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دانلود کتاب HCI International 2022 Posters: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, ... in Computer and Information Science, 1580)

دانلود کتاب پوسترهای HCI International 2022: بیست و چهارمین کنفرانس بین المللی تعامل انسان و رایانه، HCII 2022، رویداد مجازی، 26 ژوئن – 1 ژوئیه 2022، ... در علوم کامپیوتر و اطلاعات، 1580)

HCI International 2022 Posters: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, ... in Computer and Information Science, 1580)

مشخصات کتاب

HCI International 2022 Posters: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, ... in Computer and Information Science, 1580)

ویرایش: 1st ed. 2022 
نویسندگان: , ,   
سری:  
ISBN (شابک) : 303106416X, 9783031064166 
ناشر: Springer 
سال نشر: 2022 
تعداد صفحات: 645 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 55 مگابایت 

قیمت کتاب (تومان) : 47,000



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در صورت تبدیل فایل کتاب HCI International 2022 Posters: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, ... in Computer and Information Science, 1580) 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 پوسترهای HCI International 2022: بیست و چهارمین کنفرانس بین المللی تعامل انسان و رایانه، HCII 2022، رویداد مجازی، 26 ژوئن – 1 ژوئیه 2022، ... در علوم کامپیوتر و اطلاعات، 1580) 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 پوسترهای HCI International 2022: بیست و چهارمین کنفرانس بین المللی تعامل انسان و رایانه، HCII 2022، رویداد مجازی، 26 ژوئن – 1 ژوئیه 2022، ... در علوم کامپیوتر و اطلاعات، 1580)

مجموعه چهار جلدی CCIS 1580، CCIS 1581، CCIS 1582 و CCIS 1583 شامل چکیده های گسترده پوسترهای ارائه شده در بیست و چهارمین کنفرانس بین المللی تعامل انسان و رایانه، HCII 2022 است که به طور مجازی در ماه ژوئن - ژوئیه برگزار شد. 2022. 
مجموع 1276 مقاله و 275 پوستر موجود در 40 جلد مجموعه مقالات HCII 2021 با دقت بررسی و از بین 5583 مورد ارسالی انتخاب شد.

پوسترهای ارائه شده در این چهار جلد در این چهار جلد سازماندهی شده‌اند. بخش های موضوعی به شرح زیر: بخش اول: طراحی و ارزیابی تجربه کاربر. طراحی و تجسم بصری؛ داده ها، اطلاعات و دانش؛ تعامل با هوش مصنوعی؛ دسترسی جهانی، دسترسی و طراحی برای پیری. بخش دوم: تعامل چندوجهی و طبیعی. ادراک، شناخت، عواطف و نظارت روانی فیزیولوژیکی؛ مدل سازی و نظارت بر حرکت انسان؛ اینترنت اشیا و محیط های زندگی هوشمند. بخش سوم: فناوری های یادگیری. HCI، میراث فرهنگی و هنر؛ دولت الکترونیک و تجارت الکترونیک؛ تجارت دیجیتال و تجربه مشتری؛ رسانه های اجتماعی و متاورژن بخش چهارم: واقعیت مجازی و افزوده وسایل نقلیه خودران و تحرک شهری؛ طراحی محصول و ربات؛ HCI و رفاه؛ HCI و امنیت سایبری.



توضیحاتی درمورد کتاب به خارجی

The four-volume set CCIS 1580, CCIS 1581, CCIS 1582, and CCIS 1583 contains the extended abstracts of the posters presented during the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually in June - July 2022. 
The total of 1276 papers and 275 posters included in the 40 HCII 2021 proceedings volumes was carefully reviewed and selected from 5583 submissions.

The posters presented in these four volumes are organized in topical sections as follows: Part I: user experience design and evaluation; visual design and visualization; data, information and knowledge; interacting with AI; universal access, accessibility and design for aging. Part II: multimodal and natural interaction; perception, cognition, emotion and psychophysiological monitoring; human motion modelling and monitoring; IoT and intelligent living environments. Part III: learning technologies; HCI, cultural heritage and art; eGovernment and eBusiness; digital commerce and the customer experience; social media and the metaverse. Part IV: virtual and augmented reality; autonomous vehicles and urban mobility; product and robot design; HCI and wellbeing; HCI and cybersecurity.




فهرست مطالب

Foreword
HCI International 2022 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
24th International Conference on Human-Computer Interaction (HCII 2022)
HCI International 2023
Contents – Part I
User Experience Design and Evaluation
What Personal Health Records are People with Long-Term Conditions Using?
	1 Background
	2 Methods
	3 Specific PHRs Used by Participants
	4 Discussion
	References
A Study of Improvement in the User Experience of UNLV’s Campus Safety Mobile Application
	1 Design Background
		1.1 Campus Safety Background
		1.2 Research Objective
		1.3 Research Question and Hypothesis
	2 Investigations and Methodology
		2.1 RebelSafe App
		2.2 Primary Feature of Safety Apps
		2.3 User Journey
		2.4 Prototype Application
	3 Implementation of Usability Testing
		3.1 Usability Testing Procedures
		3.2 Procedures
	4 Major Findings and Outcomes
		4.1 Findings
		4.2 Task Success
		4.3 Participant Feedback
	5 Conclusion
	References
Ideas for Spotify Customization: Enhancing the User’s Experience
	1 Introduction
		1.1 Problem Description
		1.2 Purpose of the Study
	2 Related Work
	3 Methodology
		3.1 Data Gathering and Observations
	4 Conclusion
		4.1 Prototype
		4.2 Limitations and Recommendations for Future Research
	References
The UX Defined UX Designer Is No More
	1 Introduction
	2 Methods and Materials
	3 Results
		3.1 Academic UX Perspective
		3.2 UX Design Perspective
	4 Discussion
	5 Conclusion
	References
The Impact of Tutorial Design on the Novice Gaming Experience
	1 Introduction
	2 Related Work
	3 Methodology
		3.1 Participants
		3.2 Survey Design
	4 Results
		4.1 Quantitative Results
		4.2 Thematic Analysis
	5 Discussion and Conclusion
	References
The Impact of COVID-19 Pandemic in a Medical ICU: Nurses’ Travel Distance
	1 Introduction
	2 Methods
		2.1 Participants
		2.2 Apparatus
		2.3 Procedure and Design
	3 Results
	4 Discussion and Conclusion
	References
Research on Multi-sensory Interaction Design of Smart-Screen Based on Kansei Engineering
	1 Introduction
		1.1 Mechanism of the Role of Kansei Engineering on New Product Development and Design
		1.2 Research Framework
	2 Experimental Design
		2.1 Smart-Screen Perceptual Vocabulary Collection and Preliminary Analysis
		2.2 Sample Selection of Physical Pictures of Smart-Screen Products and Quantitative Analysis of Perceptual Semantic Elements
		2.3 Extraction and Application of Perceptual Elements for Smart Screen Design
	3 Design Practice
		3.1 Smart Screen Design
		3.2 Smart Screen Design Evaluation
	4 Summary and Discussion
	References
Exploring Generic and Immersive Frameworks for Human-Computer Interactions
	1 Introduction
	2 Literature Review and Case Study
		2.1 Human-Machine System
		2.2 Metaverse, VR, and HCI
		2.3 Classification of IT Products
	3 Results and Discussion
		3.1 Three Main Types of Interaction Models
		3.2 Metaverse HCI Model
	4 Conclusion
	References
Design of Gaze-Based Alarm Acknowledgement by Parameter Characteristics
	1 Introduction
	2 Three Designs
		2.1 Proximity-Based Acknowledgement Method
		2.2 Entropy-Based Acknowledgement Method
		2.3 Prediction-Based Acknowledgement Method
	3 Preliminary Evaluation
	4 Conclusion
	References
Scanning for Complex Industry Use-Case
	1 Scanning for Complex Business Processes
		1.1 Challenges
		1.2 Design Strategy for Uniform & Scalable Experience
		1.3 Heuristics to Design Complex Scanning Applications
Evaluation of Videoconferencing Support System Using Dynamically Controlled Blur
	1 Introduction
	2 Related Works
		2.1 Research on Reducing Psychological Burden in Online Communication
		2.2 Research on Reducing Psychological Burden in Offline Communication
	3 Research Goal
	4 Proposed Method
	5 Implementation
	6 Experiment
		6.1 Purpose
		6.2 Participants, Ethical Concerns and Environment
		6.3 Procedure
	7 Results
	8 Discussion
	9 Conclusions
	References
Animated and Unmoderated: A Usability Evaluation Case Study of A/B Designs with SAS Analytics Customers
	1 Introduction
		1.1 Relevant Research
	2 Methodology
		2.1 Study Design
		2.2 Animation Process
	3 Results
		3.1 Keyboard
		3.2 Mouse
	4 Conclusion
	References
Video Consumption on Smartphones: Does a Vertical Video Format Affect the Immersive Experience?
	1 Introduction
		1.1 Vertical Video Format
		1.2 Film Immersive Experience Questionnaire
		1.3 Research Question
	2 Methodology
		2.1 Procedure
		2.2 Sample
		2.3 German Version of the Film IEQ
	3 Results
		3.1 Overview on General Media Usage
		3.2 Immersion Score
	4 Discussion
	References
Web Brutalism: Assessing Usability of an Ugly Web
	1 Introduction
		1.1 Usability
		1.2 Web Brutalism
	2 Materials and Methods
		2.1 Recruitment
		2.2 System Under Study
		2.3 Technology
		2.4 Experimental Methodology
		2.5 Data Analysis Methodology
	3 Results
		3.1 Nielsen's Attributes of Usability Questionnaire (NAU)
		3.2 Brooke's System Usability Scale (SUS)
		3.3 Thinking Aloud (TA) Protocol
	4 Discussion
		4.1 Usability Diagnosis
		4.2 Conclusions and Future Work
	References
Virtual Usability Testing (VIRTUSE) - Development of a Methodical Approach for Usability Testing in VR
	1 Introduction
	2 Related Work
	3 Method
		3.1 Physical Test Setup
		3.2 VR Equipment
		3.3 Virtual Usability Testing – Process and Evaluation
	4 Results
	5 Discussion
	References
Design of Parenting Control Application for Kids’ Playing Mobile Games Based on User-Centered Design
	1 Background
	2 User-Centered Design Method
		2.1 Usage Context Specification
		2.2 User Requirement Specifications
		2.3 Design
	3 Result
	References
Relaunch of an Industrial Laser Control Software – Influence of Perceived Competence on Usability and Acceptance
	1 Introduction
		1.1 Emotional Reactions and Perceived Competence in Change Processes
		1.2 Aim of the Study
	2 Method
		2.1 Participants
		2.2 Procedure and Materials
		2.3 Statistical Analysis
	3 Results
		3.1 Effectiveness and Efficiency
		3.2 Subjectively Perceived Usability
		3.3 Acceptance
	4 Summary and Discussion
	References
Human Computer Interaction - Gender in User Experience
	1 Introduction
	2 Theoretical Background
		2.1 Gender as a Concept
		2.2 Gender Inequality
	3 Research Hypothesis
	4 Analysis
	5 Conclusion
	References
Effectiveness of a Disaster Prevention Mapping System Using Road Networks and Hazardous Elements
	1 Introduction
	2 Related Work
	3 Methods
	4 Experiment
	5 Results and Discussion
	6 Conclusion
	References
Exploring Embodied Schemas-Based Interaction: Designing with Doors
	1 Introduction
	2 Embodied Schemas-Based Interaction Design
	3 Designing with Doors
	4 Discussion
	5 Conclusion
	References
Proposal of Framing to Compare Living Values for Co-creation a Method of Sharing Ideas for New Products in Housing Companies
	1 Introduction
		1.1 Product Development for Japanese Housing Manufacturers
		1.2 The Importance of Visioning of Ideas
	2 Purpose
	3 Methods
		3.1 Procedure
		3.2 Target
	4 Analysis Results and Discussion
	5 Future Works
	References
Empirical Study on Development of User Experience Questionnaire for Sanitation Robots
	1 Introduction
	2 Literature Review and Methods
	3 Construction Method of Questionnaire for Sanitation Robot
		3.1 Construction of IoUX
		3.2 Construction and Application of Mathematical Model Between IoUX and Related Products
	4 Case Application
		4.1 The Current Situation of Sanitation Workers' Work
		4.2 Construction of IoUX Scale for Sanitation Robot
		4.3 Stage 1: Collect, Classify and Calculate User Requirements
		4.4 Stage 2: Collect Typical Samples of Sanitation Robots
		4.5 Stage 3: Building a Mathematical Model
		4.6 Stage 4: Design of the Sanitation Cleaning Robot
		4.7 Stage 5: Evaluation and Reliability Test
	5 Conclusion
	References
Research on Camera CMF Design Based on Kansei Engineering
	1 Introduction
	2 Related Concepts and Achievements
		2.1 Perceptual Engineering
		2.2 CMF Design
	3 Perceptual Engineering and Camera CMF Design Research Framework
	4 Camera CMF Experiment and Analysis Based on Perceptual Engineering
		4.1 Sample Collection, Induction and Screening
		4.2 Perceptual Vocabulary Collection and Selection
		4.3 Experimental Analysis of Camera CMF Based on SD Method
	5 Analysis of Camera Design Elements
	6 Conclusion and Suggestions
	References
Looking at the Same Moon: Long Distance Interactive Design to Support Nostalgic Missing Feelings
	1 Introduction
	2 NostosMoon System
	3 User Study
	4 Results and Discussions
	5 Conclusion
	References
Visual Design and Visualization
Investigating the Effects of Screen Size and Orientation on the Usability of Touch Gestures-Based User Interfaces
	1 Introduction
	2 Method
		2.1 Design of Experiment and Procedure
		2.2 Participants
	3 Results
		3.1 Completion Time
		3.2 Number of Errors
		3.3 Satisfaction
	4 Discussion
	5 Conclusion
	References
Controlling an Application via a Hybrid Interface
	1 Introduction
	2 GUI vs CLI
	3 Hybrid Interface
		3.1 Cursor Navigation Concept
		3.2 Reification
		3.3 Empirical Studies
		3.4 Implementation
	4 Conclusions
	References
Aesthetic Evaluation System Based on Geometric Theorems
	1 Introduction
	2 Literature Reviews
		2.1 Generative Design
		2.2 Convolutional Neural Network
	3 Methodology and Implementation
		3.1 Relevant Literature and Data Collection
		3.2 In-Depth Interviews and Questionnaires
		3.3 System Construction and Testing
	4 Conclusion and Further Work
	References
MixedView: A Focus-and-Context View Mixing Omnidirectional and Detailed 2D Images
	1 Introduction
	2 Related Works
	3 MixedView
		3.1 Interaction
		3.2 Calibration
		3.3 Example of a View in MixedView
		3.4 Implementation
	4 Discussion
	5 Conclusion
	References
How Should We Suggest Colors to Creators in the Metaverse?
	1 Introduction
		1.1 User’s Creation in Metaverse
		1.2 User Research in Metaverse Creation
		1.3 Related Work
	2 Method
	3 Result
	4 Conclusion and Discussion
	5 Future Work
	References
A Study on Improving the Doctoral Education Quality Assurance System Implementation with Visualization Design
	1 Background
	2 The Necessity of This Study
		2.1 The Uniqueness of the Doctoral Education
		2.2 The Complexity of the Current Management
		2.3 The Communication of the QAS Needs to Be Improved
		2.4 The QAS Need to Be Developed
	3 Research Design
		3.1 Make QAS Visualized for Better Communication
		3.2 Improving QAS in Combination with PDCA Management
	4 Literature Review
	5 Study Process
		5.1 Define the Users of the QAS
		5.2 Research on the Current QAS Implementation
		5.3 Define the Study Subject
	6 Study Outcomes
	7 Conclusion and Prospect
	References
The Impact of Visual Aesthetics of Different Types of APP Icons on User Cognition
	1 Introduction
	2 Research Method and Process
		2.1 Experiment
		2.2 Interview
	3 Results and Analysis
		3.1 Discussion of Survey Results
	4 Conclusion
	References
shinyJackpot: Visualizing Lottery Gambling in a Large Canadian City
	1 Introduction
	2 Implementation
	3 Features
		3.1 Intro
		3.2 Map
		3.3 Relationship
		3.4 Size vs. Sales
		3.5 Data
	4 Evaluation
	5 Licensing and Availability
	References
Information Display Redesign for the Drug-Refill Task of Automated Dispensing Cabinets
	1 Introduction
	2 Methods
	3 Results and Discussion
		3.1 ADC Overview Display
		3.2 ADC To-Be-Refilled Drug List
		3.3 ADC Drug Consumption Chart
	References
Maps Apps, Street Level Imagery Live as Traffic Information: The Possible Role of Creative Online Communities
	1 State of the Art
		1.1 Distinction Between Feature and Functionality
		1.2 Traffic Information Mechanisms
	2 Traffic Information Mechanisms that Can Be Emulated for Street Level Imagery Updates
	3 Street Level Imagery
		3.1 Crowd Sourced Geo Tagged Imagery
		3.2 Visual Communication in Public Space
		3.3 Ephemeral Changes
	4 Final Considerations
	References
GNSS Trajectory Storytelling Using Mobile Environments
	1 Introduction
	2 Related Work
	3 Multiple Mobile Sensor-Based Articulation
		3.1 Trajectory Articulation
		3.2 Multiple Mobile Sensor-Based Articulation (MMSBA)
	4 Usability Survey
		4.1 Methods
		4.2 Five Viewpoints
		4.3 Results and Discussion
	5 Conclusions
	References
Data, Information and Knowledge
Electronic Prompt System for NCCN Clinical Practice Guidelines on Acute Myeloid Leukemia
	1 Background
	2 Program Design
		2.1 The Overall Structure
		2.2 Definition Module for Patient Condition
		2.3 Programming Language
		2.4 Program Output
	3 Experiment
	4 Conclusion
	References
Towards a Reference Process Model for Craft Organizations
	1 Introduction
	2 Research Method
	3 Related Work – Process Modeling
	4 Reference Framework for Craft Organizations
	5 Conclusion
	References
Investigating the FAIRness of Science and Technology Open Data: A Focus in the Scandinavian Countries
	1 Introduction
	2 Related Work
	3 Analysis of FAIRness of “Science and Technology” Data
		3.1 Findability
		3.2 Accessibility
		3.3 Interoperability
		3.4 Reusability
	4 Discussion and Conclusion
	References
Doc Management: Proposal for a Doctoral Management System
	1 Introduction
		1.1 Topic Relevance
		1.2 Motivation, Background and Goals
	2 Concepts
		2.1 Tools and Technologies
		2.2 Development Methods
		2.3 Software Development
		2.4 DSR
	3 Web Application – Doc Management
		3.1 Development
		3.2 Application
	4 Conclusion and Future Work
	References
Advancing the Advanced Search: Improving the Web of Science User Experience with a Spreadsheet Search Query Tool
	1 Introduction
	2 Related Work
	3 Web of Science Search Tool
	4 Excel Assisted Search Query Development
	5 Discussion and Conclusion
	References
Efficient Crowdsourcing for Semantic Segmentation Considering Human Cognitive Characteristics
	1 Introduction
	2 Related Work
	3 Experiments
		3.1 Settings
		3.2 Results
	4 Discussion
	5 Conclusions
	References
A Quality of Experience Illustrator User Interface for Cloud Provider Recommendations
	1 Introduction
	2 Cloud Service Recommendation
	3 Intent-Driven Operations and Recommendations
	4 User Interface Design and Evaluation
	5 Conclusion
	References
Virtual Management Model to Improve the Mentoring Process for Teachers. School Case of Peru
	1 Introduction
		1.1 Problematic Reality
		1.2 Literature Review
	2 Method
	3 Results
		3.1 Virtual Management Model
		3.2 Proposal of the Virtual Management Model
	4 Conclusions
	References
A Web-Based Tool to Identify Interventions to Reduce Transmission of Antimicrobial Resistance
	1 Antimicrobial Resistance – A Global Health Threat
	2 Sociotechnical Systems
		2.1 Approach
		2.2 Early Results
	3 Tool Development
	4 Conclusion
	References
Data Analytical Model Using Machine Learning for Profiling of the Polluting Sources
	1 Introduction
	2 Materials and Methods
		2.1 Machine Learning Applied to Source Profiles
		2.2 Selection of Input Variables
		2.3 Data Normalization
		2.4 Data Analytics Process Flow for the ANN
		2.5 Predictive Model
	3 Experiments and Results
		3.1 ANN Prediction
		3.2 Prediction Classification Model
	4 Conclusions and Future Work
	References
Model “Paqta”: Based on Artificial Intelligence to Manage Disaster Risk in Urban Areas in the Face of Climate Change
	1 Introduction
	2 Methodology
		2.1 Results
		2.2 Conclusions
	References
A Method to Select Comic Frames for Supporting Mimetic Onomatopoeia Study
	1 Introduction
	2 Proposed Method
		2.1 Database of Onomatopoeia and Speech Text
		2.2 Word Distributed Representation Model of Speech Text
		2.3 Embedding of Speech Text of Input Frame
		2.4 Calculation of Speech Text Similarity
	3 Preliminary Evaluation Experiments
		3.1 Experimental Results
	4 Conclusions
	References
Shoot Share: A Cloud Data Sharing System Using a Mediation Device
	1 Introduction
	2 Existing Data Sharing Methods
		2.1 Local Data Sharing Methods
		2.2 Cloud Data Sharing Methods
	3 Approach of This Study
		3.1 Development Guidelines
		3.2 Development Method
	4 Shoot Share
		4.1 Overview of Shoot Share
		4.2 Assumed Situations for Using Shoot Share
		4.3 Functions of Shoot Share
		4.4 User Operation and System Mechanics
	5 Summary and Future Prospects
	References
Participation of Users in the Development of the Information Architecture of a Telecare Application for Smartphones Based on the Card Sorting Method
	1 Introduction
		1.1 Card Sorting Methods
		1.2 Information Architecture
		1.3 User Experience (UX)
	2 Materials and Methods
		2.1 Participants
		2.2 Method
		2.3 Procedures
		2.4 Data Analysis System
	3 Results and Discussion
		3.1 AppTC Terminologies
	4 Conclusions
	References
Systematic Literature Review: Corpus Linguistics in Indonesia
	1 Introduction
	2 Methods
	3 Result and Discussion
	4 Conclusion and Future Work
	References
VIRNet for Image Retrieval: One for All Top Based on Feature Fusion Technique
	1 Introduction
	2 Literature Review
	3 VIRNet: The Proposed Methodology
		3.1 Pre-trained Models Used for Feature Extraction
		3.2 Feature Fusion Technique (FFT)
		3.3 One for All Top (OAT) Module
		3.4 Result and Discussion
	4 Conclusion
	References
Measuring the Influence of Characteristics on Decision-Making Scenarios: A Prototype
	1 Introduction
	2 Artifact Design
		2.1 Technology Stack and Database Design
		2.2 Features and User Journey
	3 Significance to Practice and Research
	4 Evaluation and Conclusion
	References
Interacting with AI
An Exploratory Qualitative Investigation: Multi-modal AI Technology Concepts for Non-verbal Feedback During Remote Work Meetings
	1 Introduction
	2 Methods
		2.1 Research Design and Questions
		2.2 Participants
		2.3 Concept Prototypes
		2.4 Data Collection and Analysis
		2.5 Internal Validity, Reliability, and External Validity
	3 Results
		3.1 Feedback Modality (Button | Chat | Audio | Video)
		3.2 Feedback Type (Self-report | Inference)
		3.3 Feedback Visibility (no Visibility | Partial Visibility | Full Visibility)
		3.4 User Control (no Control | Partial Control | Full Control)
		3.5 Feedback Granularity (Detailed View | Filtered View)
		3.6 Feedback Timing (Real-Time | Timeline)
		3.7 Feedback Categories
	4 Implications
	5 Conclusion
	References
Human-AI Interaction Paradigm for Evaluating Explainable Artificial Intelligence
	1 Introduction
		1.1 Different Explanations for Different Individuals in Different Contexts
		1.2 XAI Evaluation
	2 Framework
	3 Paradigm
	4 Discussion
	References
Role of Privacy Management and Human-Centered Artificial Intelligence in Driving Customer Engagement with Smart Speakers
	1 Introduction
	2 Literature Review
	3 Research Objectives
	4 Qualitative Research
	5 Results and Conceptual Model
	6 Discussions and Future Implications
	References
Chatbot-Enhanced Requirements Resolution for Automated Service Compositions
	1 Introduction
	2 State of Research
	3 Approach
	4 Evaluation and Discussion
	5 Conclusion and Future Work
	References
Exploring Cultural Differences of Public Perception of Artificial Intelligence via Big Data Approach
	1 Introduction
	2 Literature Review
		2.1 Utilitarian and Hedonic Dimensions
		2.2 Risky Dimension
		2.3 Cultural Differences
		2.4 Research Question (RQ)
	3 Method
		3.1 Data Crawling and Preprocessing
		3.2 Measurements
	4 Results
	5 Conclusion
		5.1 Theoretical and Practical Interpretations
		5.2 Future Research
	References
P-Sphere Hull: An Explicit Domain Model for Trusted AI
	1 Introduction
	2 OOD Detection with Complex Geometries
	3 Modeling a Complex Training Domain
		3.1 Key Requirements of Industrial OOD Detection
		3.2 P-Sphere Hull Approach
		3.3 Python Implementation
		3.4 Experimental Results
	4 Contrast with the Literature
		4.1 Machine Learning
		4.2 Mathematical Methods
		4.3 Deep Learning (DL) and Neural Networks (NN)
	5 Conclusion
	References
A User Interface with Taxonomy Features for Content Curators of Chatbots
	1 Introduction
	2 Background and Related Work
	3 Content Curators Work Practices
		3.1 Workshop Activities with Curators
		3.2 The Use of Taxonomies in Everyday Curators' Practices
	4 Taxonomy Prototype Interface
	5 Evaluation
	6 Results and Design Recommendations
	7 Conclusions
	References
Introducing ML in Design Education. Preliminary Experiments
	1 Introduction
	2 Methodology
		2.1 ML Hero Agency – A Workshop to Foster Consistent Applications of ML
		2.2 VALUable ML Heroes – A Workshop to Encourage a Responsible Approach
		2.3 Workshops Assessment Method
	3 Discussing the Results
		3.1 ML Hero Agency Workshop
		3.2 VALUable ML Heroes Workshop
	4 Strengths, Limitations, and Future Work
	References
Can an Advanced AI Provide the Same Level of Enjoyment as Playing with Human Beings?
	1 Introduction
	2 System
	3 Experiment
		3.1 Experimental Procedure
		3.2 Results and Discussion
	4 Conclusion
	References
Human and Machine Symbiosis - An Experiment of Human and Robot Co-creation of Calligraphy-Style Drawing
	1 Background: Can Machines Be Creative?
	2 Robot Painter Project
	3 Discussion: A Machine as a Tool, an Assistant, or an Artist?
	References
Concept for Supporting Occupational Safety Risk Analysis with a Machine Learning Tool
	1 Introduction
	2 Related Work
	3 Method
		3.1 Input Data and Labels
		3.2 Considerations on Algorithms and Architecture
		3.3 Expert Interviews
	4 Conclusion and Outlook
	References
Universal Access, Accessibility and Design for Aging
A Wearable Device for Non-communicative Children Preliminary Investigation
	1 Introduction
	2 Related Work
		2.1 Augmentative and Alternative Communication (AAC) [10]
		2.2 Socially Assistive Robot [11]
	3 Co-design of Communication Wearable for Autistic Children
		3.1 Discover Phase
		3.2 Define Phase
		3.3 Develop Phase
	4 Conclusion
	References
Sensoidvania: Increasing Awareness Towards Visual Disability Through Metroidvania Experience
	1 Introduction
	2 Methodology
		2.1 Dissecting Successful Metroidvanias
		2.2 Defining Unique Video Game Mechanics to Simulate Visual Disability
	3 Prototyping and Testing
		3.1 Developing a Video Game Prototype
		3.2 Evaluation Through Player Survey
	4 Conclusion
	References
Ihr Therapaut: A Smartphone Based User Interface for People with Sensorimotor Injuries
	1 Introduction
	2 Related Work
	3 System Design and Implementation
		3.1 Exercises Required for the Application
		3.2 Ihr Therapaut Interface
		3.3 User Studies
	4 Conclusion
	References
Drive a Vehicle by Head Movements: An Advanced Driver Assistance System Using Facial Landmarks and Pose
	1 Introduction
	2 Methods
	3 Conclusion
	References
Designing for Privacy and Technology Adoption by Older Adults
	1 Introduction
	2 Methodology
	3 Conclusion
	References
Ageing and Technology – Systematic Review of the Merger of Ageing & Technology in the New Normal Era
	1 Introduction
	2 Methodology
	3 Findings
	4 Discussion
	References
Effect on Positive Behavioral Movement Expression Activities of People with Intellectual Developmental Disabilities Using Kinect in VR (Virtual Reality)
	1 Introduction
	2 Research Method
		2.1 Participants
		2.2 Research Design
		2.3 Azure Kinect
		2.4 Motion Recognition Program Progress
	3 Results
	4 Conclusion
	References
Software Prototype for the Ensemble of Automated Accessibility Evaluation Tools
	1 Introduction
	2 Literature Survey
	3 Pilot Study
		3.1 Software Prototype (First Phase)
		3.2 Manual Web Accessibility Evaluation (Second Phase)
	4 Conclusion
	5 Future Work
	References
Vision-Based Cooking Assistance System for Visually Impaired People
	1 Introduction
	2 User Research
		2.1 Interview Design and Procedure
		2.2 Initial Findings from the Interviews
		2.3 Vision Sensing System Proposal
	3 Vision Sensing System for Induction Hob
		3.1 YOLO v5-Based Object Detection
		3.2 Experimental Environment
		3.3 Hob Position Notification
		3.4 Hand Position Notification
		3.5 User Experience and Sound Design
	4 Results
		4.1 YOLO Learning Results and Evaluation
		4.2 Usability Assessment
		4.3 Final Prototype and User Scenario
	5 Conclusions
	References
Perceptibility of Tactile Letters and Tactile Pictograms to Support the Movement of Visually Impaired People
	1 Introduction
	2 Materials and Methods
		2.1 Developing Tactile Stimuli
		2.2 Experiment Procedure
		2.3 Statistical Analysis
	3 Results and Discussions
	References
How Visually Impaired People Use Information Media and E-Commerce in Japan
	1 Introduction
	2 Survey Method and Participants’ Attributes
		2.1 Overview and Purpose of the Survey
		2.2 Method of Conducting the Questionnaire Survey
		2.3 Attributes of Survey Participants
	3 Media and Difficulties
		3.1 Online Shopping Utilization Rate and Purchased Items
		3.2 Automated Turing Test System
		3.3 Purchasing Items
		3.4 Selling Items
	4 Functions and Services for Accessibility Support
	5 Conclusion
	References
How See the Colorful Scenery?: The Color-Centered Descriptive Text Generation for the Visually Impaired in Japan
	1 Introduction
	2 Related Work
	3 System Design
		3.1 User Needs in Appreciating Works
		3.2 System Implementation
	4 User Study
		4.1 Procedure and Methodology
	5 Result and Discussion
		5.1 Quantitative Evaluation
		5.2 Qualitative Evaluation
	6 Conclusion and Future Work
	References
Behavioral Survey of Volunteers in Barrier-Free Photography Work
	1 Introduction
	2 Related Work
	3 Research Goal
	4 Survey Method
		4.1 Barrier-Photo Collection System
		4.2 Design of Survey
	5 Result and Discussion
	6 Limitations
	7 Conclusion
	References
Input Accessibility: Effect of Input Device on Interaction Time and Accuracy - An Expanded Analysis of a Large Dataset
	1 Introduction
	2 Method
	3 Results and Discussion
	4 Conclusion
	References
Mobile Menu Representation for Elderly
	1 Introduction
	2 Method
		2.1 Participants
		2.2 Apparatus and Instrument
		2.3 Procedures
	3 Results and Discussion
	4 Conclusion
	References
Development and Evaluation of Systems to Enjoy a Wedding Reception for People with Low Vision
	1 Introduction and Related Work
	2 Implementation
		2.1 Real-Time Event Viewing System by One's Mobile Device via Video Conferencing Tool
		2.2 A System that Can Localize the Location of an Event by Using Speakers
	3 Experiment
		3.1 Method
		3.2 Findings
	4 Discussion
		4.1 Usability of Real-Time Event Viewing System
		4.2 Location of Speakers
	5 Conclusion
	References
How to Make the User Experience Positive and Effective for the Person with a Disability Using Assistive Technology
	1 User Experience
	2 UX and UCD in the Process of Selecting and Assigning Assistive Technologies for People with Disabilities
	3 The Matching Person & Technology
	4 Assistive Technology Device Predisposition Assessment (ATD PA) Measure
	5 Conclusions
	References
Improving User Interface Design of Mobile Audio Games Based on Accessibility Recommendations and Play Log Analysis
	1 Introduction
	2 ``†Treasure in the Dark†'' Mobile Audio Game
		2.1 Overview
		2.2 Accessibility Support
		2.3 Tutorial Stages
		2.4 Log Function
	3 Evaluation
		3.1 Visually Impaired Person's Player Test
		3.2 Clear–Sighted Peoples' Player Test
	4 Results and Discussion
		4.1 Results of Visually Impaired Person's Player Test
		4.2 Results of Clear–Sighted Peoples' Player Test
		4.3 Conclusion
	References
Development and Evaluation of UniTalker, an Application for Simultaneous Presentation of Subtitles from Multiple Speakers
	1 Introduction
	2 Planning and Developing the System
	3 Evaluation of UniTalker
		3.1 Overview of the Experiment
		3.2 Details of the Experiment
		3.3 Collaborators in the Experiment
		3.4 Questionnaire Survey
	4 Evaluation Results and Discussion of the Experiments
	5 Conclusion
	References
Caregiver: An Application for the First Step in Alzheimer’s Disease Early Diagnosis
	1 Introduction
	2 Caregiver
	3 Methods
	4 Image Classification Model
		4.1 Clock Number Detection
		4.2 Clock-Hand Detection
	5 Discussion
	6 Conclusion and Future Work
	References
Author Index




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