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HCI International 2022 Posters

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Table of Contents

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    Book Overview
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    Chapter 1 Students’ Adoption of Online Platforms for Learning Purposes in Bangladesh
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    Chapter 2 Towards Emotionally Expressive Virtual Agent to Foster Independent Speaking Tasks: A Preliminary Study
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    Chapter 3 A Guitar Training System for Beginners Using a Mixed Reality Device and a MIDI Guitar
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    Chapter 4 Designing a Digital Reading Tool for Middle School Students and Teachers: A Grounded, User-Centered Design Approach
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    Chapter 5 Monitoring and Regulating Sonic Activity Through Feedback in Learning Environments
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    Chapter 6 Exploring the Effect of Study with Me on Parasocial Interaction and Learning Productivity: Lessons Learned in a Field Study
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    Chapter 7 Development of Fingering Learning Support System Using Fingertip Tracking from Monocular Camera
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    Chapter 8 Scaffolding, State-Based Modeling, and Multiple Representation: User Interface Concepts Implemented in an Interactive Online Learning Environment for Synergistic Learning of Physics and Computational Thinking
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    Chapter 9 Traditional Mural Learning Effectiveness of Using Serious Game Based on Scaffolding Teaching Theory
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    Chapter 10 Haptic Learning and Technology: Analyses of Digital Use Cases of Haptics Using the Haptic Learning Model
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    Chapter 11 Designing a Shared Workspace for Learning Using Augmented Reality and Social Robots
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    Chapter 12 Designing an Educational Point-and-Click Adventure Game About Cognitive Flexibility
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    Chapter 13 Development of the Teaching Material Using a Tablet Device for Learning the Concept of Watersheds
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    Chapter 14 Developing an English Rhythm Learning Support System Using Physical Exercise
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    Chapter 15 Development of Instructional Model in Virtual Design Classroom
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    Chapter 16 The Applied Study of Reverse Engineering: Learning Through Games Based on Role-Play
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    Chapter 17 Logi-Corock: Learning Game Using Tangible Interfaces for Programming Education
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    Chapter 18 Use of IoT Programming in Mudslide Disaster Prevention Education for Children
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    Chapter 19 Towards Trustworthy Learning Analytics Applications: An Interdisciplinary Approach Using the Example of Learning Diaries
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    Chapter 20 Peer-to-Peer Monitoring in Pandemic Times: Use of a Web Application to Improve the Academic Performance of Engineering Students at a University in Colombia
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    Chapter 21 Exploring Sound Feedback for Deterring Unrelated Tasks During Online Lectures
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    Chapter 22 The Relation Between Television Viewing Time and 4–7-Year-Old Children’s Learning and Behavioral Habits
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    Chapter 23 Follow the Blue Butterfly – An Immersive Augmented Reality Museum Guide
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    Chapter 24 Between Shanshui and Landscape: An AI Aesthetics Study Connecting Chinese and Western Paintings
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    Chapter 25 The Interactive Behavior Analysis of Integrated Augmented Reality and Gamification Museum Guide System
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    Chapter 26 Comparative Study on the Growth Power of Cultural and Creative Products in Museums
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    Chapter 27 An HCI Experiment to Explore Interactive Artificial Life Art
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    Chapter 28 A Model for Sustainable Design Curatorial Approach in the Post-epidemic Era
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    Chapter 29 Towards an Interactive Virtual Museum Visit: The Implementation of 3D Scanning, Virtual Reality, and Multimedia Technologies in Art Exhibits Conservation and Virtual Demonstrations
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    Chapter 30 Exploration of Generous Interface Design Principles for Digital Cultural Heritage
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    Chapter 31 The Evaluation of a Mid-Air Based Natural Interactive Installation on Cultural Heritage Learning
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    Chapter 32 Exploration of Urban Heritage Preferences in Chinese Context Using Computer Vision: An Analytic of Kulangsu International Settlement
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    Chapter 33 A Location-Based Mobile Guide for Gamified Exploration, Audio Narrative and Visitor Social Interaction in Cultural Exhibitions
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    Chapter 34 A System for Generating Interactive Japanese Traditional Comedy Using Smart Speaker
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    Chapter 35 Design and Research of Art Exhibition Information App Based on KANO Model
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    Chapter 36 Research on Qiang Culture Redesign Based on AR Technology
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    Chapter 37 Contextual Behavior Evaluation Design for an Artistic Research Setting
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    Chapter 38 Understanding Speleology and Paleoanthropology Through Digital and Interactive Technologies
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    Chapter 39 Narrating the Story of a Digitized Old Historical Map
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    Chapter 40 Infographic Design Skills Applied to the Heritage Sector: An Experience from O-City’s Pathway in the Orange Economy to Acquire Competences
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    Chapter 41 Understanding Affordances in Short-Form Videos: A Performative Perspective
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    Chapter 42 Design Strategy for the Curation of Digital Exhibition Experience
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    Chapter 43 Social Network Analysis: How Twitter Social Media Used in Raising Tax Awareness During the COVID-19 Pandemic
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    Chapter 44 Public Trust on Policy for Mobility Restrictions Policy in Indonesia an Analysis from Social Media Twitter
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    Chapter 45 Swedish Recreational Businesses Coping with COVID-19 Using Technologies
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    Chapter 46 The Use of Social Media in Controlling of Corruption During the Covid-19 Pandemic in Indonesia
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    Chapter 47 A User-Driven Self-service Business Intelligence Adoption Framework
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    Chapter 48 Application of Online Single Submission in Increasing Investment (Case Study in the Special Region of Yogyakarta)
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    Chapter 49 Indonesia Railway Public Transport Information Services Through Social Media in the Covid-19 Pandemic Era
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    Chapter 50 Analysis on Open Government in Southeast Asia During Pandemic
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    Chapter 51 Analysis the Success of Government Twitter Use in Increasing Vaccine Participation (Case Study of Surabaya City Government, Indonesia)
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    Chapter 52 Effectiveness of the Electronic Government of the Public Administration. Case: José Leonardo Ortiz District Municipality – Peru
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    Chapter 53 Web Analytics: How VisitingJogja.com Used in Tourism Recovery Due to the COVID-19 Pandemic
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    Chapter 54 Socialization Strategy in the Disability Vaccination Program Through Social Media in Indonesian
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    Chapter 55 Comparison of Indonesian and India Government Vaccination Policy Campaigns via Twitter Social Media
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    Chapter 56 Use of the “BARUGA SULSEL” Application to Increasing Public Participation and Services in South Sulawesi, Indonesia
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    Chapter 57 The Success of Socialization Vaccination Program Policies in DKI Jakarta Through Social Media
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    Chapter 58 A Comparative Study: Influence on Real-World Consumer Perception of Products Presented in Augmented Reality
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    Chapter 59 Korb: Design and Development of a User Interface that Presents an Expense Comparison Across Supermarkets with Online Delivery Service
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    Chapter 60 The Effect of Colors Used in E-Commerce Websites: An Analysis of Japanese Consumers
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    Chapter 61 Research on Interface Design Style of Coffee Ordering Mini Programs Based on Kansei Engineering
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    Chapter 62 Cosmetic Products Recommendation Methods for Different Occasions Using Consumer Reviews and Geotagged Tweets
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    Chapter 63 Village E-Commerce (Pasardesa ID) for Economic Recovery Due to the COVID-19 Pandemic
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    Chapter 64 Analysis of Customer Purchasing Behavior in an Electronics Retail Store Using Eye Tracking Data
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    Chapter 65 Mobile Augmented Reality and Consumer Experience: A Mixed-Methods Analysis on Emotional Responses and Intention to Buy Household Items
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    Chapter 66 Study on the Deep Learning Product Classification Based on the Motivation of Consumers
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    Chapter 67 A Study on the Interface Usability of Background Transparency Design for Shopping Websites
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    Chapter 68 How Do Affordances of Gaming Technology Influence Involvement in the Digital Gaming Based Communities?
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    Chapter 69 Exploring the Impacts of COVID-19 on Digital and Metaverse Games
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    Chapter 70 Examining Bias in Sentiment Analysis Algorithms Interacting with Emojis with Skin Tone Modifiers
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    Chapter 71 Understanding User Behavior in Social Media Using a Hierarchical Visualization
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    Chapter 72 Elicitation of Requirements for a NLP-Model Store for Abusive Language Detection
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    Chapter 73 Emotions Inference Through Content and Sentimental Analysis in COVID- 19 Context
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    Chapter 74 The Effects of Self-representation & Immersive Experiences on Social Presence in Emerging Markets
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    Chapter 75 Study on the Interaction Design Concept and Strategy of “Age-Appropriateness’’ for Short Video Social Application
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    Chapter 76 Correction to: Swedish Recreational Businesses Coping with COVID-19 Using Technologies
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Title
HCI International 2022 Posters
Published by
Springer International Publishing, June 2022
DOI 10.1007/978-3-031-06391-6
ISBNs
978-3-03-106390-9, 978-3-03-106391-6
Editors

Stephanidis, Constantine, Antona, Margherita, Ntoa, Stavroula

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