HCI International 2022 - late breaki...
International Conference on Human-Computer Interaction (2022 :)

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  • HCI International 2022 - late breaking papers = interaction in new media, learning and games : 24th International Conference on Human-Computer Interaction, HCII 2022, virtual event, June 26-July 1, 2022 : proceedings /
  • 紀錄類型: 書目-電子資源 : Monograph/item
    正題名/作者: HCI International 2022 - late breaking papers/ edited by Gabriele Meiselwitz ... [et al.].
    其他題名: interaction in new media, learning and games : 24th International Conference on Human-Computer Interaction, HCII 2022, virtual event, June 26-July 1, 2022 : proceedings /
    其他題名: HCII 2022
    其他作者: Meiselwitz, Gabriele H.
    團體作者: International Conference on Human-Computer Interaction
    出版者: Cham :Springer Nature Switzerland : : 2022.,
    面頁冊數: xxi, 670 p. :ill. (chiefly color), digital ;24 cm.
    內容註: Interaction in New Media -- Hints of Advertising Digital Literacy: Fragments of Media Discourses -- Geolocation Detection Approaches for User Discussion Analysis in Twitter -- Portraits of a Killer: Visual Expressions of Patient/Parent Expertise on Social Media - The Case of Glioblastoma on Instagram -- The Research on User Use of Social Media in China Mobile Based on Self-Image Construction -- Gender and Culture Differences in Perception of Deceptive Video Filter Use -- Research on Experience Design of Social Reading Platforms Based on Social Presence Theory -- e-Participation as Mediated Ecosystem? A Case Study on Municipalities of St. Petersburg, Russia -- Sports Journalism: Its Global Future in the Age of Digital Media -- Antecedents and Consequences of Information Cocoon Awareness in Short-form Video APPs: An Information Ecology Perspective -- Privacy and Data Protection in COVID-19 Contact Tracing Apps: An Analysis from a Socio-Technical System Design Perspective -- User Experience Design for Automatic Credibility Assessment of News Content About COVID-19 -- Digital Τraces of News Media Public on Facebook: Comparing Estonian and Latvian Russophone Publics -- Servants, Friends, or Parents? The Impact of Different Social Roles in the Social Web of Things on User Experience -- Online and Adaptive Learning -- Comparing the Effectiveness of Instructor-led versus Video-based Learning Methods for Online Website Accessibility Training -- Impact of the Implementation of Resources with Augmented Reality in Education -- Research on the Construction of Graphical Data Intelligence Education Driven by Digital Intelligence Integration -- Bibliometric Analysis of Existing Knowledge on Digital Transformation in Higher Education -- How Design Helps STEM Education Curriculum Achieve Interdisciplinary Goals -- Proposal of Sound-Color Sensory Discrimination Method Considering Periodic Fluctuation of Cerebral Blood Flow -- Traditional Face-to-Face Educational Modality Vs. Remote Face-to-Face: its Impact on Academic Performance in the Context of the Covid 19 Pandemic -- Educational Quality in Virtuality during the Covid 19 Pandemic in Colombia -- The Content Improvement Service: An Adaptive System for Continuous Improvement at Scale -- What Makes Online-Merge-Offline (OMO) Education Succeed? A Holistic Success Model -- Continuance Usage of Online-Merge-Offline (OMO) Educational Services: An Empirical Study -- Digital Mediation in English for Specific Purposes Through the Use of Today's Favourite: Netflix -- Technology-Enhanced Instruction into Extensive L2 Academic Reading for Specific Purposes within the ESP/ESAP Course for Post-Graduate Language Pedagogy Students -- Implementing Inquiry-based and Online Mentoring in a Social Entrepreneurship Project -- Developing a Checklist for Evaluating Virtual Learning Environments through the Analysis of Evaluation Reports from an Educational Organization -- AIS Adoption Challenges: the Role of Interactions between Humans and Artificial Intelligence in Adoption of Adaptive Learning -- Development and Evaluation of a Learning Analytics Dashboard for Moodle Learning Management System -- How Good is your Drawing? Quantifying Graphomotor Skill Using a Portable Platform -- Evaluation of the Effect of Voice Technology in a Game Teaching E-book on English Learning -- Culture-Centered ICT Guidelines for Southeast Asian Secondary Schools -- Adaptive Instruction: A Case Study of Gamified Practice and Testing in a Large Introductory Psychology Course -- SwaPS: A Method for Efficiently Relearning Chinese Characters Just by Reading Documents Including Incorrectly Shaped Characters -- Research on Innovative Design of STEAM Children's Educational Toys based on Interaction Design -- A Framework Design of Children's Educational APP Based on Metacognitive Theory -- Using Cooperative Multi-Agent Systems to Support the Generation of Student Learning Profiles in the Deep Dive Land Bridge System -- Transformer-Based Automated Content-Standards Alignment: A Pilot Study -- Games and Gamification -- Servitization through VR Serious Games: From Manufacturing to Consumer Electronics -- The Moderator of Gamification of Physical Activities in Older Adults -- Engaging Serious Games for Energy Efficiency -- An Exploratory Study on Game Developer Needs and Game Studio Challenges -- Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector? -- Building the "Complete Game": An Overview Study of a Development Strategy for Geo AR Mobile Games -- User Awareness and Privacy Regarding Instant Games on Facebook -- The Roles of Instructional Agents in Human-Agent Interaction within Serious Games -- Persona Finetuning for Online Gaming using Personalisation Techniques.
    Contained By: Springer Nature eBook
    標題: Human-computer interaction - Congresses. -
    電子資源: https://doi.org/10.1007/978-3-031-22131-6
    ISBN: 9783031221316
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