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Titlebook: Computer-Human Interaction Research and Applications; 7th International Co Hugo Plácido da Silva,Pietro Cipresso Conference proceedings 202

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書目名稱Computer-Human Interaction Research and Applications
副標(biāo)題7th International Co
編輯Hugo Plácido da Silva,Pietro Cipresso
視頻videohttp://file.papertrans.cn/235/234490/234490.mp4
叢書名稱Communications in Computer and Information Science
圖書封面Titlebook: Computer-Human Interaction Research and Applications; 7th International Co Hugo Plácido da Silva,Pietro Cipresso Conference proceedings 202
描述These 2 volumes constitute the selected papers of the?7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023..The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems.?.
出版日期Conference proceedings 2023
關(guān)鍵詞social networks; computing with social trust; collaborative systems; game user experience evaluation; ub
版次1
doihttps://doi.org/10.1007/978-3-031-49425-3
isbn_softcover978-3-031-49424-6
isbn_ebook978-3-031-49425-3Series ISSN 1865-0929 Series E-ISSN 1865-0937
issn_series 1865-0929
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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https://doi.org/10.1007/978-1-4020-6642-9, whereas it took only one second to discriminate the response from the electro-oculogram. Furthermore, we found that the recall was 92.5% and the precision was 96.1% for discriminating the conscious gazing motions to the notification tones from the electro-oculograms between upper and lower of an eye.
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Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teamse the technical backbone of such team settings, bringing together techniques of multimodal processing, information retrieval, situated action planning and autonomous action generation, recognizing and anticipating task-related states of the actors.
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Tracing Stress and?Arousal in?Virtual Reality Games Using Players’ Motor and?Vocal Behaviourleted questionnaires and produced ratings to assess their perceived stress and arousal levels. The collected data were analyzed to evaluate the effectiveness of the real-time estimation of arousal and stress.
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