• Produktbild: HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games
  • Produktbild: HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games
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HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings

99,99 €

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

04.10.2020

Herausgeber

Constantine Stephanidis + weitere

Verlag

Springer

Seitenzahl

776

Maße (L/B/H)

23,5/15,5/4,3 cm

Gewicht

1188 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-60127-0

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

04.10.2020

Herausgeber

Verlag

Springer

Seitenzahl

776

Maße (L/B/H)

23,5/15,5/4,3 cm

Gewicht

1188 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-60127-0

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games
  • Produktbild: HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games
  • Basic study on incidence of micro-error in visual attention-controlled environment .- A Methodological Approach to Create Interactive Art in Artificial Intelligence .- The Effect of Different Icon Shape and Width on Touch Behavior .- Project Team Recommendation Model Based on Profiles Complementarity .- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings .- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition .- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review .- Examining the relationship between songs and psychological characteristics .- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft .- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment .- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism .- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature .- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study .- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions .- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries .- Assessing Variable Levels of Delegated Control – A Novel Measure of Trust .- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion .- A Typology of Non-functional Information .- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model .- Producing an Immersive Experience using Human-Robot Interaction Stimuli .- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective .- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations .- Analyzing Students’ Behavior in a MOOC Course: A Process-Oriented Approach .- The Role of Learning City “Smart Teams” In Promoting, Supporting, and Extending the Community School Model .- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language .- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course .- Learning and Creativity through a Curatorial Practice using Virtual Reality .- How augmented reality influences student workload in engineering education .- The Influential Factors on E-learning Adoption and Learning Continuance .- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details .- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment .- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements .- Investigating the relation between sense of presence, attention and performance: virtual reality versus web .- Research on the Design of Intelligent Interactive Toys Based on Marker Education .- Designing a Faculty Chatbot through User-Centered Design Approach .- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience .- Enable 3A in AIS .- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability .- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems .- A Learning Engineering Model for Learner-Centered Adaptive Systems .- Technology in Education - Meeting the Future Literacy & Numeracy needs of Societ .- Adaptive Agents for Fit-for-Purpose Training .- Google Service-based CbITS Authoring Tool to Support Collaboration .- The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming .- Behavlet Analytics for Player Profiling and Churn Prediction .- The Kansei Research on the Manipulation Experience of Mobile Game with Joystick .- A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster .- Systems Approach to Designing an Enjoyable Process for Game Designers .- Broader Understanding of Gamification by Addressing Ethics and Diversity .- Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms .- Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games .- A Simulation Game to Acquire Skillson Industry 4.0 .- Personalised Semantic User Interfaces for Games .- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain .