Hci International 2020 - Late Breaking Papers: Cognition, Learning and Games: 22nd Hci International Conference, Hcii 2020, Copenhagen, Denmark, July » książka
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 Skills on Industry 4.0.- Personalised Semantic User Interfaces for Games.- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain.