
Human-Computer Interaction - INTERACT 2021
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
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.
More details
Other editions
Additional editions

Content
- Intro
- Welcome
- Preface
- IFIP TC13 -- http://ifip-tc13.org/
- IFIP TC13 Members
- Conference Organizing Committee
- Contents - Part II
- COVID-19 and HCI
- Addressing the Challenges of COVID-19 Social Distancing Through Passive Wi-Fi and Ubiquitous Analytics: A Real World Deployment
- 1 Introduction
- 1.1 Contributions and Research Questions
- 2 Related Work
- 2.1 Feedback via Voluntary Walk-Up Systems
- 2.2 Citizen Science
- 3 Data and Deployment
- 3.1 Passive Wi-Fi Data Gathering
- 3.2 Dashboard and Web Plugins
- 3.3 Mobile Application
- 3.4 In Situ Survey
- 3.5 Deployment
- 4 Results
- 4.1 Passive Wi-Fi Ground Truth Validation
- 4.2 In Situ Survey
- 5 Discussion
- 6 Conclusion
- References
- Hanging Out Online: Social Life During the Pandemic
- 1 Introduction
- 2 Related Work
- 2.1 Being Together Online
- 2.2 Configuring Identity
- 2.3 Shared Experiences
- 3 Methodology
- 4 Findings
- 4.1 Spontaneity of Social Interaction
- 4.2 Shifts in Context and Social Accessibility
- 4.3 Negotiating Intimacy
- 4.4 Adjusting to Lockdown
- 5 Discussion
- References
- Investigating Italian Citizens' Attitudes Towards Immuni, the Italian Contact Tracing App
- 1 Introduction
- 2 Related Work
- 3 Immuni
- 4 Methods
- 4.1 Data Collection
- 4.2 Data Analysis
- 5 Results
- 5.1 Users' Overall Evaluation of the App
- 5.2 Cues to Action
- 5.3 Immuni's Usability
- 6 Discussion
- References
- Social Companion Robots to Reduce Isolation: A Perception Change Due to COVID-19
- 1 Introduction
- 2 Background
- 3 Experiment
- 3.1 Methodology
- 3.2 Procedure
- 3.3 Participants
- 4 Results
- 4.1 COVID-19 and Perception Change
- 4.2 Preferred Tasks for a Companion Robot
- 4.3 Important Elements for a Companion Robot
- 4.4 Preferred Appearance of a Companion Robot
- 4.5 Personality Traits and Adapting to COVID-19
- 5 Discussion
- 6 Limitations and Future Work
- 7 Conclusion
- References
- Crowdsourcing Methods in HCI
- BubbleVideo: Supporting Small Group Interactions in Online Conferences
- 1 Introduction
- 2 Alternative Approaches to Online Conferencing
- 3 Requirements for Small Group Interaction
- 4 BubbleVideo Prototype
- 5 Conclusions
- References
- Comparing Performance Models for Bivariate Pointing Through a Crowdsourced Experiment
- 1 Introduction
- 2 Related Work
- 2.1 Fitts' Law and Modified Versions for Bivariate Pointing
- 2.2 Crowdsourced Studies on GUI Tasks and Model Evaluations
- 3 Experiment
- 3.1 Task, Design, and Procedure
- 3.2 Participants and Recruitment
- 4 Results
- 4.1 Outlier Data Screening
- 4.2 Analyses of Dependent Variables
- 4.3 Canonical Analysis
- 4.4 Model Fitness
- 4.5 Answers to the Free-Form Questionnaire
- 4.6 Discussion on Model Fitness
- 5 Simulation of Sample Size Effect on Model Fitness
- 6 General Discussion
- 6.1 Benefits of Using Crowdsourcing for Model Comparison
- 6.2 Limitations and Future Work
- 7 Conclusion
- References
- Older Adults' Motivation and Engagement with Diverse Crowdsourcing Citizen Science Tasks
- 1 Introduction and Related Works
- 2 Methods
- 3 Results and Discussion
- 3.1 Participants
- 3.2 Performance and Feedback
- 3.3 Evaluation of Tasks
- 3.4 Motivation
- 4 Conclusions
- References
- Quality Assessment of Crowdwork via Eye Gaze: Towards Adaptive Personalized Crowdsourcing
- 1 Introduction
- 2 Related Work
- 3 Proposed Methods
- 3.1 Method with Handcrafted Features
- 3.2 Method with Features Generated by Self-supervised Learning
- 4 Datasets
- 5 Experiments
- 5.1 Experimental Conditions
- 5.2 Results
- 6 Conclusion and Future Work
- References
- Design for Automotive Interfaces
- Designing for a Convenient In-Car Passenger Experience: A Repertory Grid Study
- 1 Introduction
- 2 Related Work
- 2.1 Passenger Convenience
- 2.2 Supporting Passenger Experience
- 2.3 Repertory Grid Methodology
- 3 Method Choice and Study
- 3.1 Elements and Constructs
- 3.2 Participants
- 3.3 Procedure
- 3.4 Analysis of the Interview Results
- 4 Results
- 4.1 Overview About the Elicited Constructs
- 4.2 Passengers' Most Convenient Ride
- 5 Discussion and Design Recommendations for a Convenient In-Car Passenger Experience
- 6 Conclusion
- References
- Exploring Application Opportunities for Smart Vehicles in the Continuous Interaction Space Inside and Outside the Vehicle
- 1 Introduction
- 2 Related Work
- 2.1 Interactions with Smart Vehicles
- 2.2 Proxemic Interactions and Smart Vehicles
- 3 Applications in the Continuous Interaction Space Inside and Outside the Vehicle
- 4 Discussion
- 5 Conclusion
- References
- Smart Vehicle Proxemics: A Conceptual Framework Operationalizing Proxemics in the Context of Outside-the-Vehicle Interactions
- 1 Introduction
- 2 Related Work
- 2.1 Smart, Connected Vehicles
- 2.2 Interactions Inside the Vehicle
- 2.3 Interacting with the Vehicle from a Distance
- 2.4 Proxemic Interactions
- 2.5 Summary
- 3 Smart Vehicle Proxemics Framework
- 4 User Study: Understanding Drivers' Outside-of-Vehicle Interactions Across the Framework Dimensions
- 4.1 Participants
- 4.2 Task
- 4.3 Design
- 5 Results
- 5.1 Characterization of the Sample of Participants
- 5.2 Preferences for Information to Receive from the Vehicle at Different Proximity Zones
- 5.3 Preferences for Vehicle Functions to Control at Different Proximity Zones
- 5.4 Preferences for Devices for Outside-the-Vehicle Interactions
- 6 Discussion
- 6.1 Using the Framework and Findings of Our Study to Inform Interaction Design for Smart Vehicles
- 6.2 Smart Vehicle Proxemics as Part of Proxemic Interactions
- 6.3 The Dichotomy and Complementarity of Inside-the-Vehicle and Outside-the-Vehicle Interactions
- 6.4 Pro-active Smart Vehicles and Proximity-Awareness
- 7 Conclusion
- References
- Design Methods
- Advanced Kidney Disease Patient Portal: Implementation and Evaluation with Haemodialysis Patients
- 1 Introduction
- 2 Background
- 3 Related Work
- 4 Methodology
- 4.1 Recruitment of Participants
- 4.2 Data Collection
- 4.3 Data Analysis
- 5 Results
- 5.1 System Usability Scale (SUS) Scores
- 5.2 Thematic Analysis of Requirements for Patient Portal
- 5.3 Formal Design Requirements
- 6 Discussion
- 7 Conclusion
- References
- Digital Work Environment Rounds - Systematic Inspections of Usability Supported by the Legislation
- 1 Introduction
- 2 Theory and Related Work
- 2.1 Computer Supported Work and Cooperative Design
- 2.2 Work Environment and Computer Systems Development and Use
- 2.3 Relationship to Legislation: Case Swedish Work Environment Law
- 2.4 Systematic Work Environment Management
- 2.5 Digital Work Environment
- 2.6 IT Protection Rounds
- 2.7 Standardizing the IT Protection Round
- 3 Method
- 3.1 Action Research
- 3.2 Case Specific Details
- 3.3 Activities to Customize the Method to the Organization
- 3.4 Digital Work Environment Rounds
- 4 Results
- 4.1 Revised List of Criteria Adapted to the Organization
- 4.2 Prioritized Findings from the Digital Work Environment Round
- 4.3 Assessing the Potential Time Savings if the System Would Work in an Optimal Fashion.
- 4.4 Assessing the Digital Work Environment Round from the User Perspective
- 4.5 Integrating the Digital Work Environment Round into the Systematic Work Environment Management
- 5 Discussion
- 5.1 The Importance of Legislation
- 5.2 Making Use of the Mandated Systematic Work Environment Management
- 5.3 The Importance of Standardization
- 5.4 Contributions to HCI
- 6 Conclusion
- References
- Facilitating User Involvement in a Large IT Project: A Comparison of Facilitators' Perspectives on Process, Role and Personal Practice
- 1 Introduction
- 2 Background: Facilitation of Participatory Design Activities
- 3 The Case
- 3.1 The Project
- 3.2 The Facilitated Participatory Activities
- 4 Methods
- 4.1 Interviews
- 4.2 Complementary Field Observations
- 4.3 Data Collection and Data Analysis
- 5 Results
- 5.1 Facilitator 1
- 5.2 Facilitator 2
- 5.3 Facilitator 3
- 6 Comparing the Facilitators' Perspectives
- 6.1 Process
- 6.2 Role
- 6.3 Practice
- 7 Implications: Towards a Co-reflective Facilitation Practice
- 8 Methodological Considerations
- 9 Summary and Concluding Remarks
- References
- Focus, Structure, Reflection! Integrating User-Centred Design and Design Sprint
- 1 Introduction
- 2 Related Research
- 2.1 User-Centred Design and Design Sprints Education
- 2.2 Integrating UCD in Design Methods
- 3 Course Development
- 3.1 Background of the Course
- 3.2 Course Structure
- 4 Methods
- 4.1 Data Collection
- 4.2 Data Analysis
- 5 Results
- 5.1 Weekly Feedback on the Course
- 5.2 Feedback on the Methods Used
- 5.3 Feedback on the Processes as a Whole
- 6 Discussion and Conclusions
- 6.1 An Integrated UCD and GDS Process
- 6.2 Recommendations for Teaching User-Centred Design Sprint
- 7 Limitations and Future Work
- References
- How HCI Interprets Service Design: A Systematic Literature Review
- 1 Introduction
- 2 Service Design and Its Adoption in HCI
- 3 Systematic Literature Review
- 3.1 Search Strategy
- 3.2 Article Screening
- 3.3 Analysis
- 4 Results
- 4.1 Overview of Service Design Adoptions
- 4.2 Qualitative Analysis
- 5 Discussion
- 5.1 Varying Levels of Adoption
- 5.2 Future Agenda
- 6 Conclusion and Future Work
- Appendix
- Top 20 HCI Publication Venues Used in This Study
- References
- Sniff Before You Act: Exploration of Scent-Feature Associations for Designing Future Interactions
- 1 Introduction
- 2 Related Work
- 2.1 The Relevance of Smell in Design
- 2.2 Smell and Crossmodal Correspondences
- 3 User Study on Scent-Feature Associations
- 3.1 Selection of Scents and Features
- 3.2 Study Design
- 3.3 Measures
- 3.4 Setup and Procedure
- 3.5 Participants
- 3.6 Results
- 3.7 Summary of Key Findings
- 4 EssCards and Design Explorations
- 4.1 Creation of the EssCards
- 4.2 Design Explorations: Overall Approach and Design Brief
- 4.3 Design Exploration - Group Session
- 4.4 Design Exploration - Individual Session
- 5 Discussion
- 5.1 Smell as Inspirational Material for Designing
- 5.2 Scent-Inspired Design and Designing with Scents
- 6 Limitations and Future Work
- 7 Conclusion
- References
- Tales from the Materialverse: Comic-Based Narratives and Character Cut-Outs for Co-Design Fiction
- 1 Introduction
- 2 Background
- 2.1 Design Fiction Comics
- 2.2 Comics in HCI Research
- 3 Our Design Process for Comic-Based Design Fictions
- 4 Tales from the Materialverse
- 5 Expert Workshop
- 5.1 Feedback Round
- 5.2 Co-Design Session
- 5.3 Reflection
- 6 Suggestions on Designing Design Fiction Comics
- 7 Conclusion and Future Work
- References
- Understanding the Role of Physical and Digital Techniques in the Initial Design Processes of Architecture
- 1 Introduction
- 2 Related Work
- 2.1 Integrating Physical and Digital Design Methods (TUIs and Fabrication Approaches)
- 2.2 Idea Generation Methods in Architecture (Sketching and Model-Making)
- 3 Methodology
- 4 Current Idea Generation Methods in the Initial Design Processes of Architecture
- 4.1 Starting Points and Constraints
- 4.2 Team Dynamic and Work Environment
- 5 The Role of Physical and Digital Design Techniques While Developing Early Design Concepts
- 5.1 Physical Design Techniques
- 5.2 Digital Design Techniques
- 6 Discussion
- 7 Conclusion
- References
- Understanding Users Through Three Types of Personas
- 1 Introduction
- 2 Related Work on Personas
- 2.1 Personas in Agile Development
- 2.2 Data Gathering for Personas
- 2.3 Personas Based on Assumptions
- 3 The Three Cases
- 3.1 The Participants
- 3.2 Persona Descriptions Used
- 3.3 The Conduction of the Workshops
- 4 Method
- 5 Findings on Personas in Each Company
- 5.1 Company A - Assumption Based (AB) Personas
- 5.2 Company B - Secondary Research (SR) Personas
- 5.3 Research Based (RB) Personas with Domain Specific Data
- 5.4 Summary of the Differences of the Personas in Each Company
- 6 Comparing and Discussing the Findings
- 6.1 Requesting More Data
- 6.2 Reference to Own Experiences
- 6.3 Describing the Context
- 6.4 Further Discussions of the Findings
- 7 Conclusion
- References
- Designing for Smart Devices and IoT
- Exploring Perceptions of a Localized Content-Sharing System Using Users-as-Beacons
- 1 Introduction
- 2 Application Example
- 3 Background
- 3.1 User Generated Content and Review Systems
- 3.2 Data and Social Privacy in Mobile Systems
- 3.3 Proximity-Based Peer to Peer (P2P) Applications
- 3.4 Users' Perceptions of BLE Beacons
- 4 Exploring User Perceptions
- 4.1 User Study 1: Users-as-Beacons in a Shopping Area
- 4.2 User Study 2: Users-as-Beacons for Reviewing Places, Services, and Localized Events
- 4.3 Participant Recruitment and Demographics
- 4.4 Analysis
- 4.5 Limitations
- 5 Results
- 5.1 Receiving Posts: Benefits and Trust
- 5.2 Making Posts: Interests and Concerns
- 5.3 Interacting with Others: Comfort and Concerns
- 5.4 Perceived Privacy in Users-as-Beacons
- 6 Discussion and Implications
- 6.1 Feasibility and Applicability of the System
- 6.2 Design Challenges
- 6.3 Future Research Needs
- 7 Conclusion
- References
- SENSATION: An Authoring Tool to Support Event-State Paradigm in End-User Development
- 1 Introduction
- 2 Background and Related Work
- 3 The SENSATION Tool
- 4 The User Study
- 4.1 Materials
- 4.2 Measures
- 4.3 Participants and Procedure
- 4.4 Results
- 5 Discussion and Conclusion
- References
- The Controversy of Responsibility and Accountability When Maintaining Automatic External Defibrillators
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Constructing the Field
- 3.2 Data and Materials
- 3.3 Data Analysis
- 4 Findings
- 4.1 'The Wild West' of Infrastructuring
- 4.2 Infrastructural Breakdowns
- 4.3 Breakdown Repair
- 5 Discussion
- 5.1 Civic Engagement in Lifesaving Technology
- 5.2 Technological Repairs
- 5.3 A Sustainable Future for the IoT Solution
- 6 Conclusion
- References
- Designing for the Elderly and Accessibility
- Improving the Language of Designing for Ageing
- 1 Introduction
- 2 The Paradigm of Healthy Ageing
- 3 Ageism
- 3.1 Ageism in Modern Society
- 3.2 The Underlying Causes of Ageism
- 3.3 The Role of Language in Addressing Ageism
- 4 Common Ageist Biases and Stereotypes
- 4.1 Generalisations and Assumptions About Ageing People
- 4.2 Considering Ageing People as an Estranged Group of People
- 4.3 Certain Actions Should not Be Done by Ageing People
- 5 Addressing Ageism in Design Research Discourse
- 5.1 Using a Person-First Language
- 5.2 Using a Positive Language
- 5.3 Being Precise and Clear
- 5.4 Avoiding Ageist Concepts, Terms and Words
- 6 Conclusions
- References
- Strategically Using Applied Machine Learning for Accessibility Documentation in the Built Environment
- 1 Introduction
- 2 Background
- 2.1 Benefits of Documenting Accessibility in the Built Environment
- 2.2 Existing Approaches Towards Documenting (In)Accessibility in the Built Environment
- 3 A Practical Framework for Designing a Machine Learning Based Accessibility Documentation System
- 3.1 Issue 1: What to Classify and How to Classify It?
- 3.2 Issue 2: How to Measure Performance (and Success)?
- 3.3 Issue 3: What Measurement Apparatus to Use?
- 3.4 Issue 4: What (machine Learning) Algorithm to Use?
- 3.5 Issue 5: How to Address Legal and Economic Considerations?
- 4 Proof of Concept Case Study - Application of Our Framework
- 4.1 Scenario: People with Mobility Impairments in Europe
- 4.2 Methodology
- 4.3 Results
- 5 Discussion
- 5.1 Real-World Surface Recognition Performance
- 5.2 The Importance of Frameworks: Accessibility Mapping as a Strategy Problem
- 5.3 Real World Performance
- 5.4 Limitations
- 6 Conclusion and Future Work
- References
- What Happens to My Instagram Account After I Die? Re-imagining Social Media as a Commemorative Space for Remembrance and Recovery
- 1 Introduction
- 2 Background
- 2.1 Thanatosensitive Design
- 2.2 Social Media and Death
- 2.3 Digital Volition
- 2.4 Value-Sensitive Design
- 3 Exploratory Study
- 3.1 Methods
- 3.2 Findings
- 3.3 Insights and Discussion
- 4 Design Solution
- 4.1 Design Requirements
- 4.2 Design Proposal and Prototype
- 5 Evaluation
- 5.1 Methods
- 5.2 Results
- 6 Discussion
- 6.1 Social Media-Apt Tool for Commemoration
- 6.2 'Living Forever' (Perpetual Communication)
- 6.3 Enriched Bonding and Mutual Respect
- 6.4 Memento Mori and Amor Fati
- 6.5 Limitations
- 7 Conclusion
- References
- Education and HCI
- Pepper as a Storyteller: Exploring the Effect of Human vs. Robot Voice on Children's Emotional Experience
- 1 Introduction
- 2 Related Works
- 3 User Study
- 3.1 Equipment
- 3.2 Participants and Procedure
- 3.3 Results and Discussions
- 4 Conclusions and Future Works
- References
- Reducing the UX Skill Gap Through Experiential Learning: Description and Initial Assessment of Collaborative Learning of Usability Experiences Program
- 1 Introduction
- 2 Related Work
- 2.1 Skill Gap in HCI Students
- 2.2 Experiential Learning and Innovative HCI Curriculum
- 3 Collaborative Learning of Usability Experiences (CLUE) Training Program
- 3.1 Program Overview
- 3.2 Main Stakeholders
- 3.3 Training Component: UX Internship
- 4 Initial Assessment of CLUE
- 4.1 Student Job Placement and Academic Achievement
- 4.2 Industry and Government Partner Evaluation
- 5 Discussion
- 5.1 Defining the Success of CLUE
- 5.2 Recommendations: Developing a Successful Usability Training Program
- 5.3 Limitations and Future Directions
- 6 Conclusion
- References
- What Students Do While You Are Teaching - Computer and Smartphone Use in Class and Its Implication on Learning
- 1 Introduction
- 1.1 Technology-Induced Interruptions in Class
- 1.2 Present Study
- 2 Method
- 2.1 Participants
- 2.2 Measures
- 3 Procedure
- 4 Data analysis and Accuracy Evaluation
- 4.1 Analysis of Quantitative Data
- 4.2 Analysis of Qualitative Data
- 4.3 Accuracy Evaluation of Self-reports of Technology Use
- 5 Results
- 5.1 Off-Task Activities and Notifications
- 5.2 Learning Performance
- 5.3 Students' Opinions on the Use of Technology in Class
- 6 Discussion
- 6.1 What Students Do in Class
- 6.2 Students Opinion on What They Do in Class
- 6.3 The Impact of What Students Do in Class on Learning
- 6.4 Limitations
- 6.5 Implications for HCI
- 7 Conclusions
- References
- Experiencing Sound and Music Technologies
- Experiences of Personal Sound Technologies
- 1 Introduction
- 2 Related Work
- 2.1 Personal Sound
- 2.2 Sound Zones
- 2.3 Soundscape and Situations
- 3 Mapping Personal Sound Technologies
- 3.1 Active Noise Cancellation
- 3.2 Transparency
- 3.3 Wearable Speakers
- 4 Method
- 4.1 Participants
- 4.2 Technology
- 4.3 Procedure
- 5 Findings
- 5.1 Personal Sound
- 5.2 Social Interaction
- 5.3 Sound Quality
- 5.4 Awareness
- 5.5 Preference
- 6 Discussion
- 6.1 Studying the Experience of Personal Sound
- 6.2 Composing for Shared and Individual Soundscapes
- 7 Conclusion
- References
- How Much is the Noise Level be Reduced? - Speech Recognition Threshold in Noise Environments Using a Parametric Speaker -
- 1 Introduction
- 2 Experimental Environment
- 3 Procedure
- 4 Results and Discussion
- References
- Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training
- 1 Introduction
- 2 Related Work
- 2.1 Stressors in Virtual Reality Training of Police First Responders
- 2.2 Interaction Design for Virtual Training Experiences
- 2.3 Co-creation
- 3 The Problem Context: The SHOTPROS Project
- 3.1 Used Methods for Developing the Stress Cue Concept
- 3.2 The Stress Cue Concept
- 3.3 The Stress Cue Prototype
- 4 Discussion and Future Work
- 5 Conclusion
- References
- What Is Fair? Exploring the Artists' Perspective on the Fairness of Music Streaming Platforms
- 1 Introduction
- 2 Conceptual Basis and Related Work
- 2.1 Defining Algorithmic Fairness
- 2.2 Perception of Fairness in Algorithms
- 2.3 Bias and Fairness in Music Recommendation
- 3 Methods
- 3.1 Interviews
- 3.2 Participants
- 3.3 Processing and Analysis
- 4 Results
- 4.1 Fragmented Presentation
- 4.2 Reaching an Audience
- 4.3 Transparency
- 4.4 Influencing Users' Listening Behavior
- 4.5 Popularity Bias
- 4.6 Artists' Repertoire Size
- 4.7 Quotas for Local Music
- 4.8 New Music
- 5 Discussion
- 6 Conclusions
- References
- You Sound Relaxed Now - Measuring Restorative Effects from Speech Signals
- 1 Why Measure Attention Restoration from Speech?
- 2 Background and Related Work
- 2.1 Measuring Attention
- 2.2 Speech Feature Extraction and Speaker Segmentation
- 3 Establishing Speech Signal Analysis as a Measure
- 3.1 Apparatus, Participants and Experimental Procedure
- 3.2 Methods Used for Speech Signal Analysis
- 4 Comparison to Traditional Measures
- 4.1 Results of the Traditional Measures
- 4.2 Results Based on Speech Signal Analysis
- 5 Discussion, Limitations and Outlook
- 5.1 Discussion
- 5.2 Limitations and Future Work
- 6 Summary
- References
- Explainable AI
- Effects of Interactivity and Presentation on Review-Based Explanations for Recommendations
- 1 Introduction
- 2 Related Work
- 3 Scheme for Explanations as Interactive Argumentation in Review-Based RS
- 4 User Study
- 4.1 Questionnaires
- 4.2 Participants
- 4.3 Procedure
- 4.4 Dataset and Implemented System
- 4.5 Data Analysis
- 5 Results
- 5.1 Evaluation and User Characteristics Scores
- 5.2 Overall System Perception
- 5.3 Perception of Explanations
- 5.4 Use of Interaction Options
- 6 Discussion
- 7 Conclusions and Future Work
- References
- Human-XAI Interaction: A Review and Design Principles for Explanation User Interfaces
- 1 Introduction
- 2 Background and Related Work
- 2.1 Interaction in Surveys of Explainable AI
- 2.2 The XAI Pipeline and Explanation User Interfaces
- 3 Methodology
- 4 Concepts of Interaction in XAI
- 4.1 Interaction as (Information) Transmission
- 4.2 Interaction as Dialogue
- 4.3 Interaction as Control
- 4.4 Interaction as Experience
- 4.5 Interaction as Optimal Behavior
- 4.6 Interaction as Tool Use
- 4.7 Interaction as Embodied Action
- 5 Design Principles for Interactive XUI
- 5.1 Complementary Naturalness
- 5.2 Responsiveness Through Progressive Disclosure
- 5.3 Flexibility Through Multiple Ways to Explain
- 5.4 Sensitivity to the Mind and Context
- 6 Limitations and Outlook
- 7 Summary
- References
- Making SHAP Rap: Bridging Local and Global Insights Through Interaction and Narratives
- 1 Introduction
- 2 Related Work
- 3 SHAPRap
- 3.1 Scenario, ML Model, and XAI Method
- 3.2 Explanation Interface
- 4 Formative Evaluation
- 5 Summary
- References
- Quantifying the Demand for Explainability
- 1 Introduction
- 2 Related Work
- 3 Survey
- 3.1 Demand for Explainability Scale
- 3.2 Explainability of Different Types of Applications
- 4 Results
- 5 Discussion
- 6 Conclusion
- References
- Trust Indicators and Explainable AI: A Study on User Perceptions
- 1 Introduction
- 2 Background and Related Work
- 2.1 Trust Indicators
- 2.2 Aggregation Algorithm Transparency
- 2.3 The Present Study
- 3 Method
- 3.1 Participants
- 3.2 Experimental Design
- 3.3 Measures
- 3.4 Procedure
- 3.5 Statistical Analysis
- 4 Results
- 5 Discussion and Conclusion
- References
- Author Index
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.