Buch, Englisch, Band 1707, 215 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 353 g
8th Iberoamerican Workshop, HCI-COLLAB 2022, Havana, Cuba, October 13-15, 2022, Revised Selected Papers
Buch, Englisch, Band 1707, 215 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 353 g
Reihe: Communications in Computer and Information Science
ISBN: 978-3-031-24708-8
Verlag: Springer International Publishing
The 15 full papers presented in this volume were carefully reviewed and selected from 53 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional interfaces, adaptive instructional systems, accessibility, use of video games in education, artificial intelligence in HCI and infotainment, among others.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
An approach to model haptic awareness in groupware systems.- An overview of Brazilian companies on the adoption of industry 4.0 practices.- Analysis of companies in Industry 4.0 to characterize their Users: the cases of Argentina and Mexico.- Bootstrapping safe IVIS development with an affordable testing suite.- Building a usability guide for the design of interactive mobile applications.- Building shared understanding with THUNDERS.- Driver Identification Using Machine Learning and Motor Activity as Data Source.- Evaluation and Redesign Proposal of an Infotainment System: A Case Study with a Parked Vehicle.- Model-driven User Interface Development: a Systematic Mapping.- Multi-label Search Model for Open Educational Resources Based on Learning Purpose.- Psychological Models and Instruments Employed to Identify Personality Traits of Software Developers: A Systematic Mapping Study.- Social Interventions to Encourage Collocated Collaboration: An Experimental Study.- Steps for Decreasing Noises in Interaction Process with Video Games.- Usability and User Experience are not Enough: Gaps to Fill to Design for and Assess Well-Being and Engagement.- Virtual Reality and Augmented Reality Applied to E- Commerce: a Literature Review.