
Distributed, Ambient and Pervasive Interactions
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
This two-volume set LNCS 14718-14719 constitutes the refereed proceedings of the 12th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2024, held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024, 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 DAPI conference addressed approaches and objectives of information, interaction, and user experience design for DAPI Environments as well as their enabling technologies, methods, and platforms, and relevant application areas. DAPI 2024 covered topics addressing basic research questions and technology issues in the areas of new modalities, immersive environments, smart devices, and much more.
More details
Other editions
Additional editions

Content
- Intro
- Foreword
- HCI International 2024 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- 12th International Conference on Distributed, Ambient and Pervasive Interactions (DAPI 2024)
- HCI International 2025 Conference
- Contents - Part II
- Contents - Part I
- Intelligent Environments for Health and Wellbeing
- Enhancing Human-Healing Environment Interaction Framework: Based on Two Applications
- 1 Introduction
- 2 Literature Review on Healing Environment Design
- 2.1 Concept Design in Healing Environments
- 2.2 Object Design in Healing Environments
- 2.3 Emotional Design in Healing Environments
- 3 Methods
- 3.1 Questionnaire of User Preferences in Healing Environments
- 3.2 Questionnaire of Healing Environment Design Evaluation
- 4 Results of User Preference Factors in Healing Environment Design
- 5 Design Applications
- 5.1 Design Framework Construction
- 5.2 PICU of Shanghai Children's Medical Centre
- 5.3 Sino-Danish Child-Friendly Space of Suzhou High-Speed Railway New Community
- 5.4 Design Evaluation
- 6 Discussion
- 7 Conclusion
- References
- Design Proposal for a Chatbot with Mental Support Functionalities Based on Artificial Intelligence
- 1 Introduction
- 2 Conceptual Framework and Literature Review
- 2.1 Conceptual Framework
- 2.2 Literature Review
- 3 Methodology
- 3.1 Research Methodology and Design
- 3.2 Chatbot in the Field of Health
- 4 Results and Discussion
- 4.1 Chatbot for Mental Health Design
- 4.2 Chatbot Implementation
- 5 Conclusions and Future Works
- References
- Embracing Virtual Reality: Understanding Factors Influencing Older Adults' Acceptance
- 1 Introduction
- 2 Literature Review
- 2.1 Older Adults and VR Technology
- 2.2 UTAUT2
- 3 Methodology
- 3.1 Data Collection
- 3.2 Analysis
- 3.3 Coding and Themes
- 3.4 Procedures
- 3.5 Device and Stimuli
- 4 Results
- 4.1 Performance Expectancy
- 4.2 Effort Expectancy
- 4.3 Social Influence
- 4.4 Facilitating Conditions
- 4.5 Hedonic Motivation
- 4.6 Price Value
- 4.7 Habit
- 4.8 VR Experience
- 4.9 Physiological Feelings
- 4.10 Patriotic Sentiment
- 5 Discussion
- 5.1 Summary of Findings
- 5.2 Contributions
- 5.3 Limitations
- References
- Learning to Effectively Identify Reliable Content in Health Social Platforms with Large Language Models
- 1 Introduction
- 2 Related Studies
- 2.1 Reliability
- 2.2 Content Classification
- 2.3 Transfer Learning
- 3 Research Methods
- 3.1 Data Collection and Screening
- 3.2 Data Labelling
- 3.3 Experiment
- 4 Experiment Results
- 5 Discussion
- 5.1 Implications
- 5.2 Limitations and Future Work
- 6 Conclusion
- References
- Wearable and Pervasive Architecture for Digital Companions in Chronic Disease Care
- 1 Introduction
- 2 Related Work
- 2.1 Digital Companions
- 2.2 Reviews and Architectures
- 3 Architecture for Digital Companions
- 3.1 Functional Requirements
- 3.2 Non-functional Requirements
- 3.3 Architectural Components
- 4 Running Example: Medical Follow-Up
- 5 Anticipated User Experience Analysis
- 5.1 Tests
- 5.2 Results
- 5.3 Discussion
- 6 Conclusions and Future Work
- References
- Framework of Occupant-Centric Measuring System for Personalized Micro-environment via Online Modeling
- 1 Introduction
- 2 Related Work
- 3 Framework Design
- 3.1 System Architecture and Integration
- 3.2 Implementation of the Proposed Framework
- 3.3 Evaluation Criteria and Hypothetical Outcomes
- 4 Discussion
- 5 Conclusion
- References
- VIT.IN: Visualizing Collective Stress with a Dynamic Painting
- 1 Introduction
- 2 Related Work
- 2.1 Visualizing Vitality
- 2.2 Organizational Culture
- 2.3 Behavior Change
- 3 Design
- 3.1 Design Process
- 3.2 VIT.IN
- 4 Evaluation
- 4.1 Participants
- 4.2 Material
- 4.3 Procedure
- 4.4 Data Analysis
- 4.5 Results
- 5 Discussion
- 5.1 Challenge and Approach
- 5.2 Behavioral Influences
- 5.3 Social Exchange
- 5.4 Limitations
- 5.5 Contribution and Future Work
- 6 Conclusion
- References
- Design and Practice of Traditional Chinese Massage Experience Based on Augmented Reality
- 1 Introduction
- 1.1 AR: Transforming Healthcare Learning and Practice with Massage
- 1.2 AR-Enhanced Traditional Chinese Massage
- 2 Related Works
- 2.1 AR Traditional Chinese Massage Research
- 2.2 Practice Strategy
- 3 Application of Traditional Chinese Massage in Sub-health Management
- 4 Methods
- 4.1 Interview Research
- 5 Questionnaire Survey
- 5.1 Questionnaire Design and Collection
- 5.2 Questionnaire Data Analysis
- 5.3 Findings
- 6 Experiment
- 6.1 Participants and Devices
- 6.2 Experimental Procedure
- 6.3 Results
- 6.4 Data Analysis
- 6.5 Findings
- 7 Concept Design and Interaction Process
- 7.1 Theoretical Frameworks
- 7.2 AR Massage Route Guide
- 7.3 Course of Treatment
- 8 Conclusion
- References
- A Proposed Framework of Virtual Reality System Design for Neuroscience Education in Mental Health
- 1 Introduction
- 2 Literature Review
- 2.1 Neuroscience and Mental Health
- 2.2 Mental Health and VR
- 2.3 Neuroscience Education and VR
- 2.4 Theoretic Basis
- 2.5 Research Questions
- 3 Method
- 4 The Development of VR Framework for Neuroscience Education in Mental Health
- 4.1 Empathize: Understanding Users and Needs
- 4.2 Define
- 4.3 Ideate
- 4.4 Prototype Development
- 4.5 Test and Evaluation
- 5 Discussion
- 6 Conclusion
- References
- Exploration of "ICH + Digital Game" Mode Under the Threshold of Culture and Tourism Integration
- 1 Introduction
- 2 How to Understand the Concept of "ICH + Digital Game" Mode
- 2.1 Special Cultural Forms of Intangible Cultural Heritage
- 2.2 Definition of "ICH + Digital Game" Mode
- 2.3 Application of Human-Computer Interaction Technology in Digital Games
- 3 Four Levels of the Design Purpose of Intangible Cultural Heritage Games
- 3.1 Display and Dissemination of Culture
- 3.2 Enhancement of Cultural Awareness
- 3.3 Acquisition of Knowledge and Skills
- 3.4 Achievement of Additional Objectives
- 4 Transmission of Intangible Cultural Heritage in Digital Games
- 4.1 Characteristics of Intangible Cultural Heritage Transmission in Digital Games
- 4.2 Laws of Intangible Cultural Heritage Transmission in Digital Games
- 4.3 Transformation Strategy of Cultural Elements in the Digital Environment
- 4.4 Guarantee Mechanism of Cultural Authenticity
- 5 The Significance of "ICH + Digital Game" Mode Under the Threshold of Culture and Tourism Integration
- 5.1 Cultural Significance
- 5.2 Aesthetic Function
- 5.3 Economic Value
- 6 Conclusion and Prospect
- References
- Non-visual Effects Driven Fatigue Level Recognition Method for Enclosed Space Workers
- 1 Introduction
- 1.1 Effects of Lighting Environment on Enclosed Space Workers
- 1.2 Fatigue Evaluation
- 1.3 Fatigue Recognition Methods and Modeling
- 1.4 Research Objectives
- 2 Methods
- 2.1 Subjects
- 2.2 Experimental Environment and Equipment
- 2.3 Experimental Task
- 2.4 Experimental Procedure
- 2.5 Data Analysis
- 3 Results
- 3.1 Non-visual Effects in Different Lighting Environments
- 3.2 Fatigue Recognition Modeling
- 4 Concluding Remarks
- References
- Smart Ecosystems for Learning and Culture
- A.I. In All the Wrong Places
- 1 Artificial Intelligence Explosion
- 2 Early Generative Design Experiments
- 3 Large Generative A.I. Models
- 4 Generative A.I. In an Art & Design Course
- 4.1 Course Artifacts
- 5 Discussion
- 5.1 Surprises
- 5.2 Thinness of Generative A.I.
- 5.3 Questions, Answers, Fabrications
- 5.4 A.I. In Better Places
- Appendix
- References
- Exploring the Potential of Cognitive Flexibility and Elaboration in Support of Curiosity, Interest, and Engagement in Designing AI-Rich Learning Spaces, Extensible to Urban Environments
- 1 Introduction and Background
- 2 Theoretical Perspective
- 2.1 LLM AI Chatbots in Technology-Rich Learning Environments
- 2.2 Curiosity, Interest, and Engagement in Technology-Rich Learning Environments
- 2.3 Cognitive Flexibility and Elaborative Interrogation in Technology-Rich Learning Environments
- 2.4 Potential and Challenges of Cognitive Flexibility and Elaborative Interrogation in Support of Curiosity, Interest, and Engagement in AI-Rich Urban Learning Environments
- 2.5 Conceptual Framework for Cognitive Flexibility and Cognitive Elaborative Interrogation in Support of Curiosity, Interest, and Engagement in AI-Rich Urban Learning Environments
- 3 Methodology
- 4 Findings and Discussion
- 5 Limitations and Future Directions
- 6 Conclusion
- Appendix A- Iterative Prompting in Support of Elaborative Interrogation - https://docs.google.com/document/d/1sMkA-C9FC56sIwdRDaQEP3JfOnxNPpqyH-LNuGRS5s/edit
- Appendix B - Iterative Prompting for Urban Rewilding Using ChatGPT-4 - https://docs.google.com/document/d/1qOXu0lJLAWyQxJ341d6VPoFyK2SVrsTZbEUSzQgN70Y/edit
- Appendix C - ChatGPT Create Playground
- Appendix D - AI-Human Collaboration in Support of Urban Development - https://docs.google.com/document/d/17BEp7yd32VrvCz-LWeuEHs2XHpxnMY066fvwKILf8os/edit
- References
- Digital Empowerment of Excellent Traditional Chinese Music Culture Education
- 1 Introduction
- 1.1 Research Significance
- 1.2 Research Purpose and Content
- 2 Concepts and Characteristics of Educational Digitalization
- 3 Innovative Applications of Digital Education in the Inheritance of Traditional Music
- 3.1 Combination of Digital Technology and Traditional Music Teaching
- 3.2 Digital Innovation of Teaching Content and Form
- 3.3 Construction of Shared Teaching Platform and Curriculum System
- 4 The Role of Digital Media and Network Platforms in the Promotion of Traditional Music
- 5 Conclusions and Recommendations
- References
- Future-Present Learning in Place: Postdigital Learning at the Scale of the City
- 1 Introduction
- 1.1 Lifelong Learning in Place
- 1.2 Why a Learning City?
- 2 Future-Present Postdigital Learning in Place
- 2.1 Postidigital Epistemological Context
- 3 Understanding Urban Citizen Learning
- 4 Building a Civic Learning Network
- 4.1 Citizen Interactions with the Knowledge Web
- 5 Intelligent Cities and Citizen Data
- 5.1 Recommender Systems
- 5.2 Preserving the Integrity of the Knowledge Web
- 6 A Technosocial Contract for Civic Learning
- 7 Conclusions
- References
- Research and Design of Interactive Performance of Confucian Music Instruments Based on VR
- 1 Introduction
- 1.1 Overview of Digitization of Intangible Cultural Heritage
- 1.2 Overview of Confucian Music
- 1.3 Overview of Instruments in Confucian Music
- 2 Previous Work
- 3 Research Purpose
- 4 User Research
- 5 Design and Implementation
- 5.1 Digitization of Chimes
- 5.2 Digitization of Confucian Ceremony
- 5.3 Interaction Design
- 6 Conclusion and Future Work
- References
- A Survey on Explainable Course Recommendation Systems
- 1 Introduction
- 2 Background
- 2.1 Course Recommendation System
- 2.2 Explainable Recommendation System
- 3 Explainable Course Recommendation Framework
- 3.1 Explainability of Recommendation Input
- 3.2 Explainability of Recommendation Model
- 3.3 Explanations
- 4 Discussion and Conclusion
- References
- The Role of Automated Classification in Preserving Indonesian Folk and National Songs
- 1 Introduction
- 2 Method
- 2.1 K-Nearest Neighbor (KNN)
- 2.2 Multinomial Naïve Bayes (MNB)
- 2.3 Support Vector Machine (SVM)
- 3 Results and Discussion
- 4 Conclusion
- References
- The Evolution of Immersive Video Creation
- 1 The Evolution of the Medium of Immersive Experience
- 2 The Form of Interactive Video
- 3 The Priority of the Audience - In the Two Aspects of Psychology and Cybernetics
- 4 The Future of Immersive Experiences Based on XR
- 5 Conclusion
- References
- Multimodal Interaction in Intelligent Environments
- I-Shoe: Smart Insole for Gait Monitoring
- 1 Introduction
- 2 Related Work
- 3 System Design and Implementation
- 3.1 The Wearable Device I-Shoe
- 3.2 Insole Implementation
- 3.3 The Machine Learning Model
- 4 System Evaluation
- 4.1 Experimental Procedure
- 5 Conclusion
- References
- Eyebient Displays: Ambient Displays by Gaze Guidance
- 1 Introduction
- 2 Related Work
- 3 Design and Implementation of Eyebient Display
- 3.1 Core Concept of Eyebient Display
- 3.2 Major System Components and Implementation
- 4 Preliminary User Study
- 4.1 Method
- 4.2 Result and Analysis
- 5 Concluding Remark
- References
- MAR Enhanced Hiking Experience: Exploring Multimodal Experience Design in Outdoor Scenarios
- 1 Introduction
- 2 Related Works
- 2.1 AR Introduction
- 2.2 AR Visual Experience in Outdoor Scene
- 2.3 Multimodal Interactions for AR Outdoor Activities
- 3 Design Guidelines and Strategies
- 3.1 AR-UI Design Guidelines
- 3.2 AR-UI Design Strategies for Outdoor Sports Scenarios
- 4 System Design
- 4.1 Multimodal Interaction
- 4.2 Multi-level Experience
- 4.3 AR-UI
- 5 Test and Evaluation
- 6 Discussion
- 7 Conclusion and Future Work
- References
- The Potential of Interactive Design in Children's Picture Books and Its Impact on User Experience
- 1 Background Introduction
- 1.1 Development Background of Children's Picture Books
- 1.2 Rise and Application of Interaction Design
- 1.3 Research Purpose and Significance
- 2 Application of Interaction Design in Children's Picture Books
- 2.1 Analysis of the Application Form of Interactive Design in Children's Picture Books
- 2.2 Impact of Interaction Design Elements on Picture Book Reading
- 3 Development Potential of Interactive Design in the Field of Children's Picture Books
- 3.1 Trends of Interaction Design Technology Integration
- 4 Technological Progress Promotes the Personalized and Interactive Development of Picture Books
- 4.1 The Potential of Interaction Design in the User Experience of Children's Picture Books
- 5 The Prospect of Interactive Design in the Field of Children's Picture Books
- 5.1 Technology-Enabled Children's Picture Books
- 5.2 Interdisciplinary Participation in Picture Book Production
- 5.3 Human-Computer Interactive Picture Books for Children
- 6 Conclusion
- References
- Talkin' Closet Plus: Interactive Clothing Selection Support System Through Various Opinions of Speech from Clothes
- 1 Introduction
- 2 Related Research
- 2.1 Clothing Selection Support System
- 2.2 Recommendation by Conversational Agent
- 2.3 Our Research
- 3 Proposed System
- 3.1 Design Concept
- 3.2 System Implementation
- 4 Experiment
- 4.1 Purpose and Hypothesis
- 4.2 Settings
- 4.3 Evaluation Items
- 4.4 Procedure
- 5 Results
- 5.1 Evaluation of System Impressions
- 5.2 Analysis of Reasons for Clothing Selection
- 5.3 Required Time for Clothing Selection
- 6 Discussion
- 7 Conclusion
- References
- From Classic to Future: The Temporal Evolution of GUI Design for Apple Products
- 1 Introduction
- 2 Methods
- 3 Content
- 3.1 Command Line User Interface
- 3.2 Graphical User Interface (GUI)
- 3.3 Spatial User Interface
- 4 Discussion
- 5 Conclusion
- References
- Wings of Imagination: Strengthening Avian Embodiment and Flight Immersion in Virtual Reality Through Multisensory Haptic Feedback
- 1 Introduction
- 2 Related Works
- 3 Study Overview
- 4 Hardware Design and Implementation
- 4.1 Birds Movement Mechanism Research
- 4.2 Hardware Design Approach
- 4.3 Retractable Straps System
- 4.4 Controlling System Design
- 5 Software Design and Implementation
- 6 Interaction Design Approach
- 6.1 Start and End Triggers
- 6.2 Multisensory Interaction
- 7 Experiment and User Study
- 7.1 Experiment Design
- 7.2 Participants Information
- 7.3 Experiment Process
- 7.4 Questionnaire and Interview
- 7.5 Data Analyzing Method
- 8 Result Analysis
- 8.1 SUS Score Analysis
- 8.2 Haptic Feedback Fidelity Analyzation
- 9 Discussion, Limitation, and Future Work
- 10 Conclusion
- References
- Exploring Key Issues Affecting Consumers' Intention to Use Chatbots in Cross-Border E-Commerce Activities
- 1 Introduction
- 2 Literature Review
- 2.1 Related Studies on Chatbots Adoption
- 2.2 Related Studies on Consumer Use Intention
- 2.3 Review Summary
- 3 Research Methods
- 3.1 Data Collection
- 3.2 Data Analysis
- 4 Key Issues Affecting Consumers' Intention to Use Chatbots in Cross-Border E-Commerce Activities
- 4.1 Ease of Use
- 4.2 Technology Maturity
- 4.3 Forced to Use
- 4.4 Perceived Value
- 4.5 Psychological Need
- 5 Conclusions
- References
- Magnet Haptic: Using Magnets and Conductive Ink to Self-fabricate Interactive VR Devices
- 1 Introduction
- 1.1 A Subsection Sample
- 2 Related Work
- 2.1 Hearing Substitute System
- 2.2 Accessible Communication Technology
- 3 The Basic Principles of Magnet Haptic
- 3.1 Method
- 3.2 Assembly Principle
- 4 Fabrication Workflow
- 5 Electrical Performance Evaluation
- 6 User Study
- 7 Discussion and Future Work
- 8 Conclusion
- References
- Author Index
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.