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HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games

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Cover of 'HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games'

Table of Contents

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    Book Overview
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    Chapter 1 Basic Study on Incidence of Micro-Error in Visual Attention-Controlled Environment
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    Chapter 2 A Methodological Approach to Create Interactive Art in Artificial Intelligence
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    Chapter 3 The Effect of Different Icon Shape and Width on Touch Behavior
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    Chapter 4 Project Team Recommendation Model Based on Profiles Complementarity
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    Chapter 5 A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings
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    Chapter 6 Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition
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    Chapter 7 Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review
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    Chapter 8 Examining the Relationship Between Songs and Psychological Characteristics
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    Chapter 9 An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft
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    Chapter 10 Influence of Visual Symbol’s User Background and Symbol Semantic Abstraction Level on User’s Cognition in AR Auxiliary Assembly Environment
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    Chapter 11 Information Visualization Design of Nuclear Power Control System Based on Attention Capture Mechanism
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    Chapter 12 Design Suggestions for Smart Tax Return Software Based on Reviewing Tax Compliance Literature
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    Chapter 13 Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study
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    Chapter 14 Perceived Restorativeness and Meditation Depth for Virtual Reality Supported Mindfulness Interventions
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    Chapter 15 Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-Making When Working Across Geographical Boundaries
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    Chapter 16 Assessing Variable Levels of Delegated Control – A Novel Measure of Trust
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    Chapter 17 Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion
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    Chapter 18 Measure for Measure: How Do We Assess Human Autonomy Teaming?
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    Chapter 19 A Typology of Non-functional Information
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    Chapter 20 Basic Study to Reduce the Artifact from Brain Activity Data with Auto-regressive Model
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    Chapter 21 Producing an Immersive Experience Using Human-Robot Interaction Stimuli
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    Chapter 22 How Virtual Reality Is Changing the Future of Learning in K-12 and Beyond
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    Chapter 23 Tangible Storytelling to Learn the Four Seasons: Design and Preliminary Observations
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    Chapter 24 Analyzing Students’ Behavior in a MOOC Course: A Process-Oriented Approach
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    Chapter 25 The Role of Learning City “Smart Teams” in Promoting, Supporting, and Extending the Community School Model
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    Chapter 26 Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language
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    Chapter 27 Training Professionals to Bring Digital Transformation into Museums: The Mu.SA Blended Course
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    Chapter 28 Learning and Creativity Through a Curatorial Practice Using Virtual Reality
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    Chapter 29 How Augmented Reality Influences Student Workload in Engineering Education
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    Chapter 30 The Influential Factors on E-learning Adoption and Learning Continuance
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    Chapter 31 A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details
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    Chapter 32 Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment
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    Chapter 33 Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements
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    Chapter 34 Investigating the Relation Between Sense of Presence, Attention and Performance: Virtual Reality Versus Web
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    Chapter 35 Research on the Design of Intelligent Interactive Toys Based on Marker Education
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    Chapter 36 Designing a Faculty Chatbot Through User-Centered Design Approach
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    Chapter 37 The Influence of Picture Book Interaction Design on Preschool Children’s Reading Experience
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    Chapter 38 Enable 3A in AIS
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    Chapter 39 Adapting E-Learning to Dyslexia Type: An Experimental Study to Evaluate Learning Gain and Perceived Usability
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    Chapter 40 Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-Based Adaptive Instructional Systems
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    Chapter 41 A Learning Engineering Model for Learner-Centered Adaptive Systems
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    Chapter 42 Technology in Education
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    Chapter 43 Adaptive Agents for Fit-for-Purpose Training
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    Chapter 44 Google Service-Based CbITS Authoring Tool to Support Collaboration
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    Chapter 45 The Interplay Between Artificial Intelligence and Users’ Personalities: A New Scenario for Human-Computer Interaction in Gaming
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    Chapter 46 Behavlet Analytics for Player Profiling and Churn Prediction
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    Chapter 47 The Kansei Research on the Manipulation Experience of Mobile Game with Joystick
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    Chapter 48 A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster
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    Chapter 49 Systems Approach to Designing an Enjoyable Process for Game Designers
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    Chapter 50 Broader Understanding of Gamification by Addressing Ethics and Diversity
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    Chapter 51 Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms
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    Chapter 52 Enhancing Social Ties Through Manual Player Matchmaking in Online Multiplayer Games
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    Chapter 53 A Simulation Game to Acquire Skills on Industry 4.0
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    Chapter 54 Personalised Semantic User Interfaces for Games
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    Chapter 55 Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain
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Title
HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games
Published by
Springer International Publishing, January 2020
DOI 10.1007/978-3-030-60128-7
ISBNs
978-3-03-060127-0, 978-3-03-060128-7
Editors

Constantine Stephanidis, Don Harris, Wen-Chin Li, Dylan D. Schmorrow, Cali M. Fidopiastis, Panayiotis Zaphiris, Andri Ioannou, Xiaowen Fang, Robert A. Sottilare, Jessica Schwarz

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