Human Interface and the Management of Information: Thematic Area, HIMI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, ... I (Lecture Notes in Computer Science, 14015)
معرفی کتاب «Human Interface and the Management of Information: Thematic Area, HIMI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, ... I (Lecture Notes in Computer Science, 14015)» نوشتهٔ Hirohiko Mori (editor), Yumi Asahi (editor)، منتشرشده توسط نشر Springer Nature Switzerland AG در سال 2023. 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 I Contents – Part II Information Design and User Experience Cooperation Mode of 2D and 3D Interfaces on Destination Planning Tasks in the Location-Based AR Application 1 Introduction 2 Related Work 2.1 LBAR for Building Information Representation 2.2 Information Display in AR 3 Method 3.1 Cooperation Mode 3.2 Experiment Setting 3.3 Participants 3.4 Procedure 4 Result 5 Discussion 5.1 Task Supportability 5.2 Cooperation of the Interface 5.3 Information Cognition 6 Design Strategy 6.1 Cooperation Mode 6.2 Design Advice 7 Limitation and Future Work 8 Conclusions References Generalized Cohen's Kappa: A Novel Inter-rater Reliability Metric for Non-mutually Exclusive Categories 1 Introduction 2 Related Work 2.1 Inter-rater Reliability 2.2 Cohen's Kappa 3 Methods 3.1 Definition of Agreement 3.2 Calculation of Generalized Cohen's Kappa 3.3 Execution Time and Experimental Setup 3.4 Dataset and Parameters 4 Results 4.1 Comparison of Chance Agreements 4.2 Comparison to Cohen's Kappa 4.3 Applying GCK to Extended Situations Through Simulation Experiments 5 Discussion 5.1 Establishing GCK as a Viable Alternative to Cohen's Kappa 5.2 A Metric for a Wide Range of Situations 5.3 Explaining Dissimilarities in Edge Values 5.4 A Detailed Understanding of Agreement 6 Conclusion and Future Work References Knowledge Graph-Based Machining Process Route Generation Method 1 Introduction 2 Knowledge Graph Construction in the Field of Machining Processes 3 Reuse Method of Machining Process Route Based on Machining Features 4 Results 5 Conclusion References .26em plus .1em minus .1emHow to Share a Color Impression Among Different Observers Using Simplicial Maps 1 Introduction 2 Definition of Perceptional Equivalence, Equivalent Set and Sharing Map 3 Review on Simplicial Manifolds and Simplicial Maps 4 How to Build a Sharing Map Between Alice and Bob 5 Compensation Models and Parameter Spaces 5.1 Gamma Correction in RGB Space 5.2 Gamma Correction in LUV Space 6 Experiments 6.1 Compensation in RGB Space 6.2 Compensation in LUV Space 7 Conclusions and Future Works References Task-Based Open Card Sorting: Towards a New Method to Produce Usable Information Architectures 1 Introduction 1.1 Card Sorting and Information Architecture 1.2 Open Card Sorting 1.3 Research Motivation 2 Task-Based Open Card Sorting 2.1 Procedure 2.2 TB-OCS Software Tool 2.3 Data Analysis 3 Card Sorting Study 3.1 Participants 3.2 Cards Selection 3.3 Instruments and Procedures 3.4 Data Analysis and Results for Open Card Sorting 3.5 Data Analysis and Results for Task-Based Open Card Sorting 4 User Testing Study 4.1 Participants 4.2 Prototypes 4.3 Instruments and Procedures 4.4 Data Analysis and Results 5 Discussion and Conclusion References Emotive Idea and Concept Generation 1 Introduction 2 Concept and Image Fusion 3 Sequence of Image and Concept Generation 4 Knowledge Manipulation 5 Conclusions References Survey on the Auditory Feelings of Strangeness While Listening to Music 1 Introduction 1.1 Back Ground 2 Related Research 2.1 Visual Feeling of Strangeness 2.2 Automatic Evaluation of Music 3 Experiment 3.1 Used Sound Sources 3.2 Subjects 3.3 Experimental Procedure 3.4 Performance and Feeling of Strangeness Listened to by the Subjects 3.5 Results of Experiment 4 Consideration 5 Conclusion References Text Reconstructing System of Editorial Text Based on Reader's Comprehension 1 Introduction 2 Logical Structure Expression 3 Support System for Understanding Logical Structure 4 Text Reconstruction Technique 4.1 Reconstructed Text 4.2 Reconstruction of Sentence Order 4.3 Reconstruction by Inserting Conjunctions 5 Logical-Structure Correction Support Technique 5.1 Logical-Structure Error-Candidate Identification Technique 5.2 Correction-Candidate Identification Technique 6 Prototype System 7 Evaluation Experiment 8 Conclusion References Interfaces for Learning and Connecting Around Recycling 1 Introduction 2 Related Work 3 Methodology 4 Reciclator Application 4.1 Requirements 4.2 Prototype 1 Design 4.3 Final Prototype Design 4.4 Functionalities 5 Usability Evaluation 5.1 Prototype 1 Design Evaluation 5.2 Final Evaluation 6 Discussion 7 Conclusions References Sound Logo to Increase TV Advertising Effectiveness Based on Audio-Visual Features 1 Introduction 2 Flow of This Study 3 Data Summary 4 Basic Analysis to Extract the Video Data for Advertising Effective Sound Logos 4.1 The Result of the Basic Analysis 5 Main Analysis to Clarify the Features of Sound Logos with Advertising Effectiveness 5.1 Correlation Analysis and Result 5.2 Correspondence Analysis and Result 5.3 Hierarchical Cluster Analysis and Result 6 Proposing of the Design Policy of Sound Logos 7 Discussion 8 Conclusion References Research on Visualization Method for Empathetic Design 1 Introduction 1.1 Background 1.2 Research Flow 2 Related Works 2.1 Visualization of Participatory Research 2.2 Supporting Visualization of Participatory Research 2.3 Cases of Visualization of Participatory Research Dealt with in this Research 3 Investigation of Visualization Methods for Party Research 3.1 Methods Found in Picture Book 3.2 Methods Found in Related Works and so on 3.3 Analysis of Trends Using a 4-Quadrant Matrix Diagram 4 Questionnaire and Interview Survey 4.1 Questionnaire Results 4.2 Interview Results 5 Discussion 6 Future Work References A Study on HCI of a Collaborated Nurture Game for Sleep Education with Child and Parent 1 Introduction 2 Consideration of Requirements for the Proposed System 2.1 System Design Policy 2.2 Policy System Design Policy 2.3 Sample On-Demand at Bedtime or upon Waking vs. Always On-Demand 2.4 Single Play vs. Cooperative Play 2.5 (Multi)endings vs. End Content 3 Design of the Proposed Game 3.1 Overview (Game Flow) 3.2 Data Management 4 Conclusion 4.1 Diversity of Parent-Child Pairings 4.2 Visualization of Sleep Data History 4.3 Interactive Response AI for Cat Characters References Analysis of Resilient Behavior for Interaction Design 1 Introduction 2 Related Works 3 Experiment 3.1 Overview 3.2 Participants 3.3 Experimental Hypothesis 3.4 Experimental Task 3.5 Procedure 3.6 Experimental Environment 3.7 Measurement 4 Results 4.1 Performance on the Experimental Task 4.2 Correlation Between NTS Scores and Task Performance 4.3 Gaze Data 5 Discussion 5.1 Relationship Between NTS and Resilience Potential 5.2 Analysis of Resilient Behavior Based on Gaze Data 5.3 Interaction Design Requirements to Motivate Resilient Behavior 6 Conclusion References How Information Influences the Way We Perceive Unfamiliar Objects – An Eye Movement Study 1 Introduction 2 Background and Related Work 2.1 Visual Information Processing 2.2 Visual Stimuli and Physiological Metrics 2.3 Eye Movement Metrics 2.4 Challenges of This Research 3 Method 3.1 Study Design 3.2 Participants and Procedure 3.3 Data Collection and Analysis 4 Results 4.1 Subjective Assessment Across Three Perceptions 4.2 Eye Movement and Interview Data 5 Discussion 5.1 Theoretical Contributions 5.2 Practical Implications 6 Conclusions, Limitations and Future Work 6.1 Conclusions 6.2 Limitations and Future Work References Data Visualization and Big Data The Nikkei Stock Average Prediction by SVM 1 Introduction 2 Method 2.1 Support Vector Machine (SVM) 2.2 Margin Maximization 2.3 Kernel Method 2.4 Kernel Tricks and SVM 3 Empirical Research 3.1 Usage Data 3.2 Analysis Procedure 4 Result 5 Discussion 5.1 SHAP 5.2 Shapley Value 5.3 Overview of Calculation of SHAP Value 5.4 Implementation Results of SHAP 6 Conclusion References What Causes Fertility Rate Difference Among Municipalities in Japan 1 Introduction 2 Methods 2.1 Data Source and Data Processing 2.2 Create an Indicator of Women Moving in and Moving Out 2.3 Analysis Procedure 3 Result 3.1 TOwG and TOwoG 3.2 FOwG and FOwoG 3.3 TG and FG Result 3.4 TG Coefficients 3.5 FG Coefficients 3.6 Successful Policies for Region Maintaining Population 4 Discussion 5 Conclusions References Explore Data Quality Challenges Based on Data Structure of Electronic Health Records 1 Introduction 2 Concepts of Electronic Health Records 2.1 Definition of EHR 2.2 Architecture of EHR 3 Use Case Diagram of EHR Systems 4 EHR Data Structure 4.1 Conceptual Data Model of EHR 4.2 Data Flow Diagram of EHR 4.3 Database Schema of EHR 5 Discussion 6 Conclusion References Feature Analysis of Game Software in Japan Using Topic Model and Structural Equation Modeling for Reviews and Livestreaming Chat 1 Introduction 2 Related Work 3 Analysis Process and Methods 3.1 Overview 3.2 Data Collection and Preprocessing 3.3 Topic Extraction 3.4 Sentiment Information Extraction 3.5 Create Path Model and Analysis by SEM 4 Analysis Results 5 Conclusion and Future Work References Inductive Model Using Abstract Meaning Representation for Text Classification via Graph Neural Networks 1 Introduction 2 Related Work 2.1 Abstract Meaning Representation 2.2 Deep Learning for Text Classification 2.3 GNN for Text Classification 3 Method 3.1 Building Graph 3.2 GGNN 3.3 Node Updating 3.4 Edge Updating and Edge-Level Attention 3.5 Readout Function 4 Experiment 4.1 Preprocessing for AMR Graph 4.2 Baseline 4.3 Implementation Details 4.4 Investigate Edge-Featured Graph 4.5 Vote Ratio for Final Prediction 4.6 Attention Visualization 5 Conclusion and Future Work References Enhancing Visual Encodings of Uncertainty Through Aesthetic Depictions in Line Graph Visualisations 1 Introduction 2 Related Work 3 Uncertainty Visualisation 3.1 Visual Encoding of Uncertainty 4 Aesthetics 4.1 The Aesthetic Visual Language 4.2 Aesthetics in Visualisation 5 Study 5.1 Introduction 5.2 Distribution 5.3 Participants 5.4 Method 6 Results 6.1 Phase 1 - Ranking the Lines from Most to Least Uncertain 6.2 Phase 2 - Applying the Design Principles 6.3 Phase 3- Reinforcing Participants' Decisions 7 Phase 4 - Reasons for Participants' Decisions 7.1 Reasons Why emphasis was Uncertain 8 Discussion 9 Conclusion 9.1 Future Work and Limitations References Satisfaction Analysis of Group/Individual Tutoring Schools and Video Tutoring Schools 1 Introduction 2 Data Summary 3 Analysis Method 4 Results 4.1 Text mining 4.2 Basic Tabulation 4.3 Multiple Regression Analysis 5 Consideration 6 Conclusion References Zebrafish Meets the Ising Model: Statistical Mechanics of Collective Fish Motion 1 Biological Collective Motion as a Physical Phenomenon 2 Automatic Tracking of Animal Movements: Individuals and Group 3 Statistical Mechanical Approach to Modelling the Group Motion 4 Inference of Pairwise Interactions from Behavioral Data 5 Discussions References Research on New Design Methods for Corporate Value Provision in a DX (Digital Transformation) Society 1 Introduction 1.1 Business Environment 1.2 Corporate Problem 1.3 Introduction of the Housing Industry 1.4 How a New Custom-Built Home Works 1.5 The Importance of Understanding Lifestyle Values 2 Purpose 3 Methods 4 Result 5 Discussion References Evaluating User Experience in Information Visualization Systems: UXIV an Evaluation Questionnaire 1 Introduction 2 Background and Related Work 2.1 UX Evaluation Approaches 2.2 UX Evaluation for Visualizations 2.3 Related Work 3 Developing UXIV: A Questionnaire for the UX Evaluation of Information Visualization Systems 3.1 Evaluating a Website with Information Visualizations 3.2 Thematic Analysis of UX Aspects Missed 3.3 Missing Themes in an Alternative UX Evaluation Questionnaire 3.4 New Module for Interaction with Data 3.5 The UXIV Statements Definition 4 UXIV Questionnaire 5 Discussion 6 Conclusion References Multimodal Interaction Study of HMI in Automotive ~ Car Design Proposal with Usage by the Elderly ~ 1 Introduction 1.1 Purpose of the Project 1.2 Social Background 1.3 Mobility Design for the Elderly 2 Purpose 2.1 Problem Hypothesis 2.2 Basic Research 2.3 Suburban Study 2.4 Accessibility Analysis for Design Method (Extraction of Design Requirements) 3 Method 3.1 Understanding the Current Boarding and Alighting Problems 3.2 Analysis of Differences in Ease of Boarding and Alighting Depending on Door Geometry 3.3 Analysis of Boarding and Alighting Trajectories from Photographs and Videos 3.4 Packaging and Styling Development Based on Door Shape 4 Results 4.1 Mobility Design for Grandmothers 4.2 Design verification in VR 4.3 Verification of Color Development to Emphasize the Shape Features 4.4 Verification and Results 4.5 Conclusion References Pilot Study on Interaction with Wide Area Motion Imagery Comparing Gaze Input and Mouse Input 1 Introduction 1.1 Automated Image Exploitation 1.2 Gaze Input for Interaction with Motion Imagery 1.3 Interaction with Wide Area Motion Imagery and Multi-Object Tracking 2 Method 2.1 Experimental Tasks 2.2 Procedure 3 Results 4 Conclusion References Development of a Speech-Driven Communication Support System Using a Smartwatch with Vibratory Nodding Responses 1 Introduction 2 Vibration Presentation System 2.1 Vibration Patterns of the Device 2.2 System Prototype with Interaction Model for Auto-Generated Entrained Vibration 2.3 Listener’s Interaction Model 2.4 Nodding Response Presentation by Vibration 3 Evaluation Experiment in Dairy Use 3.1 Experimental Setup 3.2 Experimental Results 4 Conclusion References Coordinated Motor Display System of ARM-COMS for Evoking Emotional Projection in Remote Communication 1 Introduction 2 Research Background 3 System Configuration and Basic Function 3.1 Basic Concept and Control Mechanism for ARM-COMS Prototype System 3.2 Algorithm of Voice Signal-Based Control System 4 Experimental Evaluation with ARM-COMS 5 Results and Discussions 5.1 Effect of Physical Interaction with Remote Subject Though ARM-COMS 5.2 Camera Shake Problem 5.3 Evoking Emotional Projection in Remote Communication 6 Concluding Remarks References Fundamental Considerations on Representation Learning for Multimodal Processing 1 Introduction 2 Convolutional Neural Networks (CNN) 3 Representation Learning 4 Conclusions References A Fundamental Study on Discrimination of Dominant Hand Based on Motion Analysis of Hand Movements by Image Analysis Using Deep Learning 1 Introduction 2 Method 2.1 Finger Tapping Recoding 2.2 Finger Motion Analysis 3 Results 4 Discussion 5 Conclusion References Glasses Encourage Your Choices: A System that Supports Indecisive Choosers by Eye-Tracking 1 Introduction 2 Related Work 3 Proposed System 3.1 Method 3.2 Implementation 4 Experiment 1 4.1 Experimental Design 4.2 Results 4.3 Discussion 5 Experiment 2 5.1 Experimental Design 5.2 Results 5.3 Discussion 6 Conclusion References Physiological Measures in VR Experiments: Some Aspects of Plethysmogram and Heart Rate 1 Introduction 2 Physiological Base 2.1 Photelectric Plethysmogram 2.2 Heart Rate Deceleration and Pattern 2 Response 3 Method 3.1 Participants 3.2 Procedure 3.3 Mental Task 3.4 Analysis 4 Results and Discussion 4.1 Plethysmogram 4.2 Heart Rate 5 Conclusion References Effects of Visual and Personality Impressions on the Voices Matched to Animated Characters 1 Introduction 2 Methods 2.1 Human Characters 2.2 Animal Characters 3 Results and Discussions 3.1 Human Characters 3.2 Animal Characters 4 Conclusions References Effects of Gaze on Human Behavior Prediction of Virtual Character for Intention Inference Design 1 Introduction 2 Design of CG Character and Motion 2.1 CG Character 2.2 Motion Design 3 Experiment 3.1 Experiment Procedures 3.2 Gaze Data Analysis Method 4 Result 4.1 Correct Rate and the Average Response Time 4.2 Gaze Fixation Ratio 4.3 Cues Used by Participants in the Experiment 5 Discussion 6 Conclusion References Interacting with AI and Intelligent Systems Development of a Light-Emitting Sword Tip Accompanying Thrusts and a Device for Judging Valid Thrusts by Light Spectrum Detection Without an Electric Judge in the Foil Event of Fencing Competitions 1 Introduction 2 Equipment Configuration and Operation 2.1 Configuration and Operation of the Valid Thrust Judging Device 2.2 Sword-Tip Peripheral Image Acquisition Unit 3 Valid Thrust Judging Algorithm 3.1 Analysis Results for the Study of the Algorithm to Determine the Valid Thrust 3.2 Pre-processing and Determination Process for Judging Valid Thrust 4 Conclusion References A Study on Human-Computer Interaction with Text-to/from-Image Game AIs for Diversity Education 1 Introduction 2 Education-Oriented Text-to/from-Image Game AIs 3 Experiment 3.1 A Given Image (a) 3.2 A Given Image (b) 3.3 A Given Image (c) 3.4 A Given Image (d) 3.5 A Given Image (e) 3.6 A Given Image (f) 4 Conclusion and Future Work References A Generative Vase Design System Based on Users’ Visual Emotional Vocabulary 1 Introduction 2 Related Works 3 The Structure and Process of Research 3.1 Building Vase Samples 3.2 The Kansei Vocabulary Experiment 3.3 Image Vocabulary Analysis and Regression Analysis 4 Conclusion and Suggestions References The Impact of AI Text-to-Image Generator on Product Styling Design 1 Introduction 1.1 Motivation 2 Literature Review 2.1 The Influence of Visual Stimuli on Idea Generation 2.2 AI Text-to-Image Generation 2.3 AI Text-to-Image Generator 3 The Experiment 3.1 Participants 3.2 Experimental Process 3.3 Task Reference 4 Results 5 Discussion 5.1 Produce Texts 5.2 Search for Visual Stimuli Online 5.3 Differences Between Visual Stimuli 5.4 Analysis of Sketches 6 Conclusion References Generating Various 3D Motions by Emergent Imitation Learning 1 Introduction 2 Proposed Method 2.1 Emergent Imitation Learning Algorithm 2.2 Existing Implementation 2.3 Implementations 3 Experiments 3.1 Overview 3.2 Experimental Settings 3.3 Experiment 1 3.4 Experiment 2 3.5 Discussion 4 Conclusion References Personalized Sleep Stage Estimation Based on Time Series Probability of Estimation for Each Label with Wearable 3-Axis Accelerometer 1 Introduction 2 Related Work 3 Random Forests 4 Correction of Estimation Results Based on the Time Series Probability of Estimation for Each Label 4.1 Sensor 4.2 Input Data 4.3 Calculation of Time Series Probability and Correction Flags 4.4 The Method of Sleep Stages Correction 5 Experiments 5.1 Setup 5.2 Results 6 Discussions 7 Conclusion References Controllable Features to Create Highly Evaluated Manga 1 Introduction 2 Methods 2.1 Structure of Manga 2.2 Character Betweeness Centrality (CBC) 2.3 Utterance Related Features 2.4 Analyzed Manga Titles 3 Results and Discussions 3.1 Character Betweeness Centrality 4 Conclusions References A Study on Trust Building in AI Systems Through User Commitment 1 Introduction 1.1 Problem Definition 1.2 Proposed Approach 1.3 Related Work 2 Model Development Based on Quality-in-Use Components 2.1 Trust Development for AI System 2.2 Quality-in-Use Model 2.3 Connection of Quality-in-Use Components with Intention to Use 3 Verification of Quality-Intention Relationship 3.1 Influence of Quality-in-Use Components on Intention to Use 3.2 Verification Using Questionnaire 3.3 Questionnaire Results and Analysis 4 Discussion 4.1 Implication of Standardized Regression Analysis 4.2 Validity of Quality-Intention Relationship Model 4.3 Importance of User Commitment for Quality-in-Use Evaluation 5 Conclusion References Chatbot to Facilitate Opinion Formation in Web Search 1 Introduction 2 Related Works 2.1 Search as Learning 2.2 User Support by Questioning 2.3 Collaborative Search 3 Proposed System 3.1 Questioning Interaction 4 User Study 4.1 Task 4.2 Experimental System 4.3 Experimental Procedure 5 Results 6 Conclusion References A State-of-Art Review on Intelligent Systems for Drawing Assisting 1 Introduction 2 Related Work 2.1 The Evolution of Machine-Assisted Drawing 2.2 Review Studies of Human-AI Collaborative Systems in Drawing 3 Methodology 3.1 Sampling 3.2 Analysis 4 Results and Synthesis 4.1 Content 4.2 User Group 4.3 Interactive Mode and Device 4.4 Interactive Mode and User Study 4.5 Input and Output 4.6 Algorithm and Content 5 Discussion 5.1 Development Status and Reasons 5.2 Limitations 5.3 Future Trends and Suggestions 6 Conclusion References Discussion Support Framework Enabling Advice Presentation that Captures Online Discussion Situation 1 Introduction 2 Discussion Support Framework Design Requirements 3 Document Semantics 3.1 Research Content Semantics 3.2 Intention Semantics for Logical Document Structure 4 Specification of Discussion Situation Detection Rules and Advice Presentation Rules 4.1 Hierarchical Interpretation Model of Interaction 4.2 Discussion Situation Detection Rule 4.3 Advice Presentation Rule 5 Multimodal Information-Processing Mechanism 5.1 Configuration of Multimodal Information-Processing Mechanism 5.2 Interaction Element Detection Function (Fig. 1(a)) 5.3 Structural Interpretation Function of Discussion Situation (Fig. 1(B)) 5.4 Advice Presentation Function (Fig. 1(C)) 6 Discussion Support Framework 6.1 Rule Setting Support System 6.2 Implementation Example of Discussion Support System Based on Discussion Support Framework 7 Discussion 7.1 Multimodal Information Processing Mechanisms 7.2 Discussion Support Systems Based on Multimodal Interaction Information 8 Conclusion References Triple Supportive Information for Matrix Factorization with Image, Text, and Social Networks 1 Introduction 2 Related Work 2.1 Recommender Systems that Use Images 2.2 Recommender Systems that Use Texts Text 2.3 Recommender Systems that Use Social Networks 3 Method of TSIMF 3.1 PMF 3.2 Overview of TSIMF 3.3 Mathematical Model of TSIMF 4 Experiment 4.1 Experimental Settings 4.2 Experiment Result 5 Conclusion References An Analysis of Factors Associated with Self-confidence in the Japanese 1 Introduction 2 Method 2.1 Dataset 2.2 Creating Machine Learning Models 2.3 Calculation of Variable Importance 3 Result 3.1 Result from the Learning Model Performance 3.2 Result of Variable Importance 3.3 Variables that Appeared in the Top 20 4 Discussion 5 Conclusion References Detecting Signs of Depression for Using Chatbots – Extraction of the First Person from Japanese 1 Background 1.1 Preface 1.2 Research Background 2 Related Research 2.1 About Depression 2.2 Chatbot 2.3 Woebot 3 Research Objective 4 Proposed System and Courses 4.1 Overall System Design 4.2 Create Database 4.3 System Configurations 5 Extraction Method 5.1 Extracting Predictors of Depression. 5.2 Detecting Signs of Depression 6 Evaluation Experiment 6.1 Purpose of Experiment 6.2 Experiment Participants 6.3 Experimental Methods 6.4 Results of Experiments 7 Conclusion 8 Future Tasks 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, ... I (Lecture Notes in Computer Science, 14015)