
Distributed, Ambient and Pervasive Interactions
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The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DAPI 2021, Distributed, Ambient and Pervasive Interactions, are organized in topical sections named: Smart Cities; IoT, Sensors and Smart Environments; Learning and Culture in Intelligent Environments; Designing Intelligent Environments.
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Content
- Intro
- Foreword
- HCI International 2021 Thematic Areas and Affiliated Conferences
- Contents
- I Smart Cities
- Integrating Inter-field Data into Space-Time to Grasp and Analyze Activities in Town
- 1 Introduction
- 2 Background
- 2.1 Cyber-Physical Systems (CPS)
- 2.2 Open Data
- 2.3 Marketing Analysis
- 3 Integration of Inter-field Data
- 3.1 Issues on Integration
- 3.2 Integration of Heterogeneous Data
- 3.3 Mapping and Converting with Fundamental Data
- 3.4 Simulation
- 4 An Example of Using Integrated Data: Interactive Analytics
- 4.1 Preparation of POS Transaction Data
- 4.2 Preparation of Trajectories Data
- 4.3 Overview of Visualization
- 5 Conclusions
- References
- Crowdsourced Urban Annotations and Augmented Reality as Design Thinking Tools to Navigate and Interact with Urban Data
- 1 Background
- 2 Problem Statement
- 3 Methodology
- 4 Concept
- 5 Data
- 5.1 Census Data
- 5.2 Hoodmaps
- 6 The Product
- 6.1 The Database and Server
- 6.2 The Mobile App Prototype
- 6.3 City Data Story
- 7 Testing
- 7.1 Concept
- 7.2 Design
- 8 Conclusion and Future Work
- References
- The Inclusion of Citizens in Smart Cities Policymaking: The Potential Role of Development Studies' Participatory Methodologies
- 1 Introduction
- 2 Theoretical Background
- 2.1 Learnings from Zero Carbon Cities and the Importance of Participation
- 2.2 The Role of Citizens in Smart Cities
- 2.3 The Role of Citizens in Development Initiatives
- 3 Methodology
- 3.1 Data Collection, Data Analysis and Sample
- 4 Results
- 4.1 The Need to Involve Citizens
- 4.2 Types of Citizens Involvement
- 4.3 Problems Associated with Involvement of Citizens
- 5 Discussion
- 6 Conclusions
- References
- The Importance of Theory for Understanding Smart Cities: Making a Case for Ambient Theory
- 1 Introduction
- 1.1 Background
- 1.2 Definitions
- 2 Theoretical Perspective
- 2.1 The Ambient
- 2.2 Ambience and Ambiance
- 2.3 Smart Cities and the Ambient
- 2.4 Ambient Theory
- 3 Application of Ambient Theory to Smart Cities
- 4 Implications, Limitations, and Mitigations of Ambient Theory
- 5 Conclusion
- References
- Research on Cross-channel Switch Behavior of Users from Smart Government APP to Government Service Platform Under PPM Framework
- 1 Introduction
- 2 Literature Review
- 2.1 Smart Government
- 2.2 User Switch Behavior
- 2.3 Cross-channel User Switch Behavior
- 3 Research Theories and Hypothetical Models
- 3.1 Push Factors
- 3.2 Pull Factors
- 3.3 Mooring Factors
- 3.4 Switch Intention and Switch Behaviors
- 4 Conclusion and Future Outlook
- References
- Users Adaptation and Infusion of Smart City App
- 1 Introduction
- 2 Literature Review
- 2.1 The Concept of User Adaptation and Infusion
- 2.2 Factors Influencing Adaptive Information Behavior
- 3 Research Design and Data Analysis
- 3.1 Data Collection
- 3.2 Coding Analysis
- 4 Research Findings
- 4.1 Model Description
- 4.2 Theoretical Elements of Smart City Apps Adaptation and Infusion
- 5 Conclusion and Suggestion
- References
- II IoT, Sensors and Smart Environments
- Re-imagining Indoor Space Utilization in the COVID-19 Pandemic with Smart Re-configurable Spaces (SReS)
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 4 Data Collection and Analysis
- 5 Results
- 5.1 Design Development
- 5.2 Technology Integration
- 5.3 System Architecture
- 6 Discussion
- 7 Conclusion and Future Work
- References
- Pervasive Smart Objects: Framework for Extending Smart-Object Services
- 1 Introduction
- 2 Background: Design Space for Virtuality-Introduced Internet of Things
- 2.1 Dimension 1: Taxonomy of IoT
- 2.2 Dimension 2: Visualizing Degree
- 2.3 Dimension 3: Virtuality Level
- 3 Modification of Design Space
- 3.1 Information Acquisition Methods
- 3.2 Methods for Displaying Media
- 3.3 Target of Service
- 3.4 Summary of Design Space
- 4 Application of Design Space on Case Studies
- 4.1 Case Study 1: HoloMoL
- 4.2 Case Study 2: DESI
- 5 Framework for Increasing Pervasiveness of Service
- 5.1 Procedure to Increase Pervasiveness of DESI
- 5.2 Revision of Framework to Increase Pervasiveness
- 6 Application of Framework to Existing Services
- 6.1 Extension of Virtual Aquarium
- 6.2 Extension of Ambient Bot
- 7 Insights
- 8 Conclusions and Future Research
- References
- Home Appliance Control Using Smartwatches with Continuous Gesture Recognition
- 1 Introduction
- 2 Related Work
- 3 Prototype
- 3.1 Continuous Gesture Recognition
- 3.2 Communication Between Smartwatch and Device
- 4 Expert Evaluation
- 4.1 System Usability Evaluation
- 5 Results and Discussion
- 6 Conclusions
- References
- Towards a Semantic Classification of Possible Human-to-Environment Interactions in IoT
- 1 Introduction
- 2 Modelling HEI Interactions
- 3 Related Works
- 3.1 HCI and Categorising 'Interactions'
- 3.2 Shift from HCI to HEI
- 3.3 Understanding 'Interaction' in IoT
- 4 Methodology for Literature Review
- 5 Results of the Meta-analysis
- 5.1 Physical Interaction Type
- 5.2 Perception/Cognition-Based Interaction Type
- 5.3 Object Interaction Type
- 6 Taxonomy of HEI in the IoT
- 7 The Power of the Semantic Web
- 7.1 Ontological Characteristics of the Model
- 7.2 Possible Semantic Reasoning
- 8 Conclusion
- References
- Touchless Interaction on Mobile Devices Using Embedded Ambient Light Sensor
- 1 Introduction
- 2 Related Work
- 3 UI Navigation Based on Light Sensor Utilization
- 4 Empirical Evaluation
- 4.1 Participants, Apparatus, and the Procedure
- 4.2 Results and Discussion
- 5 Conclusion
- References
- Comparison Between Manual and Automated Annotations of Eco-Acoustic Recordings Collected in Fukushima Restricted Zone
- 1 Introduction
- 2 Background
- 3 Preparation
- 4 Methods
- 4.1 Data Collection
- 4.2 Manual Annotation
- 4.3 Automatic Detection
- 4.4 Evaluation
- 5 Results
- 6 Discussions
- 7 Conclusions
- References
- Towards Infectious Disease Risk Assessment in Taxis Using Environmental Sensors
- 1 Introduction
- 2 Related Work
- 2.1 Infectious Disease Risk Assessment
- 2.2 Enclosed Space Detection
- 3 Research Question
- 4 Experiment
- 4.1 Sensors and Setup
- 4.2 Study Conditions
- 5 Results and Discussion
- 5.1 CO2 in a Stationary Vehicle Condition
- 5.2 CO2 in a Running Vehicle Condition
- 6 Conclusion
- References
- The Value of the User Evaluation Process in the European IoT Large-Scale Pilot for Smart Living
- 1 Introduction
- 2 Market Analysis
- 2.1 Competition
- 2.2 Concluding the State-of-the-Art
- 3 The German Deployment Site
- 3.1 The DS Users
- 3.2 The DS Installations and Services
- 4 Evaluation
- 4.1 Local Evaluation Procedure
- 4.2 Analysis of the Results
- 4.3 Cost Effectiveness
- 5 Conclusion
- References
- III Learning and Culture in Intelligent Environments
- Technology Probes to Explore How Children Learn About Gender Stereotypes
- 1 Introduction
- 2 Related Work
- 2.1 Social Psychological Theories
- 2.2 HCI Studies
- 3 Technology Probes
- 3.1 Probe 1: Gender Roles Perception Based on Interest Patterns and Personality Labels vs Notes
- 3.2 Probe 2: Celebrities Video Cases Through AR Double-Sided Stand-Up vs Screen Only
- 3.3 Probe 3: Digital Painting and Story Expression vs Card Painting and AR Performance
- 4 Discussion and Future Work
- 4.1 Findings from Probe 1 (Gender Roles Perception)
- 4.2 Findings from Probe 2 (Gender Equality Celebrities Cases)
- 4.3 Findings from Probe 3 (Gender Role Creation and Self-story Expression)
- 5 Conclusion
- References
- Collectively Sharing Human Hearing in Artful CollectiveEars
- 1 Introduction
- 2 Artful CollectiveEars
- 2.1 Multiple Sounds Presentation in a 3D Space
- 2.2 Theme Channel Abstraction for Choosing Sounds
- 2.3 Head Gesture-Based Sound Navigation
- 2.4 Tagging Sounds, Collective Hearing, and Novel Use Cases
- 3 A Preliminary Experiment of Artful CollectiveEars
- 4 Related Work
- 5 Conclusion and Future Direction
- References
- What are we Supposed to be Learning? Motivation and Autonomy in Smart Learning Environments
- 1 Introduction
- 2 Smart Learning and Smart Learning Environments
- 3 Effective Learning in Smart Environments
- 4 Motivation and Autonomy
- 5 The Research
- 5.1 Sample and Method
- 5.2 Methodology
- 5.3 Analysis
- 6 Structures of Experience Variation
- 7 Structures of Relevance
- 8 Relevance Structure Influencing Factors
- 8.1 Reflection with Peers
- 8.2 Context and Awareness
- 8.3 Twenty-First Century Skills, Autonomy and Self-directed Learning
- 9 Conclusions
- References
- Design Inspired by Intangible Cultural Heritage of Taoyuan Woodcarving Craft Platform
- 1 Introduction
- 2 Related Research
- 3 Taoyuan Woodcarving Craft and Auspicious Culture
- 4 Taoyuan Woodcarving Auspicious Cultural Symbol Extraction
- 5 Reconstruction and Application of Auspicious Cultural Symbols in Furniture Design
- 5.1 Reconstruction and Design of Furniture Product Language Structure
- 5.2 Innovative Design on the Semantic Level of Furniture Products
- 5.3 Innovative Design at the Product Pragmatic Level
- 6 Conclusion
- References
- Strategies for Panel Sequence Segmentations in d-Comics
- 1 Introduction
- 2 Design of the Expert Review
- 2.1 Materials
- 2.2 Procedure
- 3 Results
- 3.1 "The Lucky Ones"
- 3.2 "In Spite of Everything"
- 3.3 "Because It's There"
- 3.4 "Ithaka"
- 4 Discussion
- 4.1 Number vs Intensity
- 4.2 Relation Among Segmented Panel Groups
- 5 Conclusion and Future Work
- References
- Papimation: A Symbol System for Children to Animate Their Drawing
- 1 Introduction
- 2 Related Work
- 2.1 Drawing
- 2.2 Animation
- 3 Symbol Command
- 4 Study1: Symbol Generation
- 4.1 Generation of Scenery Symbol
- 4.2 Offline Workshop: Motion Symbol Elicitation
- 4.3 Result
- 4.4 Symbol Design
- 5 Study 2: Symbol Evaluation
- 5.1 Symbol Evaluation Workshop
- 5.2 Result
- 6 Study 3: System Evaluation
- 6.1 System Introduction
- 6.2 System Evaluation Workshop
- 6.3 Result
- 7 Discussion
- 8 Conclusion
- References
- TangiLetter: An Interactive Vocabulary System for Children to Learn Words About Wild Animals
- 1 Introduction
- 2 Related Work
- 2.1 Play-Based Learning
- 2.2 Applications for Word Learning
- 2.3 Multi-sensory Design
- 3 Learning with TangiLetter
- 4 System Design
- 4.1 Description of the System
- 4.2 Procedure
- 4.3 Feature of Our System
- 5 Studies
- 5.1 Preliminary User Research
- 5.2 Formal User Research
- 6 Results
- 7 Suggestions for Designing Systems for Children's Word-Learning System
- 8 Limitation and Future Work
- 9 Conclusion
- References
- IV Designing Intelligent Environments
- A Gaze-Based Unobstructive Information Selection by Context-Aware Moving UI in Mixed Reality
- 1 Introduction
- 2 Related Work
- 2.1 Activity Recognition Using Gaze
- 2.2 Gaze-Based Interaction
- 3 Methodology
- 3.1 Methodology Overview
- 3.2 Preliminary Experiment
- 3.3 System Design and Implementation
- 3.4 Implementation
- 4 Experiments
- 4.1 Experimental Design
- 4.2 Result
- 4.3 Discussion
- 5 Conclusion
- References
- Online Medical Platform Oriented Identification of User Needs Related to Alzheimer's Disease and Ontology Construction
- 1 Introduction
- 2 Related Research
- 3 Topic Identification of AD-Related Users' Information Needs
- 3.1 Data Sources
- 3.2 Topic Identification Idea
- 3.3 Identification Method and Procedure
- 3.4 User Needs Analysis Results
- 4 Construction of Alzheimer's Disease Ontology
- 4.1 Ontology Design
- 4.2 Ontology Construction Process and Results
- 5 Conclusion
- References
- A Systematic Review of Information Quality of Artificial Intelligence Based Conversational Agents in Healthcare
- 1 Introduction
- 2 Related Studies
- 3 Research Methods
- 3.1 Developing Search Strategy
- 3.2 Selecting Relevant Studies
- 3.3 Assessing the Quality of Relevant Studies
- 3.4 Extracting, Analyzing, and Synthesizing Data from Relevant Studies
- 4 Results
- 4.1 Research Purposes
- 4.2 Research Designs
- 4.3 Findings Addressing the RQ
- 5 Discussion
- 5.1 Implications for Academics
- 5.2 Implications for Practices
- 5.3 Limitations of This Study
- 6 Conclusion
- Appendix
- References
- Standard Dialogue Structure and Frequent Patterns in the Agent Dialogue System
- 1 Introduction
- 2 Standard Dialogue Structure
- 3 Dialogue Structure Analysis of Dialogue Scenarios
- 3.1 Analysis of Dialogue Components
- 3.2 Frequent Patterns of a Dialogue
- 4 Discussion
- 5 Conclusion
- References
- Intelligent Product Design with Natural Interaction
- 1 Introduction
- 2 Concept of Natural Interaction
- 3 Natural Interaction and Intelligent Product Design
- 3.1 Explicit Natural Interaction
- 3.2 Implicit Natural Interaction
- 4 Intelligent Product Design Process Based on Natural Interaction
- 4.1 Determining Target Design Intelligent Products
- 4.2 Natural Interaction Design
- 5 Case Study: Design an Intelligent Speaker
- 5.1 Determining Target Design Intelligent Products
- 5.2 Natural Interaction Design
- 5.3 Prototype Production
- 5.4 Instructions for Natural Interactive Speakers
- 6 Conclusions
- References
- HUD Information Design for IoV Intelligent Navigation System
- 1 Introduction
- 2 Related Work
- 3 Information Structure of the HUD Interface of the Car Navigation System
- 3.1 Information Organization Guidelines
- 3.2 Information Content
- 3.3 Information Architecture
- 4 Visual Design Analysis of the HUD of the Car Navigation System
- 5 Design Practice of Head-Up Display (HUD) of the Car Navigation System
- 5.1 Information Organization
- 5.2 Visual Design, that is, Visual Symbol and Interface Design
- 6 Conclusion
- References
- Author Index
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