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Human-Computer Interaction – INTERACT 2019

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Table of Contents

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    Book Overview
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    Chapter 1 An Analysis of (Non-)Use Practices and Decisions of Internet of Things
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    Chapter 2 Analysis of Utilization in the Message Card Production by Use of Fusion Character of Handwriting and Typeface
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    Chapter 3 Communicating User Insights with Travel Mindsets and Experience Personas in Intra-city Bus Context
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    Chapter 4 Effects of Age-Related Cognitive Decline on Elderly User Interactions with Voice-Based Dialogue Systems
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    Chapter 5 GDI as an Alternative Guiding Interaction Style for Occasional Users
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    Chapter 6 A Novel Method to Build and Validate an Affective State Prediction Model from Touch-Typing
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    Chapter 7 Acceptability of Persuasive Prompts to Induce Behavioral Change in People Suffering from Depression
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    Chapter 8 The UX Construct – Does the Usage Context Influence the Outcome of User Experience Evaluations?
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    Chapter 9 User Experience of Driver State Visualizations: A Look at Demographics and Personalities
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    Chapter 10 As Light as Your Scent: Effects of Smell and Sound on Body Image Perception
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    Chapter 11 Experiencing Materialized Reading: Individuals’ Encounters with Books
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    Chapter 12 “I Kept Browsing and Browsing, But Still Couldn’t Find the One”: Salient Factors and Challenges in Online Typeface Selection
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    Chapter 13 Integrating a Binaural Beat into the Soundscape for the Alleviation of Feelings
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    Chapter 14 What Is Beautiful Continues to Be Good
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    Chapter 15 Design and Evaluation of Three Interaction Models for Manipulating Internet of Things (IoT) Devices in Virtual Reality
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    Chapter 16 Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality
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    Chapter 17 On the Use of Persistent Spatial Points for Deploying Path Navigation in Augmented Reality: An Evaluation Study
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    Chapter 18 User Experience Guidelines for Designing HMD Extended Reality Applications
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    Chapter 19 Am I Moving Along a Curve? A Study on Bicycle Traveling-In-Place Techniques in Virtual Environments
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    Chapter 20 Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3D
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    Chapter 21 Enhance Engine Room Diagnostics Through Audio-Focused VR Simulation
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    Chapter 22 Head-Controlled Menu in Mixed Reality with a HMD
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    Chapter 23 VR Interaction Modalities for the Evaluation of Technical Device Prototypes
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    Chapter 24 Combining Tablets with Smartphones for Data Analytics
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    Chapter 25 COMMONS: A Board Game for Enhancing Interdisciplinary Collaboration When Developing Health and Activity-Related Wearable Devices
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    Chapter 26 On-Body Tangible Interaction: Using the Body to Support Tangible Manipulations for Immersive Environments
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    Chapter 27 SplitSlider: A Tangible Interface to Input Uncertainty
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    Chapter 28 The Possibility of Personality Extraction Using Skeletal Information in Hip-Hop Dance by Human or Machine
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    Chapter 29 Introduction to Automation and to Its Potential for Interactive Systems Design
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    Chapter 30 Introduction to Data Visualization
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    Chapter 31 The Science Behind User Experience Design
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    Chapter 32 A Multitouch Drawing Application with Occlusion-Free Interaction Strategies
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    Chapter 33 CityCompass VR - A Collaborative Virtual Language Learning Environment
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    Chapter 34 GazeMotive: A Gaze-Based Motivation-Aware E-Learning Tool for Students with Learning Difficulties
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    Chapter 35 Hybrid Wireless Sensor Networks: A Prototype
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    Chapter 36 Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers
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    Chapter 37 Multi-level Engagement in Augmented Reality Children’s Picture Books
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    Chapter 38 On-the-Fly Usability Evaluation of Mobile Adaptive UIs Through Instant User Feedback
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    Chapter 39 SwipeBuddy
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    Chapter 40 VibroSquare: Vibro-Tactile Display for Body-Centric Implicit Interactions
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    Chapter 41 A Human-Centred Business Scenario in SIoT – The Case of DANOS Framework
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    Chapter 42 A Method and Tool for Analyzing Usability Testing Data in the Business Sector
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    Chapter 43 Applying UCD for Designing Learning Experiences for Romanian Preschoolers. A Case Study
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    Chapter 44 Developing a User Interface for an Ultrasound Device Designed for Midwives and General Health Practitioners Situated in Low Resource Nations and Communities
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    Chapter 45 It AIn’t Nuttin’ New – Interaction Design Practice After the AI Hype
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    Chapter 46 R++, User-Friendly Statistical Software
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    Chapter 47 Towards a Framework for the Classification of Usability Issues
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    Chapter 48 A Mobile App for Illiterate and Semi-illiterate Pregnant Women- A User Centered Approach
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    Chapter 49 Adding Images to Psychometric Questionnaires to Improve User Engagement
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    Chapter 50 Applications for In-Situ Feedback on Social Network Notifications
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    Chapter 51 Combating Misinformation Through Nudging
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    Chapter 52 Exploring the Application of Social Robots in Understanding Bullying Perpetrators
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    Chapter 53 Initial Steps Towards Infrastructuring Body-Centric Computing
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    Chapter 54 Model-Driven Framework for Human Machine Interaction Design in Industry 4.0
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    Chapter 55 MyCompanion: A Digital Social Companion for Assisted Living
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    Chapter 56 OmniWedges: Improved Radar-Based Audience Selection for Social Networks
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    Chapter 57 Reducing Anxiety for Dental Visits
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    Chapter 58 SCAH!RF: A Novel Wearable as a Subconscious Approach for Mitigating Anxiety Symptoms
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    Chapter 59 Search Results on Flight Booking Websites: Displaying Departure and Return Flights on a Single Page vs Two Consecutive Pages
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    Chapter 60 Smart Objects for Speech Therapies at Home
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    Chapter 61 Transparency Heuristic: Effect of Implicitness of Online Data Acquisition on Sensitivity Perception
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    Chapter 62 Using Virtual Reality to Enable Individuals with Severe Visual Disabilities to Read Books
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    Chapter 63 Vibro-Tactile Implicit Interactions: So What?
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    Chapter 64 Visualizations of User’s Paths to Discover Usability Problems
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    Chapter 65 Word Association: Engagement of Teenagers in a Co-design Process
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    Chapter 66 Social Media and the Digital Enterprise
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    Chapter 67 User Experience in an Automated World
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    Chapter 68 Challenging Misinformation: Exploring Limits and Approaches
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    Chapter 69 Designing for Aging People
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    Chapter 70 HCI Challenges in Human Movement Analysis
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    Chapter 71 The Human(s) in the Loop—Bringing AI and HCI Together
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    Chapter 72 Visualizing Information Retrieved from (Large) WHAT Networks
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    Chapter 73 #SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms
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    Chapter 74 Pushing the Boundaries of Participatory Design
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    Chapter 75 User Experiences and Wellbeing at Work
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    Chapter 76 Handling Security, Usability, User Experience and Reliability in User-Centered Development Processes
Attention for Chapter 35: Hybrid Wireless Sensor Networks: A Prototype
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