
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 I
- Keynote Speeches
- Human-Centered AI: A New Synthesis
- 1 Introduction: A New Synthesis
- References
- Multisensory Experiences: Where the Senses Meet Technology
- 1 Introduction
- 2 Defining Multisensory Experiences
- 3 Designing Multisensory Experiences
- 4 Responsible Innovation Around the Senses and Technology
- References
- Nicolas Cage is the Center of the Cybersecurity Universe
- 1 Introduction
- 1.1 ``Kevin Bacon Is the Center of the Entertainment Universe''
- 1.2 Is Nicolas Cage the Center of the Cybersecurity Universe?
- 2 Cybersecurity Show and Tell
- 3 Nicolas Cage and Cybersecurity
- 4 Conclusions
- References
- Future Digital Challenges: Social-Emotional Skills as Critical Enablers for Good Technical Design Work
- 1 Introduction
- 1.1 Motivating the Importance of Social-Emotional-Ethical Skills for Design
- 2 Taking Social-Emotional-Ethical Skills Seriously - Challenges
- 3 The Call
- References
- POISE: A Framework for Designing Perfect Interactive Systems with and for Imperfect People
- 1 Introduction
- 2 Specificities of Interactive Systems and Their Users
- 2.1 The H-MIODMIT Generic Architecture
- 2.2 Incorporating Operators' Work
- 3 Taxonomies of Faults
- 3.1 Faults Altering the System
- 3.2 Faults Altering the Human
- 4 The Quest for Perfect Software
- 4.1 Expected Properties of Interactive Software
- 4.2 Processes Supporting the Presence of Expected Properties
- 5 Techniques and Approaches for Addressing Faults
- 5.1 Techniques for Addressing Human Faults
- 5.2 Techniques for Addressing Interactive System Faults
- 6 Conclusion and Perspectives
- References
- Affective Computing
- A Field Dependence-Independence Perspective on Eye Gaze Behavior within Affective Activities
- 1 Introduction
- 2 Background Theory
- 3 Method of Study
- 3.1 Research Questions
- 3.2 Apparatus
- 3.3 Sampling and Procedure
- 3.4 Image Set
- 3.5 Data Metrics
- 4 Analysis of Main Effects
- 4.1 Visual Exploration Time Differences Between FD vs. FI Users for Images that Trigger Different Emotional Valence (RQ1)
- 4.2 Eye Gaze Behavior Differences Between FD vs. FI Users for Images that Trigger Different Emotional Valence (RQ2)
- 5 Conclusion
- References
- A Systematic Review of Thermal and Cognitive Stress Indicators: Implications for Use Scenarios on Sensor-Based Stress Detection
- 1 Introduction
- 2 Methodology
- 3 Results
- 3.1 Results of Thermal Stressors Effects on Physiological Responses
- 3.2 Results of Combined Thermal and Cognitive Stressors Effects on Physiological Responses
- 4 Discussion
- 4.1 Thermal Stressors Effects on Physiological Responses
- 4.2 Combined Thermal and Cognitive Stressors Effects on Physiological Responses
- 4.3 Limitations
- 5 Implications of the Review Results: Three Use Scenarios
- 5.1 Work Context
- 5.2 Education Context
- 5.3 Health Context
- 5.4 Future Work: Realization of the Use Scenarios
- 6 Conclusion
- References
- Emotion Elicitation Techniques in Virtual Reality
- 1 Introduction
- 2 Background
- 2.1 Emotions and Emotion Elicitation Methods
- 2.2 Utilizing VR as a Research Platform
- 2.3 Emotion Elicitation in VR
- 2.4 Summary and Research Approach
- 3 User Study
- 3.1 Participants
- 3.2 Study Design
- 3.3 Apparatus
- 3.4 Study Procedure
- 4 Results
- 4.1 Correlations Between Emotions and Personality, Age, Gender, and VR Experience
- 4.2 Emotions Between the Real World and the Virtual World
- 4.3 Emotion Elicitation Methods
- 4.4 Lasting Effects of Emotions
- 4.5 Participants' Perspective
- 5 Discussion
- 5.1 Elicitation Methods in VR
- 5.2 Elicited Emotions
- 5.3 The Lasting Effects of the Elicited Emotions
- 5.4 Lessons Learned
- 5.5 Limitations and Future Work
- 6 Conclusion
- References
- Expanding Affective Computing Paradigms Through Animistic Design Principles
- 1 Introduction
- 2 Related Work
- 3 Method
- 3.1 Participants
- 3.2 Procedure
- 4 Results
- 4.1 Interview Results
- 4.2 Prototyping Results
- 4.3 Focus Group Results
- 5 Discussion
- 6 Conclusion
- References
- Assistive Technology for Cognition and Neurodevelopmental Disorders
- AI-Based Clinical Decision Support Tool on Mobile Devices for Neurodegenerative Diseases
- 1 Introduction
- 2 Related Work
- 2.1 Dementia
- 2.2 Assessment of Cognitive Functioning
- 3 Acquisition Protocol
- 4 Implemented Tasks
- 4.1 Preliminary Tests
- 4.2 Attention Matrix
- 4.3 Dots Connect
- 4.4 Geometrical Figure Copying Task
- 4.5 Copy and Trace of Archimedes' Spiral
- 4.6 "l" and "e" Sequence
- 4.7 Repeat the Indicated Word Aloud
- 4.8 Description of the Content of an Image
- 5 Usability Tests
- 6 Conclusion and Future Remarks
- References
- COBO: A Card-Based Toolkit for Co-Designing Smart Outdoor Experiences with People with Intellectual Disability
- 1 Introduction
- 2 Rationale and Background
- 2.1 Tangible User Interfaces for People with ID
- 2.2 Co-design Toolkits
- 2.3 SNaP
- 3 Design Process
- 3.1 Workshop 1: Familiarization with the Game
- 3.2 Online Survey with Special-Education Professionals
- 3.3 Interview with Special-Education Professionals
- 3.4 Workshop 2: Gaining Feedback on the Extensions
- 3.5 Outcomes
- 4 COBO
- 5 Remote Exploratory Study
- 6 Discussion
- 6.1 Limitations
- 7 Conclusions and Future Work
- References
- Digital Producers with Cognitive Disabilities
- 1 Introduction
- 2 Background
- 2.1 Cognitive Disabilities
- 2.2 Cognitive Disability and Digital Technology-A Call for Participatory Support Strategies
- 3 Participatory Video Tutorials
- 3.1 Ethical and Methodological Study Design
- 3.2 Participatory Video Tutorial Production Sessions
- 4 Results
- 4.1 Setting the Stage for Professional Production
- 4.2 Embracing Multiple Production Strategies
- 4.3 Sharing Digital Production
- 5 Discussion
- 5.1 Principles for Participatory Video Tutorials
- 5.2 Challenges for Participatory Video Tutorials as Support Strategies
- 6 Conclusions
- References
- Dot-to-Dot: Pre-reading Assessment of Literacy Risk via a Visual-Motor Mechanism on Touchscreen Devices
- 1 Introduction
- 2 Related Work
- 2.1 Possible Causes for Reading Difficulties
- 2.2 Early Identification of Dyslexia
- 2.3 Dyslexia Screening Tools for Pre-schoolers
- 2.4 Digital Tools for Cognitive Assessments
- 3 The Design of Dot-to-Dot Task
- 4 User Study
- 4.1 Participants
- 4.2 Apparatus
- 4.3 Input Conditions
- 4.4 Procedure
- 4.5 Data and Analysis
- 4.6 Findings
- 5 Discussion
- 5.1 Relevance to Literacy-Related Factors
- 5.2 Feasibility as a Pre-reading Assessment Mechanism
- 5.3 Limitations and Future Work
- 6 Conclusion
- References
- Exploring the Acceptability of Graphical Passwords for People with Dyslexia
- 1 Introduction
- 2 Background
- 2.1 Computer Users with Dyslexia
- 2.2 User Authentication and Graphical Passwords
- 2.3 Design
- 2.4 Materials
- 2.5 Procedure
- 2.6 Data Analysis
- 3 Results
- 3.1 Poor Password Management Behaviours
- 3.2 System Familiarity
- 3.3 Patterns
- 3.4 Effort
- 4 Discussion
- 4.1 Pattern-Based Code Composition
- 4.2 Conclusion
- References
- IntraVox: A Personalized Human Voice to Support Users with Complex Needs in Smart Homes
- 1 Introduction
- 2 Background
- 3 Development Process
- 3.1 Requirements Gatherings
- 3.2 System Explorations
- 3.3 Prototype Interviews
- 4 IntraVox
- 4.1 Proof-of-Concept
- 4.2 First Validation Workshop
- 4.3 Second Validation Workshop
- 4.4 Integrated System
- 4.5 Online Evaluation Workshops
- 5 Discussion
- 6 Limitations and Future Work
- 7 Conclusion
- References
- LIFT: An eLearning Introduction to Web Search for Young Adults with Intellectual Disability in Sri Lanka
- 1 Introduction
- 2 Background and Related Work
- 2.1 Intellectual Disability Definition and the Context of Sri Lanka
- 2.2 ELearning for People with Intellectual Disability
- 3 Methodology
- 3.1 The eLearning Tool - LIFT
- 3.2 Participants and Their Context
- 3.3 Procedure
- 3.4 Data Collection
- 4 Findings
- 4.1 Effectiveness
- 4.2 Engagement
- 4.3 Satisfaction
- 5 Discussion
- 5.1 ICT for Learning ICT
- 5.2 Training Supporters
- 5.3 The Benefit of the Accessible eLearning Tool Integrating Mental Models
- 6 Limitations and Implications for Future Research
- 7 Conclusion and Recommendations
- References
- Social Robots in Learning Experiences of Adults with Intellectual Disability: An Exploratory Study
- 1 Introduction
- 2 Related Work
- 2.1 Human Robot Interaction
- 2.2 Social Robots and Education
- 2.3 Social Robots and Intellectual Disability
- 2.4 Social Robots and Support Workers or Caregivers
- 2.5 Social Robots - Embodiment and Anthropomorphism
- 3 Methodology
- 3.1 Overview
- 3.2 Apparatus
- 3.3 Participants
- 3.4 Applications
- 3.5 Qualitative Data
- 4 Findings
- 4.1 Overview of Findings
- 4.2 Researcher Observations of Participants with Intellectual Disability
- 4.3 Support Worker Perspectives
- 4.4 Application Structure and Design
- 5 Discussion
- 5.1 Social Nature of the Robot and Physical Presence
- 5.2 Applicability to Support Centers Context
- 5.3 Avenues for Future Research
- 6 Conclusion
- References
- Assistive Technology for Mobility and Rehabilitation
- Co-designing Tangible Break Reminders with People with Repetitive Strain Injury
- 1 Introduction
- 2 Related Work
- 2.1 Repetitive Strain Injury
- 2.2 Interruptions at Work
- 2.3 Actuating Everyday Things
- 3 Study 1: Co-designing Workplace Interactive Objects
- 3.1 Activity 1: User Interviews
- 3.2 Activity 2: Design Critique
- 3.3 Activity 3: Ideation
- 4 Findings
- 4.1 Ubiquity and Calmness
- 4.2 User Engagement
- 4.3 Shape-Change and Transformation
- 4.4 Design Qualities
- 5 Prototyping
- 5.1 Snoopy
- 5.2 ShyFrame
- 5.3 Luna
- 6 Study 2: User Reflection
- 6.1 Cross-Reflection
- 6.2 Self-reflection
- 7 Discussion
- 8 Conclusion
- References
- Exploring User Requirements for an Exoskeleton Arm Insights from a User-Centered Study with People Living with Severe Paralysis
- 1 Introduction
- 2 Methods
- 2.1 Home Interviews
- 3 Results
- 4 Discussion
- 4.1 Six Key Activities
- 4.2 Limitations and Future Research
- 5 Conclusion
- References
- Interactive Modular Tactile Maps of Rooms for Older Adults with Vision Impairments
- 1 Introduction
- 2 Related Work
- 3 Initial Design - Low-Fidelity Prototype
- 3.1 Evaluation
- 4 Basic High-Fidelity Prototype
- 4.1 Evaluation
- 5 Advanced High-Fidelity Prototype
- 6 Discussion
- 7 Conclusion and Future Work
- References
- Recommendations for the Development of a Robotic Drinking and Eating Aid - An Ethnographic Study
- 1 Introduction
- 2 Related Work
- 2.1 User Needs
- 2.2 Human-Robot Collaboration in the Field of Supporting People with Disabilities
- 3 Study
- 3.1 Participants
- 3.2 Procedure
- 3.3 Limitation of Our Study
- 4 Results and Recommendations
- 4.1 Structural Concerns
- 4.2 Social Concerns
- 4.3 Collaborative Concerns
- 5 Discussion
- 5.1 End-User Involvement in Assistive Technology
- 5.2 Potential Autonomy
- 5.3 Importance of Structural Concerns
- 5.4 In-Home Methodology
- 6 Conclusion
- References
- VR Invite: A Project-Independent Smartphone App for VR Observation and Interactivity
- 1 Introduction
- 2 Related Work
- 2.1 Collaborative Virtual Environments
- 2.2 Asymmetric Mixed Reality Collaborations
- 2.3 Bystanders in Mixed Reality
- 3 Implementation and Setup
- 4 User Study
- 4.1 Participants and Apparatus
- 4.2 Stimuli and Procedure
- 4.3 Results
- 5 Limitations
- 6 Discussion
- 7 Conclusion and Future Work
- References
- Assistive Technology for Visually Impaired
- ``Honestly I Never Really Thought About Adding a Description'': Why Highly Engaged Tweets Are Inaccessible
- 1 Introduction
- 2 Related Work
- 2.1 Visually Impaired Users and Twitter
- 2.2 Methods to Generate Alternative Text
- 2.3 UI/UX Design Awareness on Social Media
- 3 Twitter Engagement Experiment and Dataset
- 3.1 Data Collection
- 3.2 Findings
- 3.3 Contributions and Availability
- 4 UX Accessibility Design Experiment
- 4.1 Motivation and Research Questions
- 4.2 Recruitment and Respondents
- 4.3 Experimental Procedure
- 4.4 Analysis
- 4.5 Findings
- 5 Discussion
- 5.1 Implication of TWEN
- 5.2 UX Accessibility Design Experiment Research Questions
- 5.3 Limitations and Future Work
- 6 Conclusion
- References
- `Did You See That!?' Enhancing the Experience of Sports Media Broadcast for Blind People
- 1 Introduction
- 2 Background
- 3 Pilot Studies and Initial Prototype Design
- 3.1 Issues with Pilot System Design
- 4 Final System Design
- 5 Questionnaire and User Evaluation
- 6 Results
- 7 Discussion
- 8 Limitations
- 9 Conclusion
- References
- An Enriched Emoji Picker to Improve Accessibility in Mobile Communications
- 1 Introduction
- 1.1 Adding Empathy to CMC: Emoticons and Emojis
- 1.2 Emojis and Accessibility for Users with Visual Impairments
- 2 Theoretical Background
- 2.1 Basic Emotions Theories and Models
- 2.2 Theories of Emotions and Auditory Perception
- 3 Designing a Novel Emoji Picker Based on "Real" Emotions
- 3.1 Arranging Emotions on the Screen
- 3.2 Associating Affective Vocal Bursts
- 4 Testing the Emoji Picker
- 5 Results
- 6 Discussion and Conclusions
- References
- Analyzing the Design of Tactile Indoor Maps
- 1 Introduction
- 2 Research on Tactile Maps
- 3 Analysing the Design of Tactile Indoor Maps
- 3.1 Methods and Materials
- 4 Results of the Design Analysis
- 5 Discussion and Outlook
- References
- Understanding Motivations and Barriers to Exercise Among People with Blindness in India
- 1 Introduction
- 2 Study Design
- 2.1 Participants
- 2.2 Methodology and Data Analysis
- 3 Findings
- 3.1 Physical and Mental Fitness
- 3.2 Family, Friends and Peer Support
- 3.3 Stigmatization by Society
- 3.4 Role of Technology
- 3.5 Importance of Educational Institutions
- 3.6 Access to City Infrastructure
- 3.7 Impact of COVID-19
- 4 Discussion and Design Implications
- 5 Conclusion
- A Codebook
- References
- Augmented Reality
- Acceptance of an AR-Based In-Store Shopping Advisor - the Impact of Psychological User Characteristics
- 1 Introduction
- 2 Related Work
- 2.1 Use and Value of AR in Retailing
- 2.2 Shopping Advisors
- 2.3 Acceptance of Augmented Reality Technology
- 3 Research Questions
- 3.1 RQ1: How Useful Do Users Consider the Possibility to Explore and Compare Products Across Physical and Online Spaces?
- 3.2 RQ2: What Is the Impact of Individual and Combined Personal Characteristics on the Acceptance of AR-based Support Functions?
- 4 Description of the Prototype
- 4.1 Access to Product Information
- 4.2 Product Comparison
- 4.3 Product Recommendation
- 5 Online Study
- 5.1 Settings of the Study
- 5.2 Method
- 5.3 General Results
- 5.4 Cluster Analysis
- 5.5 Discussion
- 6 Conclusions
- References
- Character Input in Augmented Reality: An Evaluation of Keyboard Position and Interaction Visualisation for Head-Mounted Displays
- 1 Introduction
- 2 Related Work - Text Input in AR/VR
- 2.1 Physical Keyboards and External Devices
- 2.2 Virtual Keyboards in Immersive Environments
- 2.3 Multi-modal Approaches
- 2.4 Visual Feedback in Typing Interaction
- 3 Study Design
- 3.1 Apparatus
- 3.2 Interaction
- 3.3 Conditions
- 3.4 Task
- 3.5 Participants
- 3.6 Protocol
- 3.7 Metrics
- 3.8 Statistical Analysis
- 4 Results
- 4.1 Completion Time
- 4.2 Accuracy
- 4.3 Key per Minute (KPM)
- 4.4 After-Scenario Questionnaire (ASQ)
- 4.5 Preferences
- 5 Discussion
- 5.1 Limitations
- 5.2 Future Work
- 6 Conclusion
- References
- Co-watching 360-Films in Nursing Homes
- 1 Introduction
- 2 Background
- 2.1 VR in Medical and Clinical Settings
- 2.2 VR and Related Technology for Older Adults
- 2.3 Co-watching and Co-location
- 3 Method
- 4 Results
- 4.1 General Experiences
- 4.2 Experiences and Issues Specific to the Head-Mounted Displays
- 4.3 Immersion and Togetherness While Co-watching
- 4.4 Video-Analysis of HMD Movements
- 4.5 Follow-Up with Stakeholders
- 5 Discussion
- 5.1 Reflection on Method
- 6 Implications for Design
- 7 Future Work
- 8 Conclusions
- References
- Exploring the Visual Space to Improve Depth Perception in Robot Teleoperation Using Augmented Reality: The Role of Distance and Target's Pose in Time, Success, and Certainty
- 1 Introduction
- 2 Background
- 2.1 Visual Perception of Depth
- 2.2 Designing to Improve Depth Perception in AR Environments
- 2.3 AR for Depth Perception in Robot Teleoperation
- 2.4 Certainty, Time, and Accuracy in Visual Perception
- 3 Exploration of Visual Cues for Co-located Teleoperation
- 3.1 Virtual Circle Using Cast Shadows (Circle)
- 3.2 Virtual Extensions as a Symbolic Enhancement (Extensions)
- 3.3 Mixed Reality Color Gradient Using Physical Landmarks (Colors)
- 3.4 Interaction Design for Teleoperation
- 4 Study
- 4.1 Hypotheses
- 4.2 Participants
- 4.3 Study Design
- 4.4 Task
- 4.5 Procedure
- 4.6 Apparatus and Communication
- 5 Results
- 5.1 Objective Measures
- 5.2 Subjective Measures
- 6 Discussion
- 7 Limitations
- 8 Conclusions
- References
- Looking for Info: Evaluation of Gaze Based Information Retrieval in Augmented Reality
- 1 Introduction
- 2 Background and Related Work
- 2.1 Gaze Interaction
- 2.2 Adaptive AR
- 3 Looking for Info: Gaze Adaptive AR
- 4 User Study: AR vs World Focus
- 4.1 Experimental Design
- 4.2 Experimental Setup
- 4.3 Procedure
- 4.4 Participants
- 4.5 Results
- 4.6 Discussion
- 5 Field Study: Museum Application
- 5.1 Experimental Setup
- 5.2 Procedure and Metrics
- 5.3 Results
- 5.4 Discussion
- 6 Overall Discussion
- 7 Design Recommendations
- 8 Future Work
- 9 Conclusion
- References
- On the Use of Handheld Augmented Reality for Inventory Tasks: A Study with Magazine Retailers
- 1 Introduction
- 2 Background
- 2.1 Augmented Reality in Logistics
- 2.2 Designing for Handheld Augmented Reality
- 3 Prototype
- 3.1 Field Research
- 3.2 Design
- 3.3 AR Scan Feature
- 3.4 AR Find Feature
- 3.5 Design Variations
- 3.6 Implementation
- 4 User Study
- 4.1 Task
- 4.2 Experiment Design
- 4.3 Test Environment
- 4.4 Dependent Variables and Procedure
- 5 Results
- 5.1 Duration
- 5.2 Errors
- 5.3 Questionnaires
- 5.4 Key Observations
- 6 Discussion
- 6.1 Recommendations
- 7 Conclusion
- References
- Placement of Teleported Co-users in AR
- 1 Introduction
- 2 Related Work
- 2.1 AR Telepresence Systems
- 2.2 Presentation and Arrangement of Content in AR Glasses
- 2.3 Co-user Visualization in AR
- 2.4 Summary
- 3 Method
- 3.1 Design
- 3.2 Measurements
- 3.3 Participants
- 3.4 Apparatus
- 3.5 Procedure and Task
- 4 Results
- 4.1 Quantitative Results
- 4.2 Qualitative Results
- 5 Discussion
- 5.1 Point of Reference
- 5.2 Placement
- 5.3 Scenario
- 5.4 Design Recommendations
- 6 Conclusion
- References
- Projection Grid Cues: An Efficient Way to Perceive the Depths of Underground Objects in Augmented Reality
- 1 Introduction
- 2 Motivation
- 3 Related Work
- 3.1 Occlusion Management
- 3.2 Depth Perception
- 4 Concepts
- 5 Implementation
- 6 Experiments
- 6.1 Procedure, Apparatus, Tasks
- 6.2 Participants
- 6.3 Measures and Surveys
- 7 Results
- 7.1 ``Absolute'' Experiment
- 7.2 ``Relative'' Experiment
- 8 Discussion
- 8.1 ``Absolute'' Experiment
- 8.2 ``Relative'' Experiment
- 9 Conclusion and Perspectives
- 10 Health Crisis
- References
- Simplifying Robot Programming Using Augmented Reality and End-User Development
- 1 Introduction
- 2 Related Work
- 2.1 Robot Programming by Demonstration
- 2.2 Augmented Reality-Assisted Robot Programming
- 3 Conceptual Solution
- 3.1 Robot Simulator
- 3.2 Head-Mounted AR Device
- 3.3 Non-AR Device
- 3.4 Execution Logic and Interplay Between Components
- 4 Implementation
- 5 Evaluation
- 5.1 Setup and Execution of Expert Interviews
- 5.2 Evaluation Results
- 6 Conclusion and Outlook
- References
- Computer Supported Cooperative Work
- ``WhatsApp in Politics?!'': Collaborative Tools Shifting Boundaries
- 1 Introduction
- 1.1 Background and Context
- 2 Related Work
- 2.1 Participatory Constitution Writing
- 2.2 Communicative Aspects of Technologies
- 2.3 Technological Support for Co-writing Activities
- 3 Research Questions and Methods
- 3.1 Interview Study
- 4 Analysis and Results
- 4.1 Informal and Formal
- 4.2 Novice and Expert
- 4.3 Private and Public
- 4.4 Advertence and Multiplicity
- 4.5 Instruments and Environments
- 5 Discussion
- 5.1 Adapting Collaborative Tools for Political Practices
- 5.2 Shifting Boundaries of Political Landscape: HCI's Space for Intervention
- 6 Concluding Remarks
- References
- Designing Cyber-Physical Production Systems for Industrial Set-Up: A Practice-Centred Approach
- 1 Introduction
- 2 Related Work
- 2.1 Cyber-Physical Production Systems and Their Potential for Supporting Industrial Set-Up
- 2.2 The Social Nature of Knowledge and Its Relevance in Industrial Contexts
- 3 Methodology
- 4 Uncovering User Needs Concerning Industrial Set-Up Processes
- 4.1 A Workflow-Like Process
- 4.2 Static and Yet Dynamic
- 4.3 Highly Dependent on Knowledge
- 4.4 Interaction Challenges in Industrial Contexts
- 5 Designing CPPS to Support Industrial Set-Up
- 5.1 Use Sensors to Collect Real Set-Up Process Data for Subsequent Use
- 5.2 Provide Virtual Process Data to Support Decisions in Situations Where Real Process Data is not Available
- 5.3 Supporting Human-Centred Aggregation of Data
- 5.4 Support Knowledge and Expertise Sharing (KES)
- 5.5 Support Knowledge and Data Configuration
- 5.6 Provide Feasible Interaction Mechanisms for the Manufacturing Context
- 6 Conclusion
- References
- Me-to-We Design: How Can a Makerspace Nurture the Building of a Collaborative Community?
- 1 Introduction
- 2 Makerspace Communities
- 3 Me-to-We Design
- 4 Method
- 5 Results
- 6 Concluding Discussion
- References
- Study Marbles: A Wearable Light for Online Collaborative Learning in Video Meetings
- 1 Introduction
- 2 Related Work
- 3 Study Marbles
- 3.1 Concept Ideas
- 3.2 Design Process
- 3.3 Prototype
- 4 Findings
- 5 Discussion
- 6 Conclusion
- References
- Supporting Interaction in a Virtual Chorus: Results from a Focus Group
- 1 Introduction
- 2 Background
- 3 The Focus Group
- 3.1 Defining Research Question
- 3.2 Selecting Participants
- 3.3 Planning and Conducting the Focus Group Session
- 4 Results
- 4.1 Virtual Chorus Experience
- 4.2 Participation
- 4.3 RQ1: Which Are the Virtual Chorus Interaction Modalities Adopted During the Pandemic Period?
- 4.4 RQ2: How Technology May Improve the Interaction Experience of the Virtual Chorus?
- 5 Final Remark
- References
- Author Index
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