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HCI International 2022 – Late Breaking Posters

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Cover of 'HCI International 2022 – Late Breaking Posters'

Table of Contents

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    Book Overview
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    Chapter 1 Can Eye Tracking with Pervasive Webcams Replace Dedicated Eye Trackers? an Experimental Comparison of Eye-Tracking Performance
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    Chapter 2 The Orientation to Physicality and Physical Objects in the Digitalized World
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    Chapter 3 Extended, Distributed, and Predictive: Sketches of a Generative Theory of Interaction for HCI
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    Chapter 4 Leveraging Temporal Causal Discovery Framework to Explore Event-Related EEG Connectivity
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    Chapter 5 Mirror Neurons as a Potential Confounder in Thought-Based Device Control Using Brain Computer Interfaces with fNIRS
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    Chapter 6 An Experimental Method for Studying Complex Choices
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    Chapter 7 Gaze-Enhanced User Interface for Real-Time Video Surveillance
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    Chapter 8 Cyber Security Table-Top Exercise Gamification with Dynamic Scenario for Qualification Assessment
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    Chapter 9 Motivating Subscription of Video-on-Demand in Mainland China: A Push-Pull-Mooring Perspective
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    Chapter 10 Targeted Training Improves Security Culture
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    Chapter 11 Identification of Physical-Digital Ecosystem Personalization Factors
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    Chapter 12 Design of a Portable Interface for Vibrotactile Feedback Applications
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    Chapter 13 Predicting Gender via Eye Movements
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    Chapter 14 Creative Design Diffusion Model Under Agglomerate Effect—Transformation of Creative Clusters From Weak Connection to Strong Connection
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    Chapter 15 Riemannian Classification and Regression for EEGEyeNet
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    Chapter 16 BrainActivity1: A Framework of EEG Data Collection and Machine Learning Analysis for College Students
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    Chapter 17 Kick-Starting Ready-to-Go Assets to Speed Up Motion Design Development for Mobile Devices
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    Chapter 18 LICOR: Beyond the Design System. A Proposal to Empower Teams to Develop Software in Compliance with the Principles of Accessibility, Usability, and Privacy by Design in the Extreme Contexts and Challenging Domains Post-COVID-19
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    Chapter 19 Design for Positive UX: From Experience Categories to Psychological Needs
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    Chapter 20 Do ICT Competence in and ICT Service Use Affect Life Satisfaction? Focusing on Mobile ICT Services
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    Chapter 21 Understanding Users’ Perception of Cute Aesthetics in Mobile Interface Design
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    Chapter 22 The Impact of Personality on Gamification Interfaces
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    Chapter 23 Human-Computer Interaction Challenges and Opportunities in the Arab World Design Education
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    Chapter 24 A Novel System Based on a Smart Toy Responding to Child’s Facial Expressions: Potential Use in Early Treatment of Autism Spectrum Disorders
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    Chapter 25 Assistive Technology on Demand (AToD) + Morphic 2.0 - Changing What is Possible with Assistive Technologies and Who Can Benefit
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    Chapter 26 Research on the Design of Series Emoticons Based on the User Cognition Experiment
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    Chapter 27 Empathy Between Designers in the Design Synthesis Stage
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    Chapter 28 Model Proposal of Designerly Ways of Material Thinking from the Viewpoints of Sustainable Transitions
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    Chapter 29 Tactile Cognition and Art Product Design for the Blind Based on Emotional Interaction
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    Chapter 30 Comparison of Online Transportation Policy Problems Between Major Cities in Indonesia
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    Chapter 31 The Cross-Cultural Acceptance of Japanese Animation, Analysis of Social Media
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    Chapter 32 Character Evaluation and Derivative Product Design of “Hetalia” Based on Kansei Image
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    Chapter 33 Understanding Agendas of Unmanned Stores: The Case of South Korea
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    Chapter 34 Cultural Discourse on Keyboards: The Selection of Alphabets
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    Chapter 35 Research on Visual Design of Tibetan Medicine Mud Mask Based on HTML5 Technology -- Taking Tibetan Medicine Mud Mask as an Example
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    Chapter 36 Self-organized Structure in Theory and Production: Contemporary Origami as Mathematical, Mechanical and Cultural System
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    Chapter 37 A Deep Learning Approach to the Artwork of Art Museums Utilizing Instagram Hashtags
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    Chapter 38 Valuation and Communication of Heritage Through Design: Creation of a Graphic Brand from Cultural Heritage Elements Intrinsic to a Place
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    Chapter 39 Computer Reshaping the View of Objects-The Operational Aesthetics of Generative Art
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    Chapter 40 Digital Chuimsae: Evolution of Korean Traditional Performing Arts
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    Chapter 41 Metaverse-Driven Interactive Performing Arts Content Development
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    Chapter 42 Cultural Heritage Through Educational Robots: Using a Ukrainian Folk Tale with a Programmable Robot in Early Childhood Education
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    Chapter 43 Research on Data Storytelling Strategies for Cultural Heritage Transmission and Dissemination
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    Chapter 44 A Study of Visitor Interaction with Virtual Museum
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    Chapter 45 Exploring the Applications of Computational Thermochromic Embroidery Interfaces
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    Chapter 46 Case Study of Interactive Art Intervening in Psychotherapy
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    Chapter 47 Analysis of the Attainable Design Paths of Non-heritage Cultural Tourism Immersion Experience - An Example of the Tujia City Living Room Project in Enshi Prefecture
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    Chapter 48 Web-Based Authoring Tool for Virtual Exhibitions
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    Chapter 49 Detecting Early Warning Indicators of Covid-19 Pandemic in the Context of United States: An Exploratory Data Analysis
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    Chapter 50 Bringing Innovation to the Medical Sector Through the Role of the Medical Designer: A Study on the Error Factor of Pump-Syringe Devices and a UX/UI Design P roposal
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    Chapter 51 Empathic Smart Conversational Agent for Enhanced Recovery from Abdominal Surgery at Home
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    Chapter 52 Visualization of Parkinson’s Disease Tremor for a Telemedicine System
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    Chapter 53 Management of Electronic Medical Records. Decision-Making Tool. MINSA Hospital Case – Peru
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    Chapter 54 An Integrated Approach to Support Health Monitoring of Older Adults
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    Chapter 55 Using Gamified Interactive Experience to Relieve Psychological Pressure in the Post-pandemic Era
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    Chapter 56 How Service Design Thinking Supports Internal Brand Building Within Organization: A Case Study of Co-design Experiments with Medical Business Domain
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    Chapter 57 Improving User Experience of Assistive Technology Through Codesign and 3D Printing: A Case Study from Cancer Treatments
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    Chapter 58 The Persuasive Impact of Animation in Health Care Sciences Services: A Rhetoric-Based Literature Study
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    Chapter 59 Development of mHealth-Apps for Hearing Aids – Requirements and Assessments of a First Prototype
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    Chapter 60 Research on Emotional Design of Human Body Temperature Screening Instrument Based on AHP Method
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    Chapter 61 A Study on Functional Satisfaction with Smart Health Care Air Purification Product in the Post-epidemic Era
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    Chapter 62 An XR Optical Camouflage Technology
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    Chapter 63 Reinforcement Learning for Exploring Pedagogical Strategies in Virtual Reality Training
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    Chapter 64 Measuring Decubitus Wounds Using Augmented Reality Glasses - A User Interface Study
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    Chapter 65 Tiny Hands are Cute: Adaptive Virtual Hands to Accurately Select Nail-Size Arm’s Reach Virtual Objects in Dense Immersive VR
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    Chapter 66 VR for Rehabilitation: The Therapist Interaction and Experience
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    Chapter 67 Cruel Parallel: Towards the Designing of a Dynamic Game Adaptation for VR-Based Survival Horror Games
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    Chapter 68 Using Augmented Reality to Reinforce the Learning of Installation of Electrical Equipment and Machines
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    Chapter 69 Augmented Reality and 3D Balance Learning
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    Chapter 70 Varying Stressors in a Game with a Purpose Changes Human Stress Levels
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    Chapter 71 Using Virtual Reality to Investigate the Emergence of Gaze Conventions in Interpersonal Coordination
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    Chapter 72 Mixed Reality for Mechanical Design and Assembly Planning
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    Chapter 73 A Study on Software Proposals for Optimization of Augmented Reality Glasses
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    Chapter 74 Augmented Reality System with a 3DCG Character Running on a Spinning Analog Record
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    Chapter 75 ColorTable: Manipulating Tasting Experiences, Impact of Light Color on Food Flavor Perception
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    Chapter 76 Desktop Calculator for Multiple Analysis of Environmental Risk
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    Chapter 77 A Study of Moba Game APP Design Methods Based on Design Psychology
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    Chapter 78 Computational Simulation of Stress - Deformation Analysis in Machinery Related to the Food Industry
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    Chapter 79 SonoUno Web: An Innovative User Centred Web Interface
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    Chapter 80 Design and Development of a Searchable Database of Veterinary Curriculum
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    Chapter 81 Development of Interactive Story Tales Using MIT App Inventor
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    Chapter 82 Building an Escape Room to Raise Awareness of Bullying and Cyberbullying
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    Chapter 83 A Study of a System that Reduces the Burden of Expressing Opinions by Gradually Changing the Face of the Dialogue Partner
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    Chapter 84 ABC Inventory Control System Based on an Office Automation Tool
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    Chapter 85 Applying the Shinayakana Systems Approach to the Design of Software in a Sustainability Context
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    Chapter 86 Control System Test Platform for a DC Motor
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    Chapter 87 Reputation, Risk, and Trust on User Adoption of Internet Search Engines: The Case of DuckDuckGo
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    Chapter 88 Providing Access to Educational TV for Children Using RFID Technology
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    Chapter 89 The Expression of Multi-sensory User Experience on Interactive Packaging Design-Emotional Design of Children's Food
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    Chapter 90 An Initial Attempt to Build a Natural Sounds Library Based on Heuristic Evaluation
Overall attention for this book and its chapters
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Title
HCI International 2022 – Late Breaking Posters
Published by
Springer Nature Switzerland, November 2022
DOI 10.1007/978-3-031-19679-9
ISBNs
978-3-03-119678-2, 978-3-03-119679-9
Editors

Stephanidis, Constantine, Antona, Margherita, Ntoa, Stavroula, Salvendy, Gavriel

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