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Human-Computer Interaction – INTERACT 2023

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Table of Contents

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    Book Overview
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    Chapter 1 Comparing Perceived Restorativeness and Stress Reduction in Virtual Reality Environments Using Abstract Fractal Geometries Versus Realistic Natural Landscapes
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    Chapter 2 “I Miss Going to that Place”: The Impact of Watching Nature Videos on the Well-Being of Informal Caregivers
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    Chapter 3 Our Nudges, Our Selves: Tailoring Mobile User Engagement Using Personality
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    Chapter 4 Turn & Slide: Designing a Puzzle Game to Elicit the Visualizer-Verbalizer Cognitive Style
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    Chapter 5 Electroencephalographic (EEG) Correlates of Visually Induced Motion Sickness (VIMS) in the Virtual Reality (VR) Based Simulations
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    Chapter 6 Exploring Eye Expressions for Enhancing EOG-Based Interaction
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    Chapter 7 How Many Participants Do You Need for an Open Card Sort? A Case Study of E-commerce Websites
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    Chapter 8 Quantifying Device Usefulness - How Useful is an Obsolete Device?
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    Chapter 9 Usability Evaluation of a Brazilian Dam Safety Data Exploration Platform: A Consolidation of Results from User Tests and Heuristic Evaluation
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    Chapter 10 Asymmetric Communication in Virtual Reality: Designing for Presence, Effectiveness, and Enjoyment
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    Chapter 12 Exploring the Potential of Metaverse Apps for Real-World Applications: A Case Study with CALEND_AR
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    Chapter 13 PeriFocus - Training Peripheral Color- and Shape Detection in Virtual Reality
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    Chapter 14 Supporting Resilience Through Virtual Reality: Design and Preliminary Evaluation of a VR Experience Based on Viktor Frankl’s Logotherapy
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    Chapter 16 Mind the Heart: Designing a Stress Dashboard Based on Physiological Data for Training Highly Stressful Situations in Virtual Reality
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    Chapter 17 VR for HR – A Case Study of Human Resource Development Professionals Using Virtual Reality for Social Skills Training in the Workplace
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    Chapter 18 Hacking the Brain: The Risks and Challenges of Cognitive Augmentation
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    Chapter 19 The UCD Sprint: Bringing Users Along to Sprint
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    Chapter 20 How to Bring Diversity into Industry: Industrial Experiences in Public Transport Repair and Maintenance
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    Chapter 21 Whose Responsibility is Accessibility in Games Anyway? Everyone
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    Chapter 22 A Toolkit for Human-Centred Engineering: An Experience with Pre-teens
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    Chapter 23 Color Blind: A Figma Plugin to Simulate Colour Blindness
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    Chapter 24 Comfort Management Through a Universal Wheelchair Dashboard
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    Chapter 25 Dataslip: How Far Does Your Personal Data Go?
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    Chapter 26 Ingá Telikit: A Virtual Reality Game for Learning Penan’s Hunting Techniques
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    Chapter 27 StoryCarnival: Inspiring Play with Stories and an Enhanced Puppet
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    Chapter 28 Together Porting: Multi-user Locomotion in Social Virtual Reality
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    Chapter 29 Towards “Image Reflow” on the Web: Avoiding Excessive Panning of Magnified Images by Multiplexing Automatically Cropped Regions of Interest
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    Chapter 30 Two Domain-Specific Languages for Controlling a Humanoid Robot in a Therapeutic Context
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    Chapter 31 Using Polymorphic Glyphs to Support the Visual Exploration of Hierarchical Spatio-Temporal Data
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    Chapter 32 A Framework for Born-Accessible Development of Software and Digital Content
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    Chapter 33 Why We Do What We Do – HCI and Societal Impact
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    Chapter 34 A Multi-perspective Panel on User-Centred Transparency, Explainability, and Controllability in Automations
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    Chapter 35 Ethical Value Exchange in HCI
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    Chapter 36 A Comparative Analysis of Multi-Object Animation with Motion Paths in Virtual Reality
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    Chapter 37 A Human-Robot Conversation Interface for Children with ASD
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    Chapter 38 A Literature Review on Positive and Negative Effects of Interruptions and Implications for Design
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    Chapter 39 A New Interactive Paradigm for Speech Therapy
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    Chapter 40 A Simple Evaluation Framework for Enhanced Usability and Accessibility of Cultural Heritage Information Systems
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    Chapter 41 A Study on Prototyping in a Design Course
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    Chapter 42 A Theoretical Framework for the Development of “Needy” Socially Assistive Robots
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    Chapter 43 Ally Chat: Developing a VR Conversational AI Agent Using Few-Shot Learning to Support Individuals with Intellectual Disabilities
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    Chapter 44 An Approach to Evaluate User Interfaces in a Scholarly Knowledge Communication Domain
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    Chapter 45 Are Italian and French Public University Websites Sustainable?
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    Chapter 46 Are You Okay? Development of Electronic Check-In Systems for Isolated Older Adults
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    Chapter 47 Availability for Work, Family, and Leisure: An Empirical Study
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    Chapter 48 Better Real-Life Space Utilization in VR Through a Multimodal Guardian Alternative
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    Chapter 49 Building Teamwork: Mixed Reality Game for Developing Trust and Communication
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    Chapter 50 Coding with Colors: Children’s Errors Committed While Programming Robotito for the First Time
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    Chapter 51 Design and Development of an Immersive Virtual Reality Application to Reduce Anxiety in Young Adults
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    Chapter 52 Designing AR Applications for People Living with Dementia
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    Chapter 53 Designing Interaction to Support Sustained Attention
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    Chapter 54 Digital Educational Games with Storytelling for Students to Learn Algebra
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    Chapter 55 Distinguishing User Paths for Personas and Stakeholders Through Motives and Decision Making
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    Chapter 56 Embodied PointCloud: Combining Embodied Avatars with Point Clouds to Represent Users in VR Remote Meetings
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    Chapter 57 Enhancing Learnability with Micro Teachings
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    Chapter 58 Exploring Responsible AI Practices in Dutch Media Organizations
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    Chapter 59 Exploring Users’ Ability to Choose a Proper Fit in Smart-Rings: A Year-Long “In the Wild” Study
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    Chapter 60 Heuristics to Design Trustworthy Technologies: Study Design and Current Progress
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    Chapter 61 Influences of Cognitive Styles on EEG-Based Activity: An Empirical Study on Visual Content Comprehension
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    Chapter 62 Interactive 3D Printed Urban Maps for Blind People
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    Chapter 63 Interactive Visualization of Sport Climbing Data
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    Chapter 64 Interactors, not Users! Towards a Neutral Interaction Design
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    Chapter 65 Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming
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    Chapter 66 Mapping the Digital Injustices of Technology-Facilitated Sex Trafficking
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    Chapter 67 MetaCUX: Social Interaction and Collaboration in the Metaverse
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    Chapter 68 Multisensory Climbing in the Magic Room
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    Chapter 69 News Bulletins Supporting Human Memory
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    Chapter 70 PECSOnline: A Bespoke Classroom Based Picture Exchange Communication System (PECS) for Children with Autism
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    Chapter 71 Prediction of Love-Like Scores After Speed Dating Based on Pre-obtainable Personal Characteristic Information
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    Chapter 72 SamS-Vis: A Tool to Visualize Summary View Using Sampled Data
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    Chapter 73 They Need to Know and Learn – Gamified Social Communication Framework for Adolescent Reproductive Health and Well Being
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    Chapter 74 Towards Cross-Cultural Assessment of Trust in High-Risk AI
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    Chapter 75 Towards Enhancing the Media Industry Through AI-Driven Image Recommendations
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    Chapter 76 Using Virtual Reality to Investigate the Emergence of Gaze Conventions in Interpersonal Coordination
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    Chapter 77 What’s in a Name? How Perceived Music Playlist Personalization Influences Content Expectations
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    Chapter 78 Where Do All Stakeholders Find the Software Product Blueprint?
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    Chapter 79 Why Choose You? - Exploring Attitudes Towards Starter Pokémon
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    Chapter 80 Algorithmic Affordances in Recommender Interfaces
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    Chapter 81 Co-designing Immersive Virtual and Extended Reality Systems for Remote and Unsupervised Interaction, Intervention, Training and Research
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    Chapter 82 Designing for Map-Based Interfaces and Interactions
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    Chapter 83 Designing Technology for Neurodivergent Self-determination: Challenges and Opportunities
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    Chapter 84 HCI for Digital Democracy and Citizen Participation
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    Chapter 85 HCI-E $$^2$$ -2023: Second IFIP WG 2.7/13.4 Workshop on HCI Engineering Education
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    Chapter 86 Human-Centered Software Engineering: Rethinking the Interplay of Human–Computer Interaction and Software Engineering in the Age of Digital Transformation
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    Chapter 87 Intelligence Augmentation: Future Directions and Ethical Implications in HCI
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    Chapter 88 Interacting with Assistive Technology (IATech) Workshop
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    Chapter 89 On Land, at Sea, and in the Air: Human-Computer Interaction in Safety-Critical Spaces of Control
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    Chapter 90 Playful, Curious, Creative, Equitable: Exploring Opportunities for AI Technologies with Older Adults
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    Chapter 91 Re-contextualizing Built Environments: Critical and Inclusive HCI Approaches for Cultural Heritage
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    Chapter 92 Sustainable Human-Work Interaction Designs
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    Chapter 93 Understanding HCI Approaches for the Metaverse in Education Applications for the Global South
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    Chapter 94 VR Accessibility in Distance Adult Education
Attention for Chapter 65: Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming
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Chapter title
Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming
Chapter number 65
Book title
Human-Computer Interaction – INTERACT 2023
Published by
Springer, Cham, January 2023
DOI 10.1007/978-3-031-42293-5_65
Book ISBNs
978-3-03-142292-8, 978-3-03-142293-5
Authors

Mrázek, Pavel, Mirza-Babaei, Pejman, Wallner, Günter, Kriglstein, Simone

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