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Human-Computer Interaction. Theory, Methods and Tools: Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, ... Applications, incl. Internet/Web, and HCI)

✍ Scribed by Masaaki Kurosu (editor)


Publisher
Springer
Year
2021
Tongue
English
Leaves
680
Category
Library

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✦ 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 I
Contents – Part II
Contents – Part III
HCI Theory, Education and Practice
Human-Computer Natural Interaction Design Practice Based on Unconscious Design Concept
1 Introduction
1.1 Human-Computer Natural Interaction
1.2 Unconscious Behavior Design
2 Research Summary
2.1 The Theoretical Background of Unconscious Behavior Design
2.2 Pervasive Computing
3 Human Computer Natural Interaction Design Framework Based on Unconscious Behavior
4 Design Practice of Intelligent Voice Bracelet for Cognitive Aging
4.1 Mental Model Analysis of the Elderly with Cognitive Impairment
4.2 Human Computer Natural Interaction Mode of Intelligent Voice Bracelet
4.3 Design of Intelligent Voice Bracelet
5 Conclusion
References
Implementation of Lean Product Development in a University Course and an Industry Project: Lessons Learned from a Comparative Study
1 Introduction
2 Literature Review
2.1 Insufficient Innovation Capacity of Enterprises
2.2 Potential Problems in Product Development
2.3 Lean Product Development
3 Method
3.1 LPD in University Course
3.2 LPD in Industry Project
3.3 Observation and Record
3.4 Data Analysis
4 Results
4.1 Reflection on the Practice of “Student Team”
4.2 Reflection on the Practice of “Enterprise Team”
5 Discussion
References
Human Computer Interacting Through a Game Engine: Qualifying Inclusive Design in Architecture
1 Introduction
2 Starting Point of the Project
2.1 Comparative Studies
2.2 Selecting of Test Subjects
2.3 Basic Research in Digital Representation Models
3 The Foundation of the Virtual Scenario Responder
3.1 Eye Tracking
3.2 Extended Eye Tracking in Areas of Interest
3.3 Comparison to a Plan and Section Scenario
3.4 Neurological EEG Pilot Study
3.5 Tracking Behavior
4 Implementing Universal Design in VSR with a Game Engine
4.1 The “Fitness for All” VSR Reports
5 Conclusive Remarks
References
Human-Computer Interaction in Education: Keyword and Discipline Network in 20 Years
1 Introduction
2 Definitions of HCI and the Four Approaches
3 Method and Procedure
4 Results
5 Discussion
References
Building Common Ground: Applying Mutual Learning in the UI/UX Education
1 Introduction
2 Background
2.1 UI/UX in HCI
2.2 UI/UX Education in HCI and Design Fields
2.3 Interdisciplinary Collaboration and Mutual Learning
3 Interdisciplinary Curriculum Design
3.1 Contexts
3.2 Course Design
3.3 Students’ Design Outcomes
4 Interviews and Findings
4.1 Interviews with Students and Teaching Assistants
4.2 Findings
5 Conclusion
References
Smart Speakers for Inclusion: How Can Intelligent Virtual Assistants Really Assist Everybody?
1 Introduction
2 Background
3 Issues and Challenges
4 Interaction
5 Inclusive Design
6 Conclusion
References
A Panel to Confront the Differences in Intersectional HCI
1 Introduction
2 Situating the Feminist Technoscience
2.1 Third-Wave HCI
3 Research Methodology
4 Data Analysis
4.1 Intersectional HCI
4.2 A Panel to Confront Differences in Intersectional HCI
5 Results
References
Information Differentiation in the Information Society: From the Perspective of All Stages of Human Information Activities
1 Introduction
2 Theoretical Basis and Literature Review
2.1 Information Differentiation
2.2 Social Stratification Theory
2.3 Age Stratification Theory
3 Put Forward a Hypothesis
3.1 The Influence of Age on the Status of Individual Information Society
3.2 The Influence of the Level of Education and the Status of Individual Information Society
3.3 The Influence of Personal Income and Individual Information Society Status
3.4 The Influence of the Degree of Social Support and the Status of Individual Information Society
3.5 The Influence of Information Consumption and Individual Information Society Status
3.6 The Influence of Occupation on the Status of Individual Information Society
4 Research Design
4.1 Data Resource
4.2 Research Ideas and Methods
4.3 Explanatory Variables and Expanded Variables
5 Research Results
5.1 Factor Analysis
5.2 Single Factor Analysis of Variance
5.3 Multiple Linear Regression Analysis
6 Discussion
References
Machine-Human Interaction: A Paradigm Shift?
1 Introduction
2 Background
3 Related Works
4 Methods
4.1 Measurement
5 Discussion
5.1 On Human-Computer Interaction
5.2 Black Twitter?
5.3 Measuring Marginalisation in HCI
6 Conclusion
References
Understanding Agency in Human-Computer Interaction Design
1 Introduction
2 The Concept of Agency
3 Towards a Framework for Agency in Interaction Design
4 Mapping Agency to Interaction Design
5 Discussion and Conclusions
References
Grounding of Concept, Indexical, and Name
1 Apparent Terminological Redundany
1.1 Three Times Three Related Notions
1.2 1st Correlation: Semantic and Syntactic Kind
1.3 2nd Correlation: Content Kind and Comput. Mechanism
1.4 Cognitive Square of DBS
1.5 Closer View of the Cognitive Square
1.6 Proplets Instantiating the Cognitive Square of DBS
2 Restriction of Figurative Use to Concepts
2.1 Three Content Kinds for the Semantic Kind Referent
2.2 Two Content Kinds for the Semantic Kind Property
2.3 One Content Kind for the Semantic Kind Relation
3 Additional Constraint on Figurative Use
3.1 Invariance Constraint
3.2 Syntactic-Semantic Invariance of Figurative Use
3.3 Example Using All Three Semantic Kinds Figuratively
4 Declarative Specification of Concepts for Recognition
4.1 Declarative Specification for Recognizing the Color Blue
4.2 Place Holder Value of Concept Used for Lexical Lookup
4.3 Sensor Interacting with Lang. Concept Type (Surface)
5 Declarative Specification of Concepts for Action
5.1 Rule for Producing the Color Blue
5.2 Realizing Letter Tokens as Raw Data in Vision Medium
6 Indirect Grounding of Indexicals and Names
6.1 Similarity and Difference Between Color Concept Types
7 Conclusion
References
Ethics in Human-Centered Design
1 Introduction
2 Research Questions
3 The Questionnaire Survey
3.1 The Questions
3.2 Responses to the Questionnaire
4 Discussions
5 Conclusions and Future Work
References
AI Creativity and the Human-AI Co-creation Model
1 Introduction
2 Related Work
2.1 The Rise of AI and Potential Impacts
2.2 Collaboration Between Humans and AI
2.3 AI and Creativity
2.4 The Study of Creativity
3 The “AI Creativity”
3.1 Preliminary Definition of AI Creativity
3.2 AI Creativity Reshapes Creative Process
4 The Application of “AI Creativity”
4.1 AI Creativity Prospering Across Industries
4.2 Examples Throughout the Human-AI Co-creation Model
5 The Future of AI Creativity
5.1 Developing AI Creativity
5.2 Challenges and Opportunities
6 Conclusion
References
Two-Way Human-Agent Trust Relationships in Adaptive Cognitive Agent, Adaptive Tasking Scenarios: Literature Metadata Analysis
1 Introduction
1.1 Agent Capabilities
1.2 Importance of Trust
2 Method
3 Results
4 Discussion
4.1 Measurement of Human Trust
4.2 Measurement of Agent Trust
4.3 Adaptive Scenario Mechanism
4.4 Adaptive Agent Mechanism
4.5 Type of Collaborative Tasking
4.6 Level of Automation of Agent
4.7 Embodiment of Agent
4.8 Trust in Adaptive Agent
4.9 Limitations
5 Conclusion
References
A Review of Multimodal Interaction in Intelligent Systems
1 Introduction
2 Method
2.1 Information Source
2.2 Inclusion and Prescreening Criteria
2.3 Eligibility Criteria
2.4 Data Synthesis
3 Results
3.1 XR Systems
3.2 Robot Systems
4 Discussion
5 Conclusion
References
An Unheimlich Media: Bringing the Uncanny into the World
1 Introduction
2 The Uncanny and Montage
2.1 The Unheimlich
2.2 The Montage
3 Montage and Otherness
3.1 The Self and the Other
3.2 The Uncanny as Facing Otherness
4 The Uncanny as an Artistic Form
4.1 The Montage Becomes Presence
5 The Montage as the Pataphysical Object
References
Implementation Goals for Multimodal Interfaces in Human-Computer Interaction
1 Introduction
2 Potentialities and Constraints of Multimodal Interfaces
3 Development Requirements
4 Objectives for Multimodal Interfaces Implementation
5 Conclusion
References
UX Evaluation Methods, Techniques and Tools
Guidelines for Collecting Automatic Facial Expression Detection Data Synchronized with a Dynamic Stimulus in Remote Moderated User Tests
1 Introduction
2 Background Literature: Remote Moderated User Testing
3 Method
3.1 Remote User Testing Platform Selection
3.2 Automatic Facial Expression Analysis (AFEA)
3.3 User Test Prerequisites and Instructions
3.4 Data Analysis and Synchronization
4 Results
4.1 Lessons Learned
5 Discussion and Conclusion
References
Distributed Remote Psychophysiological Data Collection for UX Evaluation: A Pilot Project
1 Introduction
2 Previous Work
3 Pilot Study
3.1 Data Collection
3.2 Measurement
3.3 Data Analysis
4 Analysis and Discussion
4.1 Initial Thematic Map
4.2 Success Factors of Remote Data-Collection
4.3 Summary
5 Conclusion
References
A Chatbot Solution for eGLU-Box Pro: The Usability Evaluation Platform for Italian Public Administrations
1 Introduction
2 eGLU-Box Pro
2.1 The Platform
2.2 The Chatbot
3 Method
3.1 Apparatus and Measures
3.2 Procedure
3.3 Participants
4 Results
4.1 Facial Expressions
4.2 EEG Alpha Asymmetry
4.3 Eye Tracking
5 Discussion
6 Conclusions
References
ERM-AT Applied to Social Aspects of Everyday Life
1 Measurement of User Experience
1.1 Structure of User Experience
1.2 UX Measurement Methods
1.3 ERM
2 Extending ERM to ERM-AT
3 ERM-AT Applied to Social Aspects of Everyday Life
4 Conclusion
References
Civil Aircraft Cockpit Human Machine Interactive Dynamic Assessment Quality Improvement Based on System Engineering
1 Foreword
2 Cockpit Assessment
3 Implementation Steps of Quality Improvement
3.1 Requirements Capture
3.2 Scheme Design
3.3 Requirements Verification
3.4 Requirements Verification
4 Conclusion
Is Usability Evaluation of DSL Still a Trending Topic?
1 Introduction
2 Systematic Literature Review
2.1 SLR Planning
2.2 SLR Execution
3 SLR Analysis and Answers to Research Questions
4 Evolution of Usability Evaluation for DSL
5 Evolution taxonomy for DSL evaluation
6 Final Remarks
References
A Sentiment Analysis Web Platform for Multiple Social Media Types and Language-Specific Customizations
1 Introduction
2 The “How Do You Feel” Platform and Application
3 Datasets
4 Prediction Models and Application Programming Interface
4.1 Prediction Models
4.2 Data Access Layer and External API Communication
4.3 Twitter
4.4 Reddit
4.5 YouTube
5 User Interface
6 Challenges in Adaptation and Customization Approaches
6.1 Less Resourced Languages: Challenges for Greek Data
6.2 Translation Errors and Insights for Upgrading
7 Conclusions and Further Research
References
FLM-2A: Towards Automated HCI Modeling of Android Applications Based on a Modified Version of the Keystroke Level Model
1 Introduction
2 GOMS-Based Software Tools for HCI Modeling
3 The FLM-2A Tool
3.1 Typical Usage Scenario of FLM-2A
3.2 Architecture and Reasoning of FLM-2A
4 Evaluation Study
4.1 Methodology
4.2 Results
5 Conclusion
References
Quality in Use -Case Study for Evaluation-
1 Introduction
2 Issues of Previous Quality in Use Model
3 Approach to New Quality in Use Model Proposal
4 Examples
4.1 Public Bus by Self-driving
4.2 COx Exhaust Level by Driving Car
4.3 Electric Power Supply Company
4.4 Online Shopping and Delivery Service
5 Conclusion
References
How to Evaluate a Good Conversation? An Evaluation Framework for Chat Experience in Smart Home
1 Introduction
2 Method, Process and Result
2.1 Collection of Evaluation Metrics
2.2 Construction and Optimization of Evaluation System
2.3 Validation of the Evaluation System
3 Discussion
4 Conclusion
References
Collaborative Heuristic Inspection: Evaluator Experiences and Organization of Work
1 Introduction
2 Methods
3 Results
3.1 Self-organizing Process of the Groups
3.2 Value of Group Work in Collaborative Heuristic Inspection
3.3 Challenges of Working in a Group in Collaborative Heuristic Inspection
3.4 Resolution of Discrepancies Between Group Members
3.5 Lessons Learned from the Collaborative Process
4 Discussion
4.1 Implications for Collaborative Heuristic Inspection
5 Conclusion
References
Emotional and Persuasive Design
Blossoms: Preliminary Experiment on Sharing Empathy Online
1 Introduction
2 Proposed Method
2.1 Empathy Extraction Method
3 Preliminary Experiment
3.1 Experimental Procedure
3.2 Experiment Result
4 Summary and Future Works
References
An Emotional Tactile Interaction Design Process
1 Background and Objective
2 Research Method and Analysis
2.1 “Problem Finding” Method and Process in Early Phase of the Design
2.2 “Problem Solving” Method and Process in the Design Process
2.3 “Problem Solving” method and process in design result
3 Research Results
References
Continuous Monitoring of Interactive Exhibits in Museums as Part of a Persuasive Design Approach
1 Introduction
2 State of the Art
3 Method
4 Results
5 Discussion
6 Conclusion
References
Engaging New Residents’ City Exploration Using a Gamified Location-Based Information Interactive System
1 Introduction
2 Related Work
2.1 Novel Navigation System
2.2 Virtual Reality and Augmented Reality
2.3 Gamification
3 Preliminary User Study
4 Case Study 1: Virtual City Tour
4.1 Overview
4.2 Implementation
4.3 Experiment
4.4 Discussion
5 Case Study 2: Gamified Navigation System: Enhancing Resident User Experience in City Exploration
5.1 Overview
5.2 Implementation
5.3 Experiment
5.4 Discussion
6 Conclusions and Future Work
References
The Impact of Facial Attractiveness and Affective Person Knowledge on Visual Awareness
1 Introduction
2 Method
2.1 Participants
2.2 Design
2.3 Apparatus and Stimuli
2.4 Procedure
3 Results
4 Discussion
5 Conclusion
Appendix
References
Integrating SSTQUAL, Kano Model and Attractiveness Engineering to Analyze User’s Emotional Needs in Self Check-in Service
1 Introduction
1.1 Research Motivation
1.2 Research Purposes
2 Literature Review
2.1 Self-service Technologies
2.2 Service Quality
2.3 Miryoku Engineering (Attractiveness Engineering)
3 Methodology
4 Results
4.1 SSTQUAL and Kano Model
4.2 Focus Group
4.3 Quantification Theory Type I
5 Discussion
5.1 Optimization Attributes in Dimension Functionality Can Highly Enhance user’s Feeling Towards Self-check-In
5.2 Optimization Attributes in Dimension Design Can Influence user’s Satisfaction
5.3 Comprehensive Discussion
6 Conclusion
References
Technological Influence on Self-esteem: Towards a Research Agenda Through a Systematic Literature Review
1 Introduction
2 Self-esteem and Technology
3 Systematic Literature Review Protocol
3.1 Research Questions
3.2 Search Bases and Search String
3.3 Inclusion and Exclusion Criteria
3.4 Data Extraction
3.5 Quality Assessment
4 Results
4.1 Overview of Findings
4.2 Specific Results
4.3 Quality Assessment
5 Discussion
5.1 Technological Influence over Self-esteem
5.2 Research Challenges
6 Conclusion
References
Research on Emotional Design of Visual Interaction Based on Cognitive Psychology
1 Introduction
2 An Overview of Cognitive Psychology and Emotional Design
2.1 Emotion Design Level
2.2 Interaction and User Interface Design
3 Research on Emotional Visual Interface in Cognitive Psychology
3.1 Copyright Form Cognitive Psychological Behavior and User Interface
3.2 Emotional Expression and Function of Visual Design
3.3 Analysis of Emotional Mechanism in Interface Design
4 Study on the Elements of Emotional Design in Visual Interaction
4.1 Instinct Level - Color Language Elements
4.2 Instinct Level – Layout
4.3 Behavioral Dimensions - Intelligent Response Micro-interaction Elements
4.4 Reflective Level - Narrative Dynamic Illustration
5 Summary
References
Comparison of Kawaii Feelings for Magnets with Different Shapes Between 2007 and Present
1 Introduction
2 Experiment
2.1 Method
2.2 Results of Previous 2007 Experiment
2.3 Results of 2019/2020 Experiment
2.4 Comparison of the Two Experiments and Discussion
3 Conclusion
References
Comparison of Color Features of Kawaii Fashion Styles in Japan
1 Introduction
2 Method
2.1 Data Collection
2.2 Data Preprocessing
2.3 Data Analysis
3 Result and Analysis
3.1 Saturation of the Top Dominant Color
3.2 Colorfulness
4 Discussion
5 Conclusion
References
Emotions and Cognition in HCI
Voice Switching in Voice-Enabled Digital Assistants (VDAs)
1 Introduction
1.1 Rationale for the Study
2 Related Research
3 Theoretical Background
3.1 Status Quo Theory
3.2 Similarity-Attraction Theory
3.3 Big Five Personality Traits
3.4 Research Questions
4 Method
4.1 Sample
4.2 Instrument
4.3 Procedures
5 Results
6 Discussion
7 Limitations
8 Conclusions
References
Facial Emotion Recognition in UX Evaluation: A Systematic Review
1 Introduction
2 Materials and Methods
2.1 Research Questions
2.2 Data Sources and Search Strategies
2.3 Inclusion and Exclusion Criteria
2.4 References Management
2.5 Data Extraction
3 Results
3.1 General Information
3.2 Evaluation Objective
3.3 Evaluation Methods
3.4 Validation
3.5 Features
3.6 Emotions
4 Conclusions
References
Analysis of Emotion in Socioenactive Systems
1 Introduction
2 Theoretical Background and Study Methodology
2.1 Emotions Recognition in Social Environments
2.2 Study Methodology
3 Results
4 Discussion
5 Conclusion
References
Affective Robot Learner: Implementation of Artificial Emotion System Inspired by Educational Psychology
1 Introduction
2 Related Work
3 Methodology
3.1 Generic Teaching Framework
3.2 Artificial Emotion System
4 Case Study
4.1 Scenario
4.2 Implementation
4.3 Simulation Experiments
5 Conclusion
References
Effect of Shifting Own Hand Position in Virtual Space on Mental Body Model
1 Introduction
2 Experiment
2.1 Experimental Settings
2.2 Participants
2.3 Procedure
2.4 Evaluation
2.5 Results
3 Discussion
3.1 Dominance of Visual Information
3.2 Change of Body Mental Model
4 Conclusion
References
Rehabilitation Aims and Assessed Brain Activity by Means of Brain-Computer Interfaces in People in a Vegetative State - Preliminary Results
1 Introduction
1.1 Facts on Disorders of Consciousness
2 Proposed Rehabilitation Program for Patients in a Vegetative State
3 EEG Monitoring System
4 Results
5 Discussion and Conclusions
References
Online Classification of Cognitive Control Processes Using EEG and fNIRS: A Stroop Experiment
1 Introduction
2 Material and Methods
2.1 Data Acquisition
2.2 Paradigm
2.3 EEG Processing
2.4 fNIRS Processing
2.5 Classification
2.6 Analysis
3 Results
3.1 CSP Analysis
3.2 Offline Analysis
3.3 Online Analysis
4 Discussion and Conclusion
References
A New Algorithm to Find Isometric Maps for Comparison and Exchange of Facial Expression Perceptions
1 Introduction
2 Riemann Geometry in a Psychophysical Space and Isometric Maps
3 Construction of the Isometric Maps
4 Proposed Method
5 Experiments
6 Conclusions
References
Definition and Estimation of Dimension in Facial Expression Space
1 Introduction
2 Riemann Spaces and Psychophysical Spaces
3 Psychophysical Expression Space
4 Effective Dimension of Riemann and Psychophysical Spaces
4.1 Definition of Effective Dimension for a Riemann Space
4.2 Definition of Effective Dimension for Psychophysical Spaces
5 High Dimensional Riemann Metric Tensor from Low Dimensional Subspaces
6 Dimension Reduction in Low Dimensional Subspaces
7 Experiments
7.1 Image Preprocessing, Feature Points and Morphing
7.2 JND Discrimination Threshold Measurement
8 30D Subspaces of PCA and Non-metric MDS
9 Dimension Reduction of 30D PCA, MDS Subspaces and Feature Point Space in Low Dimensional Subspaces
10 Reciprocal Square Lengths of Principal Axes of JND Threshold Hyper-ellipsoid
11 Discussion
12 Conclusion
References
Mobile Multitasking in Urban Contexts: Habituation and Countermeasures
1 Introduction
2 Mobile IT Multitasking and Countermeasures for Pedestrian Distraction
2.1 Mobile IT Multitasking and Pedestrian Distraction
2.2 Mobile IT Multitasking Countermeasures
3 Conceptual Model
4 Conclusion
References:
Automatic Recognition of Experienced Emotional State from Body Movement
1 Introduction
2 Background
2.1 Automatic Movement Analysis
2.2 Emotion Recognition
2.3 Emotion Induction
3 Building an Emotion Classifier
3.1 Input and Output
3.2 Data Processing
3.3 Training the Classifier
4 Evaluation
4.1 Participants
4.2 Equipment and Software
4.3 Music Selection
4.4 Study Procedure
4.5 Fragment Labeling
4.6 Calculation of Performance Metrics
5 Results
5.1 Highest Recognition Accuracy
5.2 Measuring Signals from One or Both Hands
5.3 Impact of Sensors
5.4 Proficiency
5.5 Comfort Level
6 Discussion
7 Conclusion and Prospective
References
Author Index


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