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Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July ... Part I (Lecture Notes in Computer Science)

✍ Scribed by Masaaki Kurosu (editor), Ayako Hashizume (editor)


Publisher
Springer
Year
2023
Tongue
English
Leaves
631
Category
Library

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✩ Synopsis


The four-volume set LNCS 14011, 14012, 14013, and 14014 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 25th International Conference on Human-Computer Interaction, HCII 2023, which took place in Copenhagen, Denmark, in July 2023.

A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions.

The papers included in the HCI 2023 volume set were organized in topical sections as follows:

Part I: Design and evaluation methods, techniques and tools; interaction methods and techniques;

Part II: Children computer interaction; emotions in HCI; and understanding the user experience;

Part III: Human robot interaction; chatbots and voice-based interaction; interacting in the metaverse;

Part IV: Supporting health, quality of life and everyday activities; HCI for learning, culture, creativity and societal impact.

✩ Table of Contents


Foreword
HCI International 2023 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
Human-Computer Interaction Thematic Area (HCI 2023)
HCI International 2024 Conference
Contents – Part I
Design and Evaluation Methods, Techniques and Tools
Co-creating User Journey Map – A Systematic Approach to Exploring Users’ Day-to-Day Experience in Participatory Design Workshops
1 Introduction
2 Study Design
2.1 Workshop Participants and Locations
3 PD Workshop
3.1 Workshop 1: Learning NLP Technology
3.2 Workshop 2: Contextual Interview
3.3 Workshop 3: Creating the Journey Map
3.4 Workshop 4: Identifying Problems & Ideation
4 Findings
4.1 User Journey Map Generates Reflections
4.2 What They Also Learned from User Journey Map
4.3 Learning from Other Participants
4.4 Inspiration Brought by Brainwriting
5 Discussion
5.1 User Journey Map Enhanced Mutual Learning
5.2 Contradictory Reactions to the use of LEGOŸ
6 Conclusion
References
Integrate Gamification into Questionnaire Design
1 Introduction
1.1 Background and Motivation
1.2 Purpose
2 Methods
2.1 Preparation Phase
2.2 Investigation Phase
2.3 Analysis Phase
3 Results
3.1 Gamification Questionnaire and the Results of IPIP 50
3.2 Gamification Questionnaire and Intrinsic Motivation
4 Discussion
5 Conclusion
References
Exploring the Tensions of Self-tracking Wearable Technologies Through Design
1 Introduction
2 Self-tracking Practices Mediated by Wearable Technologies
3 Self-tracking Research: Towards Data Analysis, Usability, and Utility
4 Widening the View: Scholarly Debate and Tensions of the Phenomenon
4.1 Allusion to Objectivity and Non-neutrality of Data
4.2 Data Reductionism and Complexity of Lived Phenomena
4.3 Trust in Data and Reliance on Subjective Experience
4.4 Performance and Wellbeing
4.5 Surveillance and Self-surveillance
5 Addressing the Tensions Through Design: Alternative Design Approaches to Solutionism
6 Conclusions
References
User Clustering Visualization and Its Impact on Motion-Based Interaction Design
1 Introduction
2 Background
2.1 Movement Feature Extraction
2.2 Movement and Feature Visualization
3 Prototype Implementation
3.1 Pose Estimation and Tracking in 3D Space
3.2 Feature Extraction System
3.3 Visualization Engine
4 Proposal Assessment
4.1 Participants
4.2 Interview Method
4.3 Analysis
5 Results
5.1 Understanding User Behavior
5.2 Refining Design Practice
5.3 Impact on the Full Design-Production Cycle
6 Discussion
7 Conclusion and Future Work
References
eGLU-Box Mobile: A Smartphone App for Usability Testing by Italian Public Administration Webmasters
1 Introduction
1.1 eGLU-box: From Its Inception to Today
2 Methods
2.1 Design
2.2 Material
2.3 Participants
2.4 Procedure
2.5 Data Analysis
3 Results
3.1 Participants’ Performance
3.2 PCTA Interview
3.3 Usability Questionnaire
3.4 Eye Movement Analysis
4 Discussion and Conclusion
References
MobE – A New Approach to Mobile Ethnography
1 Mobile Ethnography
2 MobE – An Application for Ethnographic Research
3 Evaluation Methods and Test Procedure
3.1 Study 1: Mobile Ethnographic Study
3.2 Study 2: Contextual Interview
3.3 Results
4 Discussion
4.1 Gamification
4.2 Context
4.3 Comparison of Contextual Interview and Mobile Ethnography
4.4 Recommendation for Further Research in Mobile Ethnography
5 Summary
References
A Comparative Analysis of Institutional Ethical Codes of Conduct for the Practice of Design
1 Introduction
2 Why Ethics Matters
3 Methodology
3.1 Methodological Approach
3.2 Data Collection and Analysis
4 Results
5 Discussion
6 Conclusion and Future Work
References
Situation-Aware Adaptations for Individualized User Experience and Task Management Optimization
1 Introduction and Related Work
2 Adaptation Types in SitAdapt
3 The Different SitAdapt Adaptations
3.1 Changes in Design and Layout
3.2 Changes in Content
3.3 Changes of Media and Interaction Object Types
3.4 Technical Realization of the Adaptation Process
4 Task-Management Optimization and Adaptation Control
5 Conclusion and Future Work
References
Barrier-Free Design Leaf Vein Model for People with Disabilities
1 Introduction
1.1 Research Background
1.2 Research Status
1.3 Research Objective
2 Research Method
2.1 Barrier-Free Design Questionnaire for Professional Designers
2.2 Virtual User Models and Virtual Scenarios
3 Research Results
3.1 Questionnaire Results
3.2 Virtual User Model and Virtual Scenario Experiment Results
4 Barrier-Free Design Leaf Vein Model
4.1 Functionality Element
4.2 Applicability and Balance Element
4.3 Human-Computer Interaction Ergonomics Element
4.4 Emotionalization Element
4.5 Attribution and Circular Unity Elements
5 Research Cases
5.1 Tableware Series Barrier-Free Designed for Diabetic Patients
5.2 Designing for Special Groups - Accessible Urban Public Service System
6 Conclusion
References
Research on the Design of Online Participatory Design Workshop Platform Under Metaphor Design
1 Introduction
2 Related Work
2.1 Card-Based Design Tools in Participatory Design Workshop
2.2 Metaphor Design in Human-Computer Interface
3 Design
3.1 Concept Metaphor Design
3.2 Function Metaphor Design
3.3 Behavior Metaphor Design
4 Usability Test
4.1 Participants
4.2 Results
5 Discussion
5.1 Promoting Communication
5.2 Inspiring Creativity
5.3 Increasing Engagement
6 Conclusion
References
Research on Elements of Physical Interaction Design and the Information Channel
1 Introduction
1.1 Research Background
1.2 Problem Statement
2 Related Work on Physical Interaction
3 Concept Definition
3.1 Physical
3.2 Interaction
3.3 Physical Interaction
3.4 Physical Interaction Design
4 Research Methods and Research Design
4.1 Research Methods and Tools
4.2 Research Design
5 Procedures and Results
5.1 Preparation
5.2 Data Collection and Analysis
6 Discussion and Conclusion
7 Future Work
References
Work Characteristics as Determinants of Remote Working Acceptance: Integrating UTAUT and JD-R Models
1 Introduction
1.1 The Present Study
2 Materials and Methods
2.1 Measures
2.2 Data Analysis
3 Results
3.1 Model Results
4 Discussion
4.1 Practical and Theoretical Implications
4.2 Limitation and Future Direction
5 Conclusion
References
User-Device-Interaction Model: A Multimodal Interaction Εvaluation System Based on Analytic Hierarchy Process
1 Introduction
1.1 Emerging Interaction Modalities
1.2 Multimodal Interaction Evaluation
2 Evaluation Indicator
2.1 Evaluation Elements
2.2 Interpretative Structural Modeling
3 AHP-Based Interaction Evaluation Model
3.1 Indicator Weights
3.2 Weight Vector
3.3 Consistency Testing
4 Empirical Analysis
4.1 Experiment Design
4.2 Experiment Results
4.3 Scale Data Reliability Testing
4.4 Model Validity Testing
5 Conclusion
References
Using Virtual Reality to Overcome Legacy Bias in Remote Gesture Elicitation Studies
1 Introduction
2 Related Work
2.1 Legacy Bias in Gesture Elicitation
2.2 Legacy Bias Reduction Designs
3 VR Application Design
3.1 Design Approach
3.2 Apparatus, Materials, and Setup
3.3 VR Training
3.4 VR GES with Production' 3.5 VR GES withPriming'
3.6 VR GES with `Partnering'
3.7 Control Group Design
4 Evaluating VR Design with Legacy Bias Reduction
4.1 Participants
4.2 Procedure
4.3 Measures
4.4 Gesture Binning
4.5 Legacy Bias Classification
5 Study Results
5.1 Legacy Bias Reduction Design Analysis
5.2 Qualitative Analysis
5.3 Legacy Bias Reduction Effect Analysis
6 Discussion
6.1 Limitation and Future Work
7 Conclusion
References
Design Guidelines Towards 4.0 HMIs: How to Translate Physical Buttons in Digital Buttons
1 Introduction and Research Context
2 Case Study
2.1 Case Study Description
2.2 Methods and Design Flow
3 Discussion and Design Guidelines
3.1 Design Guidelines for the Translation of Physical Buttons in Digital Buttons
4 Conclusions
References
Meta-analysis Qualifying and Quantifying the Benefits of Automation Transparency to Enhance Models of Human Performance
1 Introduction
1.1 Background
1.2 Existing HAI HPM Framework and Algorithm
1.3 An Influence Model of Human-Automation Team (HAT) Performance
2 Focus on Automation Transparency
3 Method
4 Results
5 Discussion
5.1 Review and Interpretation of the Effects
5.2 Implications for the HAI Model
References
A Review of Human-Computer Interface Evaluation Research Based on Evaluation Process Elements
1 Introduction
2 Human-Computer Interface Evaluation Purpose
2.1 Interface Usability
2.2 Visual Performance
2.3 Interface Aesthetics
2.4 Suitability for Special People
2.5 Mental Load
2.6 Evaluation Exploratory Research
3 Human-Computer Interface Evaluation Index System
3.1 Empirical Method
3.2 Mathematical Analysis Method
3.3 User Research Method
3.4 Human-Computer Interaction Analysis Method
3.5 HCI Visual Analysis Method
4 Human-Computer Interface Evaluation Index Weight
4.1 Subjective Weighting Method
4.2 Objective Weighting Method
4.3 Integrated Weighting Method
5 Human-Computer Interface Evaluation Method
5.1 Subjective Evaluation Method
5.2 Physiological Measurements Method
5.3 Simulation Method
5.4 Mathematical Model (Formula) Method
5.5 Grey System Theory Evaluation Method
5.6 Fuzzy Integrated Evaluation Method
5.7 TOPSIS Method
5.8 Portfolio Evaluation Method
6 Current Problems and Trends in HCI Evaluation Research
References
NUWA: Lifelike as a Design Strategy to Enhance Product’s Hedonic Qualities
1 Introduction
2 The Lifelike Features and NUWA
3 Experiment Design
4 Results
4.1 Quantitative Result
4.2 Interview Analysis
5 Discussion and Conclusion
References
Rapid Prototyping Platform for Multi-stakeholder Involvement in the Design of User Interaction
1 Introduction
2 Prototyping Methods
3 Prototyping Platform
4 Case Study: Prototyping an IoT Shopfloor
5 Conclusion
References
A Basic Study to Prevent Non-earnest Responses in Web Surveys by Arranging the Order of Open-Ended Questions
1 Introduction
2 Related Work
3 Experiments
3.1 Outline of the Experiment
3.2 Experimental Procedure
3.3 Results
4 Additional Experiments Focused on Desertion Rate and Location
4.1 Outline of the Experiment
4.2 Experimental Procedure
4.3 Results
5 Discussion
5.1 Comparing Two Groups Based on Several Features
5.2 Comparison by Survey Start Time
6 Conclusion
References
Measurements of Complexity in Vehicle Dashboards: Revision and Validation of the Perceived Visual Complexity Scale
1 Introduction
2 Methodology
3 Result
3.1 Internal Reliability
3.2 Validity
3.3 Correlation Analysis Between Variables
4 Discussion
References
Research on Design Method for Online Panoramic Tourist Website Based on AHP-QFD
1 Introduction
2 Design Status of Online Panoramic Travel Website
2.1 Introduction of Online Panoramic Travel Website
2.2 Current Status of the Advantages of Online Panoramic Travel Websites
2.3 Current Status of the Disadvantages of Online Panoramic Travel Websites
2.4 Design Status Summary of Online Panoramic Travel Website
3 Analysis of User Needs
4 Online Panoramic Tourism Website Design Process Based on AHP and QFD
4.1 AHP-Based User Requirement Weighting Analysis
4.2 AHP-Based User Requirement Weighting Analysis Process
4.3 AHP-Based Online Panoramic Travel Website User Demand Weighting Analysis
4.4 QFD-Based User Requirements Transformation
4.5 QFD-Based Design Requirements Approach
4.6 QFD-Based Online Panoramic Travel Website User Demand Transformation
5 Design and Evaluation of Online Panoramic Travel Platform
6 Conclusion
References
Incorporating Design Thinking Approach to the Mutual Learning Process: A Case Study of Participatory Design with Senior Daycare Workers
1 Introduction
2 Background
2.1 Genuine Participation Through Mutual Learning in Participatory Design
2.2 A Current Practice of Design Thinking
2.3 Design Thinking Methods and Tools in Participatory Design
3 The Workshop Design
3.1 Recruitment
3.2 Workshop Format and Schedule
3.3 Data Collection and Analysis
4 Findings
4.1 The Operation of Design Tools
4.2 Mutual Learning Between Daycare Workers and Engineers
4.3 The Feeling of Participation
5 Discussion
5.1 Designer as a Facilitator
5.2 The Effects of Mutual Learning
5.3 Using the DT Tools as a Co-design Method
5.4 Limitation and Further Works
6 Conclusion
References
Interaction Methods and Techniques
Eye Tracking Auto-Correction Using Domain Information
1 Introduction
2 Experimental
2.1 Webcam Eye Tracking (wcET)
2.2 Participants
2.3 Initial Calibration/Validation (wcET)
2.4 Reference Eye Tracker, Computer, and Screen
2.5 Experiment
3 Proposed Method
4 Evaluation
4.1 Visual Tasks
4.2 Results
5 Discussion and Future Work
6 Related Work
6.1 Systematic Offset Correction
6.2 WcET
References
Incorporating Eye Tracking into an EEG-Based Brainwave Visualization System
1 Introduction
2 Materials and Methods
3 Definition of Objectives and Development of the Artifact
4 Test Description
5 Analysis of Test Results and Lessons Learned
6 Conclusion
References
Research on Brain-Computer Interfaces in the Entertainment Field
1 Introduction
2 Methods
3 Results Analysis and Discussion
4 Conclusion
References
Arrow2edit: A Technique for Editing Text on Smartphones
1 Introduction
2 Related Work
3 Arrow2edit
4 First User Study
4.1 Methods
4.2 Results
4.3 Discussion
5 Second User Study
5.1 Methods
5.2 Results
5.3 Discussion
6 Conclusions and Further Works
References
A Comparison of Finger, Stylus and Mouse in Trajectory Tracing Task Execution on Touchscreen Mobile Devices
1 Background
2 Method
2.1 Tasks
2.2 Participants
2.3 Design and Apparatus
2.4 Procedure
3 Results and Discussion
3.1 Tracing Time
3.2 Tracing Error
3.3 Interaction Workload
3.4 Predictive Models
4 Conclusion
References
On the Benefit of Independent Control of Head and Eye Movements of a Social Robot for Multiparty Human-Robot Interaction
1 Background
2 Collection of Naturalistic HRI
2.1 Data Collection
2.2 Data Annotation
3 Analysis of the Human Pilot's Eyes-Head Coordination
4 Subjective Evaluation
4.1 Policies and Hypotheses
4.2 HEMVIP Evaluation
4.3 Clips' Selection
4.4 Participants
5 Results
6 Discussion
7 Conclusions and Perspectives
References
Sticky Cursor: A Technique for Facilitating Moving Target Selection
1 Introduction
2 Related Work
2.1 Selection of Static Targets
2.2 Selection of Moving Targets
2.3 Modification of Control-Display Mapping
3 Proposed Method
3.1 Problem Formulation
3.2 Sticky Cursor
4 Evaluation
4.1 Participants
4.2 Goal and Hypothesis
4.3 Apparatus
4.4 Task in the Experiment
4.5 Measurement
4.6 Interface Design
4.7 Speed and Size of the Targets
4.8 Questionnaire
5 Results
5.1 The Number of Failure
5.2 The Number of Error Clicks
5.3 Task Completion Time
5.4 Questionnaire Results
6 Discussion
7 Future Directions
7.1 Limitations
7.2 Future Work
7.3 Applications
8 Conclusion
References
A Preliminary Study on Eye Contact Framework Toward Improving Gaze Awareness in Video Conferences
1 Introduction
1.1 Background
1.2 Research Motivation
2 Related Work
2.1 Role of Eye Contact in Video Conferences
2.2 Static Gaze Correction in Video Conferences
2.3 Dynamic Gaze Correction in Video Conferences
2.4 Purpose of This Study
3 System
3.1 Software Component for Detection of the User's Gaze
3.2 Hardware Component for Gaze Correction
4 Study
4.1 Procedure
4.2 Result and Discussion
5 Limitation and Future Work
6 Conclusion
References
Intentional Microgesture Recognition for Extended Human-Computer Interaction
1 Introduction
2 Related Work
2.1 Datasets
2.2 Algorithms
3 Microgesture Dataset
3.1 Data Collection
3.2 Data Statistics
3.3 Dataset Characteristics
4 Model Training and Evaluation
4.1 Random Classification
4.2 Landmark-Based Model
4.3 Computer Vision Models
4.4 Training Details
5 Results
5.1 Results on Gesture-wise Split
5.2 Results on Participant-wise Split
6 Discussion
6.1 Misclassfications
6.2 Key Frame Selection for Landmarks
7 Future Work
8 Conclusion
References
Improving Hand Gesture Recognition via Infrared Tomography of the Wrist over Multiple Wearing Sessions
1 Introduction
2 Related Work
3 Hardware and Software Prototyping
4 Study1: Proof of Concept and Multi-Session Performance
4.1 Participants
4.2 Procedure
4.3 Results and Discussion
5 Study 2: Impact of IMU-Based Sensor Fitting
5.1 Participants
5.2 Procedure
5.3 Results and Discussion
6 Conclusion
References
A Comprehensive Evaluation of OpenFace 2.0 Gaze Tracking
1 Introduction
2 Method
2.1 Recruitment and Participants
2.2 Apparatus
2.3 Experimental Design
2.4 Experimental Setup
2.5 Experimental Procedures
3 Data Analysis
3.1 Data Collection
3.2 Signal Preprocessing
3.3 Signal Denoising
3.4 Ground Truth Calculation
4 Results
4.1 Impact of Distance from Camera
4.2 Impact of Head Pose
4.3 Impact of Camera Position
4.4 Impact of Glasses
4.5 Impact of Gaze Speed
4.6 Impact of Light Position
4.7 Impact of Type of Lighting
4.8 Impact of Intensity of Lighting
5 Conclusion
References
Text Entry on Smartwatches Using Continuous Gesture Recognition and Word Dictionary
1 Introduction
2 Related Work
3 Prototype
3.1 Continuous Gesture Recognition
3.2 NaĂŻve Bayes Classifier
3.3 Word Dictionary
4 Expert Evaluation
4.1 System Usability Evaluation
5 Results and Discussion
6 Conclusions
References
Analysis and Considerations of the Controllability of EMG-Based Force Input
1 Introduction
2 Related Work
2.1 EMG-Based Devices for User Interfaces
2.2 Detecting Gestures with EMG-Based Signals
2.3 Continuous Tracking with EMG-Based Input
3 Experiment
3.1 Apparatus
3.2 Hand Gestures
3.3 Task
3.4 Participants
3.5 Procedure
4 Results and Discussion
5 Conclusion
References
Research on RGB-d-Based Pilot Hand Detection in Complex Cockpit Environment
1 Introduction
2 Method
2.1 Data Acquisition
2.2 ROI Segmentation
2.3 Contour and Key Point Extraction
3 Result
4 Discussion
5 Conclusion
References
A Self-contained Approach to MEMS MARG Orientation Estimation for Hand Gesture Tracking in Magnetically Distorted Environments
1 Motivation
1.1 Interest in Intuitive Means of Computer Input
1.2 Inertial and Magnetic Tracking Approach
2 The GMV-D MARG Orientation Estimation Algorithm
2.1 Conditional Involvement of Available Information Sources
2.2 Information Flow in the GMV-D Algorithm
3 Formulation of the Trustworthiness Parameters
3.1 Accelerometer Correction Trustworthiness, α
3.2 Original Magnetometer Correction Trustworthiness, ”
3.3 New, Self-contained Magnetometer Correction Trustworthiness, ”K
4 Evaluation Protocol
4.1 Setup
4.2 Manipulation Sequence and Poses
5 Results and Discussion
5.1 Results from Two Experimental Sequences
5.2 Discussion
6 Concluding Remarks
References
One-Handed Character Input Method Without Screen Cover for Smart Glasses that Does not Require Visual Confirmation of Fingertip Position
1 Introduction
2 Related Researches
3 Proposed Method
4 Experiments and Results for Beginners
4.1 Procedure of Beginner Experiment
4.2 Results of Beginner Experiment
5 Conclusion
References
Author Index


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