توضیحاتی در مورد کتاب Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings ... in Information and Communication Technology)
نام کتاب : Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings ... in Information and Communication Technology)
ویرایش : 1st Edition.
عنوان ترجمه شده به فارسی : تعامل انسان و کامپیوتر: دومین سمپوزیوم IFIP TC 13، HCIS 2010، برگزار شده به عنوان بخشی از WCC 2010، بریزبن، استرالیا، 20-23 سپتامبر 2010، مجموعه مقالات ... در فناوری اطلاعات و ارتباطات)
سری :
نویسندگان : Peter Forbrig, Fabio Paternó, Annelise Mark Pejtersen
ناشر : Springer
سال نشر : 2010
تعداد صفحات : 327
ISBN (شابک) : 3642152309 , 9783642152306
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 7 مگابایت
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فهرست مطالب :
IFIP Advances in Information and Communication Technology 332......Page 1
Human-Computer Interaction: Second IFIP TC 13 Symposium, HCIS 2010 / Held as Part of WCC 2010 / Brisbane, Australia, September 20-23, 2010 / Proceedings......Page 3
IFIP World Computer Congress 2010 (WCC 2010)......Page 5
Preface......Page 6
HCIS 2010 Conference Organization......Page 8
Table of Contents......Page 10
Overview......Page 14
Introduction......Page 16
User Interface Design Patterns......Page 18
User Interface Design Pattern Relationships......Page 19
User Interface Design Patterns’ Semantic Relationship......Page 20
Semantic Relationship Assignments......Page 21
Evaluation......Page 23
Related Work......Page 25
References......Page 26
Introduction......Page 28
Decision Support Systems in Pediatrics......Page 29
Probabilities and Bayesian Decision Tasks......Page 30
The Notion of Diagnosticity......Page 31
Creating NeoPeDDS......Page 32
Formative Usefulness Test......Page 33
Method......Page 34
Results and Discussion......Page 35
Conclusions and Next Steps......Page 36
References......Page 37
Introduction......Page 39
Extraction of Task Meta-models......Page 40
A Composite Task Meta-model......Page 46
Usage and Potential of the ReTaMeta Model......Page 49
References......Page 50
Introduction......Page 52
Tabletop Interface, Use of Physical Objects and Its History......Page 53
Future Dining Table......Page 54
Estimation of Dining Activity......Page 58
Initial Evaluation of Dining Activity Recognition......Page 59
References......Page 61
Introduction......Page 63
Challenge......Page 64
Attention Allocation between GUI and VUI in Dynamic Environments......Page 65
Design Recommendations......Page 66
Increasing the Expectancy......Page 67
Decreasing the Effort......Page 68
Conclusions and Implications......Page 69
References......Page 70
Introduction......Page 71
Requirements Engineering in the ICT4D Domain......Page 72
Structured Digital Storytelling......Page 73
The Mobile E-Tool......Page 74
Preliminary Analysis of Needs, Goals and Tasks......Page 75
Question Selection and Requirements Elicitation......Page 77
Requirements Abstraction and Specification......Page 78
Case Studies in Rural India......Page 79
Related Work......Page 80
References......Page 81
Problem Statement and Motivation......Page 83
Interactive Manners and User-Centered Design (UCD)......Page 85
Analysis and Design......Page 87
Implementation and Deployment......Page 88
Conclusions Recommendations......Page 91
References......Page 92
Introduction......Page 93
Design Development of the Wearable Device......Page 94
Build-in Mock-Ups......Page 95
Position of Wearing the Device......Page 97
References......Page 98
Introduction......Page 99
Methodology and Method......Page 100
Research on Coaching......Page 101
Case Study Setting and the Usability Coaching Program......Page 102
Experiences from the Case Study......Page 103
Usability Coaching – Towards a More Formal Method......Page 106
Recommendations for Research and Practice......Page 108
References......Page 109
Introduction......Page 111
The Survey......Page 113
Results on How Testing Is Practiced in Scrum......Page 114
Results on Usability Testing Compared to Other Testing Techniques......Page 116
Some Examples for the Reasons for These Results......Page 119
Factors Affecting Testing Practices......Page 120
Conclusion......Page 121
References......Page 122
Introduction......Page 123
Related Usability Studies......Page 124
Conducting the Test......Page 126
Task 1......Page 127
Task 3......Page 130
Post-Test Questionnaire......Page 131
Discussion......Page 132
References......Page 133
Introduction......Page 135
Sales Talk Scenario......Page 136
End User Development......Page 137
Visualization Objects......Page 140
\"EProgressVisual\" - Progress Bar......Page 142
Evaluation......Page 143
References......Page 144
Introduction......Page 146
Geert Hofstede, Critique and Possible Use......Page 147
Discussions......Page 153
References......Page 154
Introduction......Page 155
Intelligent Adaptation and Personalization in DEGs......Page 156
Adaptation on the Micro Level......Page 157
Competence-Based Knowledge Space Theory......Page 158
A Theory of Human Problem Solving......Page 159
Updating Competence State Probabilities......Page 160
Architecture......Page 161
The Game......Page 162
References......Page 163
Introduction......Page 165
Case Study: Singapore......Page 166
Research Model......Page 167
Protocol......Page 169
Descriptive Statistics......Page 171
Test of Measurement Model......Page 172
Structural Model......Page 173
Conclusion and On-Going Work......Page 174
References......Page 175
Introduction......Page 176
Related Work......Page 177
Step 1: Name Tag Clustering by Co-occurrence......Page 178
Step 2: Name Tag Clustering by Photo Creation Time......Page 179
Prototype Photo Management System......Page 180
Measures......Page 181
Comparison Interfaces......Page 182
Searching Time......Page 183
User Satisfaction......Page 184
Future Work......Page 185
References......Page 186
Introduction......Page 188
Related Work......Page 189
Exploratory Search Interface Generation......Page 190
Information Space Representation......Page 191
Result Overview Generation......Page 192
Facet Generation......Page 194
Facet Construction......Page 195
Validation......Page 196
Conclusions......Page 198
References......Page 199
Introduction......Page 200
Usability of Mobile Applications......Page 201
Benefits and Shortcomings......Page 202
Functional Requirements......Page 203
Design......Page 204
Results......Page 205
Design......Page 206
Results......Page 208
Conclusions......Page 209
References......Page 210
Introduction......Page 212
Literature Review......Page 213
The Engine and the Videogames......Page 214
Interfaces......Page 215
Prototypes......Page 216
Participants......Page 217
Procedure......Page 218
Results......Page 219
Conclusions......Page 221
References......Page 223
Introduction......Page 224
The EPISOSE Framework......Page 226
Data Collection......Page 229
Searching and Sharing......Page 230
Communication and Personal Information......Page 231
Experiments Setup......Page 232
Results and Discussion......Page 234
References......Page 235
Introduction......Page 236
PME Model......Page 237
Proposed Emotion Generation Model......Page 238
LDAEM......Page 240
Integration between Emotion Generation Model and Emotion Expression Model......Page 241
Experimental Results......Page 242
Conclusion......Page 245
References......Page 246
Introduction......Page 247
Rasmussen Error Classification......Page 248
Eekhout, Johnson, Rouse and Rouse Error Classification......Page 249
Confronting Error Classifications......Page 250
Proposed Categorization of the Error......Page 252
Final Considerations and Future Directions......Page 256
References......Page 258
Introduction......Page 259
Reduced Communication Frequency......Page 260
Research Issues......Page 261
Procedure......Page 262
Results......Page 263
Discussion......Page 264
References......Page 266
Introduction......Page 268
The Significance of Measuring Success......Page 269
Information Success Model (IS-Success)......Page 271
Theory of Planned Behavior (TPB)......Page 272
Methodology......Page 273
Conclusions and Future Research......Page 275
References......Page 276
Visualization Concept......Page 278
Applying Game Principles......Page 280
References......Page 281
Introduction......Page 282
The Study......Page 283
Result and Discussion......Page 284
References......Page 285
Introduction......Page 286
User/Hardware Model......Page 287
Adaption to Different Input Devices Using Abstract Events......Page 288
References......Page 289
Introduction......Page 290
Results......Page 291
References......Page 293
Introduction......Page 294
Artefacts Description and Interpretation......Page 295
References......Page 297
Background......Page 298
System Design......Page 299
Prior User Testing and Discussion......Page 300
References......Page 301
Study and Findings......Page 302
Discussion and Conclusion......Page 304
References......Page 305
Introduction......Page 306
Result......Page 307
Conclusion......Page 308
References......Page 309
Introduction......Page 310
Eye Tracking and Blinking Patterns......Page 311
Heart Rate, EEG, Respiration Rate......Page 312
References......Page 313
Introduction......Page 314
PSiS Mobile......Page 315
Reference......Page 317
Introduction......Page 318
Reaction on a Change of Location......Page 319
Reaction on a Change of Biomedical Data......Page 320
References......Page 321
Introduction......Page 322
Augmented Reality Experience One: Using GPS......Page 323
Augmented Reality Experience Two: Using 2D Barcodes......Page 324
References......Page 325
Author Index......Page 326