
Human-Computer Interaction - INTERACT 2021
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The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named:
Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work.
Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI.
Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development.
Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security.
Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops.
The chapter 'Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training' is open access under a CC BY 4.0 license at link.springer.com.
The chapter 'WhatsApp in Politics?! Collaborative Tools Shifting Boundaries' is open access under a CC BY 4.0 license at link.springer.com.
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Content
- Intro
- Welcome
- Preface
- IFIP TC13 -- http://ifip-tc13.org/
- IFIP TC13 Members
- Conference Organizing Committee
- Contents - Part V
- User Studies
- Effects of Personal Characteristics on Temporal Response Patterns in Ecological Momentary Assessments
- 1 Introduction
- 2 Related Work
- 3 Dataset
- 3.1 EMA Data
- 3.2 Personal Characteristics
- 4 Analysis
- 4.1 Personal Characteristics vs. Continuity, Frequency, and Overall Slope
- 4.2 Personal Characteristics vs. Period-Separated Slopes
- 5 Results
- 5.1 Personal Characteristics vs. Continuity, Frequency, and Overall Slope
- 5.2 Personal Characteristics vs. Period-Separated Slopes
- 6 Discussion
- 6.1 Influential Factors
- 6.2 Theoretical Implications
- 6.3 Recommendations
- 6.4 Limitations
- 6.5 Future Work
- 7 Conclusion
- References
- Jammify: Interactive Multi-sensory System for Digital Art Jamming
- 1 Introduction
- 2 Related Work
- 2.1 Haptic-Affect Interfaces
- 2.2 Art Jamming Interfaces
- 2.3 Interactive Large Displays
- 3 Jammify
- 3.1 Jamming Canvas
- 3.2 Augmented Arm Sleeve
- 3.3 Interaction Space
- 4 Evaluation
- 4.1 Results and Discussion
- 5 Conclusion
- References
- Opportunities and Challenges for Reflective Data-Objects in Long-Distance Relationships
- 1 Introduction
- 2 Relationships of Data Representations and Reflection
- 2.1 Making Sense of Reflective Representations of Personal Data
- 2.2 Data Sharing and Reflection in Romantic Relationships
- 3 Methodology
- 3.1 Visualizing Messaging Data Between My LDR Partner and I
- 3.2 Generative Sessions with People in LDRs
- 3.3 Card Sorting Activity with My LDR Partner
- 3.4 Analysis
- 4 Results
- 4.1 Card Sorting Activity
- 4.2 Imagining Data-Objects
- 5 Discussion
- 5.1 Long-Term Use of Data-Objects
- 5.2 Camouflaged Data in the Home
- 6 Conclusion
- References
- Supporting Sensor-Based Usability Studies Using a Mobile App in Remotely Piloted Aircraft System
- 1 Introduction and Related Work
- 2 Evaluation Techniques
- 2.1 Behavioral Measures
- 2.2 Subjective Measurements
- 2.3 Physiological Measurements
- 3 Materials and Methods
- 3.1 The ECG Sensor
- 3.2 The Mobile App
- 4 Experiments and Results
- 4.1 Drones Flight Experiment
- 4.2 Pilot Workload Evaluation
- 5 Conclusion and Future Work
- References
- Understanding the Stakeholders' Expectations About an Adherence App: A Case Study
- 1 Introduction
- 1.1 Study Goal
- 2 Method
- 2.1 Participants
- 2.2 Interviews
- 2.3 Ethics
- 2.4 Analysis
- 3 Results
- 4 Discussions and Conclusions
- References
- Welicit: A Wizard of Oz Tool for VR Elicitation Studies
- 1 Introduction
- 2 Background
- 2.1 Elicitation Studies and Tools
- 2.2 Wizard of Oz Studies and Tools
- 3 The Welicit System
- 3.1 Architecture and Implementation
- 3.2 System Design
- 4 Walkthrough Use Case and Lessons Learned
- 5 Limitations and Future Development
- 6 Conclusions
- References
- Virtual Reality
- A Proposal for Discreet Auxiliary Figures for Reducing VR Sickness and for Not Obstructing FOV
- 1 Introduction
- 2 Related Work
- 3 Design of Discreet Auxiliary Figures
- 3.1 Gazing Point
- 3.2 Dots
- 3.3 User's Horizontal Line
- 3.4 World's Horizontal Line
- 4 Evaluation Experiment
- 4.1 Equipment and the VR Space
- 4.2 Task
- 4.3 Procedure
- 4.4 Participants
- 5 Results and Discussions
- 5.1 Difficulty Rankings to VR Sickness
- 5.2 SSQ
- 5.3 Sweating Rate
- 6 Conclusion
- References
- A Trajectory Model for Desktop-Scale Hand Redirection in Virtual Reality
- 1 Introduction
- 2 Related Work
- 2.1 Visuo-Haptic Illusions
- 2.2 Hand Redirection
- 2.3 Detection Threshold
- 2.4 Redirected Hand Velocity and Trajectory
- 3 Approach
- 3.1 Research Questions
- 3.2 Problem Formulation
- 4 Data Collection
- 4.1 Participants
- 4.2 Apparatus
- 4.3 Experimental Design
- 5 Analysis 1: Trajectory and Amplitude of Redirection
- 5.1 Empirical Results
- 5.2 Refining and Evaluating the Model
- 5.3 Model Comparison
- 5.4 Discussion
- 6 Analysis 2: Detection Threshold
- 6.1 Amplitude of Redirection and Detection Threshold
- 6.2 Hand Trajectory and Detection Threshold
- 6.3 Further Explanations
- 6.4 User-Dependent Detection Threshold
- 7 Discussion
- 7.1 Main Findings
- 7.2 Implications for Design
- 7.3 Limitation and Future Work
- References
- Complex Contexts and Subtle Actions: Design and Evaluation of a Virtual Coach for Utilitarian Cycling
- 1 Introduction
- 2 Related Work
- 3 Existing Teaching and Coaching Strategies
- 3.1 Methods
- 3.2 Findings: Existing Support Strategies
- 4 In-Action-Support for Challenging Experiences: The Virtual Cycling Coach
- 4.1 Design
- 4.2 Methods for Evaluation
- 4.3 Findings from Qualitative Evaluation of the Virtual Cycling Coach
- 5 Discussion
- 6 Conclusion
- References
- Exploring How Saliency Affects Attention in Virtual Reality
- 1 Introduction
- 2 Background
- 3 Study: Investigation of Saliency in VR
- 3.1 Design
- 3.2 Participants and Procedure
- 4 Results
- 4.1 Attention Towards the Salient Regions
- 4.2 Task Completion Time
- 5 Discussion and Future Work
- 6 Conclusion
- References
- Global Scene Filtering, Exploration,pg and Pointing in Occluded Virtual Space
- 1 Introduction
- 2 Related Work
- 3 Solar-Casting
- 3.1 Solar Metaphor
- 3.2 Interaction Mapping
- 3.3 Facilitation Techniques
- 3.4 Preliminary Study on Solar-Casting Mode
- 4 General Experimental Setup
- 4.1 Apparatus
- 4.2 Procedure
- 5 User Study 1: With Visual Guidance
- 5.1 Experimental Design
- 5.2 Participants
- 5.3 Results
- 6 User Study 2: Without Visual Guidance
- 6.1 Experimental Design
- 6.2 Participants
- 6.3 Results
- 7 Overall Discussion
- 8 Conclusion
- References
- Real vs Simulated Foveated Rendering to Reduce Visual Discomfort in Virtual Reality
- 1 Introduction
- 2 Related Work
- 3 VR Environment and Task
- 4 The Study
- 4.1 Participants and Procedure
- 4.2 Measurements
- 5 Results
- 6 Discussion
- 7 Conclusion
- References
- Using Technology to Visualize Gender Bias
- 1 Introduction
- 2 Related Work
- 3 Prototypes
- 3.1 Measurement of Our Conscious and Unconscious Mind - IAT
- 3.2 Gender by Numbers - Conscious
- 3.3 Riddle Me This QR - Unconscious
- 4 Method
- 4.1 Design
- 4.2 Procedure
- 5 Results
- 6 Discussion
- 7 Conclusions and Future Work
- References
- VRSketch: Investigating 2D Sketching in Virtual Reality with Different Levels of Hand and Pen Transparency
- 1 Introduction
- 1.1 Contribution
- 2 Related Work
- 2.1 Pen Input for Augmented and Virtual Reality
- 2.2 Hand and Pen Occlusion for Input
- 3 Sketching in Virtual Reality
- 4 Evaluation
- 4.1 Study Design
- 4.2 Apparatus
- 4.3 Participants
- 4.4 Procedure
- 4.5 Data Preparation
- 4.6 Results
- 5 Discussion
- 6 Conclusion
- References
- VRTactileDraw: A Virtual Reality Tactile Pattern Designer for Complex Spatial Arrangements of Actuators
- 1 Introduction
- 2 Background and Related Work
- 2.1 Tactile Feedback
- 2.2 Tactile Pattern Editors
- 3 Iterative Design Process and Implementation
- 3.1 Virtual Reality Interface Design
- 3.2 Goals and Basic Features
- 3.3 Design and Implementation
- 4 User Study
- 4.1 Design and Study Tasks
- 4.2 Implementation
- 4.3 Procedure
- 4.4 Participants
- 4.5 Results
- 4.6 Discussion
- 4.7 Improvements After the User Study
- 5 Limitations
- 6 Open Source Release and Extension to Other Prototypes
- 7 Conclusion and Future Work
- References
- When Friends Become Strangers: Understanding the Influence of Avatar Gender on Interpersonal Distance in Virtual Reality
- 1 Introduction
- 2 Background
- 2.1 Proxemics
- 2.2 Proxemics in VR
- 2.3 Gender Switching
- 2.4 Summary
- 3 Study
- 3.1 Study Design and Tasks
- 3.2 Apparatus
- 3.3 Data Collection
- 3.4 Study Procedure
- 4 Results
- 4.1 Relationship (Stranger/Friend)
- 4.2 Gender Group (Male-Male/Male-Female)
- 4.3 Perceptions of Gender Swapping
- 4.4 Mismatch of Avatar Gender and Voice
- 4.5 Gender Choice
- 5 Discussion
- 5.1 Gender Mismatches Increase the IPD Between Friends but Not Between Strangers
- 5.2 Users Are Unaware of Gender Swapping Effects
- 5.3 Own and Other Gender
- 5.4 Implications for Research and Design
- 5.5 Limitations and Future Work
- 6 Conclusion
- References
- Courses
- Introduction to User-Centred Design Sprint
- 1 Introduction
- 2 User-Centred Design and Google Design Sprint
- 3 Description of the Course
- 4 Intended Audience
- 5 Reading List
- References
- Industrial Experiences
- A Flexible and Adaptable Workflow to Develop and Visualise Industrial Digital Twins
- 1 Introduction
- 2 Immersive Digital Twin, from 3D Web to VR
- 2.1 Workflow
- 2.2 The Implementation
- 3 Conclusions
- References
- Improving the User Experience and the Trustworthiness of Financial Services
- 1 Introduction
- 2 What Does It Mean to Be Fair?
- 3 From Model Fairness to End-User Explanation
- 4 Future Directions and Challenges
- References
- ISCADA: Towards a Framework for Interpretable Fault Prediction in Smart Electrical Grids
- 1 Introduction and Context
- 2 Overview of the Self-healing Management System of an Electricity Provider Workflow
- 3 Our Proposed Contribution
- 4 Conclusion
- References
- Let's Dance: An Exergame to Lead the Way in Parkinson Rehabilitation
- 1 Introduction
- 2 Engagement Design
- 3 Game Description
- 3.1 Game Session at the Hospital
- 3.2 Game Session at Home
- 3.3 Personalization Logic
- 3.4 A Middleware to Facilitate Module Interaction
- 4 Conclusion and Future Works
- References
- S.A.M.I.R.: Supporting Tele-Maintenance with Integrated Interaction Using Natural Language and Augmented Reality
- 1 Introduction
- 2 SAMIR Architecture
- 3 Interaction Design
- 4 Use Case
- 5 Conclusions
- References
- Supporting the Analysis of Inner Areas of a Territory
- 1 Introduction and Motivations
- 2 Clustering Inner Areas
- 3 Visual Analysis of Inner Areas
- 4 Conclusions
- References
- Use and Even Recommend? Acceptance Modeling of a Smartphone Launcher App for Elderly Users
- 1 Introduction
- 2 Findings
- 3 Conclusion
- References
- User Feedback to Improve the Performance of a Cyberattack Detection Artificial Intelligence System in the e-Health Domain
- 1 Introduction
- 2 Background and Related Work
- 3 ECG User Interaction and User Feedback
- 4 Conclusion
- References
- VRQUEST: Designing and Evaluating a Virtual Reality System for Factory Training
- 1 Introduction
- 2 Design and Development of VRQuest
- 3 Evaluation and Insights
- 4 Conclusion
- References
- Interactive Demos
- A Biofeedback System to Compose Your Own Music While Dancing
- 1 Introduction
- 2 System Architecture and Operation
- 3 Conclusion
- References
- A Personalised Interactive Mobile App for People with Autism Spectrum Disorder
- 1 Introduction
- 2 Personalization
- 3 Crowdsourcing
- 4 Filters
- 5 Technical Details
- References
- Cooking in the Dark: Exploring Spatial Audio as MR Assistive Technologyfor the Visually Impaired
- 1 Introduction
- 2 Related Work
- 3 Game Scenario and Tasks
- 4 Materials and Methods
- 5 Conclusions and Future Work
- References
- Engagement is the Key: A New Journey for ADHD Treatment
- 1 Digital Therapeutics and ADHD Treatment
- 2 Iamhero: A New Boost for ADHD Treatment
- 3 Conclusions
- References
- Wearable Confidence - Concept and Prototype Design
- 1 Introduction
- 2 Envisioned Applications
- 3 Design Rationale
- 4 Future Work
- 5 Engaging with Wearable Confidence Prototypes
- References
- Panels
- Artificial Intelligence for Humankind: A Panel on How to Create Truly Interactive and Human-Centered AI for the Benefit of Individuals and Society
- 1 Motivation
- 2 Understanding the Challenges
- 3 Reading List in Human Centered AI
- 4 Conclusions
- References
- Artificial Intelligence versus End-User Development: A Panel on What Are the Tradeoffs in Daily Automations?
- 1 Motivations
- 2 Discussion
- References
- Experiencing Contemporary Art at a Distance
- 1 Topic of the Panel
- 2 Interdisciplinary Perspective
- 3 Challenges and Open Issues to Be Discussed
- References
- Posters
- A Case Study of Navigation System Assistance with Safety Purposes in the Context of Covid-19 Pandemic
- 1 Proposal
- 2 Experiments
- 3 Execution and Results
- References
- A Multi-planar Approach to Encoding Story Worlds for Dynamic Narrative Generation
- 1 Background
- 2 Model
- 3 Future Work
- References
- A Systematic Review of Usefulness Design Goals of Occupational Mobile Health Apps for Healthcare Workers
- 1 Occupational Mobile Health and Usefulness
- 2 Review Methodology and Findings
- 3 Discussion and Conclusions
- References
- An Exploration of Potential Factors Influencing Trust in Automated Vehicles
- 1 Introduction and Background
- 2 User Study
- 3 Initial Results
- 4 Discussion and Future Work
- References
- Brain Computer Interface, Visual Tracker and Artificial Intelligence for a Music Polyphony Generation System
- 1 Introduction
- 2 The Polyphony Generation System
- 3 Conclusions
- References
- Charting Experience Categories for Museum Exhibitions
- 1 Introduction
- 2 Online Survey
- 3 Findings
- 4 Discussion
- References
- Collecting Qualitative Data During COVID-19
- 1 Introduction
- 2 Data Generation Techniques
- 3 Reflections
- References
- Contemporary Art Digitalization: An Opportunity for Designing New Experiences
- 1 Contemporary Art: Beyond Physical Presence and Bodily Experiences
- 2 Digitalization of Contemporary Art: The CLOUDART Vision
- References
- Design Students' Challenges in Individual Brainstorming Using a Design Fiction Method
- 1 Introduction
- 2 Method
- 3 Results
- 4 Conclusion and Discussion
- References
- Discreet Interactive Wallpaper Concepts Study
- 1 Introduction
- 2 User Study
- 3 Findings
- 4 Future Work
- References
- Do Animation Direction and Position of Progress Bar Affect Selections?
- 1 Introduction
- 2 Experiment
- 3 Results and Discussion
- 4 Conclusion
- References
- Don't Touch Me! A Comparison of Usability on Touch and Non-touch Inputs
- 1 Introduction
- 2 Methodology
- 3 Results
- 4 Discussion
- 5 Conclusions and Future Work
- References
- Effects of Audio-Visual Information on Interpersonal Distance in Real and Virtual Environments
- 1 Introduction
- 2 Experimental Design
- 2.1 Setup
- 2.2 Procedure
- 3 Result and Discussion
- References
- Exploring Button Design for Low Contrast User Interfaces
- 1 Introduction
- 2 Concept
- 3 User Study
- 3.1 Test Proceedure
- 3.2 Results
- 4 Discussion and Conclusion
- References
- Factors Influencing Trust Assessment in Technology
- 1 Introduction
- 2 Method
- 3 Results and Discussion
- 4 Conclusion
- References
- FGFlick: Augmenting Single-Finger Input Vocabulary for Smartphones with Simultaneous Finger and Gaze Flicks
- 1 Introduction
- 2 Related Work
- 3 FGFlick
- 4 Prototype Implementation
- 4.1 Recognition of FGFlick Gestures
- 4.2 Preliminary Evaluation
- 5 Conclusion and Future Work
- References
- Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites
- 1 Introduction and Background
- 2 MR Game Overview
- 3 Interaction Techniques Design and Widgets
- 4 Conclusions
- References
- Human Olfactory Interface for Odor Modulation Utilizing Gas Adsorption and Desorption: Evaluation of Separation Performance of Odorous Substances in Adsorption Process
- 1 Introduction
- 2 Outline of Proposed System
- 3 Selection of Adsorbents
- 4 Evaluation of Separation Performance
- 5 Conclusions
- References
- Human-Centered Visual Interfaces for Image Retrieval: An Exploratory Study
- 1 Introduction
- 2 Visual Interfaces for Image Search
- 3 Evaluation
- 4 Discussion and Conclusions
- References
- InteractDiff: A 3D Sandbox Game for Online Teaching and Campus Life Experience
- 1 Introduction
- 2 InteractDiff
- 3 Preliminary User Study
- References
- Interacting with More Than One Chart: What Is It All About?
- 1 What are Dashboards and Multiple Views from an Interactionist Point of View
- 2 The Multiple Views Wheel: A Bird's View
- References
- Introducing Gestural Interaction on the Shop Floor: Empirical Evaluations
- 1 Introduction
- 2 Empirical Evaluations
- 2.1 First Empirical Evaluation
- 2.2 Second Empirical Evaluation
- 2.3 Conclusion
- References
- Making Warning Messages Personal: A Big 5 Personality Trait Persuasion Approach
- 1 Introduction
- 2 Background of Related Work
- 3 Design of Warning Text
- 3.1 Integration of Digital Traces in Warning Messages
- 4 Conclusion
- References
- Persona's Role in the Design of Future Technologies by Academics and Practitioners
- 1 Introduction
- 2 Workshop and Methods
- 3 Workshop Result
- 4 Conclusion
- References
- Planning Smart Social Distancing - Mobile Application Concept Design and Evaluation
- 1 Introduction
- 2 Social Distancing Mobile App Concept
- 3 Focus Group Study
- 3.1 Set-Up of the Study
- 3.2 Findings
- 4 Discussion
- References
- Raya: A Tangible Exercise Buddy Reminding Oneself of the Commitment to Exercise
- 1 Introduction and Related Work
- 2 Exploratory Study
- 2.1 Participants and Procedure
- 2.2 Results
- 3 Design: Raya
- 4 Discussion and Conclusion
- References
- Regenerative Swiping: A Hybrid Vision for Improved Sustainability with "Free" Energy Harvesting
- 1 Introduction
- 2 The Vision
- 3 Discussion and Conclusions
- References
- Robotic Emotion Monitoring for Mental Health Applications: Preliminary Outcomes of a Survey
- 1 Introduction
- 2 Method
- 3 Results
- 4 Discussion and Conclusion
- References
- Safe-to-Touch: Tracking Touched Areas in Public Transport
- 1 Introduction
- 2 Related Work
- 3 Safe-to-Touch: Development and Testing
- 3.1 Safe-to-Touch Prototype
- 3.2 Online Survey
- 3.3 Preliminary Results
- 4 Conclusion, Limitations and Next Steps
- References
- Sign Language GIFs Exchange Communication System: A PECS-Based Computer-Mediated Communication Tool for the Deaf
- 1 Introduction
- 2 Design Approach
- 3 Chat Prototype
- 4 Conclusions and Future Work
- References
- Spatial Layout Versus List Layout: A Comparative Study
- 1 Motivation
- 2 Experiment
- 3 Results and Future Work
- References
- The Impact of Culture on Visual Design Perception
- 1 Introduction
- 2 Methods
- 2.1 Participants
- 2.2 Software
- 2.3 Procedure
- 3 Results and Discussion
- 4 Conclusion
- References
- Think-Aloud Surveys
- 1 Introduction
- 2 Surveys in Small Scale Research
- 3 The Think Aloud Method in Usability Evaluation
- 4 Data Collection
- 5 Findings
- 6 Conclusion and Future Work
- References
- Towards a Design Space for Shadows as Ambient Displays
- 1 Introduction
- 2 Design Space
- 3 Discussion and Conclusion
- References
- Towards Identifying Augmented Reality Unique Attributes to Facilitate Chemistry Learning
- 1 Introduction
- 2 Periodic Fable in the Wild Systems Designs
- 3 Conclusion and Future Work
- References
- Usability Evaluation of a VibroTactile API for Web-Based Virtual Reality Experiences
- 1 Introduction
- 2 Vibrotactile Editor System
- 3 Vibrotactile Component API Usability Testing
- 3.1 Results
- 4 Discussion
- 5 Conclusion
- References
- Workshops
- 2nd International Workshop on Empowering People in Dealing with Internet of Things Ecosystems (EMPATHY)
- 1 Motivation and Objectives
- 2 Workshop Format and Participants
- 3 Previous History
- 4 Organizers
- References
- Control Rooms in Safety Critical Contexts: Design, Engineering and Evaluation Issues
- 1 Overview and Goals
- 2 The Specificities of Control Rooms
- 3 Target Audience and Expected Outcomes
- 4 Structure of the Workshop
- 5 Workshop Organizers
- References
- Geopolitical Issues in Human Computer Interaction
- 1 Introduction
- 2 Workshop Objectives
- 3 Expected Outcomes
- 4 Target Audience
- 5 Organizing Committee
- References
- HCI-E2: HCI Engineering Education
- 1 Workshop Topics and Scope
- 2 Goals and Expected Outcomes
- 3 Target Audience
- 4 Submission
- 5 Organisers Background and Experience
- References
- Human-Centered Software Engineering for Changing Contexts of Use
- 1 Overview and Goals
- 2 Target Audience and Expected Outcomes
- 3 Workshop Contributions
- 4 Workshop Format
- References
- Human-Centred Technology for Sustainable Development Goals: Challenges and Opportunities
- 1 Context
- 2 Objectives
- 2.1 Participation
- 2.2 Overall Structure
- 3 Organisers
- 4 Expected Outcome
- References
- Multisensory Augmented Reality
- 1 Introduction
- 2 Workshop Objectives, Target Audience, and Topics
- 3 Summary of Position Papers
- 4 Expected Outcomes and Future Plan
- 5 Workshop Organizers
- References
- Participatory Design Landscape for the Human-Machine Collaboration, Interaction and Automation at the Frontiers of HCI (PDL 2021)
- 1 Theme and Topics
- 1.1 Theme
- 1.2 Contributions
- 1.3 Topics
- 2 Organizers
- 3 Objectives
- 4 Target Audience
- 5 Methodology
- 6 Expected Outcomes
- References
- Pilot Implementation: Testing Human-Work Interaction Designs
- 1 Introduction
- 2 Workshop Objectives
- 3 Pilot Implementation
- 4 Expected Outcomes
- 5 Target Audience
- References
- Remote Conference in the Times of the Pandemic
- 1 Introduction
- 2 Objectives
- 3 Target Audience and Expected Interest
- 4 Overall Structure
- 5 Expected Outcomes
- References
- Remote User Testing
- 1 Introduction
- 1.1 Supervised Remote Testing
- 1.2 Unsupervised Remote Testing
- 1.3 Remote Testing Platforms
- 1.4 Remote Testing of Physical Products
- 2 Workshop Scope and Aim
- 3 Expected Outcome
- 3.1 Review Process and Proceedings
- 4 Organisation of the Workshop
- References
- Author Index
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