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دانلود کتاب HCI International 2022 - Late Breaking Papers. Design, User Experience and Interaction (Lecture Notes in Computer Science)

دانلود کتاب HCI International 2022 - مقالات دیررس. طراحی ، تجربه کاربر و تعامل (یادداشت های سخنرانی در علوم کامپیوتر)

HCI International 2022 - Late Breaking Papers. Design, User Experience and Interaction (Lecture Notes in Computer Science)

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HCI International 2022 - Late Breaking Papers. Design, User Experience and Interaction (Lecture Notes in Computer Science)

ویرایش: [1st ed. 2022] 
نویسندگان: , , , , , , , ,   
سری:  
ISBN (شابک) : 3031176146, 9783031176142 
ناشر: Springer 
سال نشر: 2022 
تعداد صفحات: 672
[662] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 52 Mb 

قیمت کتاب (تومان) : 73,000



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فهرست مطالب

Foreword
HCI International 2022 Thematic Areas and Affiliated Conferences
Conference Proceedings – Full List of Volumes
24th International Conference on Human-Computer Interaction (HCII 2022)
HCI International 2023
Contents
Interaction Design Methods and Tools
Knowledge Creation in Co-design Activities - Business-Driven Collaboration in the Development of a Digital Communication Tool
	1 Introduction
	2 Background
	3 Related Work
	4 Theoretical Framework
		4.1 Reflective Thinking
	5 Methodology
		5.1 Transcribing and Analysing the Generated Data
	6 Analysis
		6.1 Genuine Collaborative Engagement
		6.2 Challenges in Trying New Things
		6.3 Knowledge Creation Premises
	7 Conclusive Discussion
	References
Holistic Multimodal Interaction and Design
	1 Introduction
	2 Related Work
		2.1 Holism and Whole-Part Theories
		2.2 Main HCI Frameworks
	3 Research Approach
		3.1 A Framework for Designing Holistic Multimodal Interaction
		3.2 Using Storyboards
	4 Main Study
		4.1 Participants
		4.2 Materials and Instruments
		4.3 Recruitment and Procedures
		4.4 Statistical Analysis
	5 Results
		5.1 Quantitative Results
		5.2 Qualitative Results
	6 Discussion and Redesign
	7 Conclusion
	References
Promote the Sustainable Development of Design Education Management in Private Universities by Evaluating Work
	1 Introduction
	2 Literature Review
		2.1 Promote Construction by Evaluation
		2.2 Sustainable Development of Education
	3 Teaching Evaluation to Promote the Construction of Design Education Management
		3.1 Importance of Teaching Evaluation
		3.2 Critical Role in Teaching Evaluation
		3.3 Optimize the Evaluation Index System
	4 University Sustainability
		4.1 Improve the Characteristics of Running a School is the Foundation of Sustainable Development
		4.2 Improve the Conditions of Running Schools and Strengthen the Basic Construction of Teaching
		4.3 Strengthen Teaching Management and Improve Teaching Quality
	5 Conclusion
	References
A Comparative Study of Prototyping Methods for HCI Design Using Cognitive Load-Based Measures
	1 Introduction
	2 Related Research
		2.1 Prototyping Methods in Design Process
		2.2 Cognitive Load Types and Measuring Methods
	3 Experiment Methodology
		3.1 Participants
		3.2 Prototype Design
		3.3 Task Design
		3.4 Experiment Procedure
		3.5 EEG Data Analysis Method
	4 Results and Discussion
		4.1 Task Performance-Based CL Measurement
		4.2 Self-reported CL Measurement
		4.3 Physiological CL Measurement
	5 Conclusion
	References
Cognitive Mechanisms and Optimization Strategies in Interactive Evolutionary Design Based on Cognitive Load Theory
	1 Introduction
	2 Related Work
		2.1 Interactive Evolutionary Design
		2.2 Cognitive Load Theory
	3 Cognitive Mechanisms and Optimization Strategies
		3.1 Information Entities and Specific Tasks in the IED
		3.2 Types and Causes of Cognitive Load in the IED
		3.3 Improvement Strategies Based on Cognitive Load Effects
	4 Experiments and Discussions
		4.1 Algorithm Selection
		4.2 Chromosome Encoding
		4.3 Parameter Setting and Terminal Condition
		4.4 System Interface
		4.5 Experimental Design
		4.6 Evaluation Indicator
		4.7 Analysis and Discussion
	5 Conclusions
	References
Development History and Concept Analysis of Tangible Interaction Design
	1 Introduction
	2 The Development History of Tangible Interaction Design
		2.1 The Germination of Physical Input
		2.2 The Development Stage of Physical-Digital Coupling
		2.3 The Stage of Experience-Oriented Transformation
	3 The Concept Relationship of Tangible Interaction Design
		3.1 The Definition and Discussion of Concepts
		3.2 A Comparative Analysis of Interaction Elements
	4 Conclusion
	References
A Framework for User-Requirements Analysis and Development of Creative Design Concepts
	1 Introduction
	2 Overall Process
		2.1 Stage 1 – Identify a Problem Area
		2.2 Stage 2 – Conduct Research to Gain Insights and Empathy
		2.3 Stage 3 – Create User Requirements Specification Highlighting the Key Needs and Constraints
		2.4 Stage 4 – Generate Several Concepts that Meet the PDS and Address the Goal
		2.5 Stage 5 – Compare Concepts to Identify the Most Suitable One
		2.6 Stage 6 – Prototype Design Concept and Develop Design Proposition
	3 Use of Framework Within Student Work
	4 Conclusion
	References
Design for Meaningful Work Experiences: A Holistic Approach to Human-Work Interaction Design
	1 Introduction
	2 Theoretical Framework
		2.1 Problem-Driven Work Tool Design
		2.2 Possibility-Driven Work Tool Design
	3 Method
		3.1 Case Description
		3.2 Methodology
	4 Findings
		4.1 Findings from the Human Work Interaction Design Analysis
		4.2 Findings from the Positive Design Analysis
		4.3 A Sensitizing Model of Design for Meaningful Work Experiences
		4.4 A Validation of the DMWE Model
	5 A Refined Model of Design for Meaningful Work Experiences (DMWE)
	6 Conclusion
	Appendices
		Appendix I
	References
Triple Diamond Design Process
	1 Introduction
	2 Background
	3 Method
	4 Triple Diamond
		4.1 Problem Discovery
		4.2 Data Discovery
		4.3 Data User Stories
		4.4 Prototyping and User Centered AI Metrics
	5 Discussion
	References
Leveraging Design Thinking Towards the Convergence of AI, IoT and Blockchain: Strategic Drivers and Human-Centered Use Cases
	1 Introduction
	2 Design Thinking and Technology
		2.1 Extant Knowledge About Design Thinking and AI
		2.2 Challenges Deriving from the Technological Convergence Between AI, IoT and Blockchain
	3 Methodology
	4 Results
		4.1 Positive and Negative Influences of AI, Blockchain, and IoT
		4.2 Frameword for Autonomous Systems Based on AI, Blockchain, and IoT
		4.3 Drivers of the Design Thinking Process for AI, IoT, and Blockchain Based Autonomous Systems
	5 Discussion
		5.1 Limitations
		5.2 Avenues for Further Research
		5.3 Implications
	6 Conclusion
	References
Rethinking Mobile Interaction Design Within Service
	1 Introduction
	2 Mobile Interaction Design Within Service
		2.1 Mobile Interaction Design
		2.2 Mobile Interaction Design Within Service
	3 Comparison Between an Independent Tool and a Service Embedded Mobile Application
	4 The Benefits of Rethinking from Service Perspective
		4.1 Sequence Thinking of Content Rhythm
		4.2 Holistic Lens in Solving Problem
		4.3 Multi-role Stakeholders’ Co-creation
	5 The Evaluation of Mobile Applications Within Service
	6 Pilot Study in Mobile Courier Applications
	7 Conclusion
	References
On the Transformation of Audience-Designer Relationship from the Perspective of Speculative Design
	1 Art as a Social Medium
		1.1 Penetration and Implanted Intention
		1.2 Participation and Transmission of the Art from 90s
		1.3 The Cooperation of “SPeculative” and “Technology” After 90s
	2 “View-Acting” and “Authority”
		2.1 “Props” and “Connections” in Speculative Design
		2.2 The Relationship Between Audience and Designer in Creating
		2.3 “Speculative Design” and the “Authority” of Participants
	3 “Blank” Artifacts
	References
User Experience Evaluation Methods and Tools
AI-Based Emotion Recognition to Study Users’ Perception of Dark Patterns
	1 Introduction
	2 Related Works
		2.1 Dark Patterns Taxonomy
		2.2 Dark Patterns in Online Travel Agency
		2.3 Classification and Recognition Techniques of Emotions
	3 Study on Emotion Recognition in Relation to Dark Patterns
		3.1 Participants
		3.2 Choice of Tasks
		3.3 Test Preparation and Tool Used
		3.4 Background Survey
		3.5 Tasks Presentation and Execution
		3.6 User Experience Questionnaire
	4 Analysis of Results
		4.1 Background Survey Results
		4.2 Emotion Recognition Results
		4.3 User Experience Questionnaire Results
		4.4 Comparison Between Data Obtained Through Emotion Recognition and Data Collected from the UX Questionnaire
		4.5 Comparison of Emotions Considering the Totality of Users
		4.6 Comparison of Emotions Examining Users Under 35 Years Old
		4.7 Comparison of Emotions by Examining Users Aged 35 Years and Older
		4.8 Analysis
	5 Conclusion and Future Research
	References
Defining an A/B Testing Process for Usability and User Experience Evaluation Through the Analysis of the Results of a Literature Review
	1 Introduction
	2 Related Work
	3 Research Methodology
	4 Result
	5 Conclusions and Future Work
	References
AnyMApp Framework: Anonymous Digital Twin Human-App Interactions
	1 Introduction
	2 Background
	3 AnyMApp Framework
		3.1 Front-End Architecture
		3.2 Assessment Report
		3.3 Back-End Architecture
		3.4 Current Stage
	4 Privacy
		4.1 Anonynimisation
		4.2 Not Anonymous
	5 Expected Outcomes and Impact
		5.1 It is Very Difficult to Test
		5.2 Every User, Every Application and Every Interaction is Unique
	6 Conclusions
	References
Construction of an Instrument for the Quantitative Assessment of Experience in the Use of Conversational Agents
	1 Introduction
	2 Related Works
		2.1 Evaluation of a Chatbot in the Educational Context: An Experience with Metis
		2.2 Older Users Interaction with Conversational Agent
		2.3 Design and Evaluation of a Smart Home Voice Interface for the Elderly: Acceptability and Objection Aspects
	3 Background
		3.1 Usability and User Experience (UX)
		3.2 User Experience (UX) with Voice Interfaces
		3.3 Wizard of Oz Technique
		3.4 Reliability Analysis Through Cronbach’s Alpha Coefficient
	4 Engagement, Factors and User Experience (UX)
	5 Metholodogy
		5.1 Experimental Design
	6 Construction and Refinement of the Evaluative Instrument of the Experience
	7 Assessing Our Proposed Instrument
		7.1 Quantitative Validation
		7.2 Qualitative Validation
	8 Conclusion
		8.1 Main Contributions
		8.2 Future Works
	References
To Discover Novice Expert Paradigm: Sequence-Based Time-Domain and Graph-Based Frequency-Domain Analysis Method of Eye Movement
	1 Introduction
	2 Methods
		2.1 Time and Frequency-Domain Analysis of AOIs
		2.2 Frequent Pattern
		2.3 Visual Cognitive Graph
	3 Experiments
	4 Results and Analysis
		4.1 Results Based on Time-Domain Analysis
		4.2 Results Based on Frequency-Domain Analysis
	5 Conclusion
	References
Evaluation of a Virtual Working Environment via Psychophysiological Indices
	1 Introduction
	2 Method
		2.1 Design and Participants
		2.2 Virtual Work Environment
		2.3 Procedure and Psychophysiological Measures
		2.4 Physiological Measures
		2.5 Statistical Analysis
	3 Results and Discussions
		3.1 Physiological Measures
		3.2 Heart Rate
		3.3 Heart Rate Variability
		3.4 Fingertip Photoelectric Plethysmogram
		3.5 Skin Conductance Level
		3.6 Subjective Assessment
	4 Conclusion
	References
Towards a Methodology to Evaluate User Experience with Personalized Questionnaires for the Developments of Custom Systems
	1 Introduction
	2 Theoretical Background
		2.1 User eXperience
		2.2 Usability
		2.3 Custom Developments
	3 Questionnaires Used to Evaluate User eXperience and Usability
		3.1 System Usability Scale
		3.2 Questionnaire for User Interface Satisfaction
		3.3 User Experience Questionnaire
		3.4 Usefulness, Satisfaction, and Ease of Use Questionnaire
	4 Proposed Methodology
		4.1 Initial Case of Study
	5 Conclusion and Future Work
	References
EmoFrame: Prototype of a Framework to Assess Users' Emotional Responses
	1 Introduction
	2 Related Works
	3 Methods
	4 Selected Instruments
		4.1 Geriatric Depression Scale (GDS—15)
		4.2 Profile of Mood States (POMS)
		4.3 Self-Assessment Manikin (SAM)
		4.4 Semantic Differential (SD)
		4.5 System Usability Scale (SUS)
		4.6 The World Health Organization Instrument to Evaluate Quality of Life (WHOQOL-BREF)
	5 EmoFrame Prototype
		5.1 Used Instruments and Instructions
		5.2 User Registration on EmoFrame
		5.3 EmoFrame Results
		5.4 Final Considerations About the Prototype
	6 Evaluation and Discussion
		6.1 Scenario Discussions
		6.2 SUS Evaluation
	7 Final Remarks
	References
A Systematic Mapping Study of Emotional Response Evaluation Instruments
	1 Introduction
	2 Theoretical Foundation
		2.1 Emotion Evaluation
	3 Methodology
		3.1 Research Question
		3.2 Search Process
		3.3 Search Strategy
		3.4 Data Analysis
	4 Results
		4.1 Screening Instruments
		4.2 Non-verbal Instruments
		4.3 Instruments Based on Rating Scales
		4.4 Instruments Based on the Semantic Differential
		4.5 Threats to Validity
	5 Final Remarks
	References
Developing a Framework for Trustworthy AI-Supported Knowledge Management in the Governance of Risk and Change
	1 Introduction
	2 A Framework for Trustworthy AI-Supported Knowledge Management
	3 The ARK (Access-Risk-Knowledge) Platform and Trust
	4 Stages in the Acquisition of Trust
	5 Application of the Trust Model to a Community of Practice
		5.1 Organisation 1
		5.2 Organisation 2
		5.3 Organisation 3
		5.4 Capability Maturity in Trust in AI and the Organisation
	6 Discussion
	7 Conclusions
	References
User Experience Design and Evaluation Case Studies
End-User Adoption of Cryptocurrency: A Literature Review
	1 Introduction
	2 Cryptocurrency Background
	3 Methodology
	4 Results
		4.1 Qualitative Studies
		4.2 Quantitative Studies
		4.3 Mixed Method Studies
		4.4 Trust as Main Contributor
	5 Discussion
	6 Conclusion and Research Agenda
	References
A Study on User Experience of Non-linguistic Communication: Focusing on the Interactive Emojis in On-line Meeting Platforms
	1 Research Background
	2 Literature Reviews
		2.1 MERIvion’s Law and the Ratio of Human Nonverbal Communication
		2.2 On-line Meeting Platform
		2.3 Interactive Emojis
	3 Analysis on Interactive Emojis in On-line Meeting Platforms
		3.1 User Test Platform 01Zoom
		3.2 Test Platform 02Webex
		3.3 Test Platform 03Justalk
		3.4 Test Platform 04Facebook-Messenger
		3.5 Test Platform 05Kakaotalk
		3.6 Test Platform 06Facetime
	4 Comprehensive Analysis
		4.1 Analysis of User Experience on Interaction
		4.2 Analysis of User Experience on Functional Factor and Technology
		4.3 Analysis of User Experience on Visual Factors
		4.4 Comprehensive Analysis
	5 Conclusion
	References
Remote Workers' Perceptions on Employee Monitoring
	1 Introduction
	2 Related Work
	3 Methodology
		3.1 Survey Measures and Recruitment
		3.2 Survey Data Analysis
	4 Evaluation
		4.1 Sample Statistics
		4.2 Monitoring Methods Used by Employers
		4.3 Employees' Views on Remote Vs. Monitoring at Office
		4.4 The Impact of Monitoring
		4.5 Regression Analysis
		4.6 Path Analysis
	5 Discussion
		5.1 Findings and Implications
		5.2 Limitations and Future Work
	6 Conclusion
	References
Usability Evaluation Towards a Cultural Perspective: Design Guidelines for Peruvian Government Websites
	1 Introduction
	2 Theoretical Background
		2.1 Cultural Models
	3 Cultural Models in Usability Studies
		3.1 Analysis of Cultural Models
		3.2 Selection of Cultural Model
		3.3 Peru According Hofstede's Cultural Dimentions
	4 Proposal of Design Guidelines
		4.1 Web Page Elements, Culture, and a Comparative Analysis
		4.2 Design Guidelines Applicable to Peru Web Pages
	5 Conclusions and Future Works
	References
Identifying Requirements and Quality Attributes from the Point of View of Users of Mobile Digital Libraries
	1 Introduction
	2 Background
		2.1 Quality in Mobile Digital Libraries
		2.2 Requirements in Digital Libraries
	3 Research Methodology
	4 Results
	5 Conclusions and Future Work
	References
A Survey on the Usability and User Experience of the Open Community Web Portals
	1 Introduction
	2 Related Work
	3 Methodology
		3.1 Process
		3.2 Keywords
		3.3 Paper Selection
		3.4 Questions
	4 Results
		4.1 Limitations
	5 Conclusion
	References
Anchoring Effect Mitigation for Complex Recommender System Design
	1 Introduction
	2 Related Work
	3 Prerequisites
	4 User Interface Design and Functionalities
	5 Evaluation
	6 Conclusion
	References
Research on the Cognitive Performance of Color Difference in Bank Self-service Terminal Interface Based on Visual Perception
	1 Introduction
	2 Visual Perception and Color Analysis of Interactive Interfaces
		2.1 Overview of Visual Perception Theory
		2.2 Interactive Interface Color Element Analysis
	3 Eye Movement Study of Color Visual Perception in Interactive Interface
		3.1 Experimental -Objectives
		3.2 Experimental Design
		3.3 Participants
		3.4 Experimental Equipment and Materials
		3.5 Experimental Process
		3.6 Data Analysis of Eye Movement Experiment
	4 Results and Discussion
	5 Conclusion
	References
Assessment of Static and Dynamic Image Presentation for User Cognition and Understanding
	1 Introduction
		1.1 Visualization Approaches
	2 Related Work
	3 Methodology
		3.1 Static Image
		3.2 Interactive Image
	4 Results
	5 Conclusion
	References
A Framework for Designing Relationship Strengthening Digital Money Gifts in Close Friendships
	1 Introduction
	2 Background
	3 The Framework
	4 Evaluation
		4.1 Content Creation Workshops
		4.2 Participants
		4.3 Procedure
		4.4 Analysis
	5 Results
	6 Discussion
	7 Conclusion
	References
Predictions on Usefulness and Popularity of Online Reviews: Evidence from Mobile Phones for Older Adults
	1 Introduction
	2 Literature Review
		2.1 Studies About the Digital Divide
		2.2 Researches on Online Reviews
	3 Research Framework
	4 Results
		4.1 Results of Topic Modeling Models
		4.2 Results of Regression Models
		4.3 Results of Machine Learning Models
	5 Discussions and Limitations
	6 Conclusion and Suggestions
	References
AI-Driven User Interface Design for Solving a Rubik’s Cube: A Scaffolding Design Perspective
	1 Introduction
	2 Literature Review
	3 Usability Study Design and Preliminary Results
	4 Study Findings and AI-Driven User Interface Design Implications for Problem-Solving Domains
	5 Future Research
	References
Mobile Applications Usability Evaluation: Systematic Review and Reappraisal
	1 Introduction
	2 Procedure
	3 Results
		3.1 Trend Analysis
		3.2 Co-occurrence Keywords Analysis
		3.3 Co-authorship Analysis
		3.4 Co-citation Analysis
		3.5 Leading Table
		3.6 Word Cloud
	4 Discussion
		4.1 Mobile Applications Usability
		4.2 Mobile Applications Usability Evaluation Methods
	5 Conclusion
	6 Future Work
	References
Cognition and Interaction
Quantifying the Rating Performance of Ambiguous and Unambiguous Facial Expression Perceptions Under Conditions of Stress by Using Wearable Sensors
	1 Introduction
	2 Materials and Methods
		2.1 Data Collection
		2.2 Statistical Analyses
	3 Results
	4 Discussion
	5 Conclusion
	References
The Effect of Age on Mental Status of Air Traffic Controllers During Intensive Simulation Training
	1 Introduction
	2 Method
		2.1 Participants
		2.2 Questionnaires
		2.3 Procedure
	3 Results and Discussion
		3.1 Preliminarily Analysis
		3.2 The Effect of Training Stage
		3.3 The Influence of Age
	4 Conclusion
	References
Study of Operational Capability Attributes of Complex Information Systems Based on ANP Sensitivity Theory
	1 Introduction
	2 Research Process
		2.1 Operator Competence Index System Establishment
		2.2 ANP Model Establishment and Weight Determination
		2.3 Sensitivity Analysis
	3 Results Analysis
		3.1 Sensitivity Clustering
		3.2 Interpretation of Clustering Results
		3.3 Training Program Determination
	References
Effects of Different Instructions on Subjective Flow State and Physiological Responses Induced by the Same Mental Task
	1 Introduction
	2 Method
		2.1 Participants
		2.2 Procedure
		2.3 Task
		2.4 Physiological Measurement
		2.5 Subjective Assessment
		2.6 Statistical Analysis
	3 Results
		3.1 Subjective Scores
		3.2 Physiological Indices
	4 Discussion
	5 Conclusion
	References
Extravehicular Intelligence Solution for Lunar Exploration and Research: ARSIS 5.0
	1 Introduction and Background
		1.1 Design Requirements (based on NASA's 2021-2022 Challenge Description)
	2 UI Navigation
		2.1 Voice Commands
		2.2 Gaze and Voice
		2.3 Hand Gestures
		2.4 Eye-Tracking
	3 Informational Displays
		3.1 Arm Retained Menus (ARMS)
		3.2 Mini-Map
		3.3 Mega-Map
		3.4 Lunar Search and Rescue (LunarSAR)
	4 Lighting in Harsh Enviroments
		4.1 Low Light
		4.2 High Light
	5 Features
		5.1 Interactive Menus
		5.2 Procedures
		5.3 Biometrics
		5.4 Field Notes
		5.5 Spacial Awareness
		5.6 Misc
	6 Testing Results (Human in the Loop Testing in Variable Environments)
		6.1 High Light Test of ARSIS and VR Ground Station in a Sandy Environment
		6.2 High Speed and Reflectively Test of ARSIS and Ground Station on Snow.
		6.3 Testing ARSIS on the Quest 2 with Ground Station on Quest 2 to Test the Limitation of Oculus Passthrough and Various Hardware Options
	7 Testing Results (Human in the Loop Testing in Controlled Environments)
		7.1 HoloLens Device Portal
		7.2 Participants
		7.3 User Testing Procedures
		7.4 Controlled Environment Test Results
	8 Limitations
	9 Future Plans
		9.1 Additional Testing
	10 Conclusion
	References
A Study of Driver Fatigue States in Multiple Scenarios Based on the Fatigue and Sleepiness Indicator
	1 Introduction
	2 Background of the Study
		2.1 Bioelectrical Signal Generation Mechanisms
		2.2 EEG Signal Analysis
		2.3 ECG Signal Analysis
		2.4 Emotion Elicitation
		2.5 Fatigue Driving Detection
		2.6 Fatigue and Sleepiness Indicator (FSI)
	3 Experiments on Typical Driving Tasks
		3.1 Purpose of the Experiment
		3.2 Experimental Equipment
		3.3 Experimental Subjects
		3.4 Construction of a Typical Driving Task Scenario
		3.5 Experimental Procedure
	4 Data Analysis
		4.1 EEG and ECG Data Processing
		4.2 Data Fusion
	5 Discussion
	6 Conclusion
	References
Research on the Relationship Between the Aesthetics of Interface Elements Layout and Visual Working Memory
	1 Introduction
	2 Pilot Experiment
		2.1 Methods
		2.2 Result
		2.3 Conclusion
	3 Experiment
		3.1 Method
		3.2 Result
		3.3 Conclusion
	4 Discussion
	References
The Simon Effect in Driving
	1 Introduction
		1.1 Simon Effect and S-R Compatibility
		1.2 Simon Effect in Driving
		1.3 Purpose
	2 Method
		2.1 Participants
		2.2 Apparatus and Stimuli
		2.3 Experimental Design
		2.4 Procedure
	3 Results
	4 Discussion
	References
Vector-Based Data Improves Left-Right Eye-Tracking Classifier Performance After a Covariate Distributional Shift
	1 Introduction
		1.1 Problem Statement
		1.2 Literature Review
		1.3 Purpose of Study
	2 Data
		2.1 Pro-Antisaccade Task
		2.2 Large Grid Task
	3 Experiment Design
		3.1 Data Processing
		3.2 Models Training
	4 Models
		4.1 Machine Learning Models
		4.2 Deep Learning Models
	5 Results
		5.1 Comparison of PA-PA, LG-LG, PA-LG and LG-PA
	6 Discussion
		6.1 Models Trained on Pro-Antisaccade
		6.2 Models Trained on Large Grid
		6.3 Comparison of the Models and the Best Model for EEG-ET Classification
		6.4 Future Recommendations and Improvements
	7 Conclusion
	8  Appendix
		8.1  Appendix A
		8.2  Appendix B
	References
Workload Evaluation Model of Nuclear Power Plant Operator in Integrated System Validation
	1 Introduction
	2 Experimental Design of Integrated System Validation
		2.1 Purposes
		2.2 Participants and Procedure
		2.3 Apparatus
		2.4 Task Scenarios
		2.5 Data Collection
	3 Task Complexity
		3.1 TC Method
		3.2 Meta-operations
		3.3 Analysis Procedure
	4 Workload Evaluation Model
		4.1 Factor Analysis Method
		4.2 Correlation Analysis
		4.3 Principal Component Analysis
	5 Workload Evaluation Model
	6 Discussion
	7 Conclusion
	References
Author Index




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