
Human Interface and the Management of Information
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This three-volume set LNCS 14789-14791 constitutes the refereed proceedings of the thematic area Human Interface and the Management of Information, HIMI 2024, held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024.
The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions.
The proceedings address approaches and objectives of information and data design, retrieval, presentation and visualization, management, and evaluation in human computer interaction in a variety of application domains, such as, for example, learning, work, decision, collaboration, medical support, and service engineering, and much more.
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Content
- Intro
- Foreword
- HCI International 2024 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- Human Interface and the Management of Information Thematic Area (HIMI 2024)
- HCI International 2025 Conference
- Contents - Part I
- Contents - Part II
- Contents - Part III
- Information and Multimodality
- Agent "Nah": Development of a Voice-Driven Embodied Entrainment Character with Non-agreeable Responses
- 1 Introduction
- 2 Related Research
- 3 System Overview
- 3.1 Interaction Model for Auto-generated Entrained Motion
- 3.2 Nah: "No" and "hmm" Reaction Agent
- 4 User Test at the Science Experience Event for Children
- 5 Speech Experiment
- 5.1 Experimental Setup
- 5.2 Results of Sensory Evaluation
- 6 Conclusion
- References
- Interaction Between Environment and Embodiment Using a Biped Robot
- 1 Research Background
- 1.1 Interaction Between Brain, Body, and Environment
- 1.2 Robots and the Environment Embodiment
- 2 Related Research
- 2.1 The Body Creates the Brain: A Constructivist Approach to Science Using Robots as a Subject
- 2.2 Toward Deep Reinforcement Learning of Robots in the Real World. -Prototyping of a Simulation Environment "Re:ROS"-
- 3 Research Objectives
- 4 Experiment
- 4.1 Experiment Purpose
- 4.2 Experimental Method
- 4.3 Mounting Method
- 4.4 Reinforcement Learning
- 4.5 Reinforcement Learning Parameters
- 4.6 Virtual Environment
- 5 Result
- 5.1 Results on Actual Machine
- 5.2 Virtual Results
- 6 Considerations
- 7 Conclusion
- 8 Future Works
- 8.1 Consideration of Further Elements Using Virtual Environments
- 8.2 NAO's Performance
- References
- Research on Sound Production Considered from the Effects of Natural Wave Sounds on Physiological and Emotional Factors
- 1 Introduction
- 1.1 Background
- 1.2 Previous Studies and Case Studies
- 1.3 Objectives of This Study
- 2 Experiment I
- 2.1 Objective of the Experiment
- 2.2 Experimental Method
- 2.3 Experimental Results and Analysis
- 2.4 Discussion
- 3 Experiment II
- 3.1 Experiment Objective
- 3.2 Experimental Method
- 3.3 Experimental Results and Analysis
- 3.4 Discussion
- 4 Conclusion
- References
- A Speech-Driven Embodied Listening System with Mirroring of Pupil Response
- 1 Introduction
- 2 Speech-Driven Embodied Listening System
- 2.1 Concept
- 2.2 Development of the System
- 2.3 Design of the Nodding Response
- 2.4 Design of the Mirroring in the Pupil Response
- 3 Communication Experiment
- 3.1 Experimental Method
- 3.2 Experimental Result
- 4 Conclusion
- References
- Optimizing Reading Experience: An Eye Tracking Comparative Analysis of Single-Column, Two-Column, and Three-Column Formats
- 1 Introduction
- 1.1 Design Elements and Cognitive Processing
- 1.2 Reading Speed and Comprehension
- 1.3 Eye-Tracking Technology in Reading Research
- 2 Methodology
- 2.1 Analyzed Parameters
- 2.2 Stimuli and Setup
- 2.3 Procedures
- 3 Results and Discussion
- 3.1 Voice Recording Analysis
- 3.2 Eyetracking Parameters
- 4 Research Gaps and Future Directions
- References
- Multimodal Design for Interactive Collaborative Problem-Solving Support
- 1 Introduction
- 2 Related Work
- 3 Weights Task Dataset
- 4 Collaborative Problem Solving
- 5 Features
- 5.1 Speech
- 5.2 Acoustics
- 5.3 Gesture and Pose
- 5.4 Actions
- 5.5 Facial Expression
- 5.6 Physical Space
- 6 Multimodal Fusion
- 7 Behavior Generation
- 8 Evaluation
- 9 Applications
- 10 Conclusion and Future Work
- References
- Intelligent Information Design Based on Human-Machine Collaboration in Lane Change Overtaking Scenarios
- 1 Introduction
- 2 Related Work
- 2.1 Human-Vehicle Collaboration
- 2.2 Trust
- 2.3 Team Situation Awareness
- 3 Concept and System Design
- 3.1 Automation Surprise
- 3.2 Human-Machine Team Situation Awareness
- 3.3 HMI Portfolio Element Analysis
- 4 Experiment
- 4.1 Experiment Design
- 4.2 Experiment Results
- 4.3 Results Discussion
- 5 Conclusion
- References
- Information and Service Design
- Dynamic Labeling: A Control System for Labeling Styles in Image Annotation Tasks
- 1 Introduction
- 2 Related Work
- 2.1 Crowdsourcing Data Annotation
- 2.2 Annotation Workflow and Annotator Behaviors
- 3 Dynamic Labeling
- 3.1 Dynamic Control Algorithm
- 3.2 Label Quickly and Label Carefully Styles
- 4 User Study
- 4.1 Participants
- 4.2 Image Dataset
- 4.3 Procedure
- 4.4 Measurement
- 5 Results
- 5.1 Annotation Accuracy
- 5.2 Task Completion Time
- 5.3 Questionnaire
- 6 Discussion
- 6.1 Dynamic Labeling Increases Label Quality and Labeling Efficiency
- 6.2 Temporal Effect in the Dynamic Labeling
- 6.3 Limitations of the Dynamic Labeling
- 7 Conclusion
- References
- Research on Evacuation Care System for People with Low Vision
- 1 Introduction
- 1.1 Current Situation of People with Low Vision
- 1.2 Natural State of Japan
- 1.3 People with Lowvision in Disasters
- 2 Research of the Evacuation Care System
- 2.1 The Role of the Evacuation Care System
- 2.2 Examples of Evacuation Care Systems
- 2.3 Application Scenarios of the Evacuation Care System
- 3 Types of Disasters for Which Care Should Be Provided
- 3.1 Two Types of Disasters
- 3.2 Major Disasters in Japan
- 3.3 Secondary Disasters
- 4 Disaster Timeline
- 4.1 Disaster Interviewing for People with Low Vision
- 4.2 Timeline of Earthquakes and Tsunamis
- 4.3 Difficulties Faced by People with Low Vision During Tsunami and Earthquake Evacuation
- 4.4 Timeline of Heavy Rains, Typhoons and Floods
- 4.5 Difficulties Faced by People with Low Vision During Heavy Rains, Typhoons and Floods
- 5 Conclusion and Future Works
- References
- Analysis of Interest and Satisfaction of Accommodation Users
- 1 Introduction
- 2 Previous Studies and Hypotheses
- 3 Data
- 3.1 Data
- 3.2 Preprocessing
- 4 Method
- 4.1 Extraction of User Interests
- 4.2 Differences in Interest by Usage Situation
- 4.3 Difference in Satisfaction Factors by Scene of Use
- 5 Results
- 5.1 Occurrence Words and Topic Meanings for Each Topic
- 5.2 User Interest by Usage Scenario
- 5.3 User Satisfaction Factors by Usage Situation
- 6 Discussion and Conclusion
- 6.1 Managerial Implications
- 6.2 Limitations and Future Research Design
- References
- A Generative Bottle Design System Based on Users' Touch Feelings
- 1 Introduction
- 2 Related Works
- 2.1 Kansei Image and Cognition
- 2.2 Parametric and Generative Design
- 3 The Structure and Process of Experiment
- 3.1 Building Bottle Samples
- 3.2 Selection of Touch-Feeling Vocabularies
- 3.3 Experiment Process
- 3.4 Single Sample t Test for Bottle Forms
- 4 Touch-Feeling Vocabulary with Regression Analysis
- 4.1 Geometric - Organic
- 4.2 Vivid-Dull
- 4.3 Rough - Delicate
- 4.4 Soft-Hard
- 4.5 Rational - Emotional
- 5 Conclusions and Suggestions
- References
- Exploring Requirements for Neurosurgical Augmented Reality
- 1 Introduction
- 2 Related Work
- 3 Method
- 3.1 Study Design
- 4 Results
- 4.1 Qualitative Feedback
- 5 Discussion
- 6 Conclusion
- References
- Exploring User Preferences in Al-Generated Car Wheel Frame Designs: A Preliminary Study of Users with Varied Design Experience
- 1 Introduction
- 1.1 Research Background
- 1.2 Research Purposes
- 2 Literature Review
- 2.1 Research on Artificial Intelligence and Image Generation Software
- 2.2 Car Wheel Frame Shape Design
- 2.3 The Impact of Text Input and Output
- 2.4 The Difference Between Experts and Non-experts "Design Experience"
- 3 Research Methods and Experimental Design
- 3.1 Experimental Process and Methods
- 3.2 Experimental Software and Operating Instructions
- 3.3 Background Information for Non-experts and Experts
- 3.4 Experimental Steps
- 4 Experimental Results and Analysis
- 4.1 Experimental Stage 1: Results and Discussion of Text Instructions for Non-wheel Rim Experts
- 4.2 Experimental Stage 1-2: Four-Bit Image Aggregation Results
- 4.3 Experimental Stage 2: Comparism of Design/non Design Participants' (4 Non-experts) Opinions for Sports and Luxury Style Images
- 4.4 Experimental Stage 3: The Discussion of the Results and Interview Results of Experts' Selection for Sports and Luxury Style Images
- 5 Conclusion
- 5.1 Using AI to Provide Effects for Non-rim Experts
- 5.2 Differences in Cognition and Judgment Standards Between Wheel Rim Experts and Non-experts
- 5.3 Does AI Image Generation Have Expert-Level Design Capabilities? !
- 5.4 Future Recommendations
- References
- Current Research and Application Status of Mental Models in the Field of Design in China: A Literature-Based Approach
- 1 Introduction
- 2 Data Sources and Study Methods
- 3 Statistical Analysis of the MM-CDR Study
- 3.1 Time Distribution Analysis of Publication Volume
- 3.2 Distribution of Literature Sources
- 3.3 Research Hotspot Analysis
- 3.4 Evolution of the Research Hotspots
- 3.5 Analysis of the High-Influence Literature
- 4 Epilogue
- References
- VR System for Hazard Prediction of Unsafe Behaviors in Outbound Training
- 1 Introduction
- 2 Related Works
- 2.1 Research on Hazard Classification
- 2.2 Advantages of Using VR in Construction Safety Training
- 3 System Design
- 3.1 Training Process
- 3.2 System Design
- 4 System Implementation
- 4.1 Function Screens
- 4.2 Hardware
- 5 Field Experiments
- 5.1 Objective
- 5.2 Method
- 5.3 Procedure
- 5.4 Results and Discussion
- 6 Summary
- References
- Service Providers' Logics and Behaviors in Value Co-Creation
- 1 Introduction
- 2 Theoretical Background
- 2.1 The Typology of Value Co-Creation Behavior
- 2.2 Drivers of Service Providers' Behavior in Co-Creation
- 3 Methodology
- 3.1 Data Collection
- 3.2 Data Analysis
- 4 Findings
- 4.1 Multiple Logic of Service Providers
- 4.2 Type of Service Providers' Behaviors
- 4.3 Value Outcomes of Behaviors
- 5 Discussion
- 5.1 Theoretical Implications
- 5.2 Practical Implications
- 5.3 Limitation and Future Research
- References
- Analyze the Design Considerations of Tainan's Tourist Map and the Benefits It Aims to Achieve
- 1 Introduction
- 1.1 Research Purpose
- 1.2 Research Limitations
- 2 Literature Review
- 2.1 Research Purpose
- 3 Research Methods
- 4 Research and Analysis
- 4.1 Benefits to Be Achieved by Publishing Tourist Maps
- 5 Summary
- 5.1 Benefits to Be Achieved by Publishing Tourism Maps
- 5.2 Planning and Considerations for the Cartographer to Draw a Tourist Map
- 6 Conclusion
- References
- An Interactive Visual Instrument to Address the Scoping of Bespoke Information Systems
- 1 Introduction
- 2 Background
- 3 The Interactive Visual Canvas
- 4 The Collaborative Scoping Technique
- 5 Evaluation Process
- 6 Preliminary Results and Discussion
- 7 Conclusions and Future Work
- References
- Is This Comment More Relevant? Understanding the Structural Aspects of Relevance in Comment Sections
- 1 Introduction
- 2 Related Work
- 3 Relevance Characteristics for Comments
- 3.1 Relevance Characteristics
- 3.2 Example
- 4 Methods
- 5 Results
- 5.1 Results that Confirmed Our Hypotheses
- 5.2 Unexpected Results
- 6 Discussion
- 7 Conclusion and Future Work
- References
- A Study to Prevent People from Using a Smartphones at Bedtime with ASMR
- 1 Introduction
- 2 Conventional Method
- 2.1 ASMR
- 2.2 1/f Fluctuation
- 2.3 Fitbit and Sleep Efficiency
- 2.4 Stress Index LF/HF
- 2.5 Related Works
- 3 Proposed Method
- 3.1 The Structure of the Proposed System
- 3.2 The Application of the Proposed System
- 4 Experiment
- 4.1 Participants
- 4.2 Experimental Period
- 4.3 Experimental Rules
- 4.4 Experimental Results
- 5 Discussion
- 5.1 About the Time Before Falling Sleep
- 5.2 About Sleep Efficiency
- 6 Conclusion
- References
- Automated Diagnostics and Its Advantages of AI in Mental Health
- 1 Background
- 1.1 Preface
- 1.2 Research Background
- 2 Related Research
- 2.1 About Mental Health
- 2.2 About AI
- 3 Research Objective
- 4 Artificial Intelligence in Psychology
- 4.1 Therapeutic Video Games
- 4.2 Chatbot
- 4.3 Psychological Aids to Diagnosis
- 4.4 Wristwatch Wearable Devices
- 4.5 Mental Health and Complementary Therapies
- 4.6 Attention and Cognitive Enhancement
- 4.7 Emotion Recognition and Emotional Intelligence
- 4.8 Popularization of Psychological Knowledge
- 4.9 Psychological Tests
- 5 Benefits of Artificial Intelligence in Psychology
- 5.1 24-Hour Immediate Response
- 5.2 Breaking Down Psychological Barriers for Users
- 5.3 Provide More Stable Services
- 5.4 Get More Customers at a Low Cost
- 6 Conclusion
- 7 Future Tasks
- References
- Proposal on the Application Design Method of Aging-Friendly Smart Home System Based on User Experience Under Health Needs
- 1 Introduction
- 2 Background
- 2.1 APP of Smart Home System
- 2.2 Age-Friendly Smart Home System Apps
- 2.3 Elements of User Experience
- 3 User Research
- 3.1 Research Purpose
- 3.2 User Interviews
- 4 Competitive Product Analysis and User Research Summary
- 4.1 Competitive Product Analysis
- 5 Proposal of User Experience Model of APP for Elderly Smart Home System Based on Health Needs
- 5.1 Construction of the Strategy Layer of APP for Elderly Smart Home System Based on Health Needs
- 5.2 Construction of the Scope Layer of APP for Elderly Smart Home System Based on Health Needs
- 5.3 Construction of the Structure Layer of APP for Elderly Smart Home System Based on Health Needs
- 5.4 Construction of the Skeleton Layer of APP for Elderly Smart Home System Based on Health Needs
- 5.5 Construction of the Surface Layer of APP for Elderly Smart Home System Based on Health Needs
- 6 Conclusion
- References
- Author Index
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