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Human-Computer Interaction. Applications and Services [electronic resource] : 16th International Conference, HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part III / edited by Masaaki Kurosu.

Contributor(s): Material type: TextTextLanguage: English Series: Lecture Notes in Computer Science ; 8512Publication details: Cham : Springer International Publishing, 2014.Description: 1 online resource (XXVI, 803 p. 286 ill.)ISBN:
  • 9783319072272
Subject(s): Online resources:
Contents:
Interacting with the Web -- CORPUS: Next-Generation Online Platform for Research Collaborations in Humanities -- B2C Websites' Usability for Chinese Senior Citizens -- Intelligent Interface for Web Information Retrieval with Document Understanding -- Data Preloading Technique using Intention Prediction -- Textual Emotion Communication with Non-verbal Symbols in Online Environments -- A Preliminary Study of Relation Induction between HTML Tag Set and User Experience -- Analysis of Demographical Factors' Influence on Websites' Credibility Evaluation -- Drivers for the Actual Usage of Cloud Services: An Examination of Influencing Factors for Digital Natives -- Proposals for an Assessment Method of Accessibility and Usability in Web Software -- The Correlation between Visual Complexity and User Trust in On-line Shopping: Implications for Design -- Mobile Interaction -- Digital Love Letter: A Handwriting Based Interface for Non-instant Digital Messenger -- Evaluation Based Graphical Controls: A Contribution to Mobile User Interface Early Evaluation -- Smartphone Input Using Its Integrated Projector and Built-In Camera -- Touchscreen Mobile Phones Virtual Keyboarding for People with Visual Disabilities -- Comparison Test of Website Use with Mobile Phone and Laptop Computer -- A Study of Emoticon Use in Instant Messaging from Smartphone -- Mobile Users Are More Vigilant than Situated Users -- Heuristic Evaluation of Mobile Usability: A Mapping Study -- Where Is Mobile Projection Interaction Going? The Past, Present and Future of the Mobile Projected Interface -- Do Gender and Age Matter? A User Study on Differences in Photo Collection Management -- HCI for Health, Well-Being and Sport Tool to Help the Communication for Autists -- An Exergame for Encouraging Martial Arts -- Exploring B-Learning Scenarios Using Fuzzy Logic-Based Modeling of Users' LMS Quality of Interaction in Ergonomics and Psychomotor Rehabilitation Academic Courses -- User Interfaces of Mobile Exergames -- AwareCycle: Application for Sports Visualization Using an Afterimage Display Attached to the Wheel of a Bicycle -- Refreshing Quantification and other Ploys to Give Up the Habit: A Repertoire of Relations, Identities and Rhetorical Devices in Smoking Cessation Applications -- Eliciting Accessibility Requirements for People with Hearing Loss: A Semantic and Norm Analysis -- Can a Theory-Informed Interactive Animation Increase Intentions to Engage in Physical Activity in Young People with Asthma? -- Mapping Graceful Interaction Design from Dance Performance -- Understanding the Interaction Support for Mobile Work in an Emergency Room -- Sweat Sensing Technique for Wearable Device Using Infrared Transparency -- Collaborative Digital Sports Systems that Encourage Exercise -- Design Implications to Systems Supporting Informal Caregivers' Daily Life -- A Multi-disciplinary Approach in the Development of a Stroke Rehabilitation Tool -- Snappy App: A Mobile Continuous Performance Test with Physical Activity Measurement for Assessing Attention Deficit Hyperactivity Disorder -- Mobility, Transport and Environment -- TellEat: Sharing Experiences on the Move -- The Youth of Today Designing the Smart City of Tomorrow - Challenges to Future Mobility, Energy and City Climate -- Evidence-Based Error Analysis: Supporting the Design of Error-Tolerant Systems -- Authority and Level of Automation - Lessons to Be Learned in Design of In-vehicle Assistance Systems -- Developing a Location-Aware Mobile Guide System for GLAMs Based on TAPIR Sound Tag: A Case Study of the Lee Ungno Museum -- An Adaptive Semantic Mobile Application for Individual Touristic Exploration -- Memory-Sharing Support Tool for Improving Local Interaction -- Finding Directions to a Good GPS System: A Comparative Analysis and Development of a Predictive Model -- A Geo-collaborative Recommendation Tool to Help Urban Mobility -- Influence of Cultural, Organizational and Automation Factors on Human-Automation Trust: A Case Study of Auto-GCAS Engineers and Developmental History -- Adaptive Warning Strategies from Multiple Systems: A Simulator -- Study with Drivers with Different Reaction Times -- Tourist Evacuation Guidance Support System for Use in Disasters -- Evaluating Novel User Interfaces in (Safety Critical) Railway Environments -- Identification of User Requirements for Mobile Applications to Support Door-to-Door Mobility in Public Transport -- Fighting Technology Dumb Down: Our Cognitive Capacity for Effortful AR Navigation Tools -- Model of Mobility Oriented Agenda Planning -- The Challenges of Developing an Online Tool to Measure the Quality of the Passenger Experience in a PanEuropean Context -- Interacting with Games -- From Screens to Devices and Tangible Objects: A Framework Applied to Serious Games Characterization -- Assembling the Collective Experience of a Serious Game Mediation as an Interactional Practice -- Bet without Looking: Studying Eyes-Free Interaction during Live Sports -- Interface Design Strategies and Disruptions of Gameplay: Notes from a Qualitative Study with First-Person Gamers -- Proposal for a New Entertainment System That Connects Real Life and Net Excitement -- Distance Effect: Where You Stand Determines How Promptly You Interact with Game -- Narrative Control and Player Experience in Role Playing Games: Decision Points and Branching Narrative Feedback -- Prototyping for Digital Sports Integrating Game, Simulation and Visualization -- Improving In-game Gesture Learning with Visual Feedback -- Haptic User Interface Integration for 3D Game Engines -- Business, Sustainability and Technology Adoption -- Situating a Design Space for Sustainable Software Appropriation -- A Model of Web-Based Follow-Up to Reduce Assistive Technology Abandonment -- Designing for Online Collaborative Consumption: A Study of Sociotechnical Gaps and Social Capital -- Getting the Most from CRM Systems: Data Mining in Sugar CRM, Finding Important Patterns -- Humanization of Work and Environmental Protection in Activity of Enterprise -- The Gap between What a Service Provider Shows Off and What Users Really Watch -- Design Artefacts as Business Decision Prompts: Tackling the Design and Business Values Gap -- Home Networking: Smart but Complicated -- A Systematic Review of Sustainability and Aspects of Human-Computer Interaction -- Issues of ERP Upgrade in Public Sectors: A Case Study -- The Willingness to Adopt Technologies: A Cross-Sectional Study on the Influence of Technical Self-efficacy on Acceptance -- The Impact of Culture Differences on Cloud Computing Adoption -- Just Rate It! Gamification as Part of Recommendation.
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Books Books National Library of India Available EBK000025130ENG
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Interacting with the Web -- CORPUS: Next-Generation Online Platform for Research Collaborations in Humanities -- B2C Websites' Usability for Chinese Senior Citizens -- Intelligent Interface for Web Information Retrieval with Document Understanding -- Data Preloading Technique using Intention Prediction -- Textual Emotion Communication with Non-verbal Symbols in Online Environments -- A Preliminary Study of Relation Induction between HTML Tag Set and User Experience -- Analysis of Demographical Factors' Influence on Websites' Credibility Evaluation -- Drivers for the Actual Usage of Cloud Services: An Examination of Influencing Factors for Digital Natives -- Proposals for an Assessment Method of Accessibility and Usability in Web Software -- The Correlation between Visual Complexity and User Trust in On-line Shopping: Implications for Design -- Mobile Interaction -- Digital Love Letter: A Handwriting Based Interface for Non-instant Digital Messenger -- Evaluation Based Graphical Controls: A Contribution to Mobile User Interface Early Evaluation -- Smartphone Input Using Its Integrated Projector and Built-In Camera -- Touchscreen Mobile Phones Virtual Keyboarding for People with Visual Disabilities -- Comparison Test of Website Use with Mobile Phone and Laptop Computer -- A Study of Emoticon Use in Instant Messaging from Smartphone -- Mobile Users Are More Vigilant than Situated Users -- Heuristic Evaluation of Mobile Usability: A Mapping Study -- Where Is Mobile Projection Interaction Going? The Past, Present and Future of the Mobile Projected Interface -- Do Gender and Age Matter? A User Study on Differences in Photo Collection Management -- HCI for Health, Well-Being and Sport Tool to Help the Communication for Autists -- An Exergame for Encouraging Martial Arts -- Exploring B-Learning Scenarios Using Fuzzy Logic-Based Modeling of Users' LMS Quality of Interaction in Ergonomics and Psychomotor Rehabilitation Academic Courses -- User Interfaces of Mobile Exergames -- AwareCycle: Application for Sports Visualization Using an Afterimage Display Attached to the Wheel of a Bicycle -- Refreshing Quantification and other Ploys to Give Up the Habit: A Repertoire of Relations, Identities and Rhetorical Devices in Smoking Cessation Applications -- Eliciting Accessibility Requirements for People with Hearing Loss: A Semantic and Norm Analysis -- Can a Theory-Informed Interactive Animation Increase Intentions to Engage in Physical Activity in Young People with Asthma? -- Mapping Graceful Interaction Design from Dance Performance -- Understanding the Interaction Support for Mobile Work in an Emergency Room -- Sweat Sensing Technique for Wearable Device Using Infrared Transparency -- Collaborative Digital Sports Systems that Encourage Exercise -- Design Implications to Systems Supporting Informal Caregivers' Daily Life -- A Multi-disciplinary Approach in the Development of a Stroke Rehabilitation Tool -- Snappy App: A Mobile Continuous Performance Test with Physical Activity Measurement for Assessing Attention Deficit Hyperactivity Disorder -- Mobility, Transport and Environment -- TellEat: Sharing Experiences on the Move -- The Youth of Today Designing the Smart City of Tomorrow - Challenges to Future Mobility, Energy and City Climate -- Evidence-Based Error Analysis: Supporting the Design of Error-Tolerant Systems -- Authority and Level of Automation - Lessons to Be Learned in Design of In-vehicle Assistance Systems -- Developing a Location-Aware Mobile Guide System for GLAMs Based on TAPIR Sound Tag: A Case Study of the Lee Ungno Museum -- An Adaptive Semantic Mobile Application for Individual Touristic Exploration -- Memory-Sharing Support Tool for Improving Local Interaction -- Finding Directions to a Good GPS System: A Comparative Analysis and Development of a Predictive Model -- A Geo-collaborative Recommendation Tool to Help Urban Mobility -- Influence of Cultural, Organizational and Automation Factors on Human-Automation Trust: A Case Study of Auto-GCAS Engineers and Developmental History -- Adaptive Warning Strategies from Multiple Systems: A Simulator -- Study with Drivers with Different Reaction Times -- Tourist Evacuation Guidance Support System for Use in Disasters -- Evaluating Novel User Interfaces in (Safety Critical) Railway Environments -- Identification of User Requirements for Mobile Applications to Support Door-to-Door Mobility in Public Transport -- Fighting Technology Dumb Down: Our Cognitive Capacity for Effortful AR Navigation Tools -- Model of Mobility Oriented Agenda Planning -- The Challenges of Developing an Online Tool to Measure the Quality of the Passenger Experience in a PanEuropean Context -- Interacting with Games -- From Screens to Devices and Tangible Objects: A Framework Applied to Serious Games Characterization -- Assembling the Collective Experience of a Serious Game Mediation as an Interactional Practice -- Bet without Looking: Studying Eyes-Free Interaction during Live Sports -- Interface Design Strategies and Disruptions of Gameplay: Notes from a Qualitative Study with First-Person Gamers -- Proposal for a New Entertainment System That Connects Real Life and Net Excitement -- Distance Effect: Where You Stand Determines How Promptly You Interact with Game -- Narrative Control and Player Experience in Role Playing Games: Decision Points and Branching Narrative Feedback -- Prototyping for Digital Sports Integrating Game, Simulation and Visualization -- Improving In-game Gesture Learning with Visual Feedback -- Haptic User Interface Integration for 3D Game Engines -- Business, Sustainability and Technology Adoption -- Situating a Design Space for Sustainable Software Appropriation -- A Model of Web-Based Follow-Up to Reduce Assistive Technology Abandonment -- Designing for Online Collaborative Consumption: A Study of Sociotechnical Gaps and Social Capital -- Getting the Most from CRM Systems: Data Mining in Sugar CRM, Finding Important Patterns -- Humanization of Work and Environmental Protection in Activity of Enterprise -- The Gap between What a Service Provider Shows Off and What Users Really Watch -- Design Artefacts as Business Decision Prompts: Tackling the Design and Business Values Gap -- Home Networking: Smart but Complicated -- A Systematic Review of Sustainability and Aspects of Human-Computer Interaction -- Issues of ERP Upgrade in Public Sectors: A Case Study -- The Willingness to Adopt Technologies: A Cross-Sectional Study on the Influence of Technical Self-efficacy on Acceptance -- The Impact of Culture Differences on Cloud Computing Adoption -- Just Rate It! Gamification as Part of Recommendation.

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