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08023nam a22004695i 4500 |
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978-3-319-68059-0 |
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20191024182025.0 |
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cr nn 008mamaa |
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170920s2017 gw | s |||| 0|eng d |
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|a 9783319680590
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|a 10.1007/978-3-319-68059-0
|2 doi
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|a Sistema de Bibliotecas del Tecnológico de Costa Rica
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|a Human-Computer Interaction - INTERACT 2017
|b 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV /
|c edited by Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler.
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|a 1st ed. 2017.
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|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2017.
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|a XXXIII, 545 p. 127 illus.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Information Systems and Applications, incl. Internet/Web, and HCI ;
|v 10516
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|a Security and trust -- Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users.-Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making -- Modelling Trust: An Empirical Assessment.-Towards Understanding the Infuence of Personality on Mobile App Permission Settings -- Social media and design innovation -- 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data -- Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact -- Citizen Tagger: Exploring social tagging of conversational audio -- Exploring Offline Context and Consciousness in Everyday Social Media Use -- Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China -- UX adoption in the organizations -- Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies -- Adoption of UX Evaluation in Practice: An Action Research Study in a Software Organization -- Empowering Project Managers in Enterprises - A Design Thinking approach to manage Commercial Projects -- Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks.-UX Professionals' Definitions of Usability and UX - A Comparison between Turkey, Finland, Denmark, France and Malaysia -- Virtual Reality and feeling of immersion -- Estimating Visual Discomfort in Head-Mounted Displays using Electroencephalography -- Experience Probes: Immersion and Reflection Between Reality and Virtuality -- Guidelines for Designing Interactive Omnidirectional Video Applications -- How Real is Unreal? The Impact of Visual Imagery on the Experience of Exercise-Induced Pain -- Increasing Presence in Virtual Reality with a Vibrotactile Grid around the Head -- User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays -- Case Studies -- A Digital Employability Marketplace -- Ability-based Optimization: Designing Smartphone Text Entry Interface for Older Adults -- Adoption of Structural Analysis Capabilities in an IOT based Scenario for Connected Assets. -Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms -- Connected by Design - Our learnings from designing digital profiler journeys IDFC Bank Digital Experience -- Design and Development of a Location-Based Social Networking Mobile Application -- Design guidelines for exploring relationships in a connected big data environment -- esigning Interactive Spatiotemporal Visualizations to Enhance Movie Browsing -- Enterprise Software Experience Design: Journey and lessons -- Expectation and experience: Passenger acceptance of autonomous public transportation vehicles -- From Minutes of Meeting to 'Memories of Meeting' - How we designed impactful and engaging Visual MoM for Client Visit -- Leveraging Virtual Trips in Google Expeditions to Elevate Students' Social Exploration -- On the design and evaluation of Nippon Paint Color Visualizer application - a case study -- Courses -- Design of location-based mobile games: introduction -- Designing and Assessing Interactive Systems Using Task Models -- Designing for Accessibility -- Designing Valuable Products with Design Sprint -- Introduction to Service Design for Digital Health -- The Science behind User Experience Design -- Demonstrations -- Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation. -Inclusive Side-scrolling Action Game Securing Accessibility for Visually Impaired People -- Little Bear - A Gaze Aware Learning Companion for Early Childhood Learners -- ReRide A Platform to Explore Interaction with Personal Data Before, During, and After Motorcycle Commuting -- SoPhy: Smart Socks for Video Consultations of Physiotherapy -- Interactive posters -- BendSwipe: One Handed Target Zooming for Flexible Handheld Display -- Crowdsourcing of Accessibility Attributes on Sidewalk-based Geodatabase -- Dual-Mode User Interfaces for Web based Interactive 3D Virtual Environments Using Three.js -- Fine-grained Privacy Setting Prediction using a Privacy Attitude Questionnaire and Machine Learning -- Interactive Reading Using Low Cost Brain Computer Interfaces -- Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board -- Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers -- Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.-TTracker: Using Finger Detection to Improve Touch Typing Training -- URetail: Privacy User Interfaces for Intelligent Retail Stores -- Versatile Classroom Management Solution for Teachers in Developing Countries -- Field Trips -- ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai -- Investigating Perceptions of Personalization and Privacy in India -- IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers -- Modeling Less-literate User's Choices of Smartphone Authentication Modes -- Parental Perspectives Towards Education Technology in Low-Income Urban households -- Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi -- Understanding The Informal Support Networks of Older Adults in India -- Workshops -- Beyond Computers: Wearables, Humans, And Things - WHAT! -- Cross Cultural Differences in Designing for Accessibility and Universal Design -- Dealing with Conflicting User Interface Properties in User-Centered Development Processes -- Designing Gestures for Interactive Systems: Towards Multicultural Perspective -- Designing Humor in Human Computer Interaction (HUMIC 2017) -- Human Work Interaction Design meets International Development -- Multimodality in Embodied Experience Design Embodied Experience Design -- Service Design Meets Design for Behaviour Change: Opportunities and Challenges -- Symposium on Asian HCI Research.
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|a User interfaces (Computer systems).
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|a Application software.
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|a Computer graphics.
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|a Computer organization.
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|a Education-Data processing.
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|a Artificial intelligence.
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|a User Interfaces and Human Computer Interaction.
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|a Information Systems Applications (incl. Internet).
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650 |
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|a Computer Graphics.
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650 |
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|a Computer Systems Organization and Communication Networks.
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|a Computers and Education.
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|a Artificial Intelligence.
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700 |
1 |
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|a Bernhaupt, Regina.
|e editor.
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700 |
1 |
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|a Dalvi, Girish.
|e editor.
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700 |
1 |
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|a Joshi, Anirudha.
|e editor.
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700 |
1 |
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|a K. Balkrishan, Devanuj.
|e editor.
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700 |
1 |
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|a O'Neill, Jacki.
|e editor.
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700 |
1 |
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|a Winckler, Marco.
|e editor.
|0 (orcid)0000-0002-0756-6934
|1 https://orcid.org/0000-0002-0756-6934
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2 |
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|a SpringerLink (Online service)
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773 |
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|t Springer eBooks
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856 |
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|u https://doi.org/10.1007/978-3-319-68059-0
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