Computer-Human Interaction Research and Applications

Computer-Human Interaction Research and Applications portes grátis

Computer-Human Interaction Research and Applications

9th International Conference, CHIRA 2025, Marbella, Spain, October 20-21, 2025, Proceedings, Part I

da Silva, Hugo Placido; Cipresso, Pietro; Krems, Josef F.

Springer Nature Switzerland AG

04/2026

588

Mole

Inglês

9783032164476

Pré-lançamento - envio 15 a 20 dias após a sua edição

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.- Human Factors for Interactive Systems, Research, and Applications
.- Tech Specs Matter: A Comparison of a Professional and a Standard Mouse.
.- Interaction Design and Divergent Paths in VR Learning: A Structural Modeling Approach.
.- Evaluation of Gesture Control with Mid-Air Haptics in a Static Driving Simulator.
.- Do Cookies Taste Different? The Impact of Options and Website Type When Setting Cookie Preferences.
.- PAVE: A Performance-Based Adaptive Virtual Environment for Public Speaking Training for STEM Students.
.- Exploring Persuasive Explanations to Motivate the Adoption of SOLID Principles.
.- Assessing Users' Momentary Experience with the Experience Sampling Method: A Comparison of Time-Based ESM, Event-Based ESM, and DRM.
.- Visual Engagement in Immersive VR: Modeling Nonlinear Dynamics of Presence and Technology Acceptance.
.- AI and Co-Design to Support Dementia: Lessons from a First Co-Creation Session.
.- Exploring Automated Customer Journey Analysis with User Journey Games.
.- From Curiosity to Comfort: Older Adults in Retirement Homes Navigating Independent Use of Voice-based AI Chatbot, Barriers, and Social Connection.
.- Supply Chain Risk Management of Insider Threats: A Network-Oriented Computational Analysis.
.- Exploring the Use of Generative AI for Assessing Data-Driven Stories.
.- The Compass Menu.
.- AI-Generated Incremental Adaptive Data Storytelling for Young Learners.
.- EMS Haptic Feedback for Multiplayer Boxing Fight.
.- Exploring the User Experience of Digital Identity Wallets in e-Commerce: An Expert-Based and User-Based Evaluation.
.- Prompting in Mathematical Education: A Case Study.
.- Analysis of Trust and Attitudes of Autonomous System Operators in Civilian and Military Environments with Emphasis on Artillery.
.- Self-Nudging Using the Digital Wellbeing App.
.- Beyond Student Polling: Creating Classroom Tools that Help Teachers Respond.
.- Between Likes and Silence: Activity and Passivity on Social Media and Their Impact on Mental Health.
.- Using Nielsen's Heuristics for Redesigning an App for Supporting Mental Health of College Students.
.- Analyzing Patterns In Hofstede's Cultural Dimensions Towards Individual AI Receptiveness for Affective Experiences.
.- Technology for Collecting, Tracking, Monitoring, and Assessing Developmental Skills of Children with Autism Spectrum Conditions.
.- The Challenging Appropriation of Generative AI at Work.
.- An Empirical Concept Model of Difficulties in Agile Adoption.
.- LunaAI: Healthcare Guidance Bot Being Polite and Fair.
.- Analysis of Ethnic Inter-Embeddedness and Its Driving Factors in Sichuan Province, China, for a Period of 2000-2020.
.- Design Implications for Virtual Humans: Insights from a User Preference Study.
.- Classical Media vs. Extended Reality in eLearning: A Study on User Engagement and Knowledge Retention on Apple Vision Pro.
.- Trust-Driven Intent Analysis for Investigating Misbehavior in Smart Dynamic Ecosystems.
.- Navigating the Cybersecurity Maze: Women's Practices, Awareness and Vulnerabilities in Bangladesh.
.- On Creating Conversational Speech Interfaces.
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social networks;computing with social trust;collaborative systems;game user experience evaluation;ubiquitous computing;augmentative communication;software frameworks haptic and tangible devices;wearable sensors;human-robot interaction;mobile computer-human interaction;cognitive interaction;affective computing;visualization tools;intelligent user interfaces;cognition;communication and interaction;learning in virtual worlds