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Human Interface and the Management of Information : Thematic Area, HIMI 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

معرفی کتاب «Human Interface and the Management of Information : Thematic Area, HIMI 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II» نوشتهٔ Hirohiko Mori, Yumi Asahi، منتشرشده توسط نشر Springer Nature Switzerland AG در سال 1401. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This two-volume set LNCS 14015 - 14016 constitutes the thoroughly refereed proceedings of the thematic area Human Interface and the Management of Information, HIMI 2023, which was held as part of HCI International 2023 which took place in Copenhagen, Denmark, during July 23-28, 2023. A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The papers included in the HCII-HIMI volume set were organized in topical sections as follows: Part I: Information design and user experience; data visualization and big data; multimodal interaction; interacting with AI and intelligent systems; Part II: Service design; knowledge in eLearning and eEducation; supporting work and collaboration. Foreword HCI International 2023 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface Human Interface and the Management of Information Thematic Area (HIMI 2023) HCI International 2024 Conference Contents – Part II Contents – Part I Service Design Method for Assessing the Potential Impact of Changes in Software Requirements of Agile Methodologies Based Projects 1 Introduction 2 Literature Review and Related Work 2.1 Analyzed Work 2.2 Related Work 3 The Proposed Method 4 Real-World Application Scenario 4.1 Sprint 1 4.2 Sprint 2 4.3 Sprint 3 5 Discussion on the Results 6 Conclusion Appendix I Appendix II References Validation of Items of Aspects of Interests in Quality-In-Use -Stakeholder Needs of Each System Domain- 1 Introduction 1.1 Quality-in-Use Model 1.2 Aim of this Study 2 Procedure 3 Results 3.1 Results for Stakeholders as Organization 3.2 Results for Users or Customers as Stakeholders 3.3 Results for Government Employee as Stakeholders 4 Discussions 4.1 Difference of Stakeholder Needs by Each Stakeholder 4.2 Ethics 5 Conclusion References Design Study of Wearable IV Pole: Service Design Perspective 1 Current Product Situation and Usage of IV Poles 1.1 Overview of Infusion Background 1.2 Type of IV Pole 1.3 Problems to Be Solved 1.4 Research Tasks 2 User Research and Demand Analysis of Ward Infusion Services 2.1 User Research Methods 2.2 User Research Participants 2.3 Analysis of Interview Content and Results 2.4 Questionnaire Content and Analysis of Results 2.5 User Journey Mapping Analysis 2.6 Service Blueprint and Touchpoints Analysis 3 IV Pole Product Design Based on Service Design Theory 3.1 System Architecture 3.2 Wearable IV Pole Design 3.3 Nurse Station Interactive Large Screen Interface Design 4 Usability Testing 5 Discussion and Conclusion 5.1 Implementation Improvements 5.2 Shortcomings and Limitations of the Study 5.3 Significance and Prospect of the Study References Extensibility Challenges of Scientific Workflow Management Systems 1 Introduction 2 Background 3 Extensibility Challenges of Scientific Workflow Management Systems 3.1 Registration 3.2 Composition 3.3 Execution 3.4 Provenance 4 Proposed Solutions 4.1 Registration 4.2 Composition 4.3 Execution 4.4 Provenance 5 Case Studies 6 Discussion 7 Future Direction 8 Conclusion References The Effect of Color on the Visual Search Efficiency of Mobile Travel Service APP in Night Mode 1 Introduction 2 Travel APP Night Mode Status 3 Literature Review 4 Study of Color Visual Search Efficiency in Night Mode 4.1 Research Methodology 4.2 Experimental Design and Procedure 4.3 Experimental Data and Analysis 5 Optimized Design of Visual Search Efficiency Based on Gaode Map Interface 5.1 Interface Optimization Design Process 5.2 Interaction Prototyping 5.3 Visual Design 5.4 Overall Effect 5.5 Evaluation of Design Practice Results 6 Conclusion References Research on Conversational Interaction Design Strategy of Shopping APP Based on Context Awareness 1 Research Background 2 Demand Research and Analysis 2.1 Research Idea 2.2 Questionnaire Survey and In-depth Interview 3 Requirement Type Analysis of Conversational Chatbot Based on KANO and AHP Model 3.1 Requirement Type Identification of Conversational Chatbot Based on KANO Model 3.2 Demand Weight Calculation of Conversational Chatbot Based on AHP Model 4 Construction of Conversational Interactive Design System for Shopping APP 4.1 Shopping APP Conversational Interactive Visual Interface Experience Design Principles 4.2 Principles of Conversational Interactive Functional Experience Design of Shopping APP 4.3 Principles of Conversational Interactive Experience Design for Shopping APP 4.4 Principles of Conversational Interactive Emotional Experience Design for Shopping APP 5 Conclusion References Influence of Different Language Labels on Perception of Product Value 1 Introduction 1.1 Research Purpose 2 Literature Review 2.1 Packaging Design and Consumer Sentiment 2.2 Visual Design Elements on Packaging 2.3 Text Design in Packaging 2.4 Emotional Needs of Consumers 3 Research Procedures and Methods 3.1 Questionnaire Implementation Method 4 Analysis of Research Results 4.1 Analysis of Questionnaire Results 4.2 Perceived Value of Products in Different Languages on Packaging Labels 5 Conclusion References Structural Equation Modeling for the Interplay Among Consumer Engagements with Multiple Engagement Objects in Consumer's Fashion 1 Introduction 2 Development of Hypotheses and Conceptual Models 3 Structural Equation Modeling for Consumer Engagement 3.1 Structural Equation Modeling 3.2 Structural Equation Modeling Including Nonlinear Principal Component Analysis 4 Model Results 5 Concluding Remarks A Nonlinear Principal Component Analysis References Considerations for Health Care Services Related to the Menstrual Cycle 1 Introduction 1.1 Background 1.2 Purpose 2 Surveys to Understand and Specify Context of Use (1) 2.1 Method 2.2 Results 2.3 Discussion 3 Surveys to Understand and Specify Context of Use (2) 3.1 Method 3.2 Results 3.3 Discussion 4 Surveys to Understand and Specify Context of Use (3) 4.1 Method 4.2 Results 4.3 Discussion 5 Identify User Requirements 5.1 Method 5.2 Results 5.3 Discussion 6 Proposal of Service Concepts 6.1 Service Concept A 6.2 Service Concept B 7 Conclusion References Dialogue-Based User Needs Extraction for Effective Service Personalization 1 Introduction 2 Preliminaries 2.1 Personalization 2.2 Machine Learning-Based Personalization 2.3 Conversational Personalization 2.4 Issues and Challenges of Conventional Research 3 Proposal Method 3.1 Goal and Key Idea 3.2 Issues and Challenges of Conventional Research 4 Proposal Method 4.1 Goal and Key Idea 4.2 (A1) Design of a Needs Model 4.3 (A2) Design of a Needs Extraction Dialogue System 4.4 (A3) Design of a Dialogue Flow 4.5 (A4) Design of a Needs Extraction API 4.6 (A5) Implementation and Evaluation of the Dialogue System 5 Consideration 5.1 Advantages 5.2 Limitations 6 Conclusion References The Impact of External Networks on Product Innovation in Social Purpose Organizations: An Empirical Research on Japanese Museums 1 Introduction 2 Theory and Hypothesis 2.1 Collaboration and Knowledge Acquisition at the Museum’s Temporary Exhibition 2.2 Knowledge Acquisition and Product Innovation Through Collaboration with Other Organizations in Museums 3 Data and Analysis 4 Results 4.1 Network Analysis 4.2 Multiple Regression Analysis Results 5 Discussion References Does Guaranteeing Anonymity in SNS Use Contribute to Regional Revitalization? 1 Introduction 2 Social Experiment 2.1 CSD App 2.2 Subjects and Duration of the Social Experiments 2.3 Use Function 3 Analysis 3.1 Group Difference Tests 3.2 Social Network Analysis 4 Discussion 5 Conclusion and Remarks References Effects of Poor Visibility on Riding Anxiety in Riding a Bicycle that Can Be Ridden with Two Infants 1 Background 2 Related Research 3 Purpose of Research 4 Experiment 4.1 Subjects 4.2 A Bicycle 4.3 A Forward Viewable Distance 4.4 Infants 4.5 Road to Ride 4.6 Questionnaire 4.7 Eye Mark Recorder 5 Experimental Results 5.1 Subjective Evaluation 5.2 Styrene Board 5.3 Eye Mark Recorder 6 Discussion 6.1 Discussion on Subjective Evaluation 6.2 Discussion on Riders’ Height 6.3 Discussion on Eye Mark Recorder 6.4 Comparison of Subjective Evaluation and Eye Mark Recorder 7 Conclusion 8 Future Issues References Wayfinding and Navigation in the Outdoors 1 Introduction 2 Background 2.1 Qualitative and Quantitative Methods 2.2 Wayfinding 2.3 Personas 2.4 User Segmentation and Cluster Analyses 3 Methods and Research Design 3.1 Survey 3.2 Questions Used for Clustering 3.3 Software, Participants and Recruitment 3.4 Data Analyses 3.5 Ethics 4 Results 4.1 Principal Component Analyses 4.2 The 3-Cluster Solution 4.3 4-Cluster Solution 4.4 Most Important Variables for Segmentation 5 Discussion and Conclusion 6 Further Work References Knowledge in eLearning and eEducation Analysis of Classroom Test Results for an Error-Based Problem Presentation System for Mechanics 1 Introduction 2 System Used 2.1 Error-Based Simulation (EBS) 2.2 Auxiliary Problem Presentation Function 3 Practical Use 3.1 Procedure 3.2 Results 4 Force-by-Force Qnalysis of the Test Results 4.1 Problem-by-Problem Analysis of Force 4.2 Categorical Analysis of Forces 5 Consideration 6 Conclusion References Using Interactive Flat Panel Display for STEM Education Based on SAMR Model 1 Introduction 2 Theoretical Background 2.1 STEM Education 2.2 The SAMR Model 3 Course 3.1 Content of the IFPD STEM Course 3.2 Implementation of the Course 4 Conclusions References Analysis of Effects of Raggedy Student CG Characters in Face-to-Face Lectures and Their On-Demand Streaming 1 Introduction 2 Related Works 2.1 Utilization of Characters 2.2 Educational-Assistance Technology 2.3 Previous Research by the Authors 3 Implementation and Analysis of Face-to-Face Classes 3.1 Lesson Implementation 3.2 Students’ Learning Attitude Analysis 4 Face-to-Face Classes On-Demand 4.1 Lecture Video Creation 4.2 Lesson Implementation 4.3 Analysis of the Performance of Each Course Group 4.4 Audience Retention Analysis 5 Positive Comparison of Face-to-Face and On-Demand Classes 6 Discussion 6.1 Positivity in Face-to-Face Classes 6.2 Positivity of On-demand Classes 6.3 In-Person vs On-Demand 6.4 Findings of Character Behavior 7 Conclusion References Triangle Logic Recomposition Exercise for Three-Clause Argument and Its Experimental Evaluation 1 Introduction 2 Triangle Logic for Three-Clause Argument 2.1 Two-Clause Argument and Its Exercises 2.2 Triangle Logic for Three-Clause Argument 3 Triangle Logic Recomposition Exercise 3.1 Outline of Recomposition Exercise 3.2 Exercise Structure 4 Experimental Evaluation 4.1 Procedure of the Experiment 4.2 Results and Analysis 5 Conclusion and Remarks References Proposal for a Semi-subjective Learning Support System with Operation Indices Targeting Vectors 1 Introduction 2 Error Visualization in Mathematics 2.1 Error Visualization for Linear Algebra 2.2 Error Visualization for Vectors 3 Proposed Methodology 4 Development Systems 5 Conclusion References Instructional Design of a VR-Based Empathy Training Program to Primary School Children 1 Introduction 2 Methods 2.1 Participants 2.2 Training Program Development 3 Results 3.1 Implementation Phase 3.2 Evaluation Phase 4 Discussion and Conclusion References Classroom Practice Using a Code-Sharing Platform to Encourage Refinement Activities 1 Introduction 2 Code-Sharing Platform 2.1 Functional Requirements of the Platform 2.2 System Overview 2.3 System Implementation 2.4 Quality Indicators 2.5 Ranking 3 Classroom Practice 4 Motivation 5 Experiment Flow 5.1 Assignment Design 6 Results 6.1 Change in the Number of Harvests 6.2 Analysis Broken down by Programming Level 6.3 Questionnaire Results 7 Conclusion References A Learning Support System for Programming that Promotes Understanding of Source Code Function Through Behavior Modeling 1 Introduction 2 Related Research 2.1 Development Model of Function and FBRLs 2.2 Intellectual Support for Programming Learning 2.3 Learning Support for Interpreting Function from Behavior 3 Learning Support System that Interprets Function from Behavior 3.1 Behavior Confirmation Phase 3.2 Constraint Answering Phase 3.3 Behavior Interpretation Phase 3.4 Feedback Issues in Each Phase 4 Feedback for Each Phase 4.1 Behavior Confirmation Phase 4.2 Constraint Answering Phase 4.3 Behavior Interpretation Phase 5 Conclusion References Proposal for Automatic Problem and Feedback Generation for Use in Trace Learning Support Systems 1 Introduction 2 Previous Research 2.1 Program Tracing 2.2 Trace Learning Support System: The Old System 3 Proposed System: The New System 3.1 Problems with Previous Research 3.2 System Interface 4 Differences in the Interfaces of the Old and New Systems 5 Evaluation 5.1 Method 5.2 Results 5.3 Discussion 6 Conclusion References Improving Educational Outcomes: Developing and Assessing Grading System (ProGrader) for Programming Courses 1 Introduction 2 Related Research 3 Application Design 3.1 Application Implementation Technical Structure 3.2 System Security and Authorization 3.3 Demonstration 4 ProGrader Evaluation Methodology 4.1 Collecting Data 4.2 Participants 4.3 Demographic Questionnaire Evaluation 4.4 Effectiveness Evaluation of ProGrader 4.5 Usability Evaluation of ProGrader 5 Discussion and Future Work 6 Conclusion References Development of VR Education System for Media Exchange in Cell Culture Operation 1 Introduction 1.1 Background 2 System Overview 2.1 Cell Culture Operations Using HMD-Based VR 2.2 Media Exchange 3 System Design 3.1 Practice Mode 3.2 Simulation Test Mode 3.3 Learning Mode 4 The Evaluation Experiment 4.1 Experiment Flow 4.2 Evaluation Index 5 Results and Discussion 5.1 Frequency of Violations 5.2 Questionnaire Result 6 Conclusion 6.1 Summary 6.2 Future Issues References Proposal of Learning Programs 1 Introduction 1.1 Background 1.2 Purpose 1.3 About Forests Notes 2 Discussion of Learning Elements from Forest Notes Audio Data 2.1 Method 2.2 Results 2.3 Discussion 3 Survey of Precedents for the Use of the Digital Twin in Education 3.1 Purpose 3.2 Results 3.3 Discussion 4 Learning Program Development Process 5 Identify User Requirements 5.1 Outline 5.2 Introduction to Metaverse Forest 6 Conclusion References Investigation of the Relationship Between Map Quality and Higher-Order Thinking in Kit-Build Concept Map 1 Introduction 2 Relevant Studies 2.1 Concept Map Quality and Higher-Order Thinking 2.2 Concept Map Activity and Automatic Assessment Method in KBCM 3 Methodology 3.1 Participants 3.2 Procedures 3.3 Concept Map Scoring by Automatic and Manual Method 4 Result and Discussion 4.1 The Validity of Kit-Build Assessment Method 4.2 Automatic Concept Map Quality Assessment and Students' Higher-Order Thinking 5 Limitation and Future Work 6 Conclusion References Application of the Recomposition Method to Mind Map and Experimental Verification of Learning Effect 1 Introduction 2 Related Work 2.1 Mind Map 2.2 Recomposition Concept Map 3 Recomposition Mind Map 3.1 Framework 3.2 Recomposition Methods for Mind Map 4 Experiment 4.1 Context and Participants 4.2 Experiment Design 5 Results and Discussion 5.1 Test Scores 5.2 Map Scores 5.3 Questionnaires 5.4 Consideration 6 Limitation and Future Work 7 Conclusion References Development of a VR Collaboration System to Support Reflection on the Learning Process of Oneself and Others 1 Introduction 1.1 Background 1.2 Scope of This Article 2 System Design 2.1 Functional Requirements 2.2 Overall Design 2.3 System Configuration and Technologies 3 System Development 3.1 Reflection Point Extraction Function 3.2 Multi-perspective Activity Record Reproduction Function 3.3 Improvement Point Report Sharing Function 4 Evaluation Experiment of the Collaboration Reflection Support Function 4.1 Purpose of the Experiment 4.2 Experimental Methods 4.3 Evaluation Methods 4.4 Results and Discussion 5 Conclusion References Supporting Work and Collaboration Design of an Interview Script Authoring Tool for a Job Interview Training Simulator Using Graph Transformations 1 Introduction 2 Related Work and a Note on Graph Transformations 3 Method 3.1 Front-End 3.2 Back-End 3.3 User-Based Interface Design Study 4 Results 4.1 The Tasks 4.2 User Satisfaction and Feedback 5 Discussion and Conclusion References Human Factors and Ergonomics Awareness Survey of Professional Personnel in a Large-Scale Company from the Aerospace Industry 1 Introduction 2 Background 2.1 Human Factors and Ergonomics in Aviation 2.2 Awareness of Human Factors and Ergonomics 3 Methodology 3.1 Instrument 3.2 Participants 3.3 Data Analysis 4 Results 4.1 Perceived Knowledge Level of HFE 4.2 Perceived Definition of HFE 4.3 Responsibility of Stakeholders in HFE Studies 4.4 HF/E Awareness 5 Discussion and Conclusion 6 Limitations and Future Work References Optimization of a Human-Machine Team for Geographic Region Digitization 1 Introduction 2 Background 3 Method for Human-Machine Team Optimization 3.1 Objective Functions 3.2 Greedy Sequential Feature Selection 3.3 Feature Parameter Optimization 3.4 High-Order Feature Extraction 4 Experimentation 4.1 Optimization of Machine Models 4.2 Online Heuristic for Optimizer Selection 5 Results 6 Conclusion and Future Work References Crowdsourced Argumentation Feedback for Persuasive Writing 1 Introduction 2 Related Work 2.1 Writing Support System 2.2 Crowdsourcing Support for Content Creation and Improvement 3 Crowdsourcing Feedback for Argumentation Improvement 3.1 Workflow for Argumentation 3.2 Micro-task-design 3.3 Micro-task Assignment 3.4 Aggregation and Presentation of Micro-tasks 4 Experiments 4.1 Participants 4.2 System 4.3 Experimental Procedure for Writer 4.4 Experimental Procedure for Crowd Worker 5 Results 5.1 Crowd Workers Questionnaire 5.2 Feedback Evaluation by Writers 6 Discussion for Improvements 7 Conclusion References An Online Opinion-Learning Experiment Simulating Social Interaction on Emerging Technologies: A Case Study of Genome-Edited Crops 1 Introduction 2 Method 2.1 Providing a Place with Social Interaction to Express Opinions 2.2 Simultaneous Opinion Expression System 2.3 Questions 3 Results 3.1 Overview 3.2 Responses to the Questions 3.3 Discussion 4 Conclusion References Tasks Decomposition Approaches in Crowdsourcing Software Development 1 Introduction 2 Background 2.1 Software Decomposition 2.2 Copilot Roles in CSD 2.3 Decomposition in Crowdsourced Tasks 3 Methodology 4 Results 5 Conclusion and Future Work References Comparison of Nature and Office Environments on Creativity- A Field Study - 1 Introduction 2 Method 2.1 Participants 2.2 Experimental Conditions 2.3 Procedure 2.4 Alternative Uses Task 2.5 Subjective Assessments 2.6 Statistical Analysis 3 Results and Discussion 3.1 Creativity Score of AUT 3.2 Subjective Assessment 4 Conclusion References A Conceptual Design of Management Interface for Wireless Sensor Network System 1 Introduction 2 Important Issue with Wireless Sensor Network Systems 3 A Framework for Wireless Sensor Network Systems Management Interface 3.1 Goals and Major Functionality 3.2 Key Characteristics 3.3 Topological Related Issues 3.4 Communication Protocols 3.5 Data Visualization 3.6 Information on Individual Sensor Node 4 Conclusion/Summary References What Affects the Success of Programmers in Query Validation Process? An Eye Tracking Study 1 Introduction 2 Methods 3 Results 3.1 Overall Eye Movement Outcomes 3.2 Eye Movement Outcomes Based on Area of Interests (AOIs) 4 Discussion 5 Conclusion and Future Work References Comparative Analysis of Manipulation Skills of Experts and Non-experts in Cell Culture Using VR Gloves 1 Introduction 1.1 Background 1.2 Study Objectives 2 Literature Review 2.1 Existing VR Materials 2.2 Analysis of Hand Movements 3 System and Methods 3.1 Device to Be Used 3.2 System Overview 3.3 Cell Culture Operation 3.4 Analytical Method 4 The Evaluation Experiment 4.1 Experiment Details 5 Results and Discussion 5.1 Work Time 5.2 Frequency of Contamination 5.3 Phase 9 “Slowly Infuse the Aspirated Medium into the Cell Culture Flask” 5.4 Phases 3 and 8, “Aspiration the Medium” 5.5 The Fourier Transform 5.6 Other Features 6 Conclusion 6.1 Summary 6.2 Suggestions for Future Research References Prototyping Process Analyzed from Dialogue and Behavior in Collaborative Design 1 Introduction 2 Method 2.1 Describing the Creative Thinking Process 2.2 Data Collection 3 Result 3.1 Design Activities and Creative Thinking Process 3.2 Knowledge Building Process for Prototyping 4 Discussion 5 Conclusion References A Study on Visual Communication with Different Conveyance Under MR Remote Collaboration 1 Research Background 1.1 MR Remote Collaboration 1.2 Visual Communication 1.3 Globalization of the Manufacturing Industry 2 Related Research 2.1 Method of Visual Communication by Combination 2.2 Visual Communication Method Using Trajectory Effects 2.3 Method of Visual Communication Using Gaze and Hand Objects 3 Research Objectives 4 Systems 4.1 Proposal 4.2 System Overview 5 Usability Testing 5.1 Preparing the Experimental Environment 5.2 Tasks 5.3 Experimental Procedure 5.4 The Experimental Measures 6 Results 6.1 Subjects 6.2 Work Completion Time/Task Achievement Rate 6.3 System Usability 7 Considerations 7.1 Average Work Completion Time 7.2 Average Task Completion Rate 7.3 User Satisfaction 8 Conclusion 9 Future Works References Developers Foraging Behavior in Code Hosting Sites: A Gender Perspective 1 Introduction 2 Background and Related Works 2.1 Information Foraging Theory 2.2 GitHub 2.3 IFT for GitHub 2.4 GitHub and Gender Affects 3 Methodology 3.1 Study Design 3.2 Tasks 3.3 Qualitative Analysis 4 Results 4.1 RQ1: How Do Developers Forage to Find the Right Repo in GitHub? 4.2 RQ2: How Do Developers Forge in GitHub Projects? 5 Discussion 6 Threats to Validity 7 Conclusion References Author Index
دانلود کتاب Human Interface and the Management of Information : Thematic Area, HIMI 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II