
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 II
- Children Computer Interaction
- Participatory Designs for Computational Play
- 1 Introduction
- 2 Related Work
- 2.1 From Computational Thinking to Computational Play
- 2.2 Participatory Design and Computational Play
- 2.3 Accessing the Analogue and Digital
- 3 Method
- 3.1 Material
- 3.2 Procedure
- 3.3 Data Collection
- 3.4 Ethical Considerations
- 3.5 Analytic Framework
- 4 Findings
- 4.1 Experimenting and Organizing
- 4.2 Modelling and Arranging
- 4.3 Instruction and Problem-Solving
- 5 Discussion
- 5.1 Access Points to Knowledge
- 5.2 The Role of Scaffolding
- 5.3 Developing Computational Play
- 5.4 Conclusion
- References
- Do 3-4-Year-Old Preschoolers Know that the Fictional Characters in Television Programs Are not Real?
- 1 Introduction
- 2 Methods
- 2.1 Participants
- 2.2 Materials and Procedures
- 2.3 Data Analysis
- 3 Results
- 4 Discussion
- 5 Limitations
- Appendix 1
- Appendix 2
- Appendix 3
- Appendix 4
- Appendix 5
- Appendix 6
- Appendix 7
- References
- Story-Time Machine-Low-Tech Attachment Design for Pre-school Children
- 1 Introduction
- 2 Literature Review
- 2.1 Importance of Parent-Child Interaction and Parent-Child Reading and the Impact of 3C Devices on Parent-Child Relationships
- 2.2 Bedtime Stories and Smart Toys
- 2.3 Comparison of Teaching Aids for Children
- 3 Methodology
- 3.1 Design Research Plan
- 3.2 Design Research
- 4 Results and Discussion
- 5 Contributions and Future Research
- References
- Buddie: Design Exploration for Remote Interactions to Support Kids
- 1 Introduction
- 2 Background
- 2.1 Parent-Child Communication
- 2.2 Impacts of Social Isolation on Children During the COVID Pandemic
- 2.3 Flat Stanley Project
- 2.4 Tangible Interaction for Children's Remote Communication
- 2.5 Buddie: Design Process
- 3 Prototyping
- 3.1 The App
- 3.2 The Soft Toy
- 4 Children's Experiences
- 4.1 Participants
- 4.2 Background Interviews with Participants
- 4.3 Separation Anxiety
- 4.4 Feeling Guilty
- 4.5 Communication Technology
- 4.6 Experiences with Buddie
- 4.7 Feeling Connected
- 4.8 Personalization of Buddie Project
- 4.9 Collecting Kids' Favorite Objects
- 4.10 Creation of Digital Toys
- 4.11 Placing Digital Toys in the Pictures
- 4.12 Flat Eric and Ava Project
- 4.13 Participants' Reflections
- 5 Conclusion
- References
- Research Design Based on Children's Participative Edutainment Products
- 1 Introduction
- 2 Design of Participatory Entertainment Products
- 2.1 Design for Users
- 2.2 Design Method
- 2.3 Design Role Participation
- 2.4 Design Process
- 3 Implementation Process
- 4 Research Results
- 5 Conclusion
- References
- Metacognitive Processes Involved in Human Robot Interaction in the School Learning Environment
- 1 Introduction
- 2 State of the Art
- 2.1 Self-assessment and Enjoyment in Mathematics, Programming and Tasks with Robots
- 2.2 Accurate Self-assessment and Difficulty in Mathematics, Programming and Robot Tasks
- 2.3 Accurate Self-assessment and Learning in Mathematics, Programming and Using Robots
- 2.4 Relationship Between Perceived Ease of Task and Enjoyment in Mathematics, Programming and Robot Tasks
- 2.5 Association Between Accurate Self-assessment of Perceived Performance Between Mathematics, Programming and Robot Tasks
- 3 Research Aim and Hypotheses
- 4 Methods
- 4.1 Participants
- 4.2 Measurements
- 4.3 Procedure
- 5 Results
- 6 Discussion
- 7 Conclusion
- References
- Children's Indiscriminate Helping Behavior Toward the Robot Dog: Can Voice Influence It?
- 1 Introduction
- 2 Method
- 2.1 Participants
- 2.2 Materials
- 2.3 Design
- 2.4 Procedure
- 2.5 Video Coding
- 3 Results
- 4 Discussion
- References
- Children's Toy Design Based on Multiple Intelligence Theory-Research Case of "Spatial Intelligence Children's Toy Design"
- 1 Introduction
- 2 Overview of Multiple Intelligences Theory
- 3 Design Model Based on Multiple Intelligence Theory
- 3.1 FBS Model
- 3.2 Emotional Design
- 3.3 Overview of Piaget's Theory of Child Development Stages
- 3.4 RBFES Children's Toy Design Model Based on Multiple Intelligence Theory
- 4 Design Practice of Spatial Intelligence Children's Toys
- 4.1 Investigate and Survey
- 4.2 Analysis of Competing Products
- 4.3 User Needs Analysis
- 4.4 Design Process
- 4.5 Space Smart Toy Design Display
- 4.6 Usability Testing
- 5 Summary and Outlook
- References
- Impacts of Information Accessibility and Diagnosticity on Children's Visual Perception of Recommended Books
- 1 Introduction
- 1.1 Background and Motivation
- 2 Related Work
- 2.1 Accessibility-Diagnosticity Model and Message Framing
- 2.2 Information-Seeking Behavior
- 2.3 Eye Movement
- 2.4 Kit of Factor-Referenced Cognitive Tests
- 3 Methods
- 3.1 Participants
- 3.2 Experiment Materials
- 3.3 Experiment Tool
- 3.4 Mobile Phone Swipe Trajectory Indicator
- 3.5 Eye Movement Indicators
- 4 Result
- 4.1 Children's Information-Seeking Behavior
- 4.2 Eye Movement Data
- 4.3 K-Means
- 5 Discussion
- 5.1 Effect of Cognitive Ability on Information-Seeking
- 5.2 Information-Seeking Behavior for Different Types of Information
- 5.3 Eye Movement Behavior for Different Information Systems
- 6 Conclusion
- References
- Emotions in HCI
- Emotion Recognition via Facial Expressions to Improve Virtual Communication in Videoconferences
- 1 Introduction and Motivation
- 1.1 Success Rate of Software Projects
- 1.2 Communication and Collaboration as Success Factor for Projects
- 1.3 Virtual Collaboration
- 1.4 Previous Research
- 2 User Studies
- 2.1 User Study 1: Emotion Recognition After the Meeting by a FER-Tool
- 2.2 User Study 2: Emotion Recognition in Real-Time by Human Observers
- 2.3 Discussion
- 2.4 Limitations
- 3 Conclusion and Future Work
- References
- Combining Computer-Based Activity Tracking with Human Energy and Sentiment Self-assessment for Continuous Work-Life Reflection
- 1 Introduction
- 2 Related Work
- 2.1 From Time Tracking to the Quantified Self
- 2.2 Human Energy and Sentiment as a Source of Vitality
- 2.3 Human Energy Tracking
- 3 Requirements for Integrated Desktop Work-Life Tracking
- 3.1 Data Tracking and Self-assessment
- 3.2 Data Visualization and Analysis
- 3.3 Personalization
- 4 Design and Implementation of the Desktop Work-Life Tracker
- 4.1 Data Capturing and Self-assessment Features
- 4.2 Activity Viewer
- 4.3 Daily Dashboard
- 4.4 Relation Analysis
- 4.5 User Settings
- 5 Preliminary Evaluation
- 6 Summary and Outlook
- References
- Features Focusing on the Direction of Body Movement in Emotion Estimation Based on Laban Movement Analysis
- 1 Introduction
- 2 Related Works
- 2.1 The Importance of Body Movement in Emotion Estimation
- 2.2 Laban Movement Analysis
- 2.3 LMA Values and Their Issues
- 3 LMA Values Focusing on Various Motions and Their Directions
- 3.1 Space
- 3.2 Weight
- 3.3 Time
- 4 Measurement Experiment
- 4.1 Video-Watching Task
- 4.2 Bespoke Task
- 4.3 Measurement Methods and Results
- 5 Emotion Estimation and Analysis
- 5.1 Emotion Estimation by SVM
- 5.2 Comparison of Estimation Accuracy
- 6 Discussion
- 7 Conclusion
- References
- User-Friendly Automated Evaluation Tool for Assessment of Emotional Intelligence
- 1 Introduction
- 2 Defining the Six Dimensions of Emotional Intelligence
- 2.1 Self-awareness
- 2.2 Self-management
- 2.3 Relationship Management
- 2.4 Mood
- 2.5 Adaptability
- 3 Interventions
- 4 Emotional Intelligence Innovative Measurement
- 4.1 Stage 1- Paper-Based and Online Measurement
- 4.2 Stage 2- Initial Automation Using Excel
- 4.3 Stage 3- Adding Complexity to the Tool
- 5 Implementation and Strategies for Intervention
- 6 Implication and Recommendations: E.I. Innovative Profiling
- 6.1 Part I: E.I. Johari and Nohari Windows Model
- 7 Conclusion
- References
- Visualizing Emotions Perceived in Daily Activities for Self-Awareness Development
- 1 Introduction
- 2 Related Work
- 3 Proposed Visualization
- 4 Mobile Application: How Are You
- 5 Experiment to Examine the Effect of the Proposed Visualization
- 5.1 Self-Awareness and Quality of Life
- 5.2 Self-awareness and Behavioral Change
- 6 Discussion
- 7 Future Work
- 8 Conclusion
- References
- A Novel EEG-Based Real-Time Emotion Recognition Approach Using Deep Neural Networks on Raspberry Pi
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Emotion Model
- 3.2 Dataset
- 3.3 Preprocessing
- 3.4 Feature Extraction
- 3.5 Channel Selection
- 3.6 Classification
- 3.7 Model Transformation
- 4 Results and Discussion
- 4.1 Channel Selection
- 4.2 Training and Evaluation
- 4.3 Prediction on the Raspberry Pi
- 5 Conclusion
- References
- Evaluating the Outcome of Collaborative VR Mind Mapping Sessions with Sentiment Analysis and Emotional Intelligence
- 1 Introduction
- 2 Research Design and Methodology
- 2.1 Hardware and Software Integration Solution
- 2.2 Research Design and Tasks Implementation
- 2.3 Data Collection and Evaluation Methods
- 3 Experiment Deployment and Data Analysis
- 3.1 Participants and Mind Mapping Task
- 3.2 Data Collection
- 3.3 Problems-Oriented Vs Solutions-Oriented Data Analysis
- 3.4 Sentiment Analysis
- 3.5 Emotional Intelligence Questionnaire
- 4 Results and Discussion
- 4.1 Response to the Hypotheses
- 4.2 Research Limitations
- 4.3 Future Perspectives
- 5 Conclusion
- References
- Measurement and Evaluation of the Healing Effect of Nature-Themed Video Projection
- 1 Introduction
- 2 Previous Research
- 2.1 Research on the Creation of Natural Environments Through Images
- 2.2 Research for Video Processing to Add Healing Effects
- 3 Proposal
- 4 Method
- 4.1 Video Processing
- 4.2 Sentimental Evaluation
- 4.3 Bio-Signals
- 5 Experiment
- 5.1 Experimental Materials
- 5.2 Experimental Environment
- 5.3 Experiment Procedure
- 5.4 Participants Attributes
- 6 Result
- 6.1 Questionnaire
- 6.2 Bio-Signal
- 6.3 Discussion
- 7 Conclusion
- 8 Future Work
- References
- Laughter Map: Supporting System for Recalling Pleasant Memories Based on the Recording and Visualization of Laughter Experiences
- 1 Introduction
- 2 Related Research
- 3 Prototype System
- 4 Experiment
- 4.1 Experimental Purpose and Hypothesis
- 4.2 Experimental Settings
- 4.3 Evaluation Item
- 4.4 Procedure
- 5 Results
- 5.1 Questionnaire Results
- 5.2 Interview Results
- 5.3 Discussion
- 6 Conclusions
- References
- In Technology We Trust! But Should We?
- 1 Introduction
- 2 What is Trust?
- 3 Trust in Technology
- 4 Social Robots with Artificial Emotional Intelligence
- 4.1 How AEI Social Robots' Features Impact Affective Trust
- 5 General Discussion - the Feeling of Trust vs. Trust Proper
- 5.1 Should We Grant Trust in AEI Social Robots?
- 5.2 Too Much Trust (in Robots) is not a Good Thing
- 5.3 Reliability as an Essential Requirement
- 6 Conclusion
- References
- Be Me Vest - Exploring the Emotional Effects of Music and Sound-Based Vibrotactile Stimuli
- 1 Introduction
- 2 Related Work
- 2.1 Emotive Properties of Music and Vibration
- 2.2 Displaying Sound as Vibration in the HCI
- 3 Method
- 3.1 Apparatus
- 3.2 Stimuli
- 3.3 Participants
- 3.4 Procedure
- 4 Findings
- 5 Discussion and Future Work
- 6 Conclusion
- References
- How Different Tourist Sites Evoke Different Emotions: Investigation Focusing on the Urban and Rural Sites in Japan
- 1 Introduction
- 2 Related Research
- 2.1 How Tourists Determine Whether to Go and Where to Go
- 2.2 How Tourists Perceive Tourists Perceive Tourist Sites
- 3 How Tourist Sites Generate Different Affective Values: An Investigation Using the Evaluation Grid Method for Interviews
- 3.1 Approach
- 3.2 Method
- 3.3 Results
- 4 Conclusions
- 4.1 Summary of the Results
- 4.2 The Novelty and Importance of This Research
- References
- Understanding the User Experience
- Research on Usability Evaluation of Online Exhibition Applications
- 1 Introduction
- 1.1 Background and Motivation
- 1.2 Purpose
- 2 Related Work
- 2.1 Online Exhibition
- 2.2 Interaction Design and User Experience Interface Design of Interface
- 3 Methodology
- 3.1 Purpose of the Experiment
- 3.2 Experiment Design
- 3.3 Sample
- 3.4 Participants
- 3.5 Tools
- 3.6 Interview
- 4 Research Results
- 4.1 Objective Results
- 4.2 Subjective Results
- 5 Conclusions
- 5.1 Discussion
- 5.2 Limitation and Future Works
- References
- A Study on the Impact of Instagram Influencers Endorsement to Purchase Intention Beauty Brand
- 1 Introduction
- 1.1 Research Background
- 1.2 Research Goal
- 2 Literature Review
- 2.1 Purchase Intention
- 2.2 Advertise Components
- 2.3 Lean Advertising
- 3 Research Methodology
- 3.1 Research Framework and Assumptions
- 3.2 Materials and Methods
- 3.3 Research Sample
- 3.4 Questionnaires
- 4 Research Result
- 4.1 Result
- 5 Discussion
- 5.1 Analyze Method
- 5.2 Analyze Result
- 6 Conclusion
- 6.1 Summary
- 6.2 Research Limitation and Future Research
- References
- Survey on the Effect of Video Delay in Online Dance with Multiple Participants
- 1 Introduction
- 1.1 A Subsection Sample
- 2 Related Work
- 3 Survey on Acceptable Video Delay
- 3.1 Method of Survey
- 4 Results
- 5 Consideration
- 6 Conclusion
- References
- Research on the Design of College Students' Offline Social Products Based on AIO Model
- 1 Introduction
- 2 Lifestyle and AIO Model
- 3 Current Status of Products that Promote Offline Social Activities
- 4 Analysis of the Life Pattern of Offline Social Activities of College Students
- 4.1 Lifestyle Sensitivity Variable Construction for College Students
- 4.2 Qualitative Study of College Students' Lifestyle Sensitivity Variables
- 4.3 Quantitative Study of Life Pattern Sensitivity Variables of College Students
- 4.4 Mental Model Construction of Offline Social Activities of College Students
- 5 Thinking About Product Design Based on Promoting Offline Social Activities of College Students
- 5.1 Design Thinking for the Functional Level
- 5.2 Design Thinking for the Emotional Dimension
- 6 Conclusion
- References
- Do People Tend to Select a Delayed Item?
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 Experimental Settings
- 3.2 System Overview and Experimental Procedures
- 4 Results
- 4.1 Data on Experiment Participants
- 4.2 Overall Results for Selection Rate of Delayed Choices and Selected Time
- 4.3 Selected Time in Each Trial
- 4.4 Percentage of Delayed Choices in Each Group
- 4.5 Relationship Between Position and Selection Rate in Each Group
- 5 Discussion
- 6 Conclusion
- References
- Development of Virtual Office System with Awareness-Sharing Function to Facilitate Communication Among Remote Team Members
- 1 Introduction
- 2 Virtual Office System with Status Awareness-Sharing Function
- 3 Status Awareness-Sharing Subsystem
- 3.1 Requirements for Status Awareness-Sharing Subsystem
- 3.2 Implementation of Awareness-Sharing Subsystem
- 4 Virtual Office Subsystem
- 4.1 Requirements for Virtual Office Subsystem
- 4.2 Implementation of Virtual Office Subsystem
- 5 Preliminary Assessment
- 5.1 Experiment
- 5.2 Results and Discussion
- 6 Conclusion
- References
- The Influence of Interaction Channel and Difficulty Level of In-Vehicle Information System on Driver's Reading Behavior in Fully Autonomous Vehicle
- 1 Introduction
- 2 Related Research
- 2.1 In-Vehicle Information System
- 2.2 Driving Tasks in Fully Autonomous Vehicle
- 2.3 In-Vehicle Information System Design of Auditory and Visual Channels
- 2.4 Research on Reading Behavior in Fully Autonomous Vehicle
- 3 Method
- 3.1 Participants
- 3.2 Apparatus and Stimulus
- 3.3 Experimental Design
- 3.4 Experimental Process
- 3.5 Data Collection
- 3.6 Data Analysis
- 4 Results
- 4.1 Impact on Reading Accuracy
- 4.2 Impact on Reading Speed
- 5 Discussion
- 5.1 Interaction Channel
- 5.2 Difficulty Level
- 5.3 Limitations and Future Work
- 6 Conclusion
- References
- Heuristic-Based Evaluation of Transparency Websites of the Municipal Governments Viewed on Web and Mobile Browsers
- 1 Introduction
- 2 Heuristics and Evaluation of Interfaces
- 2.1 Heuristics and Evaluation for Mobile
- 3 Public Transparency
- 4 Transparency Website Infrastructure: Access and Impact
- 5 Methodology
- 6 Data Presentation, Analysis and Discussion
- 6.1 Respondent's Profile
- 6.2 Analysis from the Web Profile of Transparency Sites of Local Governments
- 7 Conclusion
- References
- Do Not Shoot the Messenger: Effect of System Critical Feedback on User-Perceived Usability
- 1 Introduction
- 1.1 Perceived Usability and Its Measurement
- 1.2 The UMUX-LITE Questionnaire
- 1.3 Research Motivation
- 2 Methodology
- 2.1 Evaluated System
- 2.2 Participants
- 2.3 Instruments
- 2.4 Procedure
- 3 Results
- 3.1 Questionnaire Reliability Analysis
- 3.2 Effect of System Critical Feedback on Perceived Usability
- 3.3 System Critical Feedback and UMUX-LITE Questions
- 4 Discussion
- 4.1 Why is Perceived Usability Affected by System Critical Feedback?
- 4.2 Issues to Consider When Measuring Perceived Usability of Systems Providing Critical Feedback
- 5 Conclusion and Future Work
- References
- Research on the Influence of Automotive Instrumentation HMI Design on Driving Behavior
- 1 Introduction
- 1.1 Automotive Instrumentation HMI Concept
- 1.2 The Impact of Automotive HMI on Driving Behavior
- 1.3 Automotive Instrumentation HMI Element Analysis
- 1.4 Research Objectives
- 2 Experimental Design
- 2.1 Variable Determination
- 2.2 Experimental Ideas
- 2.3 Experimental Environment
- 2.4 Experimental Procedure
- 2.5 Data Extraction
- 2.6 Data Processing Methods
- 3 Participants
- 4 Data Analysis and Processing
- 4.1 Data Logging
- 4.2 Permanent Display Information Data Processing and Analysis
- 4.3 Temporary Display Information Data Processing and Analysis
- 4.4 Test Conclusion
- 4.5 Interview Analysis
- 5 Results and Discussion
- 5.1 Experimental Conclusions
- 5.2 Design Optimization
- 5.3 Discussion and Outlook
- References
- Does the Average Color Influence Selection?
- 1 Introduction
- 2 Related Work
- 3 Experiments
- 3.1 Outline of the Experiment
- 3.2 Experimental Design
- 3.3 Experimental Procedure
- 4 Results
- 4.1 Results and Analysis of the Overall Selection Rate
- 4.2 Results and Analysis of Selection Rates by Gender
- 4.3 Results and Analysis for Selection Position
- 5 Discussion
- 6 Conclusion
- References
- Does the Type of Font Face Induce the Selection?
- 1 Introduction
- 2 Related Work
- 3 Experiments
- 3.1 Experiment Summary
- 3.2 Task Design
- 3.3 Font Selection
- 3.4 Innovations in Conducting Experiments in Crowdsourcing
- 3.5 System Overview
- 3.6 Experimental Procedure
- 4 Experimental Results
- 4.1 Basic Experimental Data
- 4.2 Results and Analysis of Selection Guidance by Fonts
- 4.3 Results and Analysis by Position and Device
- 5 Discussion
- 6 Conclusion
- References
- Integrating the Kano Model and IPA to Measure Service Quality of Pet Grooming
- 1 Introduction
- 1.1 Background
- 1.2 Research Motivation
- 1.3 Research Purpose
- 1.4 Research Contribution
- 2 Introduction
- 2.1 Service quality and SERVQUAL
- 2.2 Importance-Performance Analysis (IPA)
- 2.3 Kano Model
- 3 Research Methods
- 3.1 Research Framework
- 3.2 Research Case Introduction
- 3.3 Research Objects and Questionnaire Distribution Process
- 4 Analysis and Results
- 4.1 Background Narrative Statistical Analysis
- 4.2 Reliability Analysis
- 4.3 Kano Model Results for Respondents
- 4.4 Importance-Performance Analysis (IPA) Results
- 4.5 Combining KANO Model and IPA Results Discussion
- 5 Conclusion
- References
- Author Index
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