communication System (EVCOS) 2.3 Rendering of Shadow 2.4 Interaction Model for Auto-generated Entrained Motion 2.5 Character and Room Models 3 Development of the System Prototype 4 Conclusion References Effects of Interpupillary Distance and Visual Avatar’s Shape on the Perception of the Avatar’s Shape and the Sense of Ownership 1 Introduction 2 Experiment 2.1 Design of the Experiment 2.2 Participants 2.3 Procedure 3 Results 3.1 Evaluating the Body Schema 3.2 Results of the Questionnaire on the Sense of Ownership and the Sense of Agency 3.3 Length Perception for Arms and Legs 4 Discussion 5 Conclusion and Future Work References Impact of Long-Term Use of an Avatar to IVBO in the Social VR 1 Introduction 2 Related Work 2.1 Illusion of Virtual Body Ownership 2.2 Avatar-Identification 2.3 Research Question and Hypothesis 3 Experiment 3.1 Procedure 3.2 Procedure 4 Results 5 Discussion 6 Limitation and Future Work 7 Conclusion References Multi-modal Data Exploration in a Mixed Reality Environment Using Coordinated Multiple Views 1 Introduction 2 Related Work 3 Approach 4 Prototype 4.1 Map-Plot View 4.2 Coordinated Multiple Views (CMV) 4.3 Slicing Plane 4.4 Sound Design 5 Cross-Platform Implementation and System Performance 6 User Study Design 6.1 Tasks and Procedures 6.2 Data Collection 6.3 Hypothesis 6.4 Demographics 7 User Data Analysis 7.1 Statistical Analysis 7.2 Subjective Feedback 8 Discussion 9 Conclusion References Perception of Illusory Body Tilt Induced by Electrical Tendon Stimulation 1 Introduction 2 Materials and Methods 2.1 Stimulation 2.2 Measurement of Body Tilt 2.3 Experimental Conditions 2.4 Position of Electrodes 2.5 Questionnaire 2.6 Procedure 2.7 Hypothesis 3 Results 3.1 Sensation During Stimulation 3.2 Change of CoP 4 Discussion 4.1 Perception of Force Sensation 4.2 Effect of TES on CoP 4.3 Effect of the Direction of Current Path 4.4 Use of TES to Present Terrain Information 5 Conclusions References Wearable Haptic Array of Flexible Electrostatic Transducers 1 Introduction 2 Device Design and Characterization 2.1 Electromechanical Theory 2.2 Device Design 2.3 Characterization 3 Psychophysical Evaluation 3.1 Methods 3.2 Results and Discussion 4 Concluding Remarks References Investigation of Sign Language Motion Classification by Feature Extraction Using Keypoints Position of OpenPose 1 Introduction 2 Data Creation Using OpenPose 2.1 Sign Language Motion Video Data 2.2 Keypoints Acquisition 2.3 Preprocessing by Linear Interpolation 2.4 Dataset Configuration 3 Feature Elements Creation 3.1 Method 1 3.2 Method 2 3.3 Method 3 4 Classifier Creation 4.1 LSTM Structure and Parameters 4.2 Training Model 5 Experimental Results and Discussion 5.1 Experimental Results 5.2 Discussion 6 Summary and Future Issues References Author Index The two-volume set LNCS 12765-12766 constitutes the refereed proceedings of the thematic area Human Interface and the Management of Information, HIMI 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 poster papers included in the 39 HCII 2020 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-HIMI volume set were organized in topical sections as follows: Part I: Information presentation; visualization and decision making support; information in VR and multimodal user interfaces; Part II: Learning in information-rich environments; supporting work, collaboration and design; intelligent information environments
دانلود کتاب Human interface and the management of information : Information presentation and visualization : thematic area, HIMI 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. Part I