𝔖 Scriptorium
✦   LIBER   ✦

📁

Human-Computer Interaction. Interaction Techniques and Novel Applications (Information Systems and Applications, incl. Internet/Web, and HCI)

✍ Scribed by Masaaki Kurosu (editor)


Publisher
Springer
Year
2021
Tongue
English
Leaves
672
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


The three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021.

The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions.

The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows:

Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI

Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgery

Part III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and work

✦ Table of Contents


Foreword
HCI International 2021 Thematic Areas and Affiliated Conferences
Contents – Part II
Novel Interaction Techniques
Performance Evaluation and Efficiency of Laser Holographic Peripherals
1 Introduction
2 Related Work
2.1 The Development of Keyboard
2.2 Mechanical Keyboard Types
2.3 Introduction of Virtual Keyboard
2.4 How Virtual Keyboard and Mouse Function
2.5 How Virtual Keyboard and Mouse Process the Information
3 Experimental Setup
4 Experimental Result
4.1 Keyboard Experiment Results
4.2 Mouse Experiment Results
4.3 Possible Improvements in Hardware
4.4 Possible Improvements Through AutoCorrect and RNN-LM
5 Conclusion
References
Using Real-Pen Specific Features of Active Stylus to Cope with Input Latency
1 Introduction
2 Background and Related Work
2.1 Nature of Touch Screen Input Latency
2.2 Focus of Input Latency Studies
2.3 Latency Compensation Approaches
3 Orientation, Tilt, Pressure for Latency Compensation
3.1 Real-Pen Specific Features of Active Stylus
3.2 Dataset and Preprocessing
3.3 Implementation Details
4 Study 1: Latency Compensation Accuracy
4.1 Apparatus
4.2 Participants
4.3 Task and Procedure
4.4 Measurements
4.5 Results and Discussion
5 Study 2: Users’ Perception of Latency
5.1 Apparatus
5.2 Participants
5.3 Task and Procedure
5.4 Results and Discussion
6 Conclusion and Future Work
References
Comparing Eye Tracking and Head Tracking During a Visual Attention Task in Immersive Virtual Reality
1 Introduction
2 Materials and Methods
2.1 Participants
2.2 Virtual Environment and Data Collection
2.3 Comparison Between Head-Tracking and Eye-Tracking
3 Results
4 Discussion
5 Conclusions
References
Investigation of Motion Video Enhancement for Image-Based Avatars on Small Displays
1 Introduction
2 Importance of an Upright Posture for Avatars
3 Method for Enhancing Body Sway Motions
4 Subjective Assessment
4.1 Conditions of the Subjective Assessment
4.2 Result of Subjective Assessment
5 Conclusion
References
Sound Symbolic Words as a Game Controller
1 Introduction
2 Method
2.1 Game Design
2.2 Game System
3 Experiment
3.1 Experiment Design
4 Result and Discussion
4.1 Result
4.2 Discussion
References
Towards Improved Vibro-Tactile P300 BCIs
1 Introduction
2 Methods
2.1 Subjects
2.2 Materials and Methods
2.3 Stimulation Sequence
2.4 One Session
2.5 Feature Expression and Classification
2.6 Indecisive Answers
2.7 ERP Plots
2.8 ITR
3 Results
4 Discussion
References
Talking Through the Eyes: User Experience Design for Eye Gaze Redirection in Live Video Conferencing
1 Introduction
2 Related Work
2.1 No Eye Contact in VC
2.2 ER Function Using Hardware
2.3 ER Research Using Software
2.4 ER Method Using Avatar
2.5 Summary
3 Methods
3.1 User Research Design
3.2 Interview with VC Users
4 Survey
4.1 The Degree to Which You Care About Yourself Photographed on the Camera
4.2 Camera Face Angle Desired by the User
4.3 Camera Gaze Experience for Intentional Eye Contact
5 Result
5.1 Degree of Awkwardness About the Self-shot on the Camera
5.2 Face Angle Preference
5.3 Experience of Intentional Camera Gaze
6 User Experience-Oriented ER Guideline Proposal
6.1 3D Source for 3D Face Angle
6.2 3D Face Selection with Morphing Image Step 4
6.3 Teleprompter
7 Conclusion and Future Studies
References
Evaluating the Accuracy and User Experience of a Gesture-Based Infrared Remote Control in Smart Homes
1 Introduction
2 Related Work
2.1 Gestures for Entertainment and Work
2.2 Gestures in the Home Environment
3 Hardware Concept and Realization
4 Experimental Design of User Studies
5 Results of User Tests
5.1 User Experience
5.2 Accuracy
6 Discussion
7 Conclusion and Next Steps
References
Detection of Finger Contact with Skin Based on Shadows and Texture Around Fingertips
1 Introduction
2 Related Work
2.1 Operations and Inputs in Virtual Reality Environments
2.2 Input Methods Using Finger Contact with Body
3 Proposed Method
4 Prototype Implementation
4.1 Phase 1: Fingertip Extraction
4.2 Phase 2: Image Enhancement
4.3 Phase 3: Contact Detection
5 Dataset
5.1 Recoding Input Motion Videos
5.2 Data Augmentation and Datasets
6 Experiments
6.1 Experiment 1: Performance Evaluation of Contact Detection Model
6.2 Experiment 2: Performance Evaluation for New Users
6.3 Experiment 3: Performance Evaluation for New Lighting Environments
6.4 Experiment 4: Performance Evaluation for New Users and Lighting Environments
6.5 Discussion
7 Conclusion
References
Character Input Method Working on 1-in. Round Screen for Tiny Smartwatches
1 Introduction
2 Previous Research
3 Proposed Method
3.1 Key Layout at Standby Status
3.2 Selection of a Row of Hiragana
3.3 Selection of a Character
4 Input Speed and Error Rate of Beginners
4.1 Experimental Condition
4.2 Experimental Procedure
4.3 Experimental Result
5 A 30-Day Experiment
5.1 Experimental Condition
5.2 Experimental Result
6 Conclusion
References
One Stroke Alphanumeric Input Method by Sliding-in and Sliding-out on the Smartwatch Screen
1 Introduction
2 Related Researches
3 Proposed Method
4 Experiment
4.1 Experiment Preparation
4.2 Input Speed and Error Rate of Beginners
4.3 Long-Term Experiment
4.4 Input Speed and Error Rate of the Expert
4.5 Comparison to SliT
4.6 Comparison to the Other Related Method
5 Comparison
References
Research on Hand Detection in Complex Scenes Based on RGB-D Sensor
1 Introduction
1.1 Research Background
1.2 Related Research Statuses
1.3 Research Content
2 Method of Hand Segmentation and Contour Extraction
2.1 Data Acquisition Equipment
2.2 Preprocessing
2.3 Background Modeling
2.4 Hand Segmentation Method
2.5 Contour Extraction Method
3 Experimental Verification and Result Analysis
3.1 Results in Complex Scenario
3.2 Evaluation Parameters
4 Conclusion
References
It’s a Joint Effort: Understanding Speech and Gesture in Collaborative Tasks
1 Introduction
2 Related Work
2.1 Gesture in Psychology
2.2 Gesture in HCI
2.3 Multimodal Communication and Collaboration
3 Method
3.1 Participants
3.2 Procedure
3.3 Apparatus
3.4 Block Layouts
3.5 Conditions
3.6 Data Analysis
4 Results
4.1 Differences in Gesture Use
4.2 Differences in Speech Use
4.3 Co-expression of Speech and Gesture
4.4 Task Performance
5 Discussion
5.1 Different Strategies for Different Modalities
5.2 Speech and Gesture for Resolving Orientation
5.3 Improved Performance with Gesture
6 Implications for Design
7 Conclusion
References
Human-Robot Interaction
Analysing Action and Intention Recognition in Human-Robot Interaction with ANEMONE
1 Introduction
2 ANEMONE
3 Practical Application of ANEMONE
3.1 Phase 1: Preparation
3.2 Phase 2: Selection of UX Evaluation Type
3.3 Plan and Conduct the UX Evaluation
3.4 Phase 4: Analysis of Collected Data and Identifying UX Problems
3.5 Phase 5: Organising the Identified UX Problems in Scope and Severity
4 Lessons Learned and Recommendations
5 Concluding Remarks
References
A Robot that Tells You It is Watching You with Its Eyes
1 Introduction
2 Related Studies
2.1 Effects of Eyes on Communication
2.2 Eyes of Social Robots
2.3 Eyes and Human-Robot Interaction
2.4 Social Robots in Public Spaces
3 Proposal of an Eye-Based Interaction
3.1 KiroPi V2
3.2 Concept
4 Development
4.1 User Position Estimation
4.2 Sizes and Positions of Eyes
4.3 Telling Distance
4.4 Telling Angle
5 Experiment 1: Eyes Expression Evaluation
5.1 Convergence Angle and User’s Shadow
5.2 Eyes Movement Bias
6 Experiment 2: Shopping Scenario
6.1 Scenario
6.2 Method
6.3 Results
7 Discussion
8 Conclusion
References
Am I Conquering the Robot? the Impact of Personality on the Style of Cooperation with an Automatic System
1 Introduction
2 Humans’ Trust in Robot: Review of Related Studies
3 Experiment
3.1 Robot System
3.2 Measurement Tools and Interview
3.3 Task and Procedure
4 Results and Analysis
4.1 Evaluation of the Performance and TR
4.2 Evaluation of DC and TR
4.3 Evaluation of EQ, DC, and TR
4.4 “Happiness” of the Robot
5 Discussion and Conclusions
References
Kansei Evaluation of Robots in Virtual Space Considering Their Physical Attributes
1 Introduction
2 Robot Pairs
2.1 Talking Robot (Robot Pair 1)
2.2 Floating Guide Robot (Robot Pair 2)
2.3 Vending Machine Robot (Robot Pair 3)
3 Experiment Method
3.1 Questionnaire
3.2 Experimental Procedure
4 Experiment Results
5 Discussion
6 Conclusion and Future Works
References
The Use of a Sex Doll as Proxy Technology to Study Human-Robot Interaction
1 Introduction
2 Method
2.1 Procedure and Measures
2.2 Data Collection and Analysis
2.3 Participants
3 Results
3.1 See
3.2 Hear
3.3 Feel
3.4 Smell
3.5 Taste
3.6 Moral Closing Question on Cheating
4 Conclusion and Discussion
References
Relationship Between Robot Designs and Preferences in Kawaii Attributes
1 Introduction
2 Robot Designs
3 Questionnaire About Kawaii Preferences
4 Results
4.1 Result of Robot Designs
4.2 Results of Questionnaire About Kawaii Preferences
5 Discussion
6 Conclusion
References
Perceived Robot Attitudes of Other People and Perceived Robot Use Self-efficacy as Determinants of Attitudes Toward Robots
1 Introduction
2 Methods and Materials
2.1 Participants
2.2 Procedure
2.3 Measures
2.4 Statistical Techniques
3 Results
4 Discussion
References
Research on Interactive Experience Design of Peripheral Visual Interface of Unmanned Logistics Vehicle
1 Preface
2 Analysis of the Interface Design Composition of Autonomous Vehicles
2.1 Research Status of Unmanned Logistics Vehicles
2.2 Research Status of Peripheral Visual Interface Design
3 Analysis of Application Scenarios of Unmanned Logistics Vehicles
3.1 Warehouse Distribution Scene
3.2 Road Transport Scene
3.3 Logistics Distribution Scene
3.4 Advertising Scene
4 Research on Cognitive Efficiency and Psychological Comfort in Road Transportation Scene
4.1 Experimental Design
4.2 Participant
4.3 Experimental Site and Equipment
4.4 Experimental Materials and Procedures
4.5 Experimental Data Analysis
4.6 Experimental Results
5 Conclusion
References
A Measurement of Attitude Toward Working with Robots (AWRO): A Compare and Contrast Study of AWRO with Negative Attitude Toward Robots (NARS)
1 Introduction
2 Background
2.1 Working with Robots
2.2 Attitudes
2.3 Negative Attitudes Towards Robots Scale (NARS)
2.4 Attitude Toward Working with Robots (AWRO)
3 Method and Analysis
3.1 Participants
3.2 Data Collection
3.3 Measurements
3.4 Results
4 Discussion
4.1 Summary of Findings
4.2 Contributions
4.3 Limitations
5 Conclusion
References
Service Sector Professionals’ Perspective on Robots Doing Their Job in the Future
1 Introduction
1.1 Perceived Suitability and Related Theories
1.2 Research Overview
2 Methods and Materials
2.1 Study 1
2.2 Study 2
3 Results
3.1 Study 1
3.2 Study 2
4 Discussion
Appendix 1
Appendix 2
References
User Experience Best Practices for Human-Robot Interaction
1 Introduction
2 Related Work
3 Purpose and Scope of Best Practices
3.1 Heuristic Evaluators
3.2 Principles of Practice
4 Borrowing from Legacy Best Practices for HRI
5 Analyzing the Design Problem
5.1 A Design Matrix
6 New UX Principles for HRI
6.1 Usability Principles for HRI
7 Refining Practices
8 Summary
References
Application for the Cooperative Control of Mobile Robots with Energy Optimization
1 Introduction
1.1 Preliminary Information
1.2 Related Works
2 Proposal Design
2.1 Overview
2.2 3D Design of Robots
2.3 Control Algorithm
3 System Implementation
3.1 Electronic Circuit
3.2 Robot Manufacturing
3.3 User Interface Application
4 Results
4.1 Simulation
4.2 Experimentation
4.3 Usability
5 Conclusions
References
Educational Robot European Cross-Cultural Design
1 Introduction
2 Related Work
3 Present Study
3.1 Hypothesis
4 Participatory Design
4.1 Participants
4.2 Procedure
4.3 STIMEY Robot Prototype
5 Evaluation- Experimental Design
5.1 Participants
5.2 Design
5.3 Procedure
5.4 Data Analysis
5.5 Results
6 Discussion and Conclusions
References
Digital Wellbeing
Designing for Self-awareness: Evidence-Based Explorations of Multimodal Stress-Tracking Wearables
1 Introduction
2 Designing the Experience
2.1 Design Concept
2.2 UX Prototyping
3 Experience Testing
3.1 Participants
3.2 Procedure
3.3 Measures
4 Results and Discussion
4.1 Findings from the Interviews
4.2 Findings from the Eye-Tracking Recordings
4.3 Findings from the Questionnaires
5 Conclusions and Further Development
References
Annoyed to Discontinue: Factors Influencing (Dis)Continuance of Using Activity Tracking Wearables
1 Introduction
2 Theoretical Background
2.1 Adoption and Continued Usage of ICT
2.2 Adoption, Continued and Discontinued Usage of Fitness Tracking Wearables
2.3 Research Questions
3 Methods
3.1 Survey Structure
3.2 Data Collection
3.3 Data Preparation and Analysis
4 Results
5 Discussion
6 Conclusion and Limitations
References
Human Computer Interaction Challenges in Designing Pandemic Trace Application for the Effective Knowledge Transfer Between Science and Society Inside the Quadruple Helix Collaboration
1 Introduction
2 State of the Art
3 Methodology
4 Results
5 Conclusion
References
A Study on the Usability of Different Age Groups to the Interface of Smart Bands
1 Introduction
2 Related Work
2.1 Design Principles in Human-Computer Interaction (HCI)
2.2 Usability Issues of the Older People in the Smart Bands Interface
3 Methods
3.1 Participants
3.2 Materials
3.3 Procedure
4 Results
4.1 Operation Time of the Tasks
4.2 System Usability Scale (SUS) Scores
4.3 Discussions
5 Conclusions and Future Implications
References
Attention to Breathing in Response to Vibrational and Verbal Cues in Mindfulness Meditation Mediated by Wearable Devices
1 Introduction
2 Background
2.1 Wearable Devices for Providing a Vibration Cue
2.2 EEG and HRV Measurements During Digital Mindfulness Meditation
3 Method
3.1 Procedure
3.2 Vibration Intervention System (VIS)
3.3 Digital Mindfulness Meditation
3.4 EEG Recording
3.5 Extraction of HRV from ECG Signal
3.6 Measures of Subjective Experiences
4 Results
4.1 EEG Data Analysis of Relative Theta and Alpha Powers
4.2 HRV Data Analysis
4.3 Data Analysis of Subjective Experiences
5 Conclusion and Discussion
References
CHIAPON: An Anthropomorphic Character Notification System that Discourages Their Excessive Smartphone Use
1 Introduction
2 Overview of CHIAPON
2.1 Notification Timing: When the Screen of the Smartphone is Lit
2.2 Notification Timing: When the Smartphone Is Used for a Certain Amount of Time
2.3 Notification Timing: At Scheduled Times
2.4 Measuring the Number of Light-Up Screen Times and the Length of the Smartphone Use
3 Experiment
3.1 Methods
3.2 Procedure
3.3 Results
4 Discussion
5 Related Works
6 Conclusion
References
Designing for App Usage Motivation to Support a Gluten-Free Diet by Comparing Various Persuasive Feedback Elements
1 Introduction
2 Design Process for the Prototypical Development of Applications to Support a Gluten-Free Diet
3 Applications 1: Snackfinder
3.1 App Description, Experimental Design and Procedure
3.2 Results of the User Tests
4 Application 2: CeliApp with CeliGear
4.1 App Description, Experimental Design and Procedure
4.2 Results of the User Tests
5 Discussion
6 Conclusion
References
Better Performance Through Mindfulness: Mobile Application Design for Mindfulness Training to Improve Performance in College Athletes
1 Introduction
2 Related Studies
2.1 Existing Mindfulness Applications
2.2 Research and Analysis
2.3 Design Goals
3 Methods
3.1 First Round Survey
3.2 Second Round Survey
3.3 Secondary Research
3.4 Findings
4 Design Process
4.1 Key Features
4.2 Logo and Branding
5 Final Design
5.1 Home
5.2 Library and Mindfulness Sessions
5.3 Assigning and Goal Adding
5.4 Athlete Profile, Mood Tracking and Journaling
6 Application Evaluation and User Testing
7 Conclusion
References
Holdable Devices: Supporting Mindfulness, Psychological Autonomy and Self-Regulation During Smartphone Use
1 Introduction
2 Contextual Investigation and Related Work
2.1 Digital Environments that Hinder Mindfulness
2.2 Related Products: Designing for Mindfulness and Self-regulation
2.3 Contextual Mindfulness Interventions
3 Design Engineering Process
3.1 Interaction Design
3.2 Sensing and Inferring Frequency of Use, Prolonged Task Immersion, and User Input
3.3 Actuation
3.4 Power Management
3.5 First Generation of Working Prototypes
4 Evaluation
4.1 Results
5 Discussion and Conclusions
5.1 Implications and Limitations of Findings
5.2 Conclusions
References
Measurement and Analysis of Body Movements in Playing Futsal Using Smartphones
1 Introduction
2 Methods
2.1 Measurements and Subjects
2.2 Measurement Equipment and Data Acquisition
2.3 Data Analysis
3 Results
3.1 Activity of the Players in Playing Futsal
3.2 Number and Synchronization of Body Movements in Playing Futsal
4 Discussion
5 Conclusions
References
Using e-Health in the Prevention Against Covid-19: An Approach Based on the Theory of Planned Behavior
1 Introduction
2 Literature Review
3 Methodology
4 Results and Interpretation
5 Conclusion
References
HCI in Surgery
Construction of a Knowledge Base for Empirical Knowledge in Neurosurgery
1 Introduction
2 Research Background
2.1 Information Sharing Methods for Neurosurgeons
2.2 Neurosurgery Support System
3 Related Research
3.1 Proposal and Evaluation of AR-Based Microscopic Brain Surgery Support System
4 BrainCGpedia's Proposal
4.1 Assumptions About Users and Usage Scenarios
4.2 Data Confidentiality
4.3 Setting up the Base 3D Brain Model
4.4 Linked Data Structures for Efficient Searching
4.5 Ontology Construction Methods for Linked Data
4.6 Interface for Registration and Reference
5 Building BrainCGpedia
5.1 Registration Process for Making Empirical Knowledge Base
5.2 Empirical Knowledge Search and Browsing Interface Construction
5.3 Ontology for the Construction of Linked Data of Empirical Knowledge to Support Neurosurgery
6 Evaluation and Future Work
6.1 Construction of an Ontology on Pituitary Tumors
6.2 Future Work
References
VR-Based Surgery Navigation System with 3D User Interface for Robot-Assisted Laparoscopic Partial Nephrectomy
1 Introduction
2 System Overview
3 Process Flow
4 Program A: Generating a Disparity Map
4.1 Stereo Camera Calibration
4.2 Computing Disparity from Undistort and Rectified Stereo Image Pair
4.3 Generating Disparity Map
5 Program B: Displaying Point Cloud and 3DCG in VR Space
5.1 Convert Disparity Map to Point Cloud
5.2 User Interface
5.3 Implementation
6 Conclusion
References
Comparative Study of Potential-Based and Sensor-Based Surgical Navigation in Several Liver Environments
1 Introduction
2 Potential-Based Navigation and Sensor-Based Navigation Algorithms
3 Deformation and Migration of Liver Vessels and Malignant Tumors
4 Experimental Results
5 Conclusion
6 Future Research Implications
References
Voxel-Based Route-Search Algorithm for Tumor Navigation and Blood Vessel Avoidance
1 Introduction
2 Novel Search in the 3D Voxel Space
2.1 Voxel Creation
2.2 Density of Each Voxel
2.3 Searching 3D Space Using Voxel Density
3 Evaluation of Our Algorithm
4 Conclusion
5 Furure Works
References
Development of a VR/HMD System for Simulating Several Scenarios of Post-Operative Delirium
1 Introduction
2 Method
2.1 Postoperative Delirium VR Video Creation
2.2 Data Collection Method
3 Result
4 Discussion
5 Future Works
References
Selection and Evaluation of Color/Depth Camera for Imaging Surgical Stoma
1 Introduction
2 3D Color/Depth Camera and 3D Scanner
2.1 Color/Depth Cameras
2.2 3D Scanner
3 Comparison of Sensing Accuracy
3.1 Stoma and Color/Depth Camera Selection
3.2 Comparison Between Color/Depth Camera Images and 3D Scans to Capture Stoma
4 Experimental Results of Imaging Accuracy
4.1 Experimental Setup
4.2 Coordinate Alignment Between Color/Depth Camera and 3D Scanner Point Clouds
4.3 Consistency Between Color/Depth Camera and 3D Scanner Point Clouds of Complete Stoma
5 Discussion
6 Conclusion
7 Future Work
References
Investigation of the Hashing Algorithm Extension of Depth Image Matching for Liver Surgery
1 Introduction
2 Liver Surgical Navigation System
2.1 System Overview
2.2 Liver Posture Estimation
3 Hashing Algorithm for Posture Estimation
4 Deep Learning for Posture Estimation
5 Conclusion
References
Study on the Image Overlay Approach to AR Navigation System for Transsphenoidal Surgery
1 Introduction
2 Proposed System
3 Implemented System
3.1 System Overview
3.2 Tip Position and Orientation Estimation System
3.3 Image Overlay System
4 Basic Evaluation Experiment
4.1 Experiment Environment
4.2 Evaluation Experiment
4.3 Discussion
5 Conclusion
References
Evaluation of Depth-Depth-Matching Speed of Depth Image Generated from DICOM by GPGPU
1 Introduction
2 Liver Surgical Support System
2.1 The Liver Position and Posture Estimation System
2.2 The Surgical Scalpel Tip Position Estimation System
2.3 The Liver Surgery Simulator
3 Accelerating Position Posture Estimate with GPGPU
3.1 Depth Image Generation from DICOM
3.2 2D Depth-Depth-Matching with GPGPU
4 Experiment
4.1 Experimental Method
4.2 Experimental Results
5 Conclusion
References
Author Index


📜 SIMILAR VOLUMES


Distributed, Ambient and Pervasive Inter
✍ Norbert Streitz (editor), Shin'ichi Konomi (editor) 📂 Library 📅 2021 🏛 Springer 🌐 English

<span>This conference proceedings LNCS 12782 constitutes the refereed proceedings of the 9 th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2021, held as part of the 23</span><span><sup>rd</sup></span><span> International Conference, HCI International 2021, which

Human Interface and the Management of In
✍ Sakae Yamamoto (editor), Hirohiko Mori (editor) 📂 Library 📅 2021 🏛 Springer 🌐 English

<span>The two-volume set LNCS 12765-12766 constitutes the refereed proceedings of the thematic area Human Interface and the Management of Information, HIMI 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021.</span><p><span>The total of 1276 papers

Human Interface and the Management of In
✍ Sakae Yamamoto (editor), Hirohiko Mori (editor) 📂 Library 📅 2021 🏛 Springer 🌐 English

<span>The two-volume set LNCS 12765-12766 constitutes the refereed proceedings of the thematic area Human Interface and the Management of Information, HIMI 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021.</span><p><span>The total of 1276 papers