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HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games

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Cover of 'HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games'

Table of Contents

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    Book Overview
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    Chapter 1 Hints of Advertising Digital Literacy: Fragments of Media Discourses
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    Chapter 2 Geolocation Detection Approaches for User Discussion Analysis in Twitter
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    Chapter 3 Portraits of a Killer: Visual Expressions of Patient/Parent Expertise on Social Media
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    Chapter 4 The Research on User Use of Social Media in China Mobile Based on Self-image Construction
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    Chapter 5 Gender and Culture Differences in Perception of Deceptive Video Filter Use
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    Chapter 6 Research on Experience Design of Social Reading Platforms Based on Social Presence Theory
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    Chapter 7 e-Participation as Mediated Ecosystem? A Case Study on Municipalities of St. Petersburg, Russia
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    Chapter 8 Sports Journalism: Its Global Future in the Age of Digital Media
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    Chapter 9 Antecedents and Consequences of Information Cocoon Awareness in Short-Form Video APPs: An Information Ecology Perspective
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    Chapter 10 Privacy and Data Protection in COVID-19 Contact Tracing Apps: An Analysis from a Socio-Technical System Design Perspective
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    Chapter 11 User Experience Design for Automatic Credibility Assessment of News Content About COVID-19
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    Chapter 12 Digital Τraces of News Media Public on Facebook: Comparing Estonian and Latvian Russophone Publics
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    Chapter 13 Servants, Friends, or Parents? the Impact of Different Social Roles in the Social Web of Things on User Experience
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    Chapter 14 Comparing the Effectiveness of Instructor-Led Versus Video-Based Learning Methods for Online Website Accessibility Training
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    Chapter 15 Impact of the Implementation of Resources with Augmented Reality in Education
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    Chapter 16 Research on the Construction of Graphical Data Intelligence Education Driven by Digital Intelligence Integration
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    Chapter 17 Bibliometric Analysis of Existing Knowledge on Digital Transformation in Higher Education
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    Chapter 18 How Design Helps STEM Education Curriculum Achieve Interdisciplinary Goals
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    Chapter 19 Proposal of Sound-Color Sensory Discrimination Method Considering Periodic Fluctuation of Cerebral Blood Flow
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    Chapter 20 Traditional Face-to-Face Educational Modality vs. Remote Face-to-Face: Its Impact on Academic Performance in the Context of the Covid 19 Pandemic
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    Chapter 21 Educational Quality in Virtuality During the Covid 19 Pandemic in Colombia
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    Chapter 22 The Content Improvement Service: An Adaptive System for Continuous Improvement at Scale
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    Chapter 23 What Makes Online-Merge-Offline (OMO) Education Succeed? A Holistic Success Model
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    Chapter 24 Continuance Usage of Online-Merge-Offline (OMO) Educational Services: An Empirical Study
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    Chapter 25 Digital Mediation in English for Specific Purposes Through the Use of Today’s Favourite: Netflix
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    Chapter 26 Technology-Enhanced Instruction into Extensive L2 Academic Reading for Specific Purposes Within the ESP/ESAP Course for Postgraduate Language Pedagogy Students
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    Chapter 27 Implementing Inquiry-Based and Online Mentoring in a Social Entrepreneurship Project
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    Chapter 28 Developing a Checklist for Evaluating Virtual Learning Environments Through the Analysis of Evaluation Reports from an Educational Organization
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    Chapter 29 AIS Adoption Challenges: The Role of Interactions Between Humans and Artificial Intelligence in Adoption of Adaptive Learning
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    Chapter 30 Development and Evaluation of a Learning Analytics Dashboard for Moodle Learning Management System
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    Chapter 31 How Good is your Drawing? Quantifying Graphomotor Skill Using a Portable Platform
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    Chapter 32 Evaluation of the Effect of Voice Technology in a Game Teaching E-Book on English Learning
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    Chapter 33 Culture-Centered ICT Guidelines for Southeast Asian Secondary Schools
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    Chapter 34 Adaptive Instruction: A Case Study of Gamified Practice and Testing in a Large Introductory Psychology Course
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    Chapter 35 SwaPS: A Method for Efficiently Relearning
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    Chapter 36 Research on Innovative Design of STEAM Children’s Educational Toys Based on Interaction Design
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    Chapter 37 A Framework Design of Children’s Educational APP Based on Metacognitive Theory
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    Chapter 38 Using Cooperative Multi-agent Systems to Support the Generation of Student Learning Profiles in the Deep Dive Land Bridge System
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    Chapter 39 Transformer-Based Automated Content-Standards Alignment: A Pilot Study
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    Chapter 40 Servitization Through VR Serious Games: From Manufacturing to Consumer Electronics
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    Chapter 41 The Moderator of Gamification of Physical Activities in Older Adults
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    Chapter 42 Engaging Serious Games for Energy Efficiency
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    Chapter 43 An Exploratory Study on Game Developer Needs and Game Studio Challenges
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    Chapter 44 Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector?
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    Chapter 45 Building the “Complete Game”: An Overview Study of a Development Strategy for Geo AR Mobile Games
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    Chapter 46 User Awareness and Privacy Regarding Instant Games on Facebook
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    Chapter 47 The Roles of Instructional Agents in Human-Agent Interaction Within Serious Games
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    Chapter 48 Persona Finetuning for Online Gaming Using Personalisation Techniques
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Title
HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games
Published by
Springer Nature Switzerland, November 2022
DOI 10.1007/978-3-031-22131-6
ISBNs
978-3-03-122130-9, 978-3-03-122131-6
Editors

Meiselwitz, Gabriele, Moallem, Abbas, Zaphiris, Panayiotis, Ioannou, Andri, Sottilare, Robert A., Schwarz, Jessica, Fang, Xiaowen

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