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ویرایش: نویسندگان: Vanessa Agredo-Delgado, Pablo H. Ruiz, Omar Correa-Madrigal سری: Communications in Computer and Information Science, 1707 ISBN (شابک) : 9783031247088, 9783031247095 ناشر: Springer سال نشر: 2022 تعداد صفحات: 225 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 15 مگابایت
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در صورت تبدیل فایل کتاب Human-Computer Interaction. 8th Iberoamerican Workshop, HCI-COLLAB 2022 Havana, Cuba, October 13–15, 2022 Revised Selected Papers 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 تعامل انسان و کامپیوتر. هشتمین کارگاه آموزشی Iberoamerican، HCI-COLLAB 2022 هاوانا، کوبا، 13 تا 15 اکتبر 2022 مقالات منتخب اصلاح شده 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.
Preface Organization Contents An Approach to Model Haptic Awareness in Groupware Systems 1 Introduction 2 Related Work 3 A Language for Haptic Awareness 4 Introducing Haptic Awareness in Groupware Models 5 Evaluation 5.1 The Hybrid College Classroom Scenario 5.2 Discussion of the Use Cases 6 Conclusions References An Overview of Brazilian Companies on the Adoption of Industry 4.0 Practices 1 Introduction 2 Theoretical Reference 2.1 Industry 4.0 and Digital Transformation 2.2 Industry 4.0 Characteristics and Their Definitions 2.3 Industry 4.0 in Brazil 3 Research Methodology 3.1 Research Technique 3.2 Search Limitations 4 Results 5 Discussion 6 Conclusion References Analysis of Companies in Industry 4.0 to Characterize Their Users: The Cases of Argentina and Mexico 1 Introduction 2 Industry 4.0 in Latin America 3 Model Structure 4 Case Studies in Argentina and Mexico 5 Results and Discussion 6 Conclusions and Future Work References Bootstrapping Safe IVIS Development with an Affordable Testing Suite 1 Introduction 2 Related Work 3 Platform Overview 3.1 Driving Simulation Environment 3.2 Detection Response Tasks Instrument 3.3 Gaze Tracker 4 Evaluation 4.1 Evaluation Setting 4.2 Tasks 4.3 Results and Discussion 5 Conclusions and Future Work References Building a Usability Guide for the Design of Interactive Mobile Applications 1 Introduction 2 Related Works 3 Methodology 3.1 Conceptual Cycle 3.2 Methodological Cycle 3.3 Validation Cycle 4 Conclusions References Building Shared Understanding with THUNDERS 1 Introduction 2 Related Works 2.1 Shared Understanding 2.2 Shared Understanding in Empirical Studies 3 Methodology 3.1 Conceptual Cycle 3.2 Methodological Cycle 3.3 Evaluation Cycle 4 Conclusions and Future Work References Driver Identification Using Machine Learning and Motor Activity as Data Source 1 Introduction 1.1 Related Works 2 Materials and Methods 2.1 Data Extraction 2.2 Data Normalization 2.3 Data Processing and Analysis 3 Results and Discussion 4 Conclusion and Future Work References Evaluation and Redesign Proposal of an Infotainment System: A Case Study with a Parked Vehicle 1 Introduction 2 Heuristics Adaptation 3 Case Study 4 Usability Test 5 Redesign Proposal 5.1 Selecting Corner Option 5.2 Tuning Radio Station Manually 5.3 Searching Contact by First Name Instead of Last Name 5.4 Volume Wheel and Scroll Wheel 5.5 Voice Command Calling Instruction 5.6 Selecting Corner Option 6 Conclusion and Future Work References Model-Driven User Interface Development: A Systematic Mapping 1 Introduction 2 Research Method 2.1 Definition of Research Questions (RQ) 2.2 Search 2.3 Selection Process 2.4 Classification Scheme 3 Results 4 Conclusions and Future Work References Multi-label Search Model for Open Educational Resources Based on Learning Purpose 1 Introduction 2 Background 2.1 Open Educational Resources 2.2 Learning Outcomes 2.3 Web Scraping and Web Crawling 2.4 TF-IDF 2.5 Multilayer Perceptron 3 Materials and Methods 3.1 Population and Sample 3.2 Data Extraction with Scrapy 3.3 Data Pre-processing 3.4 Multi-label Classification 3.5 Tool Implementation 4 Results 4.1 Web Application 5 Discussion 6 Conclusions References Psychological Models and Instruments Employed to Identify Personality Traits of Software Developers: A Systematic Mapping Study 1 Introduction 2 Planning of the Systematic Mapping of Literature 2.1 Definition of Research Questions 2.2 Search Strategy 2.3 Review of Relevant Documents 2.4 Abstract Review and Keywords 2.5 Data Extraction Strategy 3 Results 3.1 RQ1: What are the Most Used Psychological Instruments/Models to Assess the Personality Traits of Software Developers? 3.2 RQ2: What are the Reliable and Valid Psychological Instruments/models Used by the Scientific Community to Identify the Personality Traits of Software Developers? 3.3 RQ3: What is the Frequency of Publication of Research Comparing and Analyzing Psychological Instruments/Models to Assess the Personality Traits of Software Developers? 4 Discussion 4.1 Implications for Research and Practice 4.2 Limitations of This Review 5 Conclusions References Social Interventions to Encourage Co-located Collaboration: An Experimental Study 1 Introduction 2 Background 3 Study Methodology 3.1 Participants 3.2 Procedure 3.3 Data Collection an Analysis 4 Discussion 5 Conclusion References Steps for Decreasing Noises in Interaction Process with Video Games 1 Introduction 2 Method 2.1 Game for Computing the Aiders Influence 3 Experimental Results 3.1 Player’s Evolution Tracking the Successes Series 4 Conclusions References Usability and User Experience are not Enough: Gaps to Fill to Design for and Assess Well-Being and Engagement 1 Introduction 2 Usability and User Experience Contributions 2.1 Usability 2.2 User Experience (UX) 2.3 Connecting Usability and UX Through Task Models 3 Beyond Usability and UX 3.1 Motivation and Needs 3.2 Gameful Design and Engagement 4 Illustrative Example: The Mackworth Clock 4.1 Introduction to the Example 4.2 Automation as a Design Option to Reduce Workload 5 Conclusions and Perspectives References Virtual Reality and Augmented Reality Applied to E-Commerce: A Literature Review 1 Introduction 2 Background 2.1 Customer eXperience 2.2 E-Commerce 2.3 Virtual and Augmented Reality 3 Methodology 3.1 Research Questions 3.2 Data Sources 3.3 Selection Articles 3.4 Articles Classification and Results 4 Response to Research Questions 5 Conclusion and Future Work References Author Index