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Human-Computer Interaction. Theoretical Approaches and Design Methods

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Cover of 'Human-Computer Interaction. Theoretical Approaches and Design Methods'

Table of Contents

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    Book Overview
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    Chapter 1 Non-destructive Interaction. Embracing Mistakes as an Activity Theoretical UX-Design Approach
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    Chapter 2 Immersive Sims: A New Paradigm or a New Game Genre?
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    Chapter 3 Hybrid Spaces, Hybrid Methodologies: Finding Ways of Working with Social Sciences and Humanities in Human-Computer Interaction
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    Chapter 4 A Survey on Automated Machine Learning: Problems, Methods and Frameworks
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    Chapter 5 Blending Learning Practice and Research for STEAM Education
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    Chapter 6 The Status of Human-Machine Communication Research: A Decade of Publication Trends Across Top-Ranking Journals
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    Chapter 7 A Descriptive Model of Passive and Natural Passive Human-Computer Interaction
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    Chapter 8 Engagements 2 as ‘HCI Material’: Propagating Community Agency, Through Embedded Technologies
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    Chapter 9 Multimodal Semantics for Affordances and Actions
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    Chapter 10 Interaction Designers of the Future: Shedding Light on Students Entering the Industry
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    Chapter 11 Conversations Across Disciplines: Interdisciplinary Experiences from Research in Sociology, Human-Computer Interaction, and Pharmacy
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    Chapter 12 A Coding Framework for Usability Evaluation of Digital Health Technologies
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    Chapter 13 Designer Interface for a Class of Wearable Computer Applications
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    Chapter 14 An Analysis of Communication Balance in Online Consensus-Building Game
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    Chapter 15 A Study on Consensus Building Mechanism Based on Kansei ~Consideration of Experimental Tasks that Cause Conflicts~
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    Chapter 16 Comparison of Moderated and Unmoderated Remote Usability Sessions for Web-Based Simulation Software: A Randomized Controlled Trial
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    Chapter 17 A Comparison of Laboratory and Synchronous Remote Usability Testing Methods Using AR
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    Chapter 18 Scenario-Based Methods for Hard-to-Reach Populations in Healthcare
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    Chapter 19 Tell Me What that Means to You : Small-Story Narratives in Technology Adoption
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    Chapter 20 Uncertainty of Information (UoI) Taxonomy Assessment Based on Experimental User Study Results
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    Chapter 21 Case Studies of Motion Capture as a Tool for Human-Computer Interaction Research in the Areas of Design and Animation
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    Chapter 22 Investigation on Research Model of Product Design Integrated with Big Data Technology
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    Chapter 23 Exploring Mobile Co-design in the Context of Use Continuous Elicitation and Evaluation of Design Suggestions
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    Chapter 24 A Co-creation Interaction Framework and Its Application for Intelligent Design System
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    Chapter 25 Towards Establishing Consistent Proposal Binning Methods for Unimodal and Multimodal Interaction Elicitation Studies
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    Chapter 26 Build User Experience Evaluation System——Selection and Integration of Indicators of Automotive Products
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    Chapter 27 Cross-Cultural Design and Evaluation of Student Companion Robots with Varied Kawaii (Cute) Attributes
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    Chapter 28 Technology in Automotive Brands: Function or Fashion?
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    Chapter 29 A Framework to Semi-automated Usability Evaluations Processing Considering Users’ Emotional Aspects
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    Chapter 30 Research on Speech Interaction Design Based on Emotion
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    Chapter 31 A Proposal of Classification Model for Kawaii Fashion Styles in Japan Using Deep Learning
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    Chapter 32 You Keep Me Hangin’ On: An Analysis of Motivational Mechanisms in Nutrition Apps
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    Chapter 33 Affective Evaluation of Virtual Kawaii Robotic Gadgets Using Biological Signals in a Remote Collaboration of American and Japanese Students
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    Chapter 34 Possibilities and Research Issues for Measuring Human Emotions in Real Life
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    Chapter 35 Model Construction of “Kawaii Characters” Using Deep Learning
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    Chapter 36 Interface Visual Design Based on User Emotional Experience – Taking Pregnancy and Parenting Applet as an Example
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    Chapter 37 Improving Emotional Intelligence in the New Normal Using Metaverse Applications for Digital Native
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    Chapter 38 A Systematic Review of Multimodal Interaction in Artificial Intelligent System Supporting Children to Learn Music
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    Chapter 39 Research on the Design of Children’s Breath Training Products from the Perspective of Motivation Theory
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    Chapter 40 Eating Experiences with Interactive Tableware for Improving Eating Behavior in Children
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    Chapter 41 Sundial: Assist Children Learning Time with a Shining Ball Shaped Device
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    Chapter 42 Scan Buddy: A Gamified App to Prepare Children for an MRI Scan
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    Chapter 43 A Learning Support System of Acquiring Four Skills to Succeed a Fundamental Trick of Kendama Named as “Around Japan”
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    Chapter 44 The Color Analysis of “Lolita” Fashion Style in Japan
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Title
Human-Computer Interaction. Theoretical Approaches and Design Methods
Published by
Springer International Publishing, June 2022
DOI 10.1007/978-3-031-05311-5
ISBNs
978-3-03-105310-8, 978-3-03-105311-5
Editors

Kurosu, Masaaki

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