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Titlebook: Human-Computer Interaction – INTERACT 2021; 18th IFIP TC 13 Inte Carmelo Ardito,Rosa Lanzilotti,Kori Inkpen Conference proceedings 2021 IFI

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41#
發(fā)表于 2025-3-28 17:59:29 | 只看該作者
42#
發(fā)表于 2025-3-28 22:36:05 | 只看該作者
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
43#
發(fā)表于 2025-3-29 00:28:41 | 只看該作者
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
44#
發(fā)表于 2025-3-29 04:53:48 | 只看該作者
45#
發(fā)表于 2025-3-29 08:12:40 | 只看該作者
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
46#
發(fā)表于 2025-3-29 12:23:11 | 只看該作者
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
47#
發(fā)表于 2025-3-29 16:49:22 | 只看該作者
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.
48#
發(fā)表于 2025-3-29 20:27:05 | 只看該作者
49#
發(fā)表于 2025-3-30 03:57:06 | 只看該作者
50#
發(fā)表于 2025-3-30 05:55:15 | 只看該作者
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