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ویرایش: [1st ed. 2021]
نویسندگان: Masaaki Kurosu (editor)
سری:
ISBN (شابک) : 3030784673, 9783030784676
ناشر: Springer
سال نشر: 2021
تعداد صفحات: 684
[675]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 59 Mb
در صورت تبدیل فایل کتاب Human-Computer Interaction. Design and User Experience Case Studies: Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, ... (Lecture Notes in Computer Science, 12764) 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. مطالعات موردی طراحی و تجربه کاربری: حوزه موضوعی، HCI 2021، به عنوان بخشی از بیست و سومین کنفرانس بین المللی HCI، ... (یادداشت های سخنرانی در علوم کامپیوتر، 12764) 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.
از 1276 مقاله و 241 پوستر موجود در 39 جلد جلسات HCII 2021 به دقت بررسی و از بین 5222 مورد ارسالی انتخاب شد.
139 مقاله موجود در این مجموعه مقالات HCI 2021 در بخشهای موضوعی به شرح زیر سازماندهی شدند: >
قسمت اول، تئوری، روش ها و ابزارها: نظریه HCI، آموزش و عمل. روش ها، تکنیک ها و ابزارهای ارزیابی UX؛ طراحی احساسی و متقاعد کننده؛ و عواطف و شناخت در HCI
بخش دوم، تکنیکهای تعامل و کاربردهای جدید: تکنیکهای جدید تعامل. تعامل انسان و ربات؛ رفاه دیجیتال؛ و HCI در جراحیبخش سوم، مطالعات موردی طراحی و تجربه کاربر: مطالعات موردی طراحی. تجربه کاربر و مطالعات پذیرش فناوری؛ و HCI، فاصله گذاری اجتماعی، اطلاعات، ارتباطات و کار
The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions.
The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows:
Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI
Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgeryPart III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and work
Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents – Part III Design Case Studies Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations 1 Registration of Spoken Interaction: Previous Research 2 Association Relations and (Training) Data for Negotiation Models 3 Affirmative and Negative Answers in Negotiations 4 Registering Word-Topics and Their Impact in Persuasion and Negotiations 4.1 Word-Topics and Persuasion Tactics 4.2 Word-Topics and Word-Types as Reaction Triggers 4.3 Word-Topics as Tension Triggers 4.4 Tension Triggers and Paralinguistic Information 5 Conclusions and Further Research: Insights for Sentiment Analysis Applications References A Study on Universal Design of Musical Performance System 1 Introduction 2 Utilization of UI and Scores of Numbered Notation 2.1 Utilization in 2018 2.2 Utilization in 2019 3 New User Interface 3.1 Development of Basic System 3.2 Outline and Method of Evaluation Experiment 3.3 Pre-experiment and Modification of UI 3.4 Evaluation Experiment 3.5 Development of Application System 3.6 Sounds of Musical Performance System 4 Score Display System 4.1 Improvement of the System and Evaluation of Two Notations of Duration 4.2 Extension of the System for Transposition 4.3 Score DB 5 Conclusions and Future Work References Developing a Knowledge-Based System for Lean Communications Between Designers and Clients 1 Introduction 2 Literature Review 2.1 Problems in Design Communication 2.2 Lean Communication 2.3 Communication Tools for the Designer-Client 3 Method of Product Knowledge Base Based on Expert Knowledge 3.1 Objective 3.2 Overview of the Method of Product Knowledge Base 3.3 The Specific Technical Route of This Construction Method 4 Mapping Construction of Children’s Electric Toothbrush Knowledge Base 4.1 Cognition, Acquisition and Expression of Client Needs of Children’s Electric Toothbrushes 4.2 Transforming Client Demands for Children’s Electric Toothbrush 5 Mapping Construction of Children’s Electric Toothbrush Knowledge Base 6 Conclusion References Learn and Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap Between Local Guides and the New Users Looking for a Reliable and Affordable Pest Control Solutions 1 Introduction 2 Related Works 2.1 Importance of Knowing Pest Control Solutions 2.2 Lack of Budget Effects Pest Management Strategies 2.3 Role of Time in Pest Control 2.4 Community-Based Strategy 3 User Research and Findings 3.1 User Study (Questionnaire Survey) 3.2 Conclusion of the Survey 3.3 User Interview 3.4 Insights Gained from User Research 4 Design Process 4.1 Main Features 5 User Testing to Evaluate the Prototype 6 Discussion and Conclusion References Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News 1 Introduction 2 Background 2.1 Transformation in the Portal News Medium 2.2 Media Credibility 2.3 User Interface Design of Online News 3 Research Method 3.1 Respondents 3.2 Analysis Method 4 Research Results 4.1 Factor Analysis of Media Credibility 4.2 User Segments Based on Factor-Specific Media Credibility 4.3 User Profiles of Segments 4.4 Usage Behavior of Portal News of Segments 5 Mobile Portal News Design Strategies 6 Conclusion References Elderly-Centered Design: A New Numeric Typeface for Increased Legibility 1 Introduction 2 Literature review 2.1 The Vision of the Elderly 2.2 Collation of Font-Related Literature 3 Materials and Methods 3.1 VDT Workstation settings 3.2 Participants 3.3 Stimulus 3.4 Procedure 4 Results 4.1 Similarity Matrix and Cluster Analysis 4.2 Typeface Experiment 5 Discussion 5.1 Characteristics of Arabic Numerals 5.2 Characteristics of Arial and Verdana Typeface 6 Conclusion References Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle 1 The Current Status of the Edge Visualization Interface of Autonomous Vehicles 1.1 Research Background 1.2 Current Theoretical Research 1.3 Application Experiment Status 2 Analysis of the Interface Design Composition of Autonomous Vehicles 2.1 Hardware Devices 2.2 Visual Elements 3 Research on Cognitive Efficiency and Psychological Comfort of Peripheral Visual Interface 3.1 Experimental Design 3.2 Participant 3.3 Experimental Site and Equipment 3.4 Experimental Materials and Procedures 3.5 Experimental Data Analysis 3.6 Experimental Results 4 Conclusion References Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians 1 Introduction 1.1 Feedback in Primary Care 1.2 Design Thinking Framework 2 Methods 2.1 Design Workshop 2.2 Data Collection 2.3 Data Analysis 3 Results 3.1 Feedback, Received in Many Forms, is Important to Physicians’ Practice and Patient Well-Being 3.2 There are Concerns About the Impact of Certain Types of Feedback 3.3 Experience and System-Related Factors Can Impact Physician Workflow and Interactions 4 Discussion 5 Conclusions References Interaction with Objects and Humans Based on Visualized Flow Using a Background-Oriented Schlieren Method 1 Introduction 2 Related Work 2.1 Interaction with Wind 2.2 Flow Visualization Methods 2.3 Affordance 3 Methodology 4 Case Studies 4.1 Case 1: Visualization of Flow Around the Human Body and Objects 4.2 Case 2: Sensing System with Hot Air Plumes from Heat Sources 4.3 Case 3: User Interface for Playing the Video Game ``Flappy Bird'' 5 Discussion 5.1 Flow Visualization with BOS 5.2 Visualization of Flow Around the Human Body and Objects 5.3 Affordances of Visualized Flow 5.4 Sensing with Visualized Flow 5.5 Input Interface Based on Visualized Flow 6 Conclusion References Research on Aging Design of News APP Interface Layout Based on Perceptual Features 1 Introduction 2 Interpretation of the Perception Characteristics of the Elderly Group 2.1 Visual Features 2.2 Auditory Features 2.3 Tactile Features 3 Correspondence Model Between Perceived Characteristics of the Elderly and Page Layout of News APP 3.1 Relationship Model Under Visual Demand 3.2 Relationship Model Under Auditory Demand 3.3 Relationship Model Under Tactile Demand 4 Experimental Study on Aging Resistance of News APP Interface Layout Based on Perceptual Features 4.1 Graphic Layout Structure Analysis 4.2 Eye Movement Experimental Analysis of Information Retrieval Performance 4.3 Research Questions 4.4 Experimental Research 4.5 Experimental Results 5 Aging Design Strategy of News APP Interface Layout Based on Perceptual Features 5.1 Suitable Aging of Emotional Expression 5.2 Aging of Interactive Interface 5.3 Aging Adaptation of Operation Mode 6 Conclusion References Research on Modular Design of Children’s Furniture Based on Scene Theory 1 Introduction 2 Theoretical Research 2.1 Scene Theory 2.2 Children’s Furniture 2.3 Modular Furniture 3 Modular Children’s Furniture Design Method and Process Based on Scene Theory 3.1 Project Initiation Phase-Collecting Objective Scene Data 3.2 Structured Scenario-Build the Target Scenario Model 3.3 Product Design-Design Simulation Scenarios 3.4 Program Usability Evaluation-Test Actual Application Scenarios 4 Research on the Functional Requirements and Use of Children’s Furniture 4.1 Research Purpose and Content 4.2 Research Method and Process 4.3 Research Places and Users 4.4 Usage of Children’s Furniture for Children Aged 0–12 4.5 Functional Requirements of Children’s Furniture 5 Construction of the Target Scene Model of Modular Furniture for Children 5.1 Research on the Design Requirements of Modular Furniture for Children 5.2 Level Analysis of Modular Design Requirements for Children’s Furniture 5.3 Decomposition of Requirements for Modular Design of Children’s Furniture 6 Modular Children’s Furniture Design and Evaluation 6.1 Construction of Modular System for Children’s Furniture 6.2 Design Scheme Display 6.3 DMFA Technical Analysis of Modular Children’s Furniture 7 Summary and Forward References A Design Method of Children Playground Based on Bionic Algorithm 1 Introduction 2 The Importance of Children’s Play 2.1 The Stereotypical Playground Mode 2.2 The Importance of Play in Children Psychology 2.3 Circular Play Systems 2.4 Our Ideal Playground Mode 3 The Paths of Playground Space 3.1 Slime Mold Algorithm 3.2 Different Terrain and Environment 3.3 Route Generation 4 Construction of Playground Facilities 4.1 Find the Basic Form 4.2 Trans Path to Entity 4.3 Two-Way Progressive Algorithm 5 Application and Outlook 5.1 The Composition of the Playground 5.2 Applications in Interaction Design 6 Conclusion References Bias in, Bias Out – the Similarity-Attraction Effect Between Chatbot Designers and Users 1 Introduction 2 Method 2.1 Study I 2.2 Study II 3 Results 3.1 Similarity-Attraction Effect of Gender 3.2 The Role of Professional Experience and User-Centered Design 3.3 Age Difference 3.4 Gender-Fair Language 4 Discussion 4.1 Limitations and Further Research 4.2 Practical Implications References Research on Immersive Virtual Reality Display Design Mode of Cantonese Porcelain Based on Embodied Interaction 1 Introduction 2 Embodied Interaction 3 Methodology 3.1 A Framework of IVR Display Design Based on Embodied Interaction 3.2 Knowledge of CP Built by Embodied Interaction in Three Key Steps 4 Cantonese Porcelain as a Case Study 4.1 Equipment and Platform 4.2 IVR Display Design Based on Embodied Interaction in Three Key Steps 4.3 Practice and Testing 5 Conclusions and Future Work Appendix References Design and Research of Children’s Robot Based on Kansei Engineering 1 First Section 1.1 A Subsection Sample 2 Kansei Engineering 2.1 Kansei Engineering 2.2 Application of Kansei Engineering in Product Design Research 3 Design of Children’s Accompanying Robot Based on Kansei Engineering 3.1 Market Research of Children Accompany Robot 3.2 Product Design Orientation 3.3 Determination of Typical Product Samples 3.4 Determine Product Perceptual Vocabulary 3.5 Questionnaire Design Based on Semantic Difference Method 3.6 Perceptual Semantic Evaluation of Typical Samples 3.7 Data Analysis and Design Guidance 4 Design Practice 5 Summary and Prospect References User Experience and Technology Acceptance Studies Exploring Citizens' Attitudes Towards Voice-Based Government Services in Switzerland 1 Introduction 2 Method 3 Results 3.1 RQ1. Willingness-to-Use 3.2 RQ2. Desirable Types of Services 3.3 RQ3. Trust in Service Provider 4 Discussion 4.1 RQ1. Willingness-to-Use 4.2 RQ2. Desirable Types of Services 4.3 RQ3. Trust in Service Provider 5 Conclusion and Outlook References Too Hot to Enter: Investigating Users’ Attitudes Toward Thermoscanners in COVID Times 1 Introduction 2 Covid Risk Perception 3 Thermoscanner in Covid Pandemic 4 Experimental Design 4.1 Setting and Equipment 4.2 Materials and Experimental Procedure 4.3 Participants 4.4 Analysis 5 Results 5.1 Post-experience Questionnaire 5.2 Behavioral Observations 6 Discussion and Conclusions 6.1 Thermoscanner Guidelines for Proper Monitoring user’s Safety References Teens’ Conceptual Understanding of Web Search Engines: The Case of Google Search Engine Result Pages (SERPs) 1 Introduction 2 Background 2.1 Conceptual Framework 2.2 Design and Representation of SERPs 2.3 Young Users’ Interaction with SEs 2.4 Eye-Tracking Studies 2.5 SE Ranking 3 Method 3.1 Instrument 3.2 Search Results on SERP 3.3 Participants 3.4 Procedures 4 Data Analysis 5 Results 5.1 Participant Demographics 5.2 Experience and Use of SEs 5.3 RQ1a: Teens’ Conceptual Understanding of How SEs Find Search Results 5.4 RQ1b: Teens’ Conceptual Understanding of How SEs Generate Summaries of Search Results 5.5 RQ1c: Teens’ Conceptual Understanding of the Design of the Structural Components of SE Search Results on SERPs 5.6 RQ1d: Teens’ Conceptual Understanding of How SEs Rank Search Results on SERPs 5.7 RQ2: Differences between Teens’ Conceptual Understanding of the Design of the Structural Components of Search Results on SERPs and the Google Designer’s Conceptual Model (Interface Design) of these Components 5.8 RQ3: Teens’ Learning in School About the Internet and SEs 5.9 RQ3: Teens’ Suggestions for Improving Google Design 6 Discussion 6.1 Limitations 6.2 Implications 7 Conclusion References What Futuristic Technology Means for First Responders: Voices from the Field 1 Introduction 2 Methodology 2.1 Overview 2.2 Interview Methodology 2.3 Survey Methodology 3 Participants 4 Results 4.1 Access to Existing Technologies 4.2 Technologies Useful for All 4.3 Discipline-Specific Technologies 5 Conclusion Appendix References Blinking LEDs: Usability and User Experience of Domestic Modem Routers Indicator Lights 1 Introduction 1.1 Related Works 2 Research 2.1 Methodology 2.2 Benchmark 2.3 Questionnaire 3 Conclusion and Future Works References The Smaller the Better? A Study on Acceptance of 3D Display of Exhibits of Museum’s Mobile Media 1 Introduction 1.1 Museum Mobile Media 1.2 3D Display 2 Research Subjects 2.1 National First-Class Museums in China 2.2 Scoring Table 2.3 Scoring and Confirmation of Research Subjects 3 Research Model and Hypothesis 3.1 Technology Acceptance Model 3.2 Common Features of Mobile Media and Cultural Relics Display 3.3 Features Based on the Mobile Media 3.4 Features Based on the Museum Collections Display 3.5 Research Model 4 Data Collection and Analysis 4.1 User Data 4.2 Data Analysis 5 Conclusion and Limitations 5.1 Research Conclusions 5.2 Limitations Appendix. The Scores of All National First-Class Museums with the 3D Display Function of Mobile Media Collections. References Research on Information Visualization Design for Public Health Security Emergencies 1 Introduction 2 Background 3 Research Methods 3.1 User Participation Subject 3.2 User Cognitive Psychology 3.3 User Interaction Behavior 4 Discussion 4.1 Clarify Application Scenarios and Core Semantics 4.2 Mining Data Correlation 4.3 Provide Emotional Care 5 Conclusion References Comparative Study of the Interaction of Digital Natives with Mainstream Web Mapping Services 1 Introduction 2 Related Work 3 Methodology 3.1 Study Research Question 3.2 Procedure 3.3 Pre-test Questionnaire 3.4 Web Mapping Services Usability Questionnaire 4 Sample Demographics 5 Study Results 5.1 Task 1: Point Identification 5.2 Task 2: Locating the Nearest Point of Interest 5.3 Gender Performance 6 Overall Discussion and Conclusions References Success is not Final; Failure is not Fatal – Task Success and User Experience in Interactions with Alexa, Google Assistant and Siri 1 Introduction 1.1 Research Questions 2 Methods 2.1 Participants 2.2 Procedure 2.3 Assessing Task Success 2.4 Statistical Analysis 3 Results 3.1 Correlations Between Task Success and UX Metrics 3.2 UX Variance Explained by Task Success 3.3 Comparisons of Task Success Between Groups 4 Discussion 4.1 Correlations 4.2 Explained Variance 4.3 Differences in Kappa Between Groups References Research on the Usability Design of HUD Interactive Interface 1 Research Background 2 Interface Visual Design and Application 2.1 Interactive Interface Design Principles 2.2 Interactive Interface Content 2.3 Interface Usability Design 3 Eye Movement Experiment and Verification 3.1 Experimental Study 3.2 Experimental Design 3.3 Data Processing and Analysis 3.4 Experimental Results References Current Problems, Future Needs: Voices of First Responders About Communication Technology 1 Introduction 2 Methods 2.1 Data Collection 2.2 Measures 2.3 Demographics 2.4 Data Analysis 3 Results 3.1 Across Discipline Results 3.2 Discipline-Specific Results 4 Conclusion and Future Work References Exploring the Antecedents of Verificator Adoption 1 Introduction 1.1 Verificator 2 Methodology 2.1 Procedure 2.2 Framework 2.3 Apparatus 3 Results 3.1 Participants 3.2 Findings 4 Conclusion References Are Professional Kitchens Ready for Dummies? A Comparative Usability Evaluation Between Expert and Non-expert Users 1 Introduction 2 Background 3 The Experiment 3.1 Experimental Design and Equipment 3.2 Task Lists 4 Materials 5 Procedure 6 Participants 7 Analysis 8 Results 8.1 Performance 8.2 Questionnaires 9 Discussion and Conclusions References Verification of the Appropriate Number of Communications Between Drivers of Bicycles and Vehicles 1 Introduction 1.1 Background and Motivation 1.2 Our Contributions 2 Related Works 3 Communication Patterns 4 Verification Experiment 4.1 Experimental Setup 4.2 Experimental Video 4.3 Experimental Environment 4.4 Experimental Procedure 4.5 Questionnaire 5 Experimental Results 5.1 Regarding the Appropriateness of Communication 5.2 Discussion 6 Conclusions References User Assessment of Webpage Usefulness 1 Introduction 2 Previous Work 3 Methodology 3.1 Tasks and Topics 3.2 Experimental Design and Procedure 3.3 Content Analysis 4 Results 4.1 Usefulness Assessment of the Webpages 5 Discussion 6 Conclusion References How Workarounds Occur in Relation to Automatic Speech Recognition at Danish Hospitals 1 Introduction and Motivation 2 Related Work 2.1 Automatic Speech Recognition 2.2 Workarounds as a Way to Achieve Goals 2.3 Locating Workarounds in Practice 3 Research Methods 3.1 Physicians’ Workflow 4 Analysis 4.1 Setting Up an ASR Profile 4.2 ASR at Wards 4.3 ASR at Outpatient Clinics 4.4 ASR Illustrated as Data 5 Discussion 5.1 Measuring Workarounds 5.2 Common Goals? 5.3 Normal Workflow 6 Conclusion References Secondary Task Behavioral Analysis Based on Depth Image During Driving 1 Introduction 2 Method 2.1 Hand Detection 2.2 Hand Motion Analysis 3 Experiment 3.1 Task 3.2 Procedure 3.3 Apparatus 4 Result 4.1 Hand Detection Result 4.2 Secondary Task Behavior Analysis 5 Discussion 6 Conclusion References Research on the Relationship Between the Partition Position of the Central Control Display Interface and the Interaction Efficiency 1 Partition of Car Central Control Display Interface 1.1 Research Background 1.2 Current Status of Central Control Display 1.3 Display Information Classification 1.4 Display Interface Partition 2 Study on Design of Eye Movement Experiment in Simulated Driving Environment 2.1 Experimental Purpose 2.2 Experimental Design 2.3 Experimental Materials 2.4 Experimental Equipment 2.5 Subjects 2.6 Experimental Procedure 2.7 Data and Analysis of Experimental Results 3 Results Discussion 4 Conclusion References HCI, Social Distancing, Information, Communication and Work Attention-Based Design and Selective Exposure Amid COVID-19 Misinformation Sharing 1 Introduction 2 Background 2.1 Attention-Based Design 2.2 Selective Exposure 3 Material and Methods 4 Results 4.1 Questionnaire Results 4.2 Proposed Tuning Attention Model (TAM) 5 Discussion References Digital Communication to Compensate for Social Distancing 1 Introduction 2 Background 3 Research Methodology 4 Results 4.1 Demographic Data 4.2 Usage Patterns (RQ1) 4.3 Changes in Usage Patterns Due to Covid-19 (RQ2) 4.4 Expectations and Motivations (RQ3) 4.5 General Experiences (RQ4) 5 Discussion 5.1 Interpretation 5.2 Threats to Validity 6 Conclusion References An Evaluation of Remote Workers’ Preferences for the Design of a Mobile App on Workspace Search 1 Introduction 2 Methods 2.1 Pre-study 2.2 Pilot Study 2.3 Main Study 3 Conclusion and Future Work References Feasibility of Estimating Concentration Level for not Disturbing Remote Office Workers Based on Kana-Kanji Conversion Confirmation Time 1 Introduction 2 Related Work 2.1 Cognitive Resource and Multitasking 2.2 Mental Status and Keystrokes 3 Cognitive Process of Japanese Text Input with Kana-Kanji Conversion 4 Method 4.1 Design of Experiment 4.2 Participants 4.3 Copy by Typing Task 4.4 Procedure and Conditions 4.5 Analysis 5 Results 6 Discussion 6.1 Validity of KKCCT as a Cognitive Index 6.2 Effect of Concentration Level on KKCCT 6.3 Limitations 7 Conclusion References A Smart City Stakeholder Online Meeting Interface 1 Introduction 1.1 Smart City 1.2 Stakeholders 1.3 Communication Among Stakeholders 2 An Efficient Online Meeting System for Smart City Projects 2.1 Interface Windows 2.2 Supporting System Structure 2.3 A Sample Meeting Scenario 3 Summary and Discussion References Fostering Empathy and Privacy: The Effect of Using Expressive Avatars for Remote Communication 1 Introduction 2 Consideration of Existing Research to Overcome the Limitations of Distance-Learning 2.1 Emoticon and Emoji 2.2 Expressive Avatar (EA) Purpose of Use 3 Experiment 3.1 Survey 3.2 In-Depth Interview 4 Conclusion and Future Work Appendix References PerformEyebrow: Design and Implementation of an Artificial Eyebrow Device Enabling Augmented Facial Expression 1 Problem 2 Related Research 3 Preliminary Experiment of Eyebrow Shape Change 3.1 Experimental Methods 3.2 Experimental System 3.3 Subjects 4 Design 4.1 Usage Scenario 4.2 Requirement 4.3 Examination of Shape-Changing Materials 4.4 Examination of Heat-Generating Materials 4.5 System Configuration 5 Implementation 5.1 Electric Heating Circuit Layer 5.2 Thermochromic Ink Layer 5.3 Performance Evaluation of Operating Speed 6 An Experiment to Evaluate the Impression Given by Changes in Eyebrow Shape 6.1 Experimental Method 6.2 Subject 6.3 Result 7 Conclusion References Improving Satisfaction in Group Dialogue: A Comparative Study of Face-to-Face and Online Meetings 1 Introduction 2 Related Work 2.1 Group Dialogue Corpus 2.2 Comparison of Face-To-Face and Online Dialogue 3 Dialogue Corpora 3.1 Data Collection Procedure 3.2 Number of Participants 3.3 Collected Data 4 Results 4.1 Overall Satisfaction 4.2 Factors Related to Overall Satisfaction 4.3 Objective Values 5 Discussion 5.1 Different Degrees of Feeling that Speech Was Inadequate 5.2 Difficulty in Coming up with Ideas and Satisfaction with the Proposal 5.3 Limitations 6 Conclusion References EmojiCam: Emoji-Assisted Video Communication System Leveraging Facial Expressions 1 Introduction 2 Related Work 2.1 Sending Nonverbal Information in Computer Mediated Communication 2.2 Sync/Async and Higher-Bandwidth/Lower-Bandwidth 3 Implementation 3.1 Communication Flow 3.2 System Overview 3.3 Emotion Encoding Method 3.4 Emotion Decoding Method 4 Experiments 4.1 User Study 1 4.2 User Study 2 5 Discussion and Limitation 5.1 Accuracy of Facial Expression Recognition 5.2 Characteristics and Differences for Each Emotion 5.3 Missing Information Due to Encoding and Decoding Process 5.4 Limitations Because of Japanese Cultural Characteristics 6 Future Work 6.1 User Interface 6.2 Display Method of Emoji 6.3 Facial Expression Translation 6.4 Audience Reaction Summary 6.5 Extension to Visual Communication Marker 7 Conclusion References Pokerepo Join: Construction of a Virtual Companion Experience System 1 Introduction 2 Related Research 2.1 Appreciation Support 2.2 Mobile Devices 2.3 Robot 3 Preliminary Experiment 3.1 Local Viewing 3.2 Remote Viewing 4 Design and Implementation 4.1 Camera 4.2 Display 4.3 Screen Layout of Final Video 5 Evaluative Experiment 5.1 Method 5.2 Results 5.3 Consideration 6 Conclusion References Visual Information in Computer-Mediated Interaction Matters: Investigating the Association Between the Availability of Gesture and Turn Transition Timing in Conversation 1 Introduction 2 Methods 2.1 Participants 2.2 Task 2.3 Audio Segmentation and Turn Transition Time 2.4 Gesture Annotation and Selection 2.5 Kinematic Feature Calculation 2.6 Analysis 3 Results 3.1 Effect of Visibility on Turn Transition Time 3.2 Effect of Gesture Presence on Turn Transition Time 3.3 Effect of Gesture Kinematics on Turn Transition Time 4 Discussion 4.1 Relevance 4.2 Strengths and Limitations 4.3 Conclusions Appendix 1 References Author Index