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  • 1
    UID:
    b3kat_BV049673571
    Format: 1 Online-Ressource (XVII, 320 p. 124 illus., 96 illus. in color)
    Edition: 1st ed. 2024
    ISBN: 9783031579820
    Series Statement: Communications in Computer and Information Science 1877
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-031-57981-3
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-031-57983-7
    Language: English
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    almahu_9949724057102882
    Format: XVII, 320 p. 124 illus., 96 illus. in color. , online resource.
    Edition: 1st ed. 2024.
    ISBN: 9783031579820
    Series Statement: Communications in Computer and Information Science, 1877
    Content: This book constitutes the referred proceedings of the 9th Iberoamerican Workshop on Human-Computer Interaction, HCI-COLLAB 2023, held in Buenos Aires, Argentina, during September 13-15, 2023. The 23 full papers presented in this book were carefully reviewed and selected from 84 submissions. They cover a variety of topics related to HCI such as: Emotional Interfaces, Usability, Video Games and Gamification, Computational Thinking, Internet of Things (IoT), Software Engineering, ICT in Education, Augmented and Mixed Virtual Reality for Education, Emotional Interfaces, Adaptive Instructional Systems, Accessibility, Artificial Intelligence in HCI, Industry 4. 0 and HCI, Infotainment Systems, Intelligent Systems, Collaborative Work and Learning, Cognition, and Interaction, among others.
    Note: A case study on teaching HCI to interactive art practitioners and learning from them -- A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD -- A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD -- Adaptive Videogames for Education An Initial Study -- An Approach to Cluster Scenarios According to their Similarity using Natural Language Processing -- Applying Design Thinking with Virtual Reality Applications as a Support for Bachelor Students with Disabilities -- Approach for the feature models definition in software lines based on collaborative work -- Automation of Granollers Heuristic Evaluation Method Using a Developed Support System A Case Study -- Computational playful strategy to measure the level of technological acceptance by older adults -- Design Thinking Empowering Innovation and Transformation in Industry 4.0 Lessons Learned from Early Adoption in SMEs -- Development and Evaluation of a Non Conventional Interaction Wearable Device -- DUXAIT NG A Software for the Planning and Execution of User Experience Evaluations and Experiments -- Eye Tracking-Based Platform for Programming Teaching -- Facial Emotion Recognition with AI -- Human-Computer Interaction Research in Ibero America A bibliometric analysis -- Migration of legacy Java desktop applications to collaborative Web -- Mistakes Hold the Key: Reducing Errors in a Crowdsourced Tumor Annotation Task by Optimizing the Training Strategy -- Personalization and Accessibility in a Digital Repository -- Prompt Engineering An Alternative for Video Game Development -- Redesign of the Dashboard of a Web Telemetry System for decision support -- Scenarios, shared understanding, and group decision support to foster innovation networks -- Social Presence and User Experience The Influence of the Immersive Virtual Classroom in Synchronous Distance Learning -- The Adoption of Industry 4.0 Practices for Small and Medium-sized Companies A systematic mapping study.
    In: Springer Nature eBook
    Additional Edition: Printed edition: ISBN 9783031579813
    Additional Edition: Printed edition: ISBN 9783031579837
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    gbv_1887415955
    Format: 1 Online-Ressource (xvii, 320 Seiten)
    ISBN: 9783031579820
    Series Statement: Communications in computer and information science 1877
    Content: A case study on teaching HCI to interactive art practitioners and learning from them -- A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD -- A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD -- Adaptive Videogames for Education An Initial Study -- An Approach to Cluster Scenarios According to their Similarity using Natural Language Processing -- Applying Design Thinking with Virtual Reality Applications as a Support for Bachelor Students with Disabilities -- Approach for the feature models definition in software lines based on collaborative work -- Automation of Granollers Heuristic Evaluation Method Using a Developed Support System A Case Study -- Computational playful strategy to measure the level of technological acceptance by older adults -- Design Thinking Empowering Innovation and Transformation in Industry 4.0 Lessons Learned from Early Adoption in SMEs -- Development and Evaluation of a Non Conventional Interaction Wearable Device -- DUXAIT NG A Software for the Planning and Execution of User Experience Evaluations and Experiments -- Eye Tracking-Based Platform for Programming Teaching -- Facial Emotion Recognition with AI -- Human-Computer Interaction Research in Ibero America A bibliometric analysis -- Migration of legacy Java desktop applications to collaborative Web -- Mistakes Hold the Key: Reducing Errors in a Crowdsourced Tumor Annotation Task by Optimizing the Training Strategy -- Personalization and Accessibility in a Digital Repository -- Prompt Engineering An Alternative for Video Game Development -- Redesign of the Dashboard of a Web Telemetry System for decision support -- Scenarios, shared understanding, and group decision support to foster innovation networks -- Social Presence and User Experience The Influence of the Immersive Virtual Classroom in Synchronous Distance Learning -- The Adoption of Industry 4.0 Practices for Small and Medium-sized Companies A systematic mapping study.
    Content: This book constitutes the referred proceedings of the 9th Iberoamerican Workshop on Human-Computer Interaction, HCI-COLLAB 2023, held in Buenos Aires, Argentina, during September 13–15, 2023. The 23 full papers presented in this book were carefully reviewed and selected from 84 submissions. They cover a variety of topics related to HCI such as: Emotional Interfaces, Usability, Video Games and Gamification, Computational Thinking, Internet of Things (IoT), Software Engineering, ICT in Education, Augmented and Mixed Virtual Reality for Education, Emotional Interfaces, Adaptive Instructional Systems, Accessibility, Artificial Intelligence in HCI, Industry 4. 0 and HCI, Infotainment Systems, Intelligent Systems, Collaborative Work and Learning, Cognition, and Interaction, among others.
    Additional Edition: ISBN 9783031579813
    Additional Edition: ISBN 9783031579837
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9783031579813
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9783031579837
    Language: English
    Keywords: Konferenzschrift
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    edoccha_9961493292702883
    Format: 1 online resource (335 pages)
    Edition: First edition.
    ISBN: 3-031-57982-8
    Series Statement: Communications in Computer and Information Science Series ; Volume 1877
    Note: Includes index. , Intro -- Preface -- Organization -- Contents -- A Case Study on Teaching HCI to Interactive Art Practitioners (and Learning from Them) -- 1 Introduction -- 2 Background -- 3 Case Study -- 3.1 Goals and RQs -- 3.2 Method -- 3.3 Results -- 4 Lessons Learned -- 4.1 The Designer's Experience Matters -- 4.2 Engagement, Multimodality, Usage Time, and Boredom All Compete in the Same League -- 4.3 You can't Evaluate What You can't Measure. And You Cannot Measure What is not Defined -- 5 Conclusion and Future Work -- References -- A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD -- 1 Introduction -- 2 Theoretical Foundation -- 2.1 Autistic Spectrum Disorder (ASD) -- 2.2 Social Cognition -- 2.3 Related Works -- 3 Development Methodology -- 4 Game Development -- 4.1 Game Description -- 4.2 Requirements Analysis -- 4.3 Project -- 4.4 Implementation -- 5 Final Considerations -- References -- A Study on the Interaction of the Elderly with Digital Games Under the User Experience Approach -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Elderly - Cognitive and Physical Losses Throughout Life -- 2.2 UX Applied to Elderly in Games -- 2.3 Related Works -- 3 Methodology -- 3.1 Test Planning -- 4 Results -- 4.1 Interviewees Profile -- 5 Final Considerations and Future Work -- References -- Adaptative Videogames for Education: An Initial Study -- 1 Introduction -- 2 Systematic Mapping -- 2.1 Definition of Research Questions -- 2.2 Search for Primary Studies -- 2.3 Screening of Papers for Inclusion or Exclusion -- 2.4 Data Extraction -- 3 Results -- 4 Conclusions and Future Work -- References -- An Approach to Cluster Scenarios According to Their Similarity Using Natural Language Processing -- 1 Introduction -- 2 Scenarios -- 3 The Proposed Approach -- 3.1 Our Approach in a Nutshell -- 3.2 Example. , 4 Tool Support -- 5 Related Works -- 6 Conclusions and Future Work -- References -- Applying Design Thinking with Virtual Reality Applications as a Support for Bachelor Students with Disabilities -- 1 Introduction -- 2 Related Work -- 3 Conceptual Background -- 3.1 Educational Applications -- 3.2 Virtual Reality -- 3.3 Care Center for Students with Disabilities -- 4 Design Thinking Methodology in the Inclusive Education -- 5 Applying Design Thinking with Augmented Reality Applications -- 5.1 First Iteration -- 5.2 Second Iteration -- 5.3 Third Iteration -- 5.4 Fourth Iteration -- 5.5 Fifth Iteration -- 6 Results -- 7 Conclusions and Future Work -- References -- Approach for Feature Models Definition in Software Product Lines Based on Collaborative Work -- 1 Introduction -- 2 Conceptual Framework and Related Work -- 2.1 Feature Models -- 2.2 Collaborative Work in SPL's -- 3 Methodology -- 4 CINDERELLA -- 4.1 CINDERELLA's Task Flow -- 4.2 Collaborative Description of CINDERELLA Tasks -- 5 Validation -- 5.1 Experiment Context -- 5.2 Experiment Design -- 5.3 Hypotheses -- 5.4 Execution -- 5.5 Qualitative Analysis and Results -- 6 Conclusions -- References -- Automation of Granollers Heuristic Evaluation Method Using a Developed Support System: A Case Study -- 1 Introduction -- 2 Background -- 2.1 Usability -- 2.2 Heuristic Evaluation -- 2.3 Granollers Heuristic Evaluation Method -- 2.4 TAM Criteria -- 3 Developing a Software Product that Supports and Automates the Heuristic Evaluation Method Proposed by T. Granollers -- 4 Elaboration of the Case Study -- 5 Execution of the Case Study and Its Results -- 6 Conclusions and Future Works -- References -- Computational Playful Strategy to Measure the Level of Technological Acceptance by Older Adults -- 1 Introduction -- 2 Background -- 2.1 Virtual Assistants -- 2.2 Older Adults -- 2.3 Playful Activities. , 3 Playful Experience Developed -- 4 Results -- 4.1 Participants Observation Stage -- 4.2 Survey Process -- 4.3 Analysis of Results -- 5 Conclusions -- References -- Design Thinking: Empowering Innovation and Transformation in Industry 4.0 - Lessons Learned from Early Adoption in SMEs -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Description of the Experiment -- 3.2 Empathy Design Process -- 4 Generated Solutions and Evaluation -- 5 Conclusion -- References -- Development and Evaluation of a Non-conventional Interaction Wearable Device -- 1 Introduction -- 2 Theoretical Foundation -- 2.1 Wearable Technologies -- 2.2 Related Works -- 3 Development Methodology -- 3.1 Description of the Wearable Device Idea -- 3.2 Wearable Devices -- 3.3 System Software -- 3.4 Usability Evaluation -- 4 Results -- 5 Conclusions -- References -- DUXAIT NG: A Software for the Planning and Execution of User Experience Evaluations and Experiments -- 1 Introduction -- 2 Background and Related Works -- 2.1 Evaluation Methods -- 2.2 Tools and Related Works -- 3 Software Development Process and Deployment -- 4 Software Features -- 5 Software Architecture -- 5.1 Logical View -- 5.2 Functional View -- 5.3 Deployment View -- 6 Conclusions and Future Works -- References -- Eye Tracking-Based Platform for Programming Teaching -- 1 Introduction -- 2 Related Work -- 3 Definition and Characteristics of the Platform -- 4 Platform Development Aspects -- 4.1 The User in the Environment -- 5 Conclusions and Future Work -- References -- Facial Emotion Recognition with AI -- 1 Introduction -- 2 Background -- 3 Development -- 4 Evaluation, Results and Discussions -- 5 Conclusions and Future Work -- References -- Human-Computer Interaction Research in Ibero-America: A Bibliometric Analysis -- 1 Introduction -- 2 Materials and Methods -- 2.1 Information Collection. , 2.2 Search Execution -- 3 Results and Discussion -- 3.1 General Information on the Domain -- 3.2 Annual Scientific Production in the Domain -- 3.3 Relevant Sources in the Domain -- 3.4 Relevant Authors in the Domain -- 3.5 Most Productive Countries in the Domain -- 3.6 Relationships Between Countries by Authors -- 3.7 Collaboration Among Countries - World Map -- 3.8 Conceptual Structure of the Domain -- 3.9 Thematic Evolution of the Domain -- 4 Conclusions -- References -- Migration of Legacy Java Desktop Applications to Collaborative Web -- 1 Introduction -- 2 Migration of Java Applications to Web -- 3 Framework Vaadin -- 3.1 Performance -- 3.2 Collaborative Features -- 3.3 Topic -- 3.4 CollaborationAvatarGroup -- 3.5 Binder/CollaborationBinder -- 3.6 Migration Process -- 4 Case Study -- 4.1 Evaluation -- 5 Conclusion and Future Work -- References -- Mistakes Hold the Key: Reducing Errors in a Crowdsourced Tumor Annotation Task by Optimizing the Training Strategy -- 1 Introduction -- 2 Related Work -- 3 Materials and Methods -- 3.1 Dataset -- 3.2 Task -- 3.3 Conducted Studies -- 4 Study 1: Identification of Error Patterns -- 4.1 Training Strategy -- 4.2 Findings from Study 1 -- 4.3 Identified Errors -- 4.4 Optimized Training Based on Error Patterns -- 5 Study 2: Evaluation of the Optimized Training Strategy -- 5.1 Performance and Error Comparison Between Training Strategies -- 5.2 Results and Findings -- 6 Discussion -- 6.1 Error Pattern Findings -- 7 Conclusion -- References -- Personalization and Accessibility in a Digital Repository -- 1 Introduction -- 2 Personalization in Digital Repositories -- 3 Accessibility in Digital Repositories -- 4 Repository with Personalization and Accessibility Criteria -- 5 Evaluation of the ROAAP Prototype -- 5.1 Accessibility Evaluation -- 5.2 Validation with End Users -- 6 Conclusions and Future Work. , References -- Prompt Engineering, An Alternative for Video Game Development? -- 1 Introduction -- 2 Background -- 3 Proposed Framework -- 3.1 Pre-production -- 3.2 Production -- 3.3 Post-Production -- 4 Video Game Development Example -- 5 Conclusions and Final Remarks -- References -- Redesign of the Dashboard of a Web Telemetry System for Decision Support -- 1 Introduction -- 2 Materials and Methods -- 2.1 User-Centered Design -- 3 Results -- 3.1 Identification of the Context of Use -- 3.2 Specification of Requirements -- 3.3 Production of Design Solutions and Their Evaluation -- 4 Conclusions -- References -- Scenarios, Shared Understanding, and Group Decision Support to Foster Innovation Networks -- 1 Introduction -- 2 Background -- 2.1 Knowledge Boundaries -- 2.2 Scenarios -- 2.3 Shared Understanding -- 2.4 Multi-criteria Decision Making -- 3 Related Work -- 4 The Proposed Approach -- 4.1 Our Approach in a Nutshell -- 4.2 Capture Knowledge with Scenarios -- 4.3 Reach Shared Understanding -- 4.4 Rank the Scenarios -- 5 Preliminary Evaluation -- 6 Discussion and Conclusions -- References -- Social Presence and User Experience: The Influence of the Immersive Virtual Classroom in Synchronous Distance Learning -- 1 Introduction -- 2 Background -- 2.1 Immersive Virtual Classroom - IVC -- 3 Method -- 3.1 Courses and Participants -- 3.2 Procedure and Questionnaire -- 3.3 Data Analysis -- 4 Results and Discussion -- 5 Conclusions, Limitations, and Further Work -- References -- The Adoption of Industry 4.0 Practices for Small and Medium-Sized Companies: A Systematic Mapping Study -- 1 Introduction -- 2 Theoretical Reference -- 2.1 Industry 4.0 and the Situation of Small and Medium-Sized Companies in Brazil -- 2.2 Literature Mapping -- 2.3 Related Works -- 3 Research Method -- 3.1 Definition of the Research Question -- 3.2 Primary Search in Databases. , 3.3 Establishment of Inclusion and Exclusion Criteria.
    Additional Edition: ISBN 3-031-57981-X
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    UID:
    almafu_9961493292702883
    Format: 1 online resource (335 pages)
    Edition: 1st ed. 2024.
    ISBN: 3-031-57982-8
    Series Statement: Communications in Computer and Information Science, 1877
    Content: This book constitutes the referred proceedings of the 9th Iberoamerican Workshop on Human-Computer Interaction, HCI-COLLAB 2023, held in Buenos Aires, Argentina, during September 13–15, 2023. The 23 full papers presented in this book were carefully reviewed and selected from 84 submissions. They cover a variety of topics related to HCI such as: Emotional Interfaces, Usability, Video Games and Gamification, Computational Thinking, Internet of Things (IoT), Software Engineering, ICT in Education, Augmented and Mixed Virtual Reality for Education, Emotional Interfaces, Adaptive Instructional Systems, Accessibility, Artificial Intelligence in HCI, Industry 4. 0 and HCI, Infotainment Systems, Intelligent Systems, Collaborative Work and Learning, Cognition, and Interaction, among others.
    Note: Includes index. , A case study on teaching HCI to interactive art practitioners and learning from them -- A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD -- A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD -- Adaptive Videogames for Education An Initial Study -- An Approach to Cluster Scenarios According to their Similarity using Natural Language Processing -- Applying Design Thinking with Virtual Reality Applications as a Support for Bachelor Students with Disabilities -- Approach for the feature models definition in software lines based on collaborative work -- Automation of Granollers Heuristic Evaluation Method Using a Developed Support System A Case Study -- Computational playful strategy to measure the level of technological acceptance by older adults -- Design Thinking Empowering Innovation and Transformation in Industry 4.0 Lessons Learned from Early Adoption in SMEs -- Development and Evaluation of a Non Conventional Interaction Wearable Device -- DUXAIT NG A Software for the Planning and Execution of User Experience Evaluations and Experiments -- Eye Tracking-Based Platform for Programming Teaching -- Facial Emotion Recognition with AI -- Human-Computer Interaction Research in Ibero America A bibliometric analysis -- Migration of legacy Java desktop applications to collaborative Web -- Mistakes Hold the Key: Reducing Errors in a Crowdsourced Tumor Annotation Task by Optimizing the Training Strategy -- Personalization and Accessibility in a Digital Repository -- Prompt Engineering An Alternative for Video Game Development -- Redesign of the Dashboard of a Web Telemetry System for decision support -- Scenarios, shared understanding, and group decision support to foster innovation networks -- Social Presence and User Experience The Influence of the Immersive Virtual Classroom in Synchronous Distance Learning -- The Adoption of Industry 4.0 Practices for Small and Medium-sized Companies A systematic mapping study.
    Additional Edition: ISBN 3-031-57981-X
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    UID:
    gbv_1887509291
    ISBN: 9783031579820
    Content: Accurate tumor identification is crucial for diagnosing and treating various diseases. Nevertheless, the limited availability of expert pathologists delays reliable and timely tumor identification. Crowdsourcing can assist by taking advantage of the collective intelligence of crowdworkers through consensus-based opinion aggregation. However, the open problem of training crowdworkers rapidly for doing complex tasks poses a significant challenge, currently yielding inaccurate results. To improve the performance of crowdworkers, we present a redesign of the training strategy by addressing the errors crowdworkers face frequently. By identifying error patterns through a study, we optimize the design of the training strategy for an exemplary tumor identification crowdsourcing task.
    In: Human-computer interaction, Cham : Springer Nature Switzerland, 2024, (2024), Seite 210-224, 9783031579820
    In: year:2024
    In: pages:210-224
    Language: English
    Author information: Hirth, Matthias
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