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標(biāo)題: Titlebook: Human-Computer Interaction – INTERACT 2021; 18th IFIP TC 13 Inte Carmelo Ardito,Rosa Lanzilotti,Kori Inkpen Conference proceedings 2021 IFI [打印本頁]

作者: 萬能    時間: 2025-3-21 16:45
書目名稱Human-Computer Interaction – INTERACT 2021影響因子(影響力)




書目名稱Human-Computer Interaction – INTERACT 2021影響因子(影響力)學(xué)科排名




書目名稱Human-Computer Interaction – INTERACT 2021網(wǎng)絡(luò)公開度




書目名稱Human-Computer Interaction – INTERACT 2021網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Human-Computer Interaction – INTERACT 2021被引頻次




書目名稱Human-Computer Interaction – INTERACT 2021被引頻次學(xué)科排名




書目名稱Human-Computer Interaction – INTERACT 2021年度引用




書目名稱Human-Computer Interaction – INTERACT 2021年度引用學(xué)科排名




書目名稱Human-Computer Interaction – INTERACT 2021讀者反饋




書目名稱Human-Computer Interaction – INTERACT 2021讀者反饋學(xué)科排名





作者: Merited    時間: 2025-3-21 21:05
Victims as Witnesses: Views from the Defencegnized by facial expressions and engagement measured in two different ways (by software and by user’s self-assessment). Our analysis comprises about 38?h of games and more than one million records of emotional states. The results indicate that there is no universal relation between discrete emotions
作者: lesion    時間: 2025-3-22 04:10
https://doi.org/10.1007/978-1-4614-1677-7ts faster than using the . syllabary keyboard; (2) the flick-input users can enter text using JoyFlick 1.53-fold faster (60.1?CPM) than the . syllabary keyboard (39.2?CPM) after one-week training in which the users enter texts less than 140 (.) characters per day. These results show that JoyFlick pr
作者: 尊重    時間: 2025-3-22 08:38

作者: 要求比…更好    時間: 2025-3-22 12:02
Conference proceedings 2021d and music technologies; explainable AI.. Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development.. Part IV: interaction techniques
作者: Nutrient    時間: 2025-3-22 13:20

作者: FRAUD    時間: 2025-3-22 20:36
Diegetic and Non-diegetic Health Interfaces in VR Shooter Games health interfaces and provided feedback. We found that all three interfaces had their own strengths. The non-diegetic health bar was seen as suitable for multi-player games, while the wristwatch was seen as suitable for single-player, story-driven games. The physical interface was liked for its imp
作者: 你正派    時間: 2025-3-22 22:28

作者: motor-unit    時間: 2025-3-23 03:26
JoyFlick: Japanese Text Entry Using Dual Joysticks for Flick Input Usersts faster than using the . syllabary keyboard; (2) the flick-input users can enter text using JoyFlick 1.53-fold faster (60.1?CPM) than the . syllabary keyboard (39.2?CPM) after one-week training in which the users enter texts less than 140 (.) characters per day. These results show that JoyFlick pr
作者: 恭維    時間: 2025-3-23 09:18

作者: PLIC    時間: 2025-3-23 10:21
https://doi.org/10.1007/978-3-030-85613-7artificial intelligence; communication systems; computer hardware; computer networks; computer science; c
作者: 陪審團每個人    時間: 2025-3-23 17:10

作者: 高興一回    時間: 2025-3-23 19:48
978-3-030-85612-0IFIP International Federation for Information Processing 2021
作者: 平靜生活    時間: 2025-3-23 22:29
Human-Computer Interaction – INTERACT 2021978-3-030-85613-7Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: ALIBI    時間: 2025-3-24 03:15
Victimology: A Conversion of Narratives,ns of player health function compared to traditional flat-screen games. Because the viewpoint changes based on the player’s head movement, non-diegetic UI elements may not be ideal. Also, the sense of embodiment in VR provides opportunities to experiment with diegetic ways of communicating the playe
作者: BOGUS    時間: 2025-3-24 06:55

作者: 獎牌    時間: 2025-3-24 12:07
Victims as Witnesses: Views from the Defenceion allows evaluating the software and making possible enhancing the software. However, analyzing user engagement is still a challenge. The most common approach in the literature has been the application of questionnaires at the end of the interaction process. Although some studies investigate the u
作者: PHON    時間: 2025-3-24 17:02
https://doi.org/10.1057/9780230511378y utilitarian, where the motivation for exploration remains mostly extrinsic, correlated to the value of the outcome. In light of our natural drives for exploration, we argue that data exploration can be made more rewarding and enjoyable via interfaces that leverage the intrinsic motivations of user
作者: endoscopy    時間: 2025-3-24 19:25
Patterns of Aid to Hazard Victims,bile application that utilizes deposit contracts for motivating physical activity in group settings. Goalkeeper enables one to set up a physical exercise challenge with a group of peers that deposit a fixed amount of money for participating. If a peer fails to complete the challenge, Goalkeeper redi
作者: 連鎖,連串    時間: 2025-3-25 00:15
ore. Serious games provide safe and replayable conditions for teaching and practice. The main issue with education founded on serious games paradigm is the evaluation of the players. Virtual environments allow for various activities that are hard to grasp and quantify automatically. Gameplay log fil
作者: 同來核對    時間: 2025-3-25 06:17

作者: FLOAT    時間: 2025-3-25 11:26

作者: 公豬    時間: 2025-3-25 13:34

作者: Expostulate    時間: 2025-3-25 18:44

作者: 光明正大    時間: 2025-3-25 20:41
Philosophy and the Cambridge Apostlesf optical camera images using machine learning, and obtain reliable gesture recognition without additional sensors. We then employ an avatar to prompt users to learn and use gestures to communicate. Finally, to understand how well gestures serve as interaction methods, we compare the studied gesture
作者: 初次登臺    時間: 2025-3-26 03:08
https://doi.org/10.1057/9781137007940of dominant and non-dominant hands in tapping tasks for touch-based mobile interfaces. We set out with the expectation that throughput for a dominant digit would exceed that for the corresponding digit of the other hand. We reveal that this was followed in the case of right-handed users for both for
作者: 詞匯    時間: 2025-3-26 08:09
Edward Lear’s Travels in Nonsense and Europe speed and highlighting with a sound guide. We measure the effect of these components on the perceived fatigue, presence, difficulty, success and helpfulness. Our findings indicate that an irregular and slow rhythm leads to a lower arm fatigue. We also find that such an irregular rhythm could increa
作者: 裹住    時間: 2025-3-26 09:39
https://doi.org/10.1007/978-1-349-13986-6rategies for discrete input, whereas releasing the bend is used to confirm continuous input. However, the simplest form of these strategies does not allow the rejection of unwanted or unintended input and bi-directional manipulation of the output parameter before confirming continuous input. This wo
作者: PALSY    時間: 2025-3-26 14:44
https://doi.org/10.1007/978-3-030-93791-1commerce). This research examines trust mechanisms based on the buyers’ perspectives in Saudi Arabia and how social platforms can be better designed to enhance trust. Two studies were conducted to achieve the aims: co-design workshops undertaken to develop and finalize design recommendations, and th
作者: 細胞    時間: 2025-3-26 20:19
https://doi.org/10.1007/978-1-349-00352-5s employ both vision-based and bio-sensing data to design multi-modal recognition systems. However, these approaches require tremendous domain-specific knowledge, complex pre-processing steps and fail to take full advantage of the end-to-end nature of deep learning techniques. This paper proposes a
作者: 夾克怕包裹    時間: 2025-3-27 00:14

作者: 詳細目錄    時間: 2025-3-27 02:33

作者: 西瓜    時間: 2025-3-27 07:23

作者: 食品室    時間: 2025-3-27 12:10

作者: 令人苦惱    時間: 2025-3-27 15:58
Goalkeeper: A Zero-Sum Exergame for?Motivating Physical Activitybile application that utilizes deposit contracts for motivating physical activity in group settings. Goalkeeper enables one to set up a physical exercise challenge with a group of peers that deposit a fixed amount of money for participating. If a peer fails to complete the challenge, Goalkeeper redi
作者: 獨白    時間: 2025-3-27 20:45

作者: 使人煩燥    時間: 2025-3-27 23:55

作者: inhibit    時間: 2025-3-28 04:46

作者: Obloquy    時間: 2025-3-28 06:59

作者: 鴕鳥    時間: 2025-3-28 12:05
Fingerprint Scroll: Comparison of Touchless and Touch-Based Scroll Navigation Methodstional touch-based method), Kinetic Scroll (a touch-based gestural method), and Fingerprint Scroll (our newly introduced hybrid method). The study involved 12 participants and employed a Google . device. The accuracy results for Fingerprint Scroll were higher, with an average accuracy of 97.6% compa
作者: Gossamer    時間: 2025-3-28 17:59

作者: apropos    時間: 2025-3-28 22:36
Sticking Out Like a Non-dominant Thumbof dominant and non-dominant hands in tapping tasks for touch-based mobile interfaces. We set out with the expectation that throughput for a dominant digit would exceed that for the corresponding digit of the other hand. We reveal that this was followed in the case of right-handed users for both for
作者: 茁壯成長    時間: 2025-3-29 00:28
The Effect of Rhythm in Mid-air Gestures on the User Experience in Virtual Reality speed and highlighting with a sound guide. We measure the effect of these components on the perceived fatigue, presence, difficulty, success and helpfulness. Our findings indicate that an irregular and slow rhythm leads to a lower arm fatigue. We also find that such an irregular rhythm could increa
作者: 發(fā)出眩目光芒    時間: 2025-3-29 04:53

作者: Lipoma    時間: 2025-3-29 08:12
Consumer Needs and Design Practices for Trusted Social Commerce Platformscommerce). This research examines trust mechanisms based on the buyers’ perspectives in Saudi Arabia and how social platforms can be better designed to enhance trust. Two studies were conducted to achieve the aims: co-design workshops undertaken to develop and finalize design recommendations, and th
作者: Comedienne    時間: 2025-3-29 12:23
DeepVANet: A Deep End-to-End Network for Multi-modal Emotion Recognitions employ both vision-based and bio-sensing data to design multi-modal recognition systems. However, these approaches require tremendous domain-specific knowledge, complex pre-processing steps and fail to take full advantage of the end-to-end nature of deep learning techniques. This paper proposes a
作者: obligation    時間: 2025-3-29 16:49
https://doi.org/10.1057/9781137029256eted secondary school students. Results from 74 participants, who were divided into four groups (one non-gamified and three gamified), showed that the group receiving badges had a more positive user experience and that learning gain was observed in all groups.
作者: 救護車    時間: 2025-3-29 20:27

作者: 合同    時間: 2025-3-30 03:57

作者: anus928    時間: 2025-3-30 05:55

作者: 引起    時間: 2025-3-30 11:24
n. In this paper, the authors propose a novel method for classification and interpretation of user activities in computer-based training systems. The innovation of the presented idea lies in the combination of layered graphs data structures, and Bayesian inference about the user’s skills and knowledge.
作者: Biofeedback    時間: 2025-3-30 15:01

作者: 勤勞    時間: 2025-3-30 19:42

作者: Peak-Bone-Mass    時間: 2025-3-30 23:02

作者: 不可接觸    時間: 2025-3-31 04:46

作者: Chivalrous    時間: 2025-3-31 07:48

作者: NUDGE    時間: 2025-3-31 11:27





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