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Human Interaction, Emerging Technologies and Future Applications IV (Advances in Intelligent Systems and Computing)

✍ Scribed by Tareq Ahram (editor), Redha Taiar (editor), Fabienne Groff (editor)


Publisher
Springer
Year
2021
Tongue
English
Leaves
709
Category
Library

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✦ Synopsis


This book reports on research and developments in human-technology interaction. A special emphasis is given to human-computer interaction, and its implementation for a wide range of purposes such as healthcare, manufacturing, transportation, and education, among others. The human aspects are analyzed in detail. Innovative studies related to human-centered design, wearable technologies, augmented, virtual and mixed reality simulation, as well as developments and applications of machine learning and AI for different purposes, represent the core of the book. Emerging issues in business, security, and infrastructure are also critically examined, thus offering a timely, scientifically-grounded, but also professionally-oriented snapshot of the current state of the field. The book is based on contributions presented at the 4th International Conference on Human Interaction and Emerging Technologies: Future Applications, IHIET-AI 2021, held on April 28-30, 2021, in Strasbourg, France. Itoffers a timely survey and a practice-oriented reference guide to researchers and professionals dealing with design and/or management of the new generation of service systems.

✦ Table of Contents


Preface
Contents
Artificial Intelligence and Computing
Supplementing Machine Learning with Knowledge Models Towards Semantic Explainable AI
1 Introduction
2 Closer Look on Aspects of Explainable Artificial Intelligence
3 An Approach to Semantic Artificial Intelligence
3.1 Overview
3.2 Closer Conceptual Examination
3.3 Example
4 Conclusion
References
CAGEN - Context-Action Generation for Testing Self-learning Functions
1 Introduction and Motivation
2 Theoretical Background
3 Provider Concept for the Data Generation of Self-learning Functions
3.1 Conceptual Requirements
3.2 CAGEN
4 Prototypical Implementation
5 Summary and Outlook
References
Improving the Retention and Progression of Learners Through Intelligent Systems for Diagnosing Metacognitive Competencies – A Case Study in UK Further Education
1 Introduction
2 PLEX: An Intelligent Tool to Assess Cognitive and Behavioral Risk
3 The Case Study
4 Discussion and Concluding Remarks
References
Introduction of an Algorithm Based on Convolutional Neural Networks for an Automated Online Correction of Braided Cardiovascular Implants
1 Introduction
2 Measurement System and Problem-Formalization
2.1 Measurement System
2.2 Problem-Formalization
3 Concept
3.1 Measurement of the Pitch Lengths
3.2 Decide Whether a Correction Has to Be Performed
3.3 Specification of the Correction
4 Discussion
5 Summary and Outlook
References
Increasing the Understandability and Explainability of Machine Learning and Artificial Intelligence Solutions: A Design Thinking Approach
1 Introduction and Background
2 Our Approach
3 The Case
4 Discussion and Conclusion
References
Natural Language Understanding (NLU) on the Edge
1 Introduction
2 Related Work
2.1 Machine Learning Frameworks
2.2 NLP Model
2.3 Synthesis and Discussion
3 Methods
3.1 Encoding
3.2 Inference on the Edge
4 Results
4.1 Model Evaluation
4.2 Inference Time and Weight on the Edge
5 Discussion and Conclusion
6 Future Work
References
Exploiting Home Infrastructure Data for the Good: Emergency Detection by Reusing Existing Data Sources
1 Introduction
2 Ambient-Assisted Living
3 Emergency Detection Using Behavioral Data
4 State of the Art
4.1 Common Systems for Human Activity Recognition
4.2 Commercial AAL Systems for Emergency Detection
5 Reusing Home Infrastructure Data
6 Conclusion and Further Work
References
Towards a General and Complete Social Assistive Robotic Architecture
1 Introduction
2 Related Work
3 Methodology
3.1 System Architecture
3.2 System Components
3.3 Communication and Data Transmission
3.4 The Planning Approach
4 Guidelines
5 Conclusion and Future Works
References
Intelligent Control of HVAC Systems in Electric Buses
1 Introduction
2 Background
2.1 Model Predictive Control
2.2 Reinforcement Learning
3 State of the Art
4 Related Work
5 Concept and Realization
5.1 Description of the HVAC System Model
5.2 Cost/Reward Function and Restrictions
5.3 MPC Algorithm
5.4 Reinforcement Learning Environment
6 Evaluation
7 Outlook
References
Optimal Prediction Using Artificial Intelligence Application
1 Introduction
2 Methodology
2.1 ARIMA Model
2.2 Artificial Neural Networks
2.3 Back Propagation
2.4 Optimal Accuracy
2.5 Implementation
3 Results
3.1 Traditional Method
3.2 Modern Method
4 Decision and Conclusion
References
An Exploration of One-Shot Learning Based on Cognitive Psychology
1 What is the “Gestalt”?
2 Why is the Gestalt Phenomena Important to Computer Vision?
3 How the Gestalt Phenomena is Represented in Deep Neural Networks?
4 Discussion
5 Conclusion
References
Integrity Mechanism of Artificial Intelligence for Person’s Auto-poiesis
1 Introduction
2 Second Consciousness Auto-building and Man’s Integrity
3 Axiomatic Method as Speculation on Knowledge Integrity
4 Conclusions
References
Augmented, Virtual and Mixed Reality Simulation
A Technological Framework for Rapid Prototyping of X-reality Applications for Interactive 3D Spaces
1 Introduction
2 Related Work
3 Interactive 3D Space
3.1 Architectural Design and Construction
3.2 Hardware Setup
4 Technological Framework
5 Use Cases
6 Performance Evaluation
7 Conclusion and Future Work
References
Design and Evaluation of an Augmented Reality Application for Landing Training
1 Introduction
2 Methods
2.1 Method of AR Design
2.2 Method of Evaluation
2.3 Scenario Description
2.4 HoloLens and Flight Simulator Features
3 Proof of Concept
3.1 FPV and Ideal Approach
3.2 Application Flow
3.3 Usage in Certified Environment
4 Results
5 Discussion
References
Virtual Collection as the Time-Shift Appreciation: The Experimental Practice-Led Research of Automated Marionette Hsiao Ho-Wen Project
1 Introduction
2 The Impact of Digital Art on Curatorial Practice
3 New Vision Li-Yuan: Automated Marionette Project—Hsiao Ho-Wen Project
4 Virtual Collection and the Experimental Practice-Led Research of Automated Marionette Hsiao Ho-Wen Project
4.1 Body Scanning of Dancer and Marionette and Face Modeling
4.2 Capturing Motions and Movements
4.3 Scene Construction
4.4 Sound and Image Production for Virtual Reality
5 Conclusions
References
Extended Reality in Business-to-Business Sales: An Exploration of Adoption Factors
1 Introduction
2 Extended Reality and Sales
3 Study Design
4 Findings
4.1 Customer Interest
4.2 Salesperson Characteristics
4.3 Organizational Facilitators
4.4 XR Application Characteristics
5 Conclusions and Future Research
References
Towards Augmented Reality-Based Remote Family Visits in Nursing Homes
1 Introduction
2 Method
2.1 Participants and Procedure
2.2 Technical Setup
2.3 Evaluation Methodology
2.4 Statistical Analysis
3 Expected Results
4 Discussion
References
Virtual Reality Environment as a Developer of Working Competences
1 Introduction
2 Competences Development
3 Virtual Reality as a Competence Developer
4 Methodology
5 Results
6 Conclusions
References
Digital Poetry Circuit: Methodology for Cultural Applications with AR in Public Spaces
1 Introduction
2 UCD
3 The Digital Circuit of Poetry
4 Methodology
5 Analysis
6 Final Considerations
References
Human–Computer Interaction
Co-creating Value with the Cooperative Turn: Exploring Human-Machinic Agencies Through a Collective Intelligence Design Canvas
1 Engaging with the Cooperative Turn
2 Cultures of Collective Agency
3 Dynamics of Translation
4 Collective Intelligence Design Canvas
4.1 Object
4.2 Agency
4.3 Value
4.4 Situation
4.5 Intelligence
5 Outlook: Collective Intelligences and Machine Democracy
References
Virtual Assistant: A Multi-paradigm Dialog Workflow System for Visitor Registration During a Pandemic Situation
1 Introduction
2 Background
3 Method
4 Results
5 Discussion
6 Conclusion
References
Challenges of Human-Computer Interaction in Foreign Language Teaching: The Case of a Russian Technological University
1 Introduction
2 Key Challenges of Human-Computer Interaction in Foreign Language Teaching as Observed at a Russian University
2.1 Challenges Caused by the Lack of Available and/or Properly Functioning Computer Products
2.2 Challenges Caused by the Lack of Teachers’ Motivation and Computer Skills
2.3 Challenges Caused by the Lack of Students’ Motivation and Computer Skills
3 Conclusion
References
Influence of Gender, Age, and Frequency of Use on Users’ Attitudes on Gamified Online Learning
1 Introduction and Background
1.1 Gamified Online Learning: Previous Studies and the Current Study
2 Method: Data Gathering and Analysis
3 Result
4 Discussion
5 Conclusion
References
Personalizing Fuzzy Search Criteria for Improving User-Based Flexible Search
1 Introduction
2 Background
2.1 RFuzzy Library
2.2 FleSe Framework
2.3 Database Definition Syntax
2.4 Fuzzy Search Criteria Syntax
2.5 Syntax for Personalization of Fuzzy Search Criteria
3 Implementation Details
3.1 Syntax for Personalization of Fuzzy Search Criteria
4 Case Study
5 Conclusions
References
Virtual Reality to Improve Human Computer Interaction for Art
1 Introduction
2 State of the Art
2.1 Virtual Reality to Develop the Human Computer Interaction
2.2 Virtual Reality to Promote Art
3 Project Implementation and Testing Results
3.1 Hardware/Software
3.2 Tests and Results
4 Future Work and Discussion
References
A Gaze-Supported Mouse Interaction Design Concept for State-of-the-Art Control Rooms
1 Introduction
2 Analysis
2.1 Contextual Inquiries
2.2 Online-Survey
3 Prototyping
4 Evaluation
4.1 Laboratory Study
4.2 Expert Review and Proof of Concept
5 Discussion
References
Video Conferencing in the Age of Covid-19: Engaging Online Interaction Using Facial Expression Recognition and Supplementary Haptic Cues
1 Introduction
2 System Design
3 User Test
4 Results and Discussion
5 Conclusion
References
Real-Time Covid-19 Risk Level Indicator for the Library Users
1 Introduction
2 Background
3 Informing Phase
4 Design Alternatives and Prototype
5 Evaluation
5.1 Results
6 Discussion and Future Directions
7 Conclusion
References
Pilot’s Visual Eye-Track and Biological Signals: Can Computational Vision Toolbox Help to Predict the Human Behavior on a Flight Test Campaign?
1 Introduction
2 Background Theory
2.1 Multimodal Human-Computer Interaction
2.2 Human-Behavior in Unexpected Situations
2.3 Flight Test Campaign
2.4 Computer Vision – Eye-Tracking
3 Preliminary Results
4 Discussion
References
Meeting the Growing Needs in Scientific and Technological Terms with China’s Terminology Management Agency – CNCTST
1 Introduction
2 The Establishment of CNCTST (1985–1991)
3 The Growth of CNCTST (1992–2001)
4 The Maturity of CNCTST (2002–2014)
5 The Continuous Development of CNCTST (2015–2020)
6 Conclusion
References
The Effect of Outdoor Monitor on People’s Attention
1 Introduction
2 Background
2.1 Literature Review
2.2 Research Questions and Hypotheses
3 Informing
3.1 Method
3.2 Result
4 Designing and Prototyping
4.1 Method
4.2 Result
5 Evaluation
5.1 Method
5.2 Result
6 Discussion
7 Conclusion
References
Acceptance and Practicality of Voice Assistance Systems in the Everyday Life of Seniors: A Study Design
1 Introduction
2 Methodology
2.1 Part 1: Awareness, Ownership, Usage, Reservations
2.2 Part 2: Benchmarking Echo-Models
2.3 Part 3: Self-efficiency, Social Relationships, Usage, Privacy, Technology Assessment
2.4 Part 4: User Experience Comparison
3 Discussion
References
Exploring the Effectiveness of Sandbox Game-Based Learning Environment for Game Design Course in Higher Education
1 Introduction
1.1 Overview of the Sandbox Game
1.2 Introduction to the Ylands Sandbox Game for the Course
1.3 The Advantages of Graphical Programming Interface Environment
2 Using a Sandbox Game as a Virtual Learning Environment for Game Design
2.1 Felder Silverman Learning Style Test
3 Research Design and Procedures
3.1 Sandbox Game Design Process
3.2 Comparison Between Sandbox Game and Traditional Classroom
4 Learning Results and Outcome
5 Conclusion
References
Testing a Trojan Horse: Fifth Step in the Experiment/Research with City Information Modelling (CIM) and the Design Ethics
1 Introduction
2 The Research Model – Part Five of Ten of an Ongoing Experiment
3 Methodology: Updating Without Changing Method. A “Catch- 22”
4 City Information Modelling
5 Applied Research: History and Repetition
6 Generative Online Semantic Tool
7 Discussion
8 Conclusion
References
Human Computer Interaction Design of Online Shopping Platform for the Elderly Based on Flow Theory
1 Introduction
2 An Overview of Flow Theory
3 The Significance of Flow Theory
4 The Human-Computer Interaction Design Method of Online Shopping Platform for the Elderly Under Flow Experience
4.1 Flow Experience Conditions
4.2 Flow Experience State
4.3 Flow Experience Effect
5 Conclusion
References
User Experience Evaluation of a Smoking Cessation App in People Who Are Motivated to Quit
1 Introduction
2 Related Works
3 Methods
4 Results
5 Discussion
6 Conclusion
References
Exploring Methods of Combining Eye Movement and Facial Expression for Object Selection
1 Introduction
2 Method
2.1 Implement
2.2 Experiment
3 Results
4 Discussion
5 Conclusion
References
The Correlation of Biscuit Packaging Image Based on Visual-Taste Synesthesia Psychology
1 Introduction
2 Method
2.1 Reliability Analysis
2.2 Pearson Chi-Square Inspection
2.3 Selection of Test Subjects for Perceptual Commodities
2.4 Sample Selection
3 Establishment of Perceptual Semantic Space
3.1 Identifying Perceptual Words
3.2 Questionnaire Production
4 Data Analysis
5 Conclusion
References
Human Error Analysis, Management and Application for Airborne System of Civil Aircraft
1 Introduction
2 Background
2.1 Fire Control System in Cockpit
2.2 Description of Human Error
3 Method to Analyze Human Error and Managing Measurements
4 Analysis of System
5 Control Measurement of Human Errors
6 Conclusion
References
Human-Centered Design
Interaction Design Patterns for International Data Space-Based Ecosystems
1 Introduction
2 Related Work
2.1 Novel Methods to Develop UI-IDP
2.2 International Data Space
3 Research Idea
3.1 Research Question
3.2 Research Method and Design
3.3 Latest Research Results
4 Discussion and Conclusion
References
Display of Range Changes in E-Trucks: An Empirical Investigation of Three Concept Variants
1 Introduction
2 Method
2.1 Participants
2.2 Stimuli and Material
2.3 Experimental Design and Procedure
3 Results
3.1 Eye-Tracking Data
3.2 LCT Data
3.3 Questionnaire Data
4 Discussion
References
Acceptance of Smart Automated Comfort Functionalities in Vehicles
1 Smart Automated Comfort Functionalities in Vehicles
2 Acceptance of Automated Comfort Functionalities in Vehicles
3 Method
3.1 Materials
3.2 Procedure
4 Results and Discussion
5 Conclusion
References
User-Centered Optimization System at Workshop Level for More Energy-Efficient Machine Tool Operations
1 Introduction
2 Requirements in the Context of Use
3 Causes of Delay
4 Usable Sensor Data
5 UX-Example “Main Time”
6 Summary and Outlook
References
Effect of Guiding Information from the Elbow to Foot Proprioception During Horizontal Perceptual Tasks in Individuals with Impaired Vision
1 Introduction
2 Methods
3 Results
4 Discussion
References
Green Densification Strategies in Inner City for Psycho-Physical-Social Wellbeing
1 Introduction
2 The Green Challenge
3 Green Strategies
4 More Green Areas + More Densification = More Urban Sustainability
References
Built Environment Design and Human Interaction: A Demanded Arrangement for Humanized Cities
1 Introduction
2 Beyond Built Environment Definition
3 User Experience and Interaction Design
4 Pandemic Context: A Problem, or an Opportunity?
5 Conclusions
References
Fashion Technology – What Are the Limits of Emerging Technological Design Thinking?
1 Introduction
2 Thinking Through Fashion
3 Semiotics and Culture
4 User Psychology of Fashion Thinking
5 Fashion in Designing Intelligent Technologies
References
Smart Meeting Room Monitoring System with Sanitizing Alerts
1 Introduction
2 Background
3 Method
3.1 Informing
3.2 Designing
3.3 Prototyping
3.4 Evaluating
4 Results
4.1 Informing
4.2 Designing
4.3 Prototyping
4.4 Evaluating
5 Discussion and Future Works
6 Conclusion
References
Relation Between Usability and Accessibility: A Case Study in Peruvian E-Commerce Websites
1 Introduction
2 Evaluation Methods
3 Heuristic Evaluation
4 Correlation Analysis
5 Conclusions and Future Works
References
Towards Human-Centered Design of Workplace Health Stimulation Interventions: Investigation of Factors Contributing to Office Workers’ Exercise Behavior
1 Introduction
2 Methods
2.1 Participants
2.2 Materials
2.3 Procedure
3 Results
4 Conclusion and Discussion
References
Effectiveness of Video Modelling to Improve Playing Skills of Children with Autism Spectrum Disorders
1 Introduction
2 Play in Children with ASDs
3 Modelling Video as Intervention for Improving Play
4 Method
5 Results
6 Discussion
7 Conclusion
References
Design of Children’s Creative Toys Based on Cultural Experience
1 Introduction
2 Method
2.1 Piaget’s Theory of Child Growth
2.2 Emotional Design Theory
2.3 Level Analysis of Toy Design
3 Design Practice
3.1 Chess Toy Design
3.2 Level Analysis of Chess Toy Design
4 Discussion
5 Conclusion
References
Software Instruments for Management of the Design of Educational Video Games
1 Introduction
2 Software Instruments for Management of the Design of Educational Video Games
3 The Process of Creating, Playing, and Analyzing Educational Video Games
4 Discussion
5 Conclusion
References
Designing Software Instruments for Analysis and Visualization of Data Relevant to Playing Educational Video Games
1 Introduction
2 Proposed Designed Functionalities of Software Instruments
3 Discussion
4 Conclusion
References
Measuring Environmental Variables and Proposal of Determination of Thermal Comfort in Industrial Plant
1 Introduction
2 Methodology
2.1 How to Determine the Sensations and Thermal Preferences
2.2 Norms Utilized in the Thermal Comfort Survey
3 Results
4 Discussion
5 Conclusion
References
Analysis of Color Control and Humanized Design in Ship Cabin Environment
1 Introduction
2 Characteristics and Color Function of Ship Cabin
2.1 Adjust Psychology
2.2 Adjust the Atmosphere
2.3 Adjust Illumination and Visual Space
2.4 Adjust the Visual Temperature
3 Control Principle of Color Design of Ship Cabin
3.1 Control Principle of Color Uniformity in Ship Cabin
3.2 Partition Control Principle of Color Function in Ship Cabin
3.3 Control Principle of Ship Cabin Uncertainty
4 Conclusion
References
Applications in Healthcare and Wearable Technologies
A Smart Mirror to Encourage Independent Hand Washing for Children
1 Introduction
2 Background
3 Design Phase
3.1 Method
3.2 Design Choices
4 Evaluation and Discussion
4.1 Discussion
4.2 Limitations of the Study
5 Summary
References
Combining Weather and Pollution Indicators with Insurance Claims for Identifying and Predicting Asthma Prevalence and Hospitalizations
1 Introduction
2 Study Design
2.1 Figures
3 Population and Data
4 Predictive Results
5 Conclusion
References
Spatial Summation of Electro-Tactile Displays at Subthreshold
1 Introduction
2 Experimental Design and Methods
2.1 Experimental Setup
2.2 Experimental Protocol
3 Results
4 Discussions
5 Conclusion and Future Work
References
Assisting People During COVID-19 with Data Visualization and Undemanding Design
1 Introduction
2 Background
2.1 Understandable Presentation of Statistical Information
2.2 Minimalistic Design to Present Information
3 Method
3.1 Informing
3.2 Design and Prototyping
3.3 Evaluation
4 Results
4.1 Informing
4.2 Evaluation
5 Discussion
6 Conclusion
References
Modeling CoVid-19 Diffusion with Intelligent Computational Techniques is not Working. What Are We Doing Wrong?
1 Introduction
2 Reproductive Number, Super Spreading and Negative Binomial
3 Contact Tracing, Rapid Tests and Beyond
4 Conclusion
References
A Smart Chair Alert System for Social Distance Implementation for COVID-19
1 Introduction
2 Background
3 Method
3.1 Informing
3.2 Designing and Prototyping
3.3 Evaluation
4 Results
4.1 Informing
4.2 Designing and Prototyping
4.3 Evaluation
5 Discussion
6 Conclusion and Future Works
References
Predicting Psychological Pathologies from Electronic Medical Records
1 Introduction
2 Problem
2.1 Analysis of Electronic Medical Records
2.2 Prediction of Psychological Pathologies
3 Related Work
4 Proposed Approach
5 Conclusion
References
Emergency Information Transmission Based on BeiDou (BD) Short Message System
1 Introduction
2 Need Analyzing
2.1 For Pre-hospital Care
2.2 For Key Medical Supplies
3 System Description
3.1 Hardware
3.2 Data Format
4 Application Prospects
References
Ergonomics Assessment Based on IoT Wearable Device
1 Introduction
2 Methodology
2.1 Ergonomics Modelling for System
2.2 Electronic and Software Implementation
3 Results
3.1 Web Interface
3.2 Local Interface
3.3 Physical System Implementation
4 Discussion
References
Understanding Health and Behavioral Trends of Successful Students Through Machine Learning Models
1 Introduction
2 Related Work
2.1 Physical and Mental Health
2.2 Lifestyle Factors
2.3 Personality Traits
3 Methods
3.1 Recruitment and Data Collection
3.2 Feature Extraction
3.3 Model Building with Machine Learning Algorithms
3.4 Model Interpretation
4 Results
4.1 Location and Movement Patterns
4.2 Physical Activity and Sleep Patterns
4.3 Social and Phone Usage Patterns
4.4 Mental Health Factors
4.5 Personality Factors
4.6 Comparison with Previous Work
5 Conclusion
References
Validation of the JiBuEn® System in Measuring Gait Parameters
1 Introduction
2 Method
2.1 Subject and Materials
2.2 Procedures and Data Analysis
3 Results
3.1 Error Analysis
3.2 Statistical Analyses
4 Discussion and Conclusion
References
Lumbo-Pelvic-Hip Angle Changes During Upright and Free Style Sitting in Office Workers with Lower Crossed Syndrome
1 Introduction
2 Materials and Methods
2.1 Participants
2.2 Experimental Procedure
3 Results
3.1 Lumbar Angle
3.2 Hip Angles
3.3 Pelvic Angles
4 Discussion
5 Conclusion
References
Anthropometry of Thai Wheelchair Basketball Athletes
1 Introduction
2 Materials and Methods
2.1 Participants
2.2 Experimental Design
3 Results
4 Discussion
5 Conclusion
References
Analysis of Ergonomic Risks of Drilling Hammers Activity in the Granite Mining Through WinOWAS Software
1 Introduction
1.1 Characterization of Granite Mining
1.2 The Hammer’s Activity
2 Methodology
3 The Survey
4 Results
4.1 Postural Analysis
5 Discussion
6 Conclusion
References
Human-Technologies and Future of Work
Human-Centered Test Setups for the Evaluation of Human-Technology Interaction in Cockpits of Highly-Automated Vehicles
1 Introduction
2 Related Work
3 Research Question, Design and Method
4 Research Results
5 Summary
References
Lost People: How National AI-Strategies Paying Attention to Users
1 Introduction
2 Analysis of the National AI Strategies
3 General Discussion
References
Blockchain 3.0: Internet of Value - Human Technology for the Realization of a Society Where the Existence of Exceptional Value is Allowed
1 Introduction
2 Blockchain for Value Identification on the Web
3 Evolution of the Web
3.1 Web 1.0/Web 2.0
3.2 The First Wave of Web 3.0: A Computational World LED by IoT and Cloud AI
3.3 The Second Wave of Web 3.0: A Blockchain-Based Mutual Credit World
4 Blockchain for the Empowerment of Individuals
4.1 Blockchain 1.0 - The Elemental Technology for Cryptocurrencies
4.2 Blockchain 2.0 - The Emergence of Ethereum and Smart Contracts
4.3 Blockchain 3.0 - From Centralization to Self-Sovereignty
5 Future of Blockchain
5.1 Web 2.0/Web 3.0 and Blockchain 3.0
5.2 A Cross-Application Service and Blockchain 3.0
6 Summary
References
Identifying Positive Socioeconomic Factors of Worker Roles
1 Introduction
2 Literature Review
2.1 Social Movements Affecting the U.S. Workforce
2.2 Value of Work
2.3 Automation and Artificial Intelligence Technologies and Effects
2.4 Human-Robot Teaming and Collaboration
2.5 Socioeconomic Conceptual Framework
3 Methods
3.1 Data Gathering
3.2 Data Analysis
4 Results
5 Discussion
5.1 Agency
5.2 Job Metrics
5.3 Job Satisfaction
6 Conclusion
References
Design of an Extended Technology Acceptance Model for Warehouse Logistics
1 Introduction
2 Special Characteristics of Warehouse Logistics
2.1 Work Tasks
2.2 Demography and Diversity
3 Derived Acceptance Model
3.1 Determinants
3.2 Moderators
3.3 TAM4logistics
4 Discussion and Outlook
References
Historical Factors in Transportation Styling
1 Introduction
1.1 Background
1.2 Purposes and Method
2 Chronology of Automobile Style
2.1 Sampling for FORD Styling
2.2 Representative Model and Basic Style
2.3 Creation of Side View Style Illustration
2.4 Illustrating the Basic Style
3 Transition of Basic Styles
3.1 Comparison of Basic Style
3.2 Style Proportion Specification
3.3 Basic Style and Weight/House Power
4 Consideration
4.1 Style Similarity and Globalization
4.2 The Basic Style and the Age Situation
4.3 The Segment of the Total Design Concept
5 Conclusion
References
Lessons Learned from Distance Collaboration in Live Culture
1 Introduction
2 Studio Experiments
3 Technical Details
4 Distributed Performances
5 Conclusions
References
Training Students for Work with Emerging Technologies in a Technology Park Environment
1 Introduction
2 Ways and Role of Training in a Technology Park Environment
3 Working with Emerging Technologies in a Technology Park Environment
4 Conclusion
References
The Sequence of Human’s Aesthetic Preference and Products’ Mechanical Property
1 Introduction
2 Study on the Sequences of Aesthetic Preference
2.1 Classification of Subjects
2.2 Design Proposals
2.3 Results of Questionnaire
3 The Sequences of Mechanical Property
3.1 Simulation Condition Setting
3.2 Finite Element Analysis Though Ansys Software
4 Comparative Study on the Sequences of Aesthetic Preference and Mechanical Property
4.1 The Sequences of Aesthetic Preferences
4.2 The Sequences of Mechanical Property
5 Conclusions and Discussion
References
Use of Data Mining to Identify the Technological Resources that Contribute to School Performance in Large-Scale Evaluations of Brazilian High School
1 Introduction
2 Theoretical Background
3 Method
3.1 Results and Discussion
4 Conclusion
References
Management Aspects in the Higher Education Quality Assurance System
1 Introduction
2 Methodology
3 Results and Discussion
4 Conclusions
References
Influence of Participation and Tardiness to Synchronous Learning Sessions as a Motivation Factor for E-Learning
1 Introduction
2 Methodology
2.1 Hypothesis
2.2 Type of Study
2.3 Experimental Group
2.4 Variables
2.5 Experimental Procedure
2.6 Data Analysis
3 Results
4 Discussion
5 Conclusions
References
Management, Training and Business Applications
Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding
1 Introduction
2 Method
2.1 Implementation
3 Result
3.1 Lack of Gamefulness
3.2 Perceived Usefulness
3.3 Perceived Ease of Use
4 Discussion
References
Multi-objective Schedule Optimization for Ship Refit Projects: Toward Geospatial Constraints Management
1 Introduction
2 Interactive Scheduling Tool
3 Geospatial Constraints
4 Conclusion
References
BIASMAP – Developing a Visual Typology and Interface to Explore and Understand Decision-Making Errors in Management
1 Introduction
2 A Typology of Cognitive Biases
2.1 Analysis of Existing Classificatory Frameworks
2.2 Developing a New Typology of Cognitive Biases in Strategic Decision-Making Processes
3 A Knowledge Map of Cognitive Biases
3.1 Theoretical Placement – Organizing the Knowledge
3.2 The BIASMAP Application
4 Conclusion and Limitations
References
Gender Approach to Studying History of Social Work in Ukraine
1 Introduction
2 The Course «History of Social Work»
3 Gender Studies
4 Conclusions
References
Health and Safety Management at Workplaces Through Interactive Tools
1 Introduction
2 Methods
3 Results
3.1 Comparison of OHS Management IT Tools in International Market
3.2 Comparison of OHS Management IT Tools in Estonia
3.3 Results of the Survey and Interview
4 Discussion
5 Conclusions
References
Mechanisms to Manage the Regional Socio-Economic Development and Efficiency of the Decentralization Processes
1 Introduction
2 Methodology
3 Results and Discussion
4 Conclusions
References
Author Index


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