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دانلود کتاب Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity: 10th International Conference, DAPI 2022 Held as Part of the 24th HCI International Conference, HCII 2022 Virtual Event, June 26 – July 1, 2022 Proceedings, Part II

دانلود کتاب تعاملات توزیع شده، محیطی و فراگیر. زندگی هوشمند، یادگیری، رفاه و سلامت، هنر و خلاقیت: دهمین کنفرانس بین المللی، DAPI 2022 به عنوان بخشی از بیست و چهارمین کنفرانس بین المللی HCI، رویداد مجازی HCII 2022، 26 ژوئن - 1 ژوئیه 2022 مجموعه مقالات، قسمت دوم برگزار شد.

Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity: 10th International Conference, DAPI 2022 Held as Part of the 24th HCI International Conference, HCII 2022 Virtual Event, June 26 – July 1, 2022 Proceedings, Part II

مشخصات کتاب

Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity: 10th International Conference, DAPI 2022 Held as Part of the 24th HCI International Conference, HCII 2022 Virtual Event, June 26 – July 1, 2022 Proceedings, Part II

ویرایش:  
نویسندگان: ,   
سری: Lecture Notes in Computer Science, 13326 
ISBN (شابک) : 303105430X, 9783031054303 
ناشر: Springer 
سال نشر: 2022 
تعداد صفحات: 441
[442] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 58 Mb 

قیمت کتاب (تومان) : 47,000



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در صورت تبدیل فایل کتاب Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity: 10th International Conference, DAPI 2022 Held as Part of the 24th HCI International Conference, HCII 2022 Virtual Event, June 26 – July 1, 2022 Proceedings, Part II به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب تعاملات توزیع شده، محیطی و فراگیر. زندگی هوشمند، یادگیری، رفاه و سلامت، هنر و خلاقیت: دهمین کنفرانس بین المللی، DAPI 2022 به عنوان بخشی از بیست و چهارمین کنفرانس بین المللی HCI، رویداد مجازی HCII 2022، 26 ژوئن - 1 ژوئیه 2022 مجموعه مقالات، قسمت دوم برگزار شد. نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب تعاملات توزیع شده، محیطی و فراگیر. زندگی هوشمند، یادگیری، رفاه و سلامت، هنر و خلاقیت: دهمین کنفرانس بین المللی، DAPI 2022 به عنوان بخشی از بیست و چهارمین کنفرانس بین المللی HCI، رویداد مجازی HCII 2022، 26 ژوئن - 1 ژوئیه 2022 مجموعه مقالات، قسمت دوم برگزار شد.



مجموعه دو جلدی، LNCS 13325 و 13326، مجموعه مقالات کنفرانسی است که مجموعه مقالات داوری دهمین کنفرانس بین المللی تعاملات توزیع شده، محیطی و فراگیر، DAPI 2022، که به عنوان بخشی از بیست و چهارمین کنفرانس بین المللی برگزار شد، تشکیل می شود. HCI International 2022، که در طول ژوئن تا ژوئیه 2022 برگزار شد. این کنفرانس به دلیل همه گیری کووید-19 به صورت مجازی برگزار شد.

58 مقاله DAPI 2022 به صورت موضوعی سازماندهی شده است. بخش‌های نام‌گذاری شده برای هر جلد:

بخش اول: تجربه کاربر و طراحی تعامل برای اکوسیستم‌های هوشمند. شهرهای هوشمند، جزایر هوشمند، و زندگی هوشمند شهری؛ مصنوعات هوشمند در محیط های هوشمند؛ و فرصت‌ها و چالش‌ها برای محیط‌های هوشمند آینده نزدیک

بخش دوم: زندگی هوشمند در اکوسیستم‌های فراگیر IoT. آموزش و یادگیری توزیع شده، محیطی و فراگیر؛ رفاه و مراقبت های بهداشتی توزیع شده، محیطی و فراگیر؛ و خلاقیت و هنر هوشمند.


توضیحاتی درمورد کتاب به خارجی

The two-volume set, LNCS 13325 and 13326, are conference proceedings that constitutes the refereed proceedings of the 10th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2022, held as part of the 24th International Conference, HCI International 2022, which took place during June-July 2022. The conference was held virtually due to the COVID-19 pandemic.

The 58 papers of DAPI 2022 are organized in topical sections named for each volume:

Part I: User Experience and Interaction Design for Smart Ecosystems; Smart Cities, Smart Islands, and Intelligent Urban Living; Smart Artifacts in Smart Environments; and Opportunities and Challenges for the Near Future Smart Environments

Part II: Smart Living in Pervasive IoT Ecosystems; Distributed, Ambient, and Pervasive Education and Learning; Distributed, Ambient, and Pervasive Well-being and Healthcare; and Smart Creativity and Art.



فهرست مطالب

Foreword
HCI International 2022 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
10th International Conference on Distributed, Ambient and Pervasive Interactions (DAPI 2022)
HCI International 2023
Contents – Part II
Contents – Part I
Smart Living in Pervasive IoT Ecosystems
Augmented Reality Supported Real-Time Data Processing Using Internet of Things Sensor Technology
	1 Introduction
	2 Hardware
		2.1 Microcontroller Systems
		2.2 Board Layout
	3 Software
		3.1 Measurement Behavior
		3.2 EEPROM-Memory
		3.3 API
		3.4 Web Server
	4 AR Application
		4.1 REST API Implementation
		4.2 3D Models
		4.3 User Interface
	5 Outlook and Conclusion
	References
ForeSight – User-Centered and Personalized Privacy and Security Approach for Smart Living
	1 Introduction
	2 Challenges
		2.1 Platform and Access-Management
		2.2 Privacy, Security and Scalability
	3 Approach
		3.1 Privacy and Security
		3.2 Platform Architecture
		3.3 Scalability
		3.4 Smart Kitchen Use Case
		3.5 Implementation
	4 Methods
	5 Results
	6 Discussion
	7 Conclusion
	References
Improving Information Acquisition in City Tours via Simplified Virtual Scenes with Location-Based POIs
	1 Introduction
	2 Related Work
		2.1 Virtual City Environment and Mirrored Worlds
		2.2 Multiple Purposes for Virtual City Environment Applications
		2.3 Spatial Learning in Virtual City Environment
	3 System Overview
		3.1 Distribution of Simplified Virtual City Environment
		3.2 Location-Based POI Guidance
		3.3 Virtual Representation of Reality
		3.4 Interactive Capabilities
	4 User Study
		4.1 Study 1: Comparing the Virtual City Environment
		4.2 Study 2: Comparing Navigation Approaches
		4.3 Study 3: User Experience of a Simplified Virtual City Environment System
	5 General Discussion
	6 Conclusion
	References
Mapless Indoor Navigation Based on Landmarks
	1 Introduction
	2 Related Work
		2.1 Indoor Navigation
		2.2 Landmark Based Navigation
	3 Materials and Methods
		3.1 Architecture
		3.2 Data Preprocessing
		3.3 PDR
		3.4 Landmark Identification
	4 Performance Evaluation
		4.1 Data Collection
		4.2 Hyperparameter Settings
		4.3 Results and Discussion
	5 Conclusion and Future Work
	References
WiHead: WiFi-Based Head-Pose Estimation
	1 Introduction
	2 Related Work
		2.1 Camera-Based Head-Pose Estimation
		2.2 RGBD-Based Head-Pose Estimation
		2.3 CSI-Based Activity Recognition
	3 Proposed Approach
		3.1 CSI Data
		3.2 Data Annotation
		3.3 Noise Reduction
		3.4 Dimension Reduction
		3.5 CSI Image Generation
	4 Experiment
		4.1 Experiment Setup
		4.2 Data Collection
		4.3 Neural Network
		4.4 Training
	5 Discussion
		5.1 Comparison of Different Sensors
		5.2 Comparison of the Variance of Each Antenna Pair
		5.3 Effect of Sliding Window Size
		5.4 Comparison of PCA and Subcarrier Selection
		5.5 K-fold
	6 Conclusion
	References
Participatory Sensing Platform Concept for Wildlife Animals in the Himalaya Region, Nepal
	1 Introduction
	2 Methods
		2.1 Visual Survey
		2.2 Acoustic Survey
		2.3 Satellite Imaging Survey
		2.4 Human Survey
	3 Results
		3.1 Examples of Some HCBI Related Projects in Japan
		3.2 Examples of Some ICT-Based Conservation Efforts in Nepal
	4 Discussion
	References
Research on the Application of Blockchain Technology in the Cross-border E-Commerce Supply Chain Domain
	1 Introduction
	2 Essence and Characteristics of Blockchain Technology
	3 Overview of Cross-border E-Commerce Supply Chain Development
	4 Blockchain-Based Cross-border E-Commerce Supply Chains
	5 Recommendation
		5.1 Promote the Research and Application of Blockchain Technology Actively
		5.2 Accelerate Talent Training of Blockchain Technology
		5.3 Establish a Legal System for the Blockchain Technology Application
		5.4 Develop an Ecosystem of ‘Blockchain + Cross-border E-Commerce’
	6 Conclusions
	References
Investigation of Enterprise WeChat Development Modes Based on a SWOT-PEST Model
	1 Introduction
	2 SWOT-PEST Model
	3 SWOT-PEST Model Analysis of Enterprise WeChat
	4 Development Modes of Enterprise WeChat
	5 Recommendations
	6 Conclusions
	References
Distributed, Ambient, and Pervasive Education and Learning
TSSP: A Toolkit to Broaden the Possibilities Transmedia Content Creation
	1 Introduction
	2 Purpose
	3 TSSP
	4 Characteristics of TSSP
	5 Testing Model
	6 Discussion
		6.1 Broaden the Scope of Cross-professional Cooperation
		6.2 Possibility of the Modular Toolkit
		6.3 Possibility of the Creation Trend in the Future
	References
Designing a Distributed Cooperative Data Substrate for Learners without Internet Access
	1 Introduction
		1.1 Technology-Enhanced Learning in Tanzania
		1.2 Data Substrate for Learners, or the Lack Thereof
	2 Related Works
		2.1 Mobile-Phone Sensing
		2.2 Intermittent Networking
		2.3 Decentralized Data Sharing Infrastructure
	3 Mobility-Based Data Sharing
		3.1 Mobile Tools
		3.2 Embedded Micro-servers
		3.3 Mobility-Based Data Sharing Mechanism
		3.4 Spatial Analytics
	4 A Distributed Cooperative Data Substrate
	5 Discussion and Conclusion
	References
Ways of Experiencing Technology in a Smart Learning Environment
	1 Introduction
	2 Summary of Research
		2.1 Methodology
		2.2 Sampling
		2.3 Analysis
	3 The System Elements of a Smart Learning Journey
		3.1 Place
		3.2 Knowledge
		3.3 Collaboration
		3.4 Technology
	4 The Technology System Element ‘Outcome Space’
		4.1 Category: Easy
		4.2 Category: Helper
		4.3 Category: Novel
		4.4 Category: Problematic
	5 Interpreting Technically Mediated Interactions
	6 Technology in a Post Digital World
	7 Conclusions
	References
Digitizing Intangible Cultural Heritage in China: A Pedagogical Model for Innovation and Entrepreneurship Among New Media Art Students
	1 Defining Intangible Cultural Heritage
	2 Digitizing Intangible Cultural Heritage
		2.1 Digital Communication Mode
		2.2 Digital Communication Display
		2.3 Digital Communication Media
		2.4 Limitations of Digitization of Intangible Cultural Heritage
	3 Innovation and Entrepreneurship Education for College Students in China
	4 Current Focus of Research on Entrepreneurship Education for College Students
		4.1 School-Enterprise Cooperation
		4.2 Education Models
		4.3 Key Components of Entrepreneurship Education
		4.4 Dialectical Approach to Innovation and Entrepreneurship
	5 The 4321 Pedagogical Model as the Proposed Model
		5.1 Re-conceptualize Educational Goals
		5.2 Align Teaching Content with Educational Objectives
		5.3 Innovate Teaching Methods to Support Educational Objectives
		5.4 Implement Graded Assessment
	References
Interactive Design of Assistant Education Software Application for Autistic Children
	1 Introduction: Current Situation and Demand of the Development of Autistic Children Education
		1.1 Development Situation of the Assistant Education of Autistic Children
		1.2 Development of Application Software About the Education of Autistic Children
	2 Preliminary Design and Planning of Assistant Education Software Application for Autistic Children
		2.1 Preliminary Software Design Task: Determining Design Objectives and Tasks
		2.2 Planning of the Design Structure of Software
	3 Design of Assistant Education Application for Autistic Children—Take the Design of “A Sunny Day” as an Example
		3.1 Software System Structural Design and Function Module Design
		3.2 Visual Design and Interactive Design
		3.3 Software Test and Return Visit
	4 Conclusions
	References
A Virtual Reality Scaffolding Prototype for College Students Self-directed Learning in STEAM
	1 Introduction
	2 Background
		2.1 Related Work
		2.2 Foundations for VR Scaffolding
		2.3 SDL Elements for Immerse Technology College Student
	3 From Program Syllabus to Students Skills Models
		3.1 Higher Education in STEAM
		3.2 From STEAM Program Syllabub to Students Skills Models
	4 VR Scaffolding Prototype Development
		4.1 Five Steps of Scaffolding
		4.2 Tools and Implementation
	5 Discussion
	6 Conclusion and Future Directions
	References
MusicCollage: A Music Composition Tool for Children Based on Synesthesia and a Genetic Algorithm
	1 Introduction
	2 Related Work
		2.1 Children's Music Education and Creation
		2.2 Synesthesia of Sound and Image
		2.3 AI Music Creation
	3 MusicCollage
		3.1 User Flow
		3.2 System Design
		3.3 Synesthesia in Design
	4 Evaluation
		4.1 Participants
		4.2 Procedure
		4.3 Measurements
	5 Result
		5.1 Quantitative Analysis
		5.2 Qualitative Analysis
	6 Limitations and Future Work
	7 Conclusion
	References
A System Design of Virtual Reality Enabled Chinese Ancient Books for Enhancing Reading Promotion and Culture Dissemination
	1 Introduction
		1.1 VR CABs
		1.2 Research Aims and Questions
	2 VR Cultural Tourism Projects
		2.1 VR Enabled Cultural Tourism Resources Integration
		2.2 VR Enabled Cultural Tourism Research and Applications
	3 VR Enabled CABs Design
		3.1 VR CABs Design and Development Processes
		3.2 Text Illustration of VR CABs
		3.3 Case Study Analysis
		3.4 Collection and Utilization of Illustration Resource
		3.5 VR CAB Prototype
	4 Conclusions
	References
Distributed, Ambient, and Pervasive Well-Being and Healthcare
Digital Wellbeing and “Meaningless” Interactions with Mobile Devices
	1 Introduction
		1.1 Defining the Meaningless
		1.2 Studying the Meaningless
		1.3 Contribution
	2 Related Work
		2.1 Part 1: DWB and Industry
		2.2 Part 2: DWB and Academia
		2.3 Part 3: Designing for the Positive
		2.4 Part 4: Synthesizing Conceptualizations of DWB
		2.5 Closing: DWB and the Meaningless
	3 Methods
		3.1 Quantitative Analysis of ESM Data
		3.2 Interpretative Analysis of Interview and Diary Data
	4 Discussion
	5 Conclusion
	References
PERACTIV: Personalized Activity Monitoring - Ask My Hands
	1 Introduction
	2 Related Work
		2.1 Human Activity Understanding
	3 Wrist-Camera Technology
		3.1 Design
		3.2 Experiments
		3.3 Applications
	4 Pill Taking Activity
	5 Conclusion
	References
An Exercise-Promoting System for Exercising While Doing Desk Work
	1 Introduction
	2 Related Work
		2.1 Exercise Promotion System
		2.2 Dual-Task Encouragement
		2.3 Physical Training Recognition
		2.4 Chair-Based Activity Recognition
	3 Prototype System Implementation
		3.1 Overview
		3.2 Hardware Set-up of Sensor-Augmented Chair
		3.3 Sitting Posture Analysis
		3.4 Presented Information
	4 Basic Performance Evaluation
		4.1 Method
		4.2 Result
	5 User Evaluation
		5.1 Method
		5.2 Result
	6 Discussion
		6.1 Contents of Presentation
		6.2 Timing of Notification
		6.3 Trust in Suggestion
	7 Conclusion
	References
Persuasive Design for Healthy Eating: A Scoping Review
	1 Introduction
	2 Methods
		2.1 Search and Selection
		2.2 Paper Coding
	3 Results
		3.1 Research Specifications
		3.2 Methodologies
		3.3 Design Rationale
	4 Discussion and Conclusions
	References
Towards Social Companions in Augmented Reality: Vision and Challenges
	1 Ever-present Augmented Reality and Social Companions
	2 Virtual Characters: Embodiment, Cognition, and Emotion
		2.1 Virtual Humans: Cognition and Emotion
		2.2 A Social Companion in (Mirror-based) Augmented Reality
	3 Virtual Characters in Augmented Reality
		3.1 The Development of Task-Oriented Virtual Humans in Augmented Reality
		3.2 Virtual Humans and Animals in Augmented Reality: A Survey
		3.3 Augmenting Virtual Humans
		3.4 Multisensorial Awareness for Social Companions in Augmented Reality
	4 Conclusions
	References
The Context-Aware Reasoning Health Emergency (CARE) Notification System
	1 Introduction
	2 State-of-the-Art
	3 Methodology
	4 The CARE Notification System
		4.1 CARE User Interface
		4.2 Usability Evaluation
	5 Discussion
	6 Conclusions
	References
Enhancing Self-protection: What Influences Human's Epidemic Prevention Behavior during the COVID-19 Pandemic
	1 Introduction
	2 Related Works
		2.1 Smartphone Application Against the COVID-19 Pandemic
		2.2 Persuasive Technology
	3 Research Questions
		3.1 Self-protection Behavior
		3.2 Daily Activities
		3.3 Control-Experiment
		3.4 Definition
	4 Data Analysis
		4.1 Holistic Analysis
		4.2 Factors Affecting Self-protective Behavior
		4.3 Impact of Workload on Mission Completeness
		4.4 Influence of Incentive Mechanism
	5 Discussion
	6 Limitations and Future Work
	7 Conclusion
	References
Smart Creativity and Art
Design or Art? Technological Interactivity and Connectivity in Designed Objects in a Speculative Design Approach
	1 Introduction
		1.1 The Rise of Speculative Design in China
		1.2 The Impact of Epidemic and Possibility of Solutions on Technology
		1.3 The Redefine of the Relationship Between Designers and Technology
	2 Literature Review
		2.1 Speculative Design
		2.2 Design vs Technology
		2.3 Design or Art? A Clichéd Question
	3 Case Study
		3.1 Technological Dreams Series: Robots, 2007
		3.2 Black Mirror
		3.3 The Quantum Parallelograph 2011
	4 Discussion and Conclusions
		4.1 New Designers
		4.2 Two Paths in Speculative Design
		4.3 Design as well as Art
	References
Study on 3D Print Style in Iris van Herpen Fashion Show Based on Gestalt Theory
	1 Introduction
	2 Theoretical Background
		2.1 Background of the Gestalt Theory
		2.2 Organizational Principles of the Gestalt Theory
	3 Application of Gestalt Theory in Iris van Herpen’s 3D Printed Fashion Show
		3.1 3D Printing and Principle, Type and Characteristics
		3.2 Analysis of Iris van Herpen 3D Printing Modeling Method Based on Gestalt Theory
	4 Conclusion
	References
Case Studies to Enhance Collectively Sharing Human Hearing: Ambient Sounds Memory and Mindful Speaker
	1 Introduction
	2 CollectiveEars Digital Platform
	3 Ambient Sounds Memory
	4 Mindful Speaker
	5 Exploring Their Opportunities with Annotated Portfolio
		5.1 Structured Annotation Method for Documenting Annotated Portfolios
		5.2 The Design Process of Ambient Sounds Memory
		5.3 The Design Process of Mindful Speaker
	6 Related Work
	7 Conclusion
	References
InterestPainter: A Painting Support Tool to Promote Children's Interest in Painting
	1 Introduction
	2 Literature Review
		2.1 Interest
		2.2 Painting Support System for Children
	3 Interest-Centered Design Framework
		3.1 Design Principles
		3.2 Formative Research
		3.3 Design Strategies
	4 Design for InterestPainter
		4.1 System Design
		4.2 System Development
	5 Evaluation
		5.1 Participants
		5.2 Procedure
		5.3 Data Collection and Analysis
	6 Results
		6.1 Personal Relevance
		6.2 Focused Attention
		6.3 Opportunities for Continued Engagement
		6.4 Children’s Painting Pattern
	7 Discussion
		7.1 Promote Children’s Interest in Painting
		7.2 Promoting Creative Activity
		7.3 Limitation
	8 Conclusion
	References
On the Experience Design of Interactive Installations in Public Space
	1 Development of Public Art at Home and Abroad
		1.1 Development of Public Art Abroad
		1.2 Development of Public Art in China
	2 Interactive Installations Design in Public Art
	3 Case Analysis of Night Tour in Yuanmingyuan
		3.1 Preliminary Research
		3.2 Project Planning
		3.3 “Seed” Interactive Installation Design
		3.4 “Net” Interactive Installation Design
	4 Conclusion
	References
Author Index




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