Human-Computer Interaction – INTERACT 2017 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV /

The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017.  The total of 68 papers presented in these books was carefully reviewed and selected from 221 submi...

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Corporate Author: SpringerLink (Online service)
Other Authors: Bernhaupt, Regina. (Editor, http://id.loc.gov/vocabulary/relators/edt), Dalvi, Girish. (Editor, http://id.loc.gov/vocabulary/relators/edt), Joshi, Anirudha. (Editor, http://id.loc.gov/vocabulary/relators/edt), K. Balkrishan, Devanuj. (Editor, http://id.loc.gov/vocabulary/relators/edt), O’Neill, Jacki. (Editor, http://id.loc.gov/vocabulary/relators/edt), Winckler, Marco. (Editor, http://id.loc.gov/vocabulary/relators/edt)
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2017.
Edition:1st ed. 2017.
Series:Information Systems and Applications, incl. Internet/Web, and HCI ; 10516
Subjects:
Online Access:https://doi.org/10.1007/978-3-319-68059-0
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245 1 0 |a Human-Computer Interaction – INTERACT 2017  |h [electronic resource] :  |b 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV /  |c edited by Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler. 
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490 1 |a Information Systems and Applications, incl. Internet/Web, and HCI ;  |v 10516 
505 0 |a Security and trust -- Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users.-Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making -- Modelling Trust: An Empirical Assessment.-Towards Understanding the Infuence of Personality on Mobile App Permission Settings -- Social media and design innovation -- 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data -- Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact -- Citizen Tagger: Exploring social tagging of conversational audio -- Exploring Offline Context and Consciousness in Everyday Social Media Use -- Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China -- UX adoption in the organizations -- Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies -- Adoption of UX Evaluation in Practice: An Action Research Study in a Software Organization -- Empowering Project Managers in Enterprises - A Design Thinking approach to manage Commercial Projects -- Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks.-UX Professionals’ Definitions of Usability and UX – A Comparison between Turkey, Finland, Denmark, France and Malaysia -- Virtual Reality and feeling of immersion -- Estimating Visual Discomfort in Head-Mounted Displays using Electroencephalography -- Experience Probes: Immersion and Reflection Between Reality and Virtuality -- Guidelines for Designing Interactive Omnidirectional Video Applications -- How Real is Unreal?  The Impact of Visual Imagery on the Experience of Exercise-Induced Pain -- Increasing Presence in Virtual Reality with a Vibrotactile Grid around the Head -- User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays -- Case Studies -- A Digital Employability Marketplace -- Ability-based Optimization: Designing Smartphone Text Entry Interface for Older Adults -- Adoption of Structural Analysis Capabilities in an IOT based Scenario for Connected Assets. -Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms -- Connected by Design - Our learnings from designing digital profiler journeys IDFC Bank Digital Experience -- Design and Development of a Location-Based Social Networking Mobile Application -- Design guidelines for exploring relationships in a connected big data environment -- esigning Interactive Spatiotemporal Visualizations to Enhance Movie Browsing -- Enterprise Software Experience Design: Journey and lessons -- Expectation and experience: Passenger acceptance of autonomous public transportation vehicles -- From Minutes of Meeting to ‘Memories of Meeting‘ - How we designed impactful and engaging Visual MoM for Client Visit -- Leveraging Virtual Trips in Google Expeditions to Elevate Students’ Social Exploration -- On the design and evaluation of Nippon Paint Color Visualizer application – a case study -- Courses -- Design of location-based mobile games: introduction -- Designing and Assessing Interactive Systems Using Task Models -- Designing for Accessibility -- Designing Valuable Products with Design Sprint -- Introduction to Service Design for Digital Health -- The Science behind User Experience Design -- Demonstrations -- Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation. -Inclusive Side-scrolling Action Game Securing Accessibility for Visually Impaired People -- Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners -- ReRide A Platform to Explore Interaction with Personal Data Before, During, and After Motorcycle Commuting -- SoPhy: Smart Socks for Video Consultations of Physiotherapy -- Interactive posters -- BendSwipe: One Handed Target Zooming for Flexible Handheld Display -- Crowdsourcing of Accessibility Attributes on Sidewalk-based Geodatabase -- Dual-Mode User Interfaces for Web based Interactive 3D Virtual Environments Using Three.js -- Fine-grained Privacy Setting Prediction using a Privacy Attitude Questionnaire and Machine Learning -- Interactive Reading Using Low Cost Brain Computer Interfaces -- Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board -- Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers -- Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.-TTracker: Using Finger Detection to Improve Touch Typing Training -- URetail: Privacy User Interfaces for Intelligent Retail Stores -- Versatile Classroom Management Solution for Teachers in Developing Countries -- Field Trips -- ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai -- Investigating Perceptions of Personalization and Privacy in India -- IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers -- Modeling Less-literate User’s Choices of Smartphone Authentication Modes -- Parental Perspectives Towards Education Technology in Low-Income Urban households -- Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi -- Understanding The Informal Support Networks of Older Adults in India -- Workshops -- Beyond Computers: Wearables, Humans, And Things - WHAT! -- Cross Cultural Differences in Designing for Accessibility and Universal Design -- Dealing with Conflicting User Interface Properties in User-Centered Development Processes -- Designing Gestures for Interactive Systems: Towards Multicultural Perspective -- Designing Humor in Human Computer Interaction (HUMIC 2017) -- Human Work Interaction Design meets International Development -- Multimodality in Embodied Experience Design Embodied Experience Design -- Service Design Meets Design for Behaviour Change: Opportunities and Challenges -- Symposium on Asian HCI Research. 
520 |a The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017.  The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection. Part IV: security and trust; social media and design innovation; UX adoption in the organizations; virtual reality and feeling of immersion; case studies; courses; demonstrations; interactive posters; field trips. 
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700 1 |a Winckler, Marco.  |e editor.  |0 (orcid)0000-0002-0756-6934  |1 https://orcid.org/0000-0002-0756-6934  |4 edt  |4 http://id.loc.gov/vocabulary/relators/edt 
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