
Human-Computer Interaction
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The four-volume set LNCS 14011, 14012, 14013, and 14014 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 25th International Conference on Human-Computer Interaction, HCII 2023, which took place in Copenhagen, Denmark, in July 2023.
A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions.
The papers included in the HCI 2023 volume set were organized in topical sections as follows:
Part I: Design and evaluation methods, techniques and tools; interaction methods and techniques;
Part II: Children computer interaction; emotions in HCI; and understanding the user experience;
Part III: Human robot interaction; chatbots and voice-based interaction; interacting in the metaverse;
Part IV: Supporting health, quality of life and everyday activities; HCI for learning, culture, creativity and societal impact.
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Content
- Intro
- Foreword
- HCI International 2023 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- Human-Computer Interaction Thematic Area (HCI 2023)
- HCI International 2024 Conference
- Contents - Part I
- Design and Evaluation Methods, Techniques and Tools
- Co-creating User Journey Map - A Systematic Approach to Exploring Users' Day-to-Day Experience in Participatory Design Workshops
- 1 Introduction
- 2 Study Design
- 2.1 Workshop Participants and Locations
- 3 PD Workshop
- 3.1 Workshop 1: Learning NLP Technology
- 3.2 Workshop 2: Contextual Interview
- 3.3 Workshop 3: Creating the Journey Map
- 3.4 Workshop 4: Identifying Problems & Ideation
- 4 Findings
- 4.1 User Journey Map Generates Reflections
- 4.2 What They Also Learned from User Journey Map
- 4.3 Learning from Other Participants
- 4.4 Inspiration Brought by Brainwriting
- 5 Discussion
- 5.1 User Journey Map Enhanced Mutual Learning
- 5.2 Contradictory Reactions to the use of LEGO®
- 6 Conclusion
- References
- Integrate Gamification into Questionnaire Design
- 1 Introduction
- 1.1 Background and Motivation
- 1.2 Purpose
- 2 Methods
- 2.1 Preparation Phase
- 2.2 Investigation Phase
- 2.3 Analysis Phase
- 3 Results
- 3.1 Gamification Questionnaire and the Results of IPIP 50
- 3.2 Gamification Questionnaire and Intrinsic Motivation
- 4 Discussion
- 5 Conclusion
- References
- Exploring the Tensions of Self-tracking Wearable Technologies Through Design
- 1 Introduction
- 2 Self-tracking Practices Mediated by Wearable Technologies
- 3 Self-tracking Research: Towards Data Analysis, Usability, and Utility
- 4 Widening the View: Scholarly Debate and Tensions of the Phenomenon
- 4.1 Allusion to Objectivity and Non-neutrality of Data
- 4.2 Data Reductionism and Complexity of Lived Phenomena
- 4.3 Trust in Data and Reliance on Subjective Experience
- 4.4 Performance and Wellbeing
- 4.5 Surveillance and Self-surveillance
- 5 Addressing the Tensions Through Design: Alternative Design Approaches to Solutionism
- 6 Conclusions
- References
- User Clustering Visualization and Its Impact on Motion-Based Interaction Design
- 1 Introduction
- 2 Background
- 2.1 Movement Feature Extraction
- 2.2 Movement and Feature Visualization
- 3 Prototype Implementation
- 3.1 Pose Estimation and Tracking in 3D Space
- 3.2 Feature Extraction System
- 3.3 Visualization Engine
- 4 Proposal Assessment
- 4.1 Participants
- 4.2 Interview Method
- 4.3 Analysis
- 5 Results
- 5.1 Understanding User Behavior
- 5.2 Refining Design Practice
- 5.3 Impact on the Full Design-Production Cycle
- 6 Discussion
- 7 Conclusion and Future Work
- References
- eGLU-Box Mobile: A Smartphone App for Usability Testing by Italian Public Administration Webmasters
- 1 Introduction
- 1.1 eGLU-box: From Its Inception to Today
- 2 Methods
- 2.1 Design
- 2.2 Material
- 2.3 Participants
- 2.4 Procedure
- 2.5 Data Analysis
- 3 Results
- 3.1 Participants' Performance
- 3.2 PCTA Interview
- 3.3 Usability Questionnaire
- 3.4 Eye Movement Analysis
- 4 Discussion and Conclusion
- References
- MobE - A New Approach to Mobile Ethnography
- 1 Mobile Ethnography
- 2 MobE - An Application for Ethnographic Research
- 3 Evaluation Methods and Test Procedure
- 3.1 Study 1: Mobile Ethnographic Study
- 3.2 Study 2: Contextual Interview
- 3.3 Results
- 4 Discussion
- 4.1 Gamification
- 4.2 Context
- 4.3 Comparison of Contextual Interview and Mobile Ethnography
- 4.4 Recommendation for Further Research in Mobile Ethnography
- 5 Summary
- References
- A Comparative Analysis of Institutional Ethical Codes of Conduct for the Practice of Design
- 1 Introduction
- 2 Why Ethics Matters
- 3 Methodology
- 3.1 Methodological Approach
- 3.2 Data Collection and Analysis
- 4 Results
- 5 Discussion
- 6 Conclusion and Future Work
- References
- Situation-Aware Adaptations for Individualized User Experience and Task Management Optimization
- 1 Introduction and Related Work
- 2 Adaptation Types in SitAdapt
- 3 The Different SitAdapt Adaptations
- 3.1 Changes in Design and Layout
- 3.2 Changes in Content
- 3.3 Changes of Media and Interaction Object Types
- 3.4 Technical Realization of the Adaptation Process
- 4 Task-Management Optimization and Adaptation Control
- 5 Conclusion and Future Work
- References
- Barrier-Free Design Leaf Vein Model for People with Disabilities
- 1 Introduction
- 1.1 Research Background
- 1.2 Research Status
- 1.3 Research Objective
- 2 Research Method
- 2.1 Barrier-Free Design Questionnaire for Professional Designers
- 2.2 Virtual User Models and Virtual Scenarios
- 3 Research Results
- 3.1 Questionnaire Results
- 3.2 Virtual User Model and Virtual Scenario Experiment Results
- 4 Barrier-Free Design Leaf Vein Model
- 4.1 Functionality Element
- 4.2 Applicability and Balance Element
- 4.3 Human-Computer Interaction Ergonomics Element
- 4.4 Emotionalization Element
- 4.5 Attribution and Circular Unity Elements
- 5 Research Cases
- 5.1 Tableware Series Barrier-Free Designed for Diabetic Patients
- 5.2 Designing for Special Groups - Accessible Urban Public Service System
- 6 Conclusion
- References
- Research on the Design of Online Participatory Design Workshop Platform Under Metaphor Design
- 1 Introduction
- 2 Related Work
- 2.1 Card-Based Design Tools in Participatory Design Workshop
- 2.2 Metaphor Design in Human-Computer Interface
- 3 Design
- 3.1 Concept Metaphor Design
- 3.2 Function Metaphor Design
- 3.3 Behavior Metaphor Design
- 4 Usability Test
- 4.1 Participants
- 4.2 Results
- 5 Discussion
- 5.1 Promoting Communication
- 5.2 Inspiring Creativity
- 5.3 Increasing Engagement
- 6 Conclusion
- References
- Research on Elements of Physical Interaction Design and the Information Channel
- 1 Introduction
- 1.1 Research Background
- 1.2 Problem Statement
- 2 Related Work on Physical Interaction
- 3 Concept Definition
- 3.1 Physical
- 3.2 Interaction
- 3.3 Physical Interaction
- 3.4 Physical Interaction Design
- 4 Research Methods and Research Design
- 4.1 Research Methods and Tools
- 4.2 Research Design
- 5 Procedures and Results
- 5.1 Preparation
- 5.2 Data Collection and Analysis
- 6 Discussion and Conclusion
- 7 Future Work
- References
- Work Characteristics as Determinants of Remote Working Acceptance: Integrating UTAUT and JD-R Models
- 1 Introduction
- 1.1 The Present Study
- 2 Materials and Methods
- 2.1 Measures
- 2.2 Data Analysis
- 3 Results
- 3.1 Model Results
- 4 Discussion
- 4.1 Practical and Theoretical Implications
- 4.2 Limitation and Future Direction
- 5 Conclusion
- References
- User-Device-Interaction Model: A Multimodal Interaction ?valuation System Based on Analytic Hierarchy Process
- 1 Introduction
- 1.1 Emerging Interaction Modalities
- 1.2 Multimodal Interaction Evaluation
- 2 Evaluation Indicator
- 2.1 Evaluation Elements
- 2.2 Interpretative Structural Modeling
- 3 AHP-Based Interaction Evaluation Model
- 3.1 Indicator Weights
- 3.2 Weight Vector
- 3.3 Consistency Testing
- 4 Empirical Analysis
- 4.1 Experiment Design
- 4.2 Experiment Results
- 4.3 Scale Data Reliability Testing
- 4.4 Model Validity Testing
- 5 Conclusion
- References
- Using Virtual Reality to Overcome Legacy Bias in Remote Gesture Elicitation Studies
- 1 Introduction
- 2 Related Work
- 2.1 Legacy Bias in Gesture Elicitation
- 2.2 Legacy Bias Reduction Designs
- 3 VR Application Design
- 3.1 Design Approach
- 3.2 Apparatus, Materials, and Setup
- 3.3 VR Training
- 3.4 VR GES with `Production'
- 3.5 VR GES with `Priming'
- 3.6 VR GES with `Partnering'
- 3.7 Control Group Design
- 4 Evaluating VR Design with Legacy Bias Reduction
- 4.1 Participants
- 4.2 Procedure
- 4.3 Measures
- 4.4 Gesture Binning
- 4.5 Legacy Bias Classification
- 5 Study Results
- 5.1 Legacy Bias Reduction Design Analysis
- 5.2 Qualitative Analysis
- 5.3 Legacy Bias Reduction Effect Analysis
- 6 Discussion
- 6.1 Limitation and Future Work
- 7 Conclusion
- References
- Design Guidelines Towards 4.0 HMIs: How to Translate Physical Buttons in Digital Buttons
- 1 Introduction and Research Context
- 2 Case Study
- 2.1 Case Study Description
- 2.2 Methods and Design Flow
- 3 Discussion and Design Guidelines
- 3.1 Design Guidelines for the Translation of Physical Buttons in Digital Buttons
- 4 Conclusions
- References
- Meta-analysis Qualifying and Quantifying the Benefits of Automation Transparency to Enhance Models of Human Performance
- 1 Introduction
- 1.1 Background
- 1.2 Existing HAI HPM Framework and Algorithm
- 1.3 An Influence Model of Human-Automation Team (HAT) Performance
- 2 Focus on Automation Transparency
- 3 Method
- 4 Results
- 5 Discussion
- 5.1 Review and Interpretation of the Effects
- 5.2 Implications for the HAI Model
- References
- A Review of Human-Computer Interface Evaluation Research Based on Evaluation Process Elements
- 1 Introduction
- 2 Human-Computer Interface Evaluation Purpose
- 2.1 Interface Usability
- 2.2 Visual Performance
- 2.3 Interface Aesthetics
- 2.4 Suitability for Special People
- 2.5 Mental Load
- 2.6 Evaluation Exploratory Research
- 3 Human-Computer Interface Evaluation Index System
- 3.1 Empirical Method
- 3.2 Mathematical Analysis Method
- 3.3 User Research Method
- 3.4 Human-Computer Interaction Analysis Method
- 3.5 HCI Visual Analysis Method
- 4 Human-Computer Interface Evaluation Index Weight
- 4.1 Subjective Weighting Method
- 4.2 Objective Weighting Method
- 4.3 Integrated Weighting Method
- 5 Human-Computer Interface Evaluation Method
- 5.1 Subjective Evaluation Method
- 5.2 Physiological Measurements Method
- 5.3 Simulation Method
- 5.4 Mathematical Model (Formula) Method
- 5.5 Grey System Theory Evaluation Method
- 5.6 Fuzzy Integrated Evaluation Method
- 5.7 TOPSIS Method
- 5.8 Portfolio Evaluation Method
- 6 Current Problems and Trends in HCI Evaluation Research
- References
- NUWA: Lifelike as a Design Strategy to Enhance Product's Hedonic Qualities
- 1 Introduction
- 2 The Lifelike Features and NUWA
- 3 Experiment Design
- 4 Results
- 4.1 Quantitative Result
- 4.2 Interview Analysis
- 5 Discussion and Conclusion
- References
- Rapid Prototyping Platform for Multi-stakeholder Involvement in the Design of User Interaction
- 1 Introduction
- 2 Prototyping Methods
- 3 Prototyping Platform
- 4 Case Study: Prototyping an IoT Shopfloor
- 5 Conclusion
- References
- A Basic Study to Prevent Non-earnest Responses in Web Surveys by Arranging the Order of Open-Ended Questions
- 1 Introduction
- 2 Related Work
- 3 Experiments
- 3.1 Outline of the Experiment
- 3.2 Experimental Procedure
- 3.3 Results
- 4 Additional Experiments Focused on Desertion Rate and Location
- 4.1 Outline of the Experiment
- 4.2 Experimental Procedure
- 4.3 Results
- 5 Discussion
- 5.1 Comparing Two Groups Based on Several Features
- 5.2 Comparison by Survey Start Time
- 6 Conclusion
- References
- Measurements of Complexity in Vehicle Dashboards: Revision and Validation of the Perceived Visual Complexity Scale
- 1 Introduction
- 2 Methodology
- 3 Result
- 3.1 Internal Reliability
- 3.2 Validity
- 3.3 Correlation Analysis Between Variables
- 4 Discussion
- References
- Research on Design Method for Online Panoramic Tourist Website Based on AHP-QFD
- 1 Introduction
- 2 Design Status of Online Panoramic Travel Website
- 2.1 Introduction of Online Panoramic Travel Website
- 2.2 Current Status of the Advantages of Online Panoramic Travel Websites
- 2.3 Current Status of the Disadvantages of Online Panoramic Travel Websites
- 2.4 Design Status Summary of Online Panoramic Travel Website
- 3 Analysis of User Needs
- 4 Online Panoramic Tourism Website Design Process Based on AHP and QFD
- 4.1 AHP-Based User Requirement Weighting Analysis
- 4.2 AHP-Based User Requirement Weighting Analysis Process
- 4.3 AHP-Based Online Panoramic Travel Website User Demand Weighting Analysis
- 4.4 QFD-Based User Requirements Transformation
- 4.5 QFD-Based Design Requirements Approach
- 4.6 QFD-Based Online Panoramic Travel Website User Demand Transformation
- 5 Design and Evaluation of Online Panoramic Travel Platform
- 6 Conclusion
- References
- Incorporating Design Thinking Approach to the Mutual Learning Process: A Case Study of Participatory Design with Senior Daycare Workers
- 1 Introduction
- 2 Background
- 2.1 Genuine Participation Through Mutual Learning in Participatory Design
- 2.2 A Current Practice of Design Thinking
- 2.3 Design Thinking Methods and Tools in Participatory Design
- 3 The Workshop Design
- 3.1 Recruitment
- 3.2 Workshop Format and Schedule
- 3.3 Data Collection and Analysis
- 4 Findings
- 4.1 The Operation of Design Tools
- 4.2 Mutual Learning Between Daycare Workers and Engineers
- 4.3 The Feeling of Participation
- 5 Discussion
- 5.1 Designer as a Facilitator
- 5.2 The Effects of Mutual Learning
- 5.3 Using the DT Tools as a Co-design Method
- 5.4 Limitation and Further Works
- 6 Conclusion
- References
- Interaction Methods and Techniques
- Eye Tracking Auto-Correction Using Domain Information
- 1 Introduction
- 2 Experimental
- 2.1 Webcam Eye Tracking (wcET)
- 2.2 Participants
- 2.3 Initial Calibration/Validation (wcET)
- 2.4 Reference Eye Tracker, Computer, and Screen
- 2.5 Experiment
- 3 Proposed Method
- 4 Evaluation
- 4.1 Visual Tasks
- 4.2 Results
- 5 Discussion and Future Work
- 6 Related Work
- 6.1 Systematic Offset Correction
- 6.2 WcET
- References
- Incorporating Eye Tracking into an EEG-Based Brainwave Visualization System
- 1 Introduction
- 2 Materials and Methods
- 3 Definition of Objectives and Development of the Artifact
- 4 Test Description
- 5 Analysis of Test Results and Lessons Learned
- 6 Conclusion
- References
- Research on Brain-Computer Interfaces in the Entertainment Field
- 1 Introduction
- 2 Methods
- 3 Results Analysis and Discussion
- 4 Conclusion
- References
- Arrow2edit: A Technique for Editing Text on Smartphones
- 1 Introduction
- 2 Related Work
- 3 Arrow2edit
- 4 First User Study
- 4.1 Methods
- 4.2 Results
- 4.3 Discussion
- 5 Second User Study
- 5.1 Methods
- 5.2 Results
- 5.3 Discussion
- 6 Conclusions and Further Works
- References
- A Comparison of Finger, Stylus and Mouse in Trajectory Tracing Task Execution on Touchscreen Mobile Devices
- 1 Background
- 2 Method
- 2.1 Tasks
- 2.2 Participants
- 2.3 Design and Apparatus
- 2.4 Procedure
- 3 Results and Discussion
- 3.1 Tracing Time
- 3.2 Tracing Error
- 3.3 Interaction Workload
- 3.4 Predictive Models
- 4 Conclusion
- References
- On the Benefit of Independent Control of Head and Eye Movements of a Social Robot for Multiparty Human-Robot Interaction
- 1 Background
- 2 Collection of Naturalistic HRI
- 2.1 Data Collection
- 2.2 Data Annotation
- 3 Analysis of the Human Pilot's Eyes-Head Coordination
- 4 Subjective Evaluation
- 4.1 Policies and Hypotheses
- 4.2 HEMVIP Evaluation
- 4.3 Clips' Selection
- 4.4 Participants
- 5 Results
- 6 Discussion
- 7 Conclusions and Perspectives
- References
- Sticky Cursor: A Technique for Facilitating Moving Target Selection
- 1 Introduction
- 2 Related Work
- 2.1 Selection of Static Targets
- 2.2 Selection of Moving Targets
- 2.3 Modification of Control-Display Mapping
- 3 Proposed Method
- 3.1 Problem Formulation
- 3.2 Sticky Cursor
- 4 Evaluation
- 4.1 Participants
- 4.2 Goal and Hypothesis
- 4.3 Apparatus
- 4.4 Task in the Experiment
- 4.5 Measurement
- 4.6 Interface Design
- 4.7 Speed and Size of the Targets
- 4.8 Questionnaire
- 5 Results
- 5.1 The Number of Failure
- 5.2 The Number of Error Clicks
- 5.3 Task Completion Time
- 5.4 Questionnaire Results
- 6 Discussion
- 7 Future Directions
- 7.1 Limitations
- 7.2 Future Work
- 7.3 Applications
- 8 Conclusion
- References
- A Preliminary Study on Eye Contact Framework Toward Improving Gaze Awareness in Video Conferences
- 1 Introduction
- 1.1 Background
- 1.2 Research Motivation
- 2 Related Work
- 2.1 Role of Eye Contact in Video Conferences
- 2.2 Static Gaze Correction in Video Conferences
- 2.3 Dynamic Gaze Correction in Video Conferences
- 2.4 Purpose of This Study
- 3 System
- 3.1 Software Component for Detection of the User's Gaze
- 3.2 Hardware Component for Gaze Correction
- 4 Study
- 4.1 Procedure
- 4.2 Result and Discussion
- 5 Limitation and Future Work
- 6 Conclusion
- References
- Intentional Microgesture Recognition for Extended Human-Computer Interaction
- 1 Introduction
- 2 Related Work
- 2.1 Datasets
- 2.2 Algorithms
- 3 Microgesture Dataset
- 3.1 Data Collection
- 3.2 Data Statistics
- 3.3 Dataset Characteristics
- 4 Model Training and Evaluation
- 4.1 Random Classification
- 4.2 Landmark-Based Model
- 4.3 Computer Vision Models
- 4.4 Training Details
- 5 Results
- 5.1 Results on Gesture-wise Split
- 5.2 Results on Participant-wise Split
- 6 Discussion
- 6.1 Misclassfications
- 6.2 Key Frame Selection for Landmarks
- 7 Future Work
- 8 Conclusion
- References
- Improving Hand Gesture Recognition via Infrared Tomography of the Wrist over Multiple Wearing Sessions
- 1 Introduction
- 2 Related Work
- 3 Hardware and Software Prototyping
- 4 Study1: Proof of Concept and Multi-Session Performance
- 4.1 Participants
- 4.2 Procedure
- 4.3 Results and Discussion
- 5 Study 2: Impact of IMU-Based Sensor Fitting
- 5.1 Participants
- 5.2 Procedure
- 5.3 Results and Discussion
- 6 Conclusion
- References
- A Comprehensive Evaluation of OpenFace 2.0 Gaze Tracking
- 1 Introduction
- 2 Method
- 2.1 Recruitment and Participants
- 2.2 Apparatus
- 2.3 Experimental Design
- 2.4 Experimental Setup
- 2.5 Experimental Procedures
- 3 Data Analysis
- 3.1 Data Collection
- 3.2 Signal Preprocessing
- 3.3 Signal Denoising
- 3.4 Ground Truth Calculation
- 4 Results
- 4.1 Impact of Distance from Camera
- 4.2 Impact of Head Pose
- 4.3 Impact of Camera Position
- 4.4 Impact of Glasses
- 4.5 Impact of Gaze Speed
- 4.6 Impact of Light Position
- 4.7 Impact of Type of Lighting
- 4.8 Impact of Intensity of Lighting
- 5 Conclusion
- References
- Text Entry on Smartwatches Using Continuous Gesture Recognition and Word Dictionary
- 1 Introduction
- 2 Related Work
- 3 Prototype
- 3.1 Continuous Gesture Recognition
- 3.2 Naïve Bayes Classifier
- 3.3 Word Dictionary
- 4 Expert Evaluation
- 4.1 System Usability Evaluation
- 5 Results and Discussion
- 6 Conclusions
- References
- Analysis and Considerations of the Controllability of EMG-Based Force Input
- 1 Introduction
- 2 Related Work
- 2.1 EMG-Based Devices for User Interfaces
- 2.2 Detecting Gestures with EMG-Based Signals
- 2.3 Continuous Tracking with EMG-Based Input
- 3 Experiment
- 3.1 Apparatus
- 3.2 Hand Gestures
- 3.3 Task
- 3.4 Participants
- 3.5 Procedure
- 4 Results and Discussion
- 5 Conclusion
- References
- Research on RGB-d-Based Pilot Hand Detection in Complex Cockpit Environment
- 1 Introduction
- 2 Method
- 2.1 Data Acquisition
- 2.2 ROI Segmentation
- 2.3 Contour and Key Point Extraction
- 3 Result
- 4 Discussion
- 5 Conclusion
- References
- A Self-contained Approach to MEMS MARG Orientation Estimation for Hand Gesture Tracking in Magnetically Distorted Environments
- 1 Motivation
- 1.1 Interest in Intuitive Means of Computer Input
- 1.2 Inertial and Magnetic Tracking Approach
- 2 The GMV-D MARG Orientation Estimation Algorithm
- 2.1 Conditional Involvement of Available Information Sources
- 2.2 Information Flow in the GMV-D Algorithm
- 3 Formulation of the Trustworthiness Parameters
- 3.1 Accelerometer Correction Trustworthiness, a
- 3.2 Original Magnetometer Correction Trustworthiness, µ
- 3.3 New, Self-contained Magnetometer Correction Trustworthiness, µK
- 4 Evaluation Protocol
- 4.1 Setup
- 4.2 Manipulation Sequence and Poses
- 5 Results and Discussion
- 5.1 Results from Two Experimental Sequences
- 5.2 Discussion
- 6 Concluding Remarks
- References
- One-Handed Character Input Method Without Screen Cover for Smart Glasses that Does not Require Visual Confirmation of Fingertip Position
- 1 Introduction
- 2 Related Researches
- 3 Proposed Method
- 4 Experiments and Results for Beginners
- 4.1 Procedure of Beginner Experiment
- 4.2 Results of Beginner Experiment
- 5 Conclusion
- References
- Author Index
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