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HCI International 2023 – Late Breaking Papers

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Table of Contents

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    Book Overview
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    Chapter 1 Curiously : Supporting Young Children and their Caregivers Create Meaningful Learning Adventures in Nature
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    Chapter 2 3D Animation to Address Pandemic Challenges: A Project-Based Learning Methodology
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    Chapter 3 Data Collection and Feedback Preparation in Virtual Reality Training Systems
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    Chapter 4 The Autonomous Platform Using the Markov Chain
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    Chapter 5 From Spoken Words to Prompt Triggers: Technical Iterations of a Semi-Intelligent Conversational Agent to Promote Early Literacy
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    Chapter 6 Real-Time Lighting Analysis for Design and Education Using a Game Engine
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    Chapter 7 Enhancing Interactive Art and Design Education Through CIMA-I Studio-Based Teaching Strategy
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    Chapter 8 Data Privacy in Learning Management Systems: Perceptions of Students, Faculty, and Administrative Staff
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    Chapter 9 Designing an Adaptive Instructional System for Financial Literacy Training
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    Chapter 10 Effect of Visual Support Information and Participant’s Personality on Training in Virtual Environments
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    Chapter 11 Comics-Based Online Course as a Learning Resource for Encouraging Students’ Speaking Activity Through Intensive Independent Learning
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    Chapter 12 Learning Styles and On-Line Learning Analytics: An Analysis of Student Behaviour Based on the Honey and Mumford Model
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    Chapter 13 Research on Immersive Scenario Design in Museum Education
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    Chapter 14 Acceptance and User Needs of Coaching Chatbots: An Empirical Analysis of a StudiCoachBot’s Conversation Histories
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    Chapter 15 Training Comic Dialog in VR to Improve Presentation Skills
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    Chapter 16 How to Design a Successful Training Application with Used Mobile Augmented Reality
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    Chapter 17 A Study on Qualitative Comparison of Mental Maps Between Elementary School Students and Adults
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    Chapter 18 Extended Reality in Aviation Training: The Commercial Single Pilot Operations Case
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    Chapter 19 Exploring the Use of Metaverse for Collaborative Learning in Higher Education: A Scoping Review
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    Chapter 20 A Systematic Review of User Experience in Motivation and Education
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    Chapter 21 Case Study of Low-Code VR Platform for Training and Evaluating Employee’s Service Skills
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    Chapter 22 Mining and Analysis of Search Interests Related to Online Learning Platforms from Different Countries Since the Beginning of COVID-19
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    Chapter 23 The Application of KANO Model in the Design of Children’s Interactive Educational Products
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    Chapter 24 Gamification Design of a Carbon Neutral Science App for Children Based on the Octagon Behavior Analysis Model
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    Chapter 25 Research on the Influence of Artificial Intelligence Interactive Function on Youth Sports Training – Taking Tiantian Skipping Rope App as an Example
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    Chapter 26 AMbER - Adaptive Instructional Systems as a Use Case for the Holistic Assessment Platform
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    Chapter 27 Research on the Interaction Design of Teaching Aid Products Based on the Concept of Modularity
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    Chapter 28 Design of Educational Interactive Teaching Aids for Children Based on the Art of Chinese Character Structure
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    Chapter 29 Research on the Interactive Design of Children's Educational Products of Weaving and Embroidering under Intangible Cultural Heritage Perspective
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    Chapter 30 U+X: A Participatory Interaction Design Pattern for Improving Communication Skills in Preschoolers
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    Chapter 31 Underlying Factors of Technology Acceptance and User Experience of Machine Learning Functions in Accounting Software: A Qualitative Content Analysis
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    Chapter 32 E-Shopping and its Influence on Customer Satisfaction in Retail Stores. Peru Case
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    Chapter 33 Effects of Luxury Hotel Guests’ Feedback on Average Daily Rate (ADR), Revenue Per Available Room (RevPAR), and Goodwill – An Empirical Study in Pensacola
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    Chapter 34 The Influence Factors of the Characteristics of Live Broadcast E-commerce Anchors on Consumers’ Intention to Recommend WOM: A S-O-R Perspective
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    Chapter 35 Research on M-Commerce Tax Collection and Administration Under Digital Economy
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    Chapter 36 Implementation of ABC Costing Systems Based on Technological Platforms as a Tool to Improve the Decision-Making Process in Credit Unions
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    Chapter 37 Virtual Reality Training System Using an Autonomy Agent for Learning Hospitality Skills of a Retail Store
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    Chapter 38 Effects of the Conversation and Recommendation Mechanism on Chatbots’ Recommendation Effectiveness
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    Chapter 39 Machine Learning in Health and Wellness Tourism
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    Chapter 40 Consumer Behavior in Staffless Stores: A Systematic Literature Review
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    Chapter 41 Cognitive-Based Design to Influence Structured Financial Planning and Money Management for Young People
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    Chapter 42 Digital Marketing: Develop the Scales for Measuring Brand Experience in the Digital Economy
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    Chapter 43 Design of Chinese Metro Advertising Scene in the Era of Digital Media
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Title
HCI International 2023 – Late Breaking Papers
Published by
Springer Nature Switzerland, December 2023
DOI 10.1007/978-3-031-48060-7
ISBNs
978-3-03-148059-1, 978-3-03-148060-7
Editors

Zaphiris, Panayiotis, Ioannou, Andri, Sottilare, Robert A., Schwarz, Jessica, Fui-Hoon Nah, Fiona, Siau, Keng, Wei, June, Salvendy, Gavriel

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