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ویرایش: نویسندگان: Peter Forbrig (editor), Fabio Paternó (editor), Annelise Mark Pejtersen (editor) سری: ISBN (شابک) : 3642152309, 9783642152306 ناشر: Springer سال نشر: 2010 تعداد صفحات: 328 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 8 مگابایت
در صورت تبدیل فایل کتاب Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings ... and Communication Technology, 332) 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: دومین سمپوزیوم IFIP TC 13، HCIS 2010، برگزار شده به عنوان بخشی از WCC 2010، بریزبن، استرالیا، 20-23 سپتامبر 2010، مجموعه مقالات ... و فناوری ارتباطات، 332) 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.
Title Preface Table of Contents Keynote The Power and the Puzzles of Auditory Interfaces Overview Specification and Modeling Improving the Search for User Interface Design Patterns through Typed Relationships Introduction User Interface Design Patterns User Interface Design Pattern Relationships User Interface Design Patterns’ Semantic Relationship Semantic Relationship Assignments Evaluation Related Work Conclusion References Contributions of Psychology to the Design of Diagnostic Decision Support Systems Introduction Decision Issues in Medical Diagnosis Decision Support Systems in Pediatrics Probabilities and Bayesian Decision Tasks The Notion of Diagnosticity Creating NeoPeDDS Formative Usefulness Test Method Results and Discussion Conclusions and Next Steps References A Composite Task Meta-model as a Reference Model Introduction Extraction of Task Meta-models A Composite Task Meta-model Usage and Potential of the ReTaMeta Model References Future Dining Table: Dish Recommendation Based on Dining Activity Recognition Introduction Related Research Tabletop Interface, Use of Physical Objects and Its History Dining Recognition Future Role of ICT Use in the Society Future Dining Table Recognition of Dining Behavior Estimation of Dining Activity Recommendation Initial Evaluation of Dining Activity Recognition Conclusion References User-Centered Development Developing a User-Centered Mobile Service Interface Based on a Cognitive Model of Attention Allocation Introduction Challenge Attention Allocation between GUI and VUI in Dynamic Environments Design Recommendations Increasing the Expectancy Decreasing the Effort Conclusions and Implications References Structured Digital Storytelling for Eliciting Software Requirements in the ICT4D Domain Introduction Background Requirements Engineering in the ICT4D Domain Structured Digital Storytelling The Mobile E-Tool SDS-Driven Requirements Elicitation and Specification Process Preliminary Analysis of Needs, Goals and Tasks Question Selection and Requirements Elicitation Requirements Abstraction and Specification Case Studies in Rural India Related Work Conclusion References Experiencing User-Centered Design (UCD) Practice(Case Study: Interactive Route Navigation Map of Bangkok Underground and Sky Train) Problem Statement and Motivation Research Objective Statements Interactive Manners and User-Centered Design (UCD) Case Study Walk through: The Development Processes Analysis and Design Implementation and Deployment Conclusions Recommendations References Development of Wearable Device by Kid’s Friendly Design for Kid’s Safety Introduction Development of Wearable Device for Kids Weight and Size of the Device How and Where to Wear the Device Design Development of the Wearable Device Build-in Mock-Ups Discussion Weight and Size of the Device Position of Wearing the Device Graphical Package for Kid’s Friendly Design Future Study References Usable Systems Towards a Usability Coaching Method for Institutionalizing Usability in Organisations Introduction Methodology and Method Research on Coaching Learning in a Coaching Situation Case Study Setting and the Usability Coaching Program Experiences from the Case Study Usability Coaching – Towards a More Formal Method Recommendations for Research and Practice References The Focus on Usability in Testing Practices in Industry Introduction Research Methods The Survey The Interviews Results Results on How Testing Is Practiced in Scrum Results on Usability Testing Compared to Other Testing Techniques Some Examples for the Reasons for These Results Discussion Testing Practices in Scrum Factors Affecting Testing Practices Conclusion References Added Value of Eye Tracking in Usability Studies:Expert and Non-expert Participants Introduction Related Usability Studies Method Participant Profile Conducting the Test Data Collection Method Results and Findings Task 1 Task 2 Task 3 Post-Test Questionnaire Discussion Conclusion and Future Work References Supporting the Spreadsheet Idea for Interactive Database Applications Introduction Sales Talk Scenario End User Development Visualization Objects \"EProgressVisual\" - Progress Bar Technologies Evaluation Summary and Outlook References Social and Cultural Problems What Is Culture? Toward Common Understandings of Culture in HCI Introduction Previous Use of Culture in HCI Literature Prior Overviews Geert Hofstede, Critique and Possible Use Discussions Conclusions and Future Work References Personalized Support, Guidance, and Feedback by Embedded Assessment and Reasoning: What We Can Learn from Educational Computer Games Introduction Intelligent Adaptation and Personalization in DEGs Adaptation on the Micro Level Competence-Based Knowledge Space Theory A Theory of Human Problem Solving Merging Competence Structures and Problem Spaces Updating Competence State Probabilities Adaptive Support and Feedback Leering at the Games: 80Days Architecture The Game Conclusion and Outlook References Investigating Sociability and Affective Responses of Elderly Users through Digitally-Mediated Exercises:A Case of the Nintendo Wii Introduction Case Study: Singapore The Study Research Model Measurement Items in the Survey Instrument Protocol Findings and Analysis Descriptive Statistics Test of Measurement Model Structural Model Conclusion and On-Going Work References Acquaintances Clustering for Social Relationship-Based Indexing of Digital Photos Introduction Related Work Research Problem System Development Step 1: Name Tag Clustering by Co-occurrence Step 2: Name Tag Clustering by Photo Creation Time Step 3: Arrangement of Groups and Its Members Prototype Photo Management System User Study Subjects Data Acquisition Measures Comparison Interfaces Experiments Result Searching Time User Satisfaction Conclusion Future Work References Mobile and Web Applications Generating Exploratory Search Interfaces for the Semantic Web Introduction Related Work Exploratory Search Interface Generation Information Space Representation Result Overview Generation Facet Generation Facet Identification Facet Construction Facet Mapping Validation Conclusions References Can Adaptive Interfaces Improve the Usability of Mobile Applications? Introduction Usability of Mobile Applications Adaptive User Interfaces Types of AUIs Benefits and Shortcomings Case Study: MediaMaps Functional Requirements Design Evaluation Results Case Study: A-POInter Requirements Analysis Design Evaluation Results Discussion Conclusions References Video Game Design for Mobile Phones Introduction Literature Review The Engine and the Videogames Interfaces Prototypes Usability Evaluation Objectives Participants Instruments Procedure Results Conclusions References Epistemology, Emotions and Personalization EPISOSE: An Epistemology-Based Social Search Framework for Exploratory Information Seeking Introduction The EPISOSE Framework Implementation Data Collection Searching and Sharing Epistemology Search Engine and Epistemology Repository Communication and Personal Information Experimental Evaluations Experiments Setup Results and Discussion Conclusions and Future Work References Artificial Emotion Generation Based on Personality,Mood, and Emotion for Life-Like Facial Expressions of Robots Introduction Overall Architecture of Emotion Generation and Expression Model Emotion Generation Model PME Model Proposed Emotion Generation Model Emotion Expression Model LDAEM Integration between Emotion Generation Model and Emotion Expression Model Experimental Results Conclusion References Human Error Categorization: An Extension to Classical Proposals Applied to Electrical Systems Operations Introduction Human Error Classification Rasmussen Error Classification Eekhout, Johnson, Rouse and Rouse Error Classification Confronting Error Classifications Proposed Categorization of the Error Report Analyses Final Considerations and Future Directions References Exploring the Influence of Cultural Diversity in Collaborative Design Teams: Preliminary Findings Introduction Communication Problems in Collaborative Design Teams Discussion Dominance Reduced Communication Frequency Discussion Exclusion Research Issues Study Participants in Experimental Conditions Procedure Coding and Measures Results Discussion Dominance Communication Frequency Discussion Exclusion Discussion References Theoretical Model of User Acceptance: In the View of Measuring Success in Web Personalization Introduction Measuring Success in Web Personalization The Significance of Measuring Success Theoretical Underpinning of Measuring Success Information Success Model (IS-Success) Technology Acceptance Model (TAM) Theory of Planned Behavior (TPB) Unified Theory of Acceptance and Use of Technology (UTAUT) Theoretical Model and Methodology TPB as a Framework Methodology Conclusions and Future Research References Posters An Approach to Information Presentation Employing Game Principles and Physics Based Interaction Visualization Concept Graph User Interaction Applying Game Principles Evaluation and Conclusions References Exploration in 3D Multimodal Virtual Environment for Nonvisual Spatial Recognition Introduction The Study Result and Discussion References Experiments with Adaptable Interfaces for Elderly People∗ Introduction Constructing Dynamic Interfaces Automatic Adaption of User Interfaces Model-Based Design User/Hardware Model Enhanced User Model for Seniors Adaption to Different Input Devices Using Abstract Events Conclusion and Future Work References The Practice of Interaction Design Introduction Method Results Discussion References Artefacts as a Cultural and Collaborative Probe inInteraction Design Introduction The Study Artefacts Analysis Artefacts Description and Interpretation Conclusions References An Easy to Use Augmented Reality Authoring Tool for Use in Examination Purpose Background System Design Prior User Testing and Discussion References From Microsoft Word 2003 to Microsoft Word 2007:Design Heuristics, Design Flaws and Lessons Learnt Introduction Study and Findings Discussion and Conclusion References The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance Introduction Study Design Result Conclusion References New Attitude to Learning in Virtual Environments -Mining Physiological Data for Automated Feedback Introduction Mouse and Keyboard Events Monitoring and Reflection Eye Tracking and Blinking Patterns Galvanic Skin Response Heart Rate, EEG, Respiration Rate References Personalized Sightseeing Tours Support Using Mobile Devices Introduction PSiS Mobile Conclusion Reference Reaction on a Change of User Context in Complex Mobile User Adaptive System Introduction Reaction on a Change of Location Reaction on a Change of Biomedical Data Conclusions References Augmented Reality for Deaf Students: Can Mobile Devices Make It Possible? Introduction Augmented Reality Experience One: Using GPS Augmented Reality Experience Two: Using 2D Barcodes References Author Index