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HCI International 2016 – Posters' Extended Abstracts

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Table of Contents

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    Book Overview
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    Chapter 1 Exposing American Undergraduates to Monozukuri and Other Key Principles in Japanese Culture, Design, Technology and Robotics
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    Chapter 2 Program for the Application of Innovative Design Thinking: Assessment of Product Opportunity Gaps of Classroom Furniture
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    Chapter 3 Message Delivery of Cultural and Creative Products Under Cultural Industries
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    Chapter 4 Using MURAL to Facilitate Un-Moderated Formative User Experience Research Activities
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    Chapter 5 Pet Empires: Combining Design Thinking, Lean Startup and Agile to Learn from Failure and Develop a Successful Game in an Undergraduate Environment
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    Chapter 6 Attracting Consumers’ Attention and Interest in Exploring: Does HCI Strategy Matter?
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    Chapter 7 Reflecting on Expertise, a Key Factor When Designing for Professional Development in Informal Science Institutions
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    Chapter 8 Study on the Relationship Between Mental Model of Designer Team and Factors in Remote Collaboration
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    Chapter 9 A Conceptual Research Agenda and Quantification Framework for the Relationship Between Science-Fiction Media and Human-Computer Interaction
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    Chapter 10 Technology Roadmap for Realistic Contents: The Korea Case
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    Chapter 11 Supporting Complex Decisions Through Selection of Appropriate Graphical Layout
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    Chapter 12 From Real Tombs to Digital Memorials: An Exploratory Study in Multicultural Elements for Communication
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    Chapter 13 Capabilities Driving Competitive Advantage in New Product Development: Coordination Capability, Absorptive Capability, and Information Technology Capability
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    Chapter 14 Design and Implementation of Advanced HCI Education
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    Chapter 15 To Err Is Human: Building an Automatic Error Generator System
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    Chapter 16 TAM Reloaded: A Technology Acceptance Model for Human-Robot Cooperation in Production Systems
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    Chapter 17 On Repairing Generated Behaviors for Graphical Characters
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    Chapter 18 Decision Making for Complex Ecosystems: A Technique for Establishing Causality in Dynamic Systems
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    Chapter 19 How to Measure Quality of Affordable 3D Printing: Cultivating Quantitative Index in the User Community
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    Chapter 20 Evaluation of GenderMag Personas Based on Persona Attributes and Persona Gender
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    Chapter 21 From Acceptability to Acceptance: Does Experience with the Product Influence User Initial Representations?
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    Chapter 22 The Use of Emojis as a Tool to Measure Conceptual Design Artefacts
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    Chapter 23 Distributed Unity Applications
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    Chapter 24 Formal Specification of Multi-Window User Interface in PVS
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    Chapter 25 Optimization for UI Design via Metaheuristics
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    Chapter 26 A “User-Flow Description” Method for Usability Investigation
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    Chapter 27 COSSplay: Validating a Computerized Operator Support System Using a Microworld Simulator
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    Chapter 28 Low-Fidelity Prototyping for Collaborative User Interface Specifications
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    Chapter 29 Evaluation of Colorimetric Characteristics of Head-Mounted Displays
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    Chapter 30 An EEG Study of Auditory Working Memory Load and Cognitive Performance
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    Chapter 31 Effects on Auditory Attention and Walking While Texting with a Smartphone and Walking on Stairs
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    Chapter 32 How Coping Strategies Influence Cyber Task Performance in the Hybrid Space
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    Chapter 33 Predicting Performance in Space Teleoperation Tasks Through Vernier Acuity
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    Chapter 34 Outside the Head Thinking: A Novel Approach for Detecting Human Brain Cognition
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    Chapter 35 An Eye-Tracking Approach to Evaluating Decision-Makers’ Cognitive Load and Need-for-Cognition in Response with Rational and Emotional Advertising Stimuli
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    Chapter 36 The Evaluation of Visual Fatigue in 3D Televisions
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    Chapter 37 The Experiment Research of Pupil Change for the Evaluation of Mental Workload
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    Chapter 38 ATHENA – A Zero-Intrusion No Contact Method for Workload Detection Using Linguistics, Keyboard Dynamics, and Computer Vision
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    Chapter 39 Influence of Display Resolution on Brain Activity and Task Workload
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    Chapter 40 Objects Assessment Approach Using Natural Language Processing and Data Quality to Support Emergency Situation Assessment
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    Chapter 41 Fixation-Related EEG Frequency Band Power Analysis: A Promising Neuro-Cognitive Methodology to Evaluate the Matching-Quality of Web Search Results?
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    Chapter 42 Organization Schemes in Institutional Repositories from Federal Universities
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    Chapter 43 A Practical Approach to Icon Taxonomy
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    Chapter 44 User Interface for Customizing Patents Search: An Exploratory Study
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    Chapter 45 Identification of Food Allergens by Using Relief Pictograms in Food Packaging
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    Chapter 46 Enhancing Data Visualization Modes Through a Physical Representation: The “Makerometer” Solution
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    Chapter 47 Grid and Typography Guidelines to Inform Design of Digital Art Magazines
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    Chapter 48 Quantitative Evaluation for Edge Bundling by Difference of Edge Lengths and Area Occupation
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    Chapter 49 Knowledge Extraction About Brand Image Using Information Retrieval Method
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    Chapter 50 Analysis on Historical Periods of Architectural Visualization Under the Perspectival Consciousness
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    Chapter 51 Comparative Study on Visual Differences of Poster Designs Based on Design Psychology
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    Chapter 52 Visual Analysis of Soccer Match Using Player Motion Data
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    Chapter 53 TimeTree: A Novel Way to Visualize and Manage Exploratory Search Process
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    Chapter 54 Unframes: Extendible Interface and Investigations of Its Usages
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    Chapter 55 Collaboration Strategies for Drag-and-Drop Interaction with Multiple Devices
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    Chapter 56 Timbre Image Scale for Designing Feedback Sound on Button Operation
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    Chapter 57 Effect of Navigation Methods on Spatial Awareness in Virtual Worlds
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    Chapter 58 Beyond Human Factors: The Role of Human Centered Design in Developing a Safety-Critical System
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    Chapter 59 Tele-Immersion: Virtual Reality Based Collaboration
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    Chapter 60 A Suitable Design for Natural Menu Opening Manipulations When Note-Taking on Tablet Devices
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    Chapter 61 The Interaction in an Interactive Exhibition as a Design-Aesthetics-Experience Relationship
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    Chapter 62 User-Centered Tile Menu Selection Technique in Large Scale Display
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    Chapter 63 Common-Awareness Artifacts
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    Chapter 64 Sensing Grasp Force Using Active Acoustic Sensing
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    Chapter 65 The Use of Wearable Technologies and Body Awareness: A Body–Tool Relationship Perspective
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    Chapter 66 An Information-Centric Framework for Mobile Collaboration Between Seniors and Caregivers that Balances Independence, Privacy, and Social Connectedness
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    Chapter 67 Speech-Enabled Intelligent Mobile Interfaces to Support Older Adults’ Storytelling Around Digital Family Pictures
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    Chapter 68 Designing ICTs for Elders: Considering a Taxonomy of Dignity
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    Chapter 69 Distributed User Interfaces for Luria’s Tests for Older Adults
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    Chapter 70 Are Google Office Applications Easy for Seniors?: Usability Studies with 120 Elderly Users
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    Chapter 71 Design Research of Geriatric Rehabilitation Products Based on Natural Interaction
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    Chapter 72 The Persuasive Design for Aged People’s Health Behavior Change in the Domiciliary Health-Care Background
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    Chapter 73 Designing Smartphone Keyboard for Elderly Users
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    Chapter 74 Breaking Digital Barriers: A Social-Cognitive Approach to Improving Digital Literacy in Older Adults
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    Chapter 75 Relation Between Mental Workload and Useful Field of View in Elderly
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    Chapter 76 Privacy Awareness and Design for Live Video Broadcasting Apps
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    Chapter 77 Organizational Vulnerability to Insider Threat
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    Chapter 78 SecureUse: Balancing Security and Usability Within System Design
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    Chapter 79 Implementation and Initial Evaluation of Game in Which Password Enhancement Factor is Embedded
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    Chapter 80 Primary Factors of Malicious Insider in E-learning Model
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    Chapter 81 Identity Confirmation to Issue Tickets Using Face Recognition
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    Chapter 82 Access Control Is Not Enough: How Owner and Guest Set Limits to Protect Privacy When Sharing Smartphone
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    Chapter 83 Instruction of Digital Human Models Through Interaction in Immersive Virtual Environments
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    Chapter 84 Image Overlay Support with 3DCG Organ Model for Robot-Assisted Laparoscopic Partial Nephrectomy
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    Chapter 85 Research on the Type of Automobile Controlling Device and Its Ergonomic Design Parameters
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    Chapter 86 Comparison of Head and Face Anthropometric Characteristics Between Six Countries
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    Chapter 87 Some Considerations of Age Estimation Method for “Augmented TV” Based on Posture of Gripping Tablet PC
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    Chapter 88 A Computerized Measurement of CROM (Cervical Range of Motion) by Using Smartphone Based HMD (Head Mounted Display)
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    Chapter 89 Evaluation of Four Eyestrain Recovery Methods for Visual Display Terminal Workers
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    Chapter 90 Estimating Carrier’s Height by Accelerometer Signals of a Smartphone
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    Chapter 91 Experimental Study on Comfort Ranges of Manual Operation in Standing Position
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    Chapter 92 Study of Posture Estimation System Using Infrared Camera
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    Chapter 93 Evaluation of Pedal Button Diameter and Travel Length
Overall attention for this book and its chapters
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Title
HCI International 2016 – Posters' Extended Abstracts
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-40548-3
ISBNs
978-3-31-940547-6, 978-3-31-940548-3
Editors

Constantine Stephanidis

X Demographics

X Demographics

The data shown below were collected from the profiles of 5 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 168 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 168 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 1%
Student > Ph. D. Student 1 <1%
Unknown 165 98%
Readers by discipline Count As %
Social Sciences 1 <1%
Engineering 1 <1%
Unknown 166 99%