
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 III
- Human Robot Interaction
- Towards Diversity, Equity, and Inclusion in Human-Robot Interaction
- 1 Introduction
- 2 Background Literature
- 2.1 Social Classification of Robots
- 2.2 Social Identity Theory
- 3 Experiment: Robot Ethnicity
- 3.1 Methodology
- 4 Results
- 5 Discussion and Conclusions
- References
- A Domain-Specific Language for Prototyping the Behavior of a Humanoid Robot that Allows the Inclusion of Sensor Data
- 1 Introduction
- 2 Related Work
- 3 Our Domain-Specific Language TaskDSL4Pepper
- 4 Summary and Outlook
- References
- An Architecture for Transforming Companion Robots into Psychosocial Robotic Surrogates
- 1 Introduction
- 2 Related Work
- 2.1 Early Robot Architectures
- 2.2 Social Robot Architectures
- 2.3 The Asprino Social Robot Reference Architecture
- 3 The Robot Surrogate Architecture
- 3.1 Autobiographic Memory
- 3.2 The Emotional State Subsystem
- 3.3 The Mood Subsystem
- 3.4 The Behaviour Generator
- 4 System Implementation
- 4.1 Testing the Architecture
- 5 Conclusions
- References
- Exploring the Recommendation Expressions of Multiple Robots Towards Single-Operator-Multiple-Robots Teleoperation
- 1 Introduction
- 2 Methods
- 2.1 Brainstorming for Expressions and Expressive Attribute
- 2.2 Multiple Expressions and Expressive Attributes
- 3 Web Survey
- 4 Result and Discussion
- 5 Limitation
- 6 Conclusion
- A Expressions and Expressive attributes
- B Images of Expressions
- C Detail descriptions of Expressions
- References
- Perception of a Mobile Service Robot's Proxemic Behavior and Appearance in Virtual Reality
- 1 Introduction
- 1.1 Virtual Reality
- 1.2 Discomfort
- 1.3 Factors Influencing HRI
- 1.4 Research Question
- 2 Method
- 2.1 Study 1 - Size and Speed
- 2.2 Study 2 - Size and Edge Shape
- 3 Results
- 3.1 Results of Study 1
- 3.2 Results of Study 2
- 4 Discussion and Limitations
- 5 Conclusion and Outlook
- References
- Introducing Playing Catch to Motivate Interaction with Communication Robots
- 1 Introduction
- 2 Related Research
- 3 Proposed Method
- 3.1 Overview of the Proposed Method
- 3.2 Implementation of the Prototype System
- 4 Experiment
- 4.1 Aim of the Experiment and Hypotheses
- 4.2 Outline of the Experimental Procedure
- 4.3 Content of Robot's Speech
- 4.4 Evaluation Criteria
- 5 Experimental Results and Discussion
- 5.1 Questionnaire Results on the Impression of the Robot (in All-Results)
- 5.2 Questionnaire Results on the Impression of the Robot (in First-Results)
- 5.3 Results of the Survey Regarding Playing Catch
- 5.4 Discussion
- 6 Conclusions
- References
- Asynchronous Classification of Error-Related Potentials in Human-Robot Interaction
- 1 Introduction
- 2 Methods
- 2.1 Scenario
- 2.2 Approach
- 2.3 EEG Recording
- 2.4 EEG Processing
- 2.5 Evaluation
- 3 Results and Discussion
- References
- A Longitudinal Experiment about Leadership in a Mixed Human-Robot Team in Comparison to a Human-Only Team
- 1 Introduction
- 2 Study Framework
- 3 Empirical Study
- 3.1 Sample and Measurement
- 3.2 Experimental Procedure
- 3.3 Manipulation of Empowering Leadership as Independent Variable
- 4 Preliminary Results
- 5 Conclusion
- 5.1 Limitations and Areas for Future Research
- Appendix
- References
- Social Robots for Older Adults in Medical Contexts
- 1 Introduction
- 2 Research Methodology
- 3 Literature Review
- 3.1 Social Service Robots
- 3.2 Social Companion Robots
- 4 Result and Discussion
- 5 Conclusion
- Appendix A
- References
- The Influence of Context and Task on Human-Robot Interaction
- 1 Introduction
- 2 Objectives and Hypothesis
- 3 Methods
- 3.1 Design of Study
- 3.2 Stimulus and Materials
- 3.3 Participants
- 3.4 Procedure
- 3.5 Data Analysis
- 4 Results and Discussion
- 5 Conclusion
- References
- Studying Multi-modal Human Robot Interaction Using a Mobile VR Simulation
- 1 Introduction
- 2 Related Work
- 2.1 Speech for Communication
- 2.2 Gestures for Communication
- 2.3 Multi-modal Communication
- 3 Experimental Setting
- 3.1 VR-Simulation
- 3.2 Controlling WebTool
- 4 Case Studies
- 4.1 First Qualitative Study on Intuitive Gestures
- 4.2 Second Qualitative Study on Speech
- 5 Discussion
- 6 Conclusion and Future Work
- References
- Teachers' Perspective on Robots Inclusion in Education - A Case Study in Norway
- 1 Introduction
- 2 Methodology
- 3 Data Analysis
- 4 Results and Discussion
- 5 Conclusion and Future Work
- References
- Applying the Social Robot Expectation Gap Evaluation Framework
- 1 Introduction
- 2 The Social Robot Expectation Gap Evaluation Framework
- 3 Method
- 3.1 Phase 1: Scenario
- 3.2 Phase 2: Data Collection
- 3.3 Phase 3: Analysis of the Data
- 4 Results
- 4.1 Aspects Related to the Four UX Goals
- 4.2 Severity and Scope of the Identified UX Problems
- 5 Discussion and Conclusion
- References
- Moral Dilemmas in Social Robots: An Exploratory Study for Future Research
- 1 Introduction
- 2 Literature Review
- 3 Research Method
- 3.1 Survey Instrument
- 3.2 Participants
- 4 Results
- 5 Discussion
- 6 Limitations and Future Research
- References
- One Size Does Not Fit All:
- 1 Introduction
- 2 Qualitative Interviews with Potential Office Robot Users
- 3 Robot User Types
- 4 Online Study of Robot User Types
- 4.1 Sample
- 4.2 Typology of Office Robot Users
- 4.3 Relation of Robot User Types to Personal, Job, and Performance Outcomes
- 5 Discussion
- 5.1 What Can Such a User Typology Look like?
- 5.2 How are the Types Related to Social and Performance Outcomes?
- 5.3 Limitations and Implications for Future Research
- References
- Proposal of Emotion Expression Method by Clothes Color for Communication Robot
- 1 Introduction
- 2 Related Research and Research Objective
- 2.1 Related Research: Emotion Expression Methods for Communication Robot
- 2.2 Related Research: Clothes as Communication Tool
- 2.3 Related Research: Relationship Between Emotions and Colors
- 2.4 Research Objective
- 3 Design of Speech Contents and Clothes Color for Robot
- 3.1 Robot Used in the Experiment
- 3.2 Speech Contents
- 3.3 Clothes Color
- 4 Experiment: Matching Clothes Color with Speech Emotion
- 4.1 Experiment Objective and Method
- 4.2 Questionnaire
- 4.3 Experiment Results
- 4.4 Summary of Experiment Results and Discussion
- 5 Additional Experiment: Improvement of Clothes Color Changing Method for Robot
- 5.1 Research Objective
- 5.2 Clothes Color Changing Method
- 5.3 Experimental Procedure
- 5.4 Questionnaire
- 5.5 Experiment Results
- 5.6 Summary of Experiment Results and Discussion
- 6 Conclusion
- References
- Enhancing Robot Explainability in Human-Robot Collaboration
- 1 Introduction
- 2 Theoretical Background
- 2.1 Explainability
- 2.2 Social Cues in Human-Robot Interaction
- 2.3 Robot Anthropomorphic Design
- 2.4 Trust and Acceptance
- 3 Method
- 3.1 Participants
- 3.2 Robots
- 3.3 Experiment Scenario
- 3.4 Manipulations
- 3.5 Procedure
- 3.6 Measurement
- 4 Results
- 4.1 Manipulation Check
- 4.2 Hypothesis Testing
- 5 Discussion
- 5.1 Implications for Theory and Practice
- 5.2 Limitations and Future Research
- 6 Conclusion
- References
- An Intuitive Human-Robot Interaction Method for Robotic Dance Choreography
- 1 Introduction
- 1.1 Research Motivation
- 1.2 Research Purpose
- 2 Related Works
- 3 Method
- 3.1 Data Collection
- 3.2 Data Transfer
- 3.3 Robot Arm Control
- 4 Outcomes
- 5 Conclusion and Future Work
- References
- Robot Path Verification Method for Automotive Glue-Coating Based on Augmented Reality and Digital Twin
- 1 Introduction
- 2 Method
- 2.1 System Framework
- 2.2 Construction of the AR Environment
- 2.3 Robot Digital Twin Behavior Model
- 2.4 Collision Detection
- 3 Case Study
- 4 Discussion
- 5 Conclusion and Future Study
- References
- Robot in Disguise
- 1 Your Companion - A Social Robot
- 2 What Fashion Can Add to Social Robots (If Anything)?
- 2.1 Why Would People Want to Dress Their Robots?
- 2.2 Customization of the Robot
- 2.3 Social Signals
- 3 Why "RObot in Disguise"
- 4 Factors to Consider
- 5 Future Works and Conclusions
- References
- Chatbots and Voice-Based Interaction
- The Impact of Parent-Like Chatbot Narratives on Daily Reflection
- 1 Introduction
- 2 Related Research
- 3 Methodology
- 3.1 Flow Chart of Reflections by the Proposed Method
- 3.2 Parent Factors
- 3.3 Responses to User's Talk
- 3.4 Daily Reflection
- 4 Verification Experiment
- 4.1 Experimental Summary
- 4.2 Experimental Procedures
- 4.3 Evaluation Items
- 5 Results and Discussion
- 5.1 Results
- 5.2 Discussion
- 6 Conclusion and Future Work
- References
- Revealing Chatbot Humanization Impact Factors
- 1 Introduction
- 2 Fundamentals and Related Work
- 3 Identification of Impact Factors in Humanization
- 3.1 Results of the Identified Impact Factors
- 4 Experiment with Market Chatbots
- 4.1 Experimental Methodology
- 4.2 Results of the Market Chatbots Analysis
- 5 Discussion
- 6 Conclusion
- References
- A Framework for Humanization Evaluation in Chatbots
- 1 Introduction
- 2 Fundamental Concepts
- 2.1 Assessment Perspectives on Chatbots
- 2.2 Psychometric Analysis and Likert Scale
- 2.3 Metrics for Likert Scale Analysis
- 3 Method for Evaluating Humanization in Chatbots
- 3.1 Identification of Impact Factors
- 3.2 Evaluation Instrument Development
- 4 Experimental Evaluation
- 4.1 Participants
- 4.2 Methodology
- 4.3 Results Analysis
- 5 Results
- 5.1 Weighting Results
- 5.2 Perception Results
- 5.3 Metrics in Humanization Results
- 5.4 Evolution in Humanization Metrics Results
- 5.5 Principal Component Analysis Results
- 6 Discussion
- 7 Conclusion
- References
- Who Would You Rather Ask for Help? A Comparison Between Two Chatbot Personalities in Information Management
- 1 Introduction
- 2 Background and Related Work
- 2.1 Theories and Models
- 2.2 Related Work
- 3 Concept
- 3.1 Hypotheses
- 3.2 Implementation of Liibot
- 3.3 Concept for Task-Oriented Chatbot Personality
- 3.4 Use Case and Tasks
- 4 Method
- 5 Results
- 6 Discussion and Limitations
- 7 Conclusion
- References
- Open-Domain Dialogue Management Framework Across Multiple Device for Long-Term Interaction
- 1 Introduction
- 2 Related Research
- 2.1 Agent Migration
- 2.2 Dialogue Generation for Long-Term Interaction
- 3 Methodology
- 3.1 System Overview
- 3.2 Implementation
- 4 Evaluation
- 4.1 User Study
- 4.2 Results
- 4.3 Limitation
- 5 Conclusion
- References
- Analysing the Use of Voice Assistants in Domestic Settings Through the Lens of Activity Theory
- 1 Introduction
- 2 Related Work
- 3 Methodological Approach
- 4 Discussion of Results Through an Activity Theory Lens
- 4.1 Overview
- 4.2 Contradictions in the Existing Activity System
- 4.3 Shifting Agency
- 5 Design Responses
- 6 Limitations and Conclusions
- References
- Semi-autonomous Units for Mechanized Combat Controlled by Voice Commands
- 1 Introduction
- 1.1 Autonomous Functions
- 1.2 Wizard of Oz Simulations
- 2 Method
- 2.1 Participants
- 2.2 Simulation
- 2.3 Scenario
- 2.4 Procedure and Design
- 2.5 Data Collection and Analysis
- 3 Results
- 3.1 Communication with Human Operators
- 3.2 Control of Semi-autonomous Units by Voice Commands
- 3.3 Mental Workload
- 3.4 Situation Awareness
- 3.5 Discussion with the Participants After the Test
- 4 Discussion
- References
- Voice Assistant-Based Cognitive Behavioral Therapy for Test Anxiety in Students
- 1 Introduction
- 2 Preliminaries and Related Work
- 3 System Design and Implementation
- 4 Evaluation: Investigating Usability and Acceptance of the Designed System
- 4.1 Methods
- 4.2 Results
- 4.3 Discussion
- 5 Conclusion
- References
- The Relationship Between Pauses and Emphasis: Implications for Charismatic Speech Synthesis
- 1 Introduction
- 2 Related Work
- 2.1 Charisma
- 2.2 Pauses and Emphasis in Speech
- 3 Previous Study on Perceived Charisma with Pre-recorded Voice
- 4 Emphasis and Pauses in Charismatic Speech
- 4.1 Study 1
- 4.2 Study 1 Results
- 4.3 Study 2
- 4.4 Study 2 Results
- 5 Discussion
- References
- Interacting in the Metaverse
- Development of a VR Simulator for the Elder's Impaired Visual Function and the Investigation of the VR Objects Recognition with Visual Function Impairment
- 1 Introduction
- 2 Blurred Vision Simulation in According with the Visual Impairment Certification Criteria
- 2.1 VR Simulation of the Elder's Impaired Visual Function
- 2.2 Adjustment of Eyesight in VR Space Based on the Visual Impairment Certification Criteria
- 2.3 Eyesight Adjustment System in a VR Space
- 2.4 Experiment of Eyesight Adjustment in VR Space
- 3 Investigation of the VR Objects Recognition with Visual Function Impairment
- 3.1 Experimental Environment and System Configuration
- 3.2 Experiment of Stepping Over Steps with Blurred Vision in VR Space
- 3.3 Experimental Results
- 4 Conclusion
- References
- System to Check Organs, Malignant Tumors, Blood Vessel Groups, and Scalpel Paths in DICOM with a 3D Stereo Immersive Sensory HMD
- 1 Introduction
- 2 Discom Requirements Goals
- 3 Development Environment and Equipment Specifications
- 4 Sharing Virtual Space through Network Communication
- 5 Operation by Hand Gesture
- 6 Binocular Disparity Effects
- 6.1 Binocular Disparity Verification Experiment
- 6.2 Evaluation of Measurement 1
- 7 Binocular Parallax Support for Immersive HMDs
- 7.1 Custom Shader
- 7.2 Solution by Backside Drawing
- 8 Automatic Segmentation Process for DICOM Volumes
- 8.1 Use of Two DICOM Volumes
- 8.2 Application to Cutting Display
- 8.3 Alignment of Two DICOM Volumes
- 8.4 Conversion from MRI Volume to CT Volume Coordinates
- 9 Hand Gesture vs. Controller
- 9.1 Hand Gesture and Controller Operability Evaluation
- 9.2 Evaluation of Measurement 2
- 10 Conclusions and Future Works
- References
- Mapping XR Platforms: Analyzing Immersion from the Designer's Perspective
- 1 Introduction
- 2 Related Work
- 2.1 XR: A New Opportunity to Develop the User Experience in Product-Service Systems
- 2.2 The Problems of Designers to Introduce XR in Design Practices
- 3 Surveys
- 3.1 Survey 1 - The Categories of XR Platforms Based on Their Experiences a Subsection Sample
- 3.2 Survey 2 - XR Platforms in HCD Processes
- 4 Discussion
- 4.1 Survey 1
- 4.2 Survey 2
- 5 Conclusion
- References
- A Survey on When to Think About Talking to Users of the Work Immersion Time Presentation System in the Office
- 1 Introduction
- 2 Related Works
- 3 Application for the Experiment
- 4 Experiment
- 4.1 Method
- 4.2 Assumed Situations
- 4.3 Results
- 4.4 Discussion
- 5 Conclusion
- References
- Fashion Games, Fashion in Games and Gamification in Fashion. A First Map
- 1 Introduction
- 2 Literature Review
- 2.1 Framing Games
- 2.2 Videogames: an Overview
- 3 Research Design and Methodology
- 4 Examples of Fashion and Gaming Interactions
- 5 A Map and Three Cases Examples
- 5.1 Gamification in Fashion
- 5.2 Fashion in Games
- 5.3 Fashion Games
- 6 Conclusions, Limitations and Future Research
- References
- A Study on Measurement Method of User's Physiological Index in Rehabilitation Support System Using VR Environment
- 1 Introduction
- 2 Rehabilitation Support System
- 2.1 Exposure Therapy
- 2.2 Our Proposed VR Exposure Support Systems
- 3 Experiments
- 3.1 Overview
- 3.2 Experimental Scenes and Procedures
- 3.3 Experimental Results
- 4 Discussions
- 5 Conclusions
- References
- Being Elsewhere: An Information Architecture Approach to the Design of a Sense of Presence in XR Environments
- 1 Introduction
- 2 Designing in the Digital/Physical Continuum
- 3 A Design Perspective of XR, VR, AR, and MR
- 4 Embodiment and Spatiality in XR
- 5 Experiential Challenges in XR
- 6 An Information Architecture Analysis of "Star Wars: Secrets of the Empire"
- 7 Discussion
- 8 Conclusions
- References
- High-Quality Synthetic Character Image Extraction via Distortion Recognition
- 1 Introduction
- 2 Related Works
- 2.1 Generative Models
- 2.2 Assessing Quality of Synthetic Images
- 3 Distorted Image Recognition
- 3.1 Pseudo Distorted Image Synthesis
- 3.2 Training a Distortion Recognition Model
- 4 Evaluation
- 4.1 Quantitative Evaluation
- 4.2 Qualitative Evaluation
- 4.3 Limitation
- 5 Conclusion and Future Works
- References
- Barriers of Design Management in AR/VR Startups: Interview and Discussion
- 1 Introduction
- 2 Literature Review
- 2.1 The Opportunity and Challenge of AR/VR Startup
- 2.2 New DMCs Transformation in New Tech Startup
- 2.3 The Value of Design Thinking in DMCs and AR/VR Startup
- 3 Method
- 4 Findings: Barriers Within High-Tech Startups
- 4.1 Barrier 1: Market Problem
- 4.2 Barrier 2: Product Problem
- 4.3 Barrier 3: Managerial Problem
- 4.4 Findings: The Role of DM, DT to Gap the Barriers
- 5 Discussion
- References
- Author Index
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