HCI International 2021 - Late Breaking Posters: 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II ... in Computer and Information Science)
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This two-volume set CCIS 1498 and CCIS 1499 contains the late breaking posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The posters presented in these two volumes are organized in topical sections as follows: HCI Theory and Practice; UX Design and Research in Intelligent Environments; Interaction with Robots, Chatbots, and Agents; Virtual, Augmented, and Mixed Reality; Games and Gamification; HCI in Mobility, Transport and Aviation; Design for All and Assistive Technologies; Physiology, Affect and Cognition; HCI for Health and Wellbeing; HCI in Learning, Teaching, and Education; Culture and Computing; Social Computing; Design Case Studies; User Experience Studies. Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents – Part II Contents – Part I Design for All and Assistive Technologies Prototyping-Based Study of Designs for Eye-Tracking Interface in Augmentative and Alternative Communication Applications 1 Introduction and Background 2 Methods and Tools 3 Iterative Development of the Interface Prototype 4 Discussion and Conclusions References Wearable Device to Aid Impaired Vision People Against Covid-19 1 Introduction 2 Development 2.1 Mask Recognition Validation 2.2 First Version 2.3 Second Version 3 Conclusion References An Evaluation of Foot Rowing Type Wheelchair for Elderly People by Using Questionnaire with Experiments 1 Introduction 2 Prototype of New Wheelchair 3 Experiments with Subjects 3.1 Employed Subjects 3.2 Experimental Setup 3.3 Result and Discussion 4 Summary References An Electronic Guide Dog for the Blind Based on Artificial Neural Networks 1 Introduction 2 System Architecture 3 CNN Evaluation 4 User Interface 5 Experiments and Results 6 Conclusion References Exploratory Study into the Disability Awareness Through an Inclusive Application Development Process Driven by Disabled Children 1 Background 2 Object 3 Methodology 3.1 Participants 3.2 Implementation 4 Result 5 Discussion 5.1 The Potential for Self-understanding Through Inclusive Design 5.2 Limitation of This Research 5.3 Challenges and Suggeations to Involve Disabled Children 6 Conclusion References Evaluation and Classification of Dementia Using EEG Indicators During Brain–Computer Interface Tasks 1 Introduction 1.1 Dementia 2 Methods of Analysis 2.1 Previous Research 2.2 Analysis Item 3 Experiment 3.1 Conditions 3.2 Experimental Flow 3.3 Subject Information 3.4 Hypothesis 4 Results 4.1 The Mean of β/α 4.2 The Range of β/α 5 Discussion 6 Conclusion References Ideating for Co-designing with Blind and Visually Impaired Users: 1 Introduction 2 Healthcare Information Access Issues for Blind and Visually Impaired Population During COVID-19 3 Brief Literature Review 4 Purpose and Design of This Study 5 Methods 6 Preliminary Quantitative Data 7 A Sampling of Qualitative Data 8 Discussion and Conclusion References A Domain-Specific Language for Model-Driven Development of Networked Electronic Travel Aid Systems 1 Introduction 2 Robot Operating System 2 3 FETA-ML as a DSL for Networked ETAs 4 Conclusion and Future Work References The Packaging Design of Braille Beverage Bottle Based on Universal Design Thinking 1 Introduction 2 Literature Review 2.1 Universal Design 2.2 Design Related to the Blind 2.3 Braille 3 Analysis of the Aesthetic Characteristics of Braille 3.1 Analysis of the Aesthetic Characteristics of Braille “Dots” 3.2 Study on the Design and Application of the Basic Unit ‘‘Square’’ in Braille 4 Experimental Study on the Optimal Arrangement of Braille 4.1 Experiment Design 4.2 Data Analysis 5 Design Practice 6 Summary References Physiology, Affect and Cognition Obtaining External Motivation from Strangers: A Study on Customer-to-Customer Interaction in Gymnasiums 1 Introduction 2 Method 2.1 Discovery and Definition 2.2 Development 2.3 Delivery 3 Results and Initial Findings 3.1 Creating an Environment Suitable for Interaction 3.2 Triggering Discussion on Fitness Topics 3.3 Finding Interaction Partners 3.4 Continuing the Interaction 4 Discussions and Suggestions 4.1 Consider Familiarity and Help Build Trust 4.2 Initiate Spontaneous Motivation to Maintain a Virtuous Circle of Exerciser Interaction 4.3 Provide Catalyst and Heat Interaction 5 Conclusions and Future Work References Real-Time Feedback of Subjective Affect and Working Memory Load Based on Neurophysiological Activity 1 Introduction 2 Preliminary Study 2.1 Participants Declaration 2.2 Experimental Procedure 2.3 Data Acquisition, Preprocessing and Analysis 3 Feedback Study 4 Results 4.1 Effects on Perceived Correctness 4.2 Effects on Performance 4.3 Results of the ERP Analysis 4.4 Insights Gained in the Interviews 5 Discussion and Conclusion References A Hierarchical Classification Scheme for Efficient Speech Emotion Recognition 1 Introduction 2 Methods 2.1 Classification of Emotions Based on the 2-Dimensional Valence-Arousal Map 2.2 Data and Acoustic Features 2.3 The Proposed Method for Emotion Recognition 3 Results 4 Conclusions References Research on the Finger Contact Force of Persons of Different Gender as Grasping Bottles 1 Introduction 2 Experimental Method 2.1 Experimental Device 2.2 Experimental Design 2.3 Data Collection 3 Data Analysis and Results 3.1 The Influence of Gender on Fingertip Contact Force 3.2 The Influence of Different Cup Materials on Fingertip Contact Force 4 Discussion 5 Conclusion References Sensorimotor EEG Rhythms During Action Observation and Passive Mirror-Box Illusion 1 Introduction 2 Methods 3 Results 4 Discussion 5 Conclusions References Multiple Regression Model for Cognitive Function Evaluation Using P300 Based Spelling-Brain–Computer Interface 1 Introduction 2 Experiment 2.1 Experimental Method 2.2 BCI System 3 Analysis 3.1 Estimation of the Neuropsychological Examination 3.2 Confidence Interval for an Estimation Error 3.3 Root Mean Squared Error 4 Results 5 Discussion 6 Conclusion References HCI for Health and Wellbeing Co-Designing M-Healer: Supporting Lay Practitioner Mental Health Workers in Ghana 1 Introduction 2 Related Work 3 Methodology 3.1 Design Research and Requirements Gathering 3.2 System Design 4 Preliminary User Feedback 4.1 Influence of Technical Constraints on Design Process 4.2 Code-Sharing and Workflow 4.3 Innovation and Broadening Impacts of User Centered Design 5 Conclusion References Using Experience-Based Co-design to Develop mHealth App for Digital Pulmonary Rehabilitation Management of Patients with Chronic Obstructive Pulmonary Disease (COPD) 1 Introduction 2 Objectives 3 Methods 3.1 Aim1: EBCD-Based HCD to Develop a Prototype App 3.2 Aim2: User Testing to Evaluate the Prototype App 4 Results 4.1 Aim1: EBCD-Based HCD to Develop a Prototype App 4.2 Aim2: User Testing to Evaluate the Prototype App 5 Discussion 6 Conclusion References A Speech-Based Data Collection Interface for Contact Tracing 1 Introduction and Motivation 2 A Sample Usage Scenario 3 Implementation 3.1 Script Pane 3.2 Timeline and Detailed Info Pane 4 Future Work References A Feasibility Study of an ICT Based Training for Older People with Mild Cognitive Impairment: Future Perspective for Designers and Health Professionals 1 Introduction 2 Materials and Methods 2.1 Study Design 2.2 Participant 2.3 Procedure 2.4 Myro-Therapy Desk Intervention 2.5 Data Collection 2.6 Statistical Analysis 3 Results 4 Discussion 5 Conclusion References Usability Optimization of National Health Insurance Express App 1 Introduction 2 Method 3 Results 4 Discussion 5 Conclusion References Preliminary Study on the Multi-person Cooperative Training Module in the Application of Virtual Reality Technology to the Advanced Cardiac Life Support 1 Introduction 1.1 Research Background 1.2 Research Motivations 1.3 Research Objectives 2 Related Work 2.1 First-Aid Procedures of ACLS 2.2 Current ACLS Training Methods 2.3 Application of Virtual Reality 2.4 Application of Virtual Reality Cave 2.5 Summary 3 Methods 3.1 Recruitment of Experts 3.2 Experimental Procedure of the System 3.3 System Structure 3.4 Evaluation Tools 4 Results 4.1 Result of the First Questionnaire with Modified Delphi Method 4.2 Conclusion-Result Analysis of ACLS Team Dynamic VR System 5 Future Development References Study on the Step-By-Step Service Design and Service Strategy of CoVID-19 Prevention and Control Medical Products 1 Introduction 2 New Coronary Pneumonia and Prevention and Control Products 2.1 New Crown Pneumonia and Epidemic Prevention and Control 2.2 Medical Protection Products and Composition 2.3 Medical Product and Service Logic 3 Service Awareness and Service System 3.1 Differences in User Experience and Services 3.2 Service Demand and Service System 3.3 Design Service and Service Ecology 3.4 Service Design and Service Awareness 4 Front-End Data and Cognitive Barriers 4.1 Technology-Oriented and Design-Oriented 4.2 Data Information and User Research 4.3 Front-End Service and Terminal Feedback 5 Design Thinking and Product Empowerment 5.1 Problem Analysis and Design Orientation 5.2 Target Feedback and Product Empowerment 6 Product Perception and Service Strategy 6.1 Demand Pain Points and Process Experience 6.2 Distributed Service Design Process 6.3 Service Links and Social Responsibility 7 Iterative Services and the Intelligent Era 7.1 Intelligent Interaction and Somatosensory Design 7.2 Additional Lightweight Products and Services 7.3 The Future of Product Intelligence and Service 8 Summary References Exploring the Role of Cognitive Empathy and Emotional Empathy in Medical Crowdfunding 1 Introduction 2 Theoretical Background 2.1 Medical Crowdfunding 2.2 S-O-R Model 3 Research Model and Hypotheses 3.1 Cognitive Empathy, Emotional Empathy, and Donation Behavior 3.2 Altruism, Trust, and Strength of Social Relationships 4 Research Methodology 4.1 Measurements 4.2 Data Collection 4.3 Data Analyses and Results 5 Contribution References Advancing Reminiscence Therapy Using Virtual Reality Applications for Persons with Dementia 1 Introduction 2 Materials and Methods 2.1 Non-Immersive VR 2.2 Immersive VR 2.3 Facial Tracking 3 Discussion References Information Chaos in the Electronic Health Record as a Threat to Patient Safety 1 Introduction 1.1 Background 2 Methods 3 Results 3.1 Results by Specific Hazard Type 4 Discussion 5 Conclusion References Rewards in Mental Health Applications for Aiding with Depression: A Meta-analysis 1 Introduction 2 Methods 2.1 Search Strategy 2.2 Eligibility Criteria 2.3 Study Selection and Screening Procedure 2.4 Data Extraction and Analysis 3 Results 4 Discussion References Discussions About Covid-19 in Indonesia. Bibliometric Analysis and Visualization Article Indexed in Scopus by Indonesian Authors 1 Introduction 2 Methodology 3 Results 3.1 Trend Article Journal and Publication on Covid-19 in Indonesia 3.2 Topic Article Journal on Covid-19 by Indonesian Authors 4 Discussion 5 Conclusion References UI/UX Design of Portable Simulation Pet ‘KEDAMA’ Hairball for Relieving Pressure 1 Introduction 2 Related Works 2.1 Analysis of Users’ Pain Points and Resolution 2.2 Persona-User Positioning in User Portrait and Usage Scenario 3 Method 3.1 Product Positioning and Architecture 3.2 Visual Image 4 UI/UX Design 4.1 Initial Page Design and Home Page Design 4.2 Customization Page Design and Pet Selection Page Design 5 Results and Conclusions References A Usability Testing of COVID-19 Vaccine Appointment Websites 1 Background and Aim 2 Method 3 Results 4 Conclusion References HCI in Learning, Teaching, and Education Student eXperience: A Survey in Argentinian Universities About Education in the Pandemic Context 1 Introduction 2 Student eXperience as a Customer eXperience 3 The Survey 4 Results and Discussion 5 Conclusion and Future Work References Development of a Digital Collaborative Whiteboard 1 Motivation 2 Architecture 2.1 Frontend 2.2 Backend 2.3 Communication 3 UX/UI 3.1 Web-based Skeuomorphism 3.2 Designing Whitebird 3.3 The Whiteboard 4 Feedback 4.1 Different Expectations 4.2 Different End-User Devices 4.3 Alternative Tools Do not Fulfill the Expectations of Users 4.4 There Are Alternative Tools that Are Expensive 4.5 Other Feature Requests 5 Conclusion References Computational Thinking and Language Immersion with Umwelt 1 Introduction 1.1 Learning During Covid 2 2D and 3D Learning Environments 2.1 XR Systems in Learning 2.2 Related Works 3 Game Design 3.1 Gameplay 3.2 Krashen’s Theory of Second Language Acquisition (SLA) 3.3 Simple Computation and Computational Thinking 4 Expected Research Plan 5 Conclusion and Future Works References Usability of Digital Numeration Training for Students at Primary School 1 Context 2 Design Methodology of HMK-L 3 Usability Questionnaire 3.1 Several Approaches 3.2 The Design of the Usability Method 4 Results of the Usability Questionnaire 5 Conclusion and Perspective References LABS ONLINE – An Opportunity to Access High Quality Laboratory During COVID Breakout 1 Introduction 1.1 Background 1.2 Problem Statement 2 Methodology 2.1 Design Thinking 3 Impact and Result 3.1 Execution and Viability 3.2 Impact References Conversational Agents in Language Education: Where They Fit and Their Research Challenges 1 Introduction and Literature 1.1 Introduction 1.2 Literature 2 Research Challenges of Language-Teaching Dialogue Agents 2.1 Language Learning, Teaching, and Assessment 2.2 Virtual Environments (VEs) with Embodied Agents 2.3 Natural Collaborative Dialogue 2.4 Sustained Engagement 2.5 Accessibility 3 Conclusion References Digital Tool to Detect the State of Languishing of Students During the Covid-19 Pandemic 1 Introduction 2 Background 3 Mobile Application Prototype Development 4 Discussion 5 Conclusions References Use of Virtual Resources as a Tool for Teaching Language Skills at the Colombian Caribbean Region Primary Basic Level 1 Introduction 2 Method 3 Results and Discussion 4 Conclusions References Establishing Cyberpsychology at Universities in the Area of Cyber Security 1 Introduction 2 Methodology 2.1 Basics of Cyberpsychology 2.2 Current Programs Worldwide 2.3 Target Audience 2.4 Structure and Contents of a Cyberpsychology Module in a European Country 2.5 Establishing the Program 3 Conclusion References Using a Mobile Augmented Reality APP on Mathematics Word Problems for Children 1 Introduction 2 Related Works 3 Method 3.1 Design, Participants and Procedure 3.2 The AR-MW System 3.3 Curriculum-Based Assessment Testing 4 Results 4.1 Mathematics Achievement 4.2 Word Problem Error Patterns 5 Conclusions References Implementation of ICTs in a University Curriculum for the Development of Math and Critical Reading Skills During COVID-19 Pandemic 1 Introduction 2 Method 2.1 Population and Sample 2.2 Procedure 3 Results 4 Conclusion References Culture and Computing An Exploratory Study of the Business Strategies for Virtual Idols in the Era of Phygitalization—Analysis in the Perspective of Cases in China 1 Introduction 1.1 Research Background 2 Research Objective 3 Research Method 4 The Main Business Patterns of Virtual Idols 4.1 Professional Virtual Idols—An Open Scenario 4.2 Virtual Anchors—A ‘Live + Reward’ Scenario 4.3 IP-Derived Virtual Idol—A Long Tail Commercial Scenario 5 Conclusion: The Future of Virtual Idol Business Strategies References Mobile Application to Disseminate the History of Historical Buildings 1 Introduction 2 Mobile Application Prototype Development 3 Discussion 4 Conclusions References Digital Representation of Virtual Reality Environments of Gothic Choirs Using Photogrammetric 3D Models: Monasteries of Yuste and Nájera 1 Introduction 1.1 Heritage Digitalization 1.2 Objectives 1.3 Study Area 2 Methodology 2.1 Image Acquisition 2.2 Texturized Model Generation 2.3 Creation of Virtual Reality Environment 2.4 Validation and Accuracy 3 Results 4 Conclusions References Visualization of Patterns and Impressions in YOSAKOI Costumes 1 Introduction 2 Methods 2.1 Selecting a Pattern 2.2 Impressionistic Evaluation 3 Analysis and Discussion 3.1 Results of Factor Analysis 3.2 Mean of Factor Scores for Each Pattern and Significance Difference Results 4 Conclusion References From Text to Image: Image Application and Design Transformation of Traditional Cultural IP Resources – A Case Study of the Classic of Mountains and Seas 1 Introduction 2 Aesthetic Characteristics of Image Writing in the Classic of Mountains and Seas 2.1 The Ferocious Beauty of Grotesque Images 2.2 The Beauty of Reincarnation in the Cycle of Life and Death 2.3 The Aesthetic Consciousness of Reverence for Nature 3 The Disadvantages of the Classic of Mountains and Seas in Modern Communication 3.1 Language Patterns Affect Offspring 3.2 Obscure Words 3.3 Miraculous Species 4 Ways of Visualization in the Classic of Mountains and Seas 4.1 Picture Books 4.2 Film and Television 4.3 Games 4.4 Linkage and Derivative Products 5 Conversion Mode from Text to Image References Social Computing Social Media in Politic: Political Campaign on United States Election 2020 Between Donald Trump and Joe Biden 1 Introduction 2 Research Methods 3 Findings and Discussion 3.1 Tweet Theme on Twitter Account 3.2 Campaign Issues and Twitter Account Sentiment 4 Conclusion References Exploring the Effect of Activity Intervention on Reducing Social Media Use: Lessons Learned in a Field Study 1 Introduction 2 Related Work 2.1 Social Media Addiction 2.2 The Effect of Social and Exercise Activities on Phone Addiction 3 Methods 4 Results 4.1 Reactions Toward Different Activity Prompts in the Intervention 4.2 Reactions Toward Notification Timing 4.3 Awareness Toward Time 5 Discussion 5.1 Effectiveness of Activity Prompts in the Intervention 5.2 Effectiveness of Notification Timing 5.3 Time Awareness 6 Limitations, Conclusion and Future Work References Social Media as Tools of Disaster Mitigation, Studies on Natural Disasters in Indonesia 1 Introduction 2 Literature Review 3 Method 3.1 Result and Discussion 3.2 Disaster Information 4 Conclusion References STellaR – A Stationary Telepresence Counselling System for Collaborative Work on Paper Documents 1 Introduction 2 Equipment and Methods 2.1 Phase 1 – Immersive Videoconference 2.2 Phase 2 – Document Recognition 2.3 Phase 3 – Document Augmentation and Persistence 3 Evaluation 4 Conclusion Appendix References Why Audiences Donate Money to Content Creators? A Uses and Gratifications Perspective 1 Introduction 2 Uses and Gratifications Theory 3 Research Model and Hypotheses 3.1 Hedonic Satisfaction 3.2 Social Satisfaction 3.3 Utilitarian Satisfaction 4 Research Methodology 4.1 Measurements 4.2 Data Collection 4.3 Data Analyses and Results 5 Contribution References Social Media and Social Movements: Using Social Media on Omnibus Law Job Creation Bill Protest in Indonesia and Anti Extradition Law Amendment Bill Movement in Hongkong 1 Introduction 2 Literature Review 2.1 Social Media Sees as Platform of Social Movement 3 Method 4 Result and Discussion 4.1 Omnibus Law Case Indonesia 4.2 Anti Extradition Law in Hongkong 5 Conclusion References The Message Is Unclear: Evaluating Disinformation in Anti-Vaccine Communities 1 Background 1.1 Disinformation 1.2 Situated Awareness Theory 1.3 Personal Health Literacy 2 Methods 3 Results 4 Discussion 5 Conclusion References Understanding Continuance Usage Intention of Shopping Guide Apps in Social Commerce 1 Introduction 2 Theoretical Background 3 Research Models and Hypotheses 4 Research Methodology 4.1 Data Collection 4.2 Data Analyses 5 Conclusions References Design Case Studies Optimizing the Information of Sport Graphics in the Major League Baseball 1 Introduction 2 Methods 2.1 Participants 2.2 Procedures 3 Results 4 Discussion 5 Conclusions References Web Interface for Power Grid Database 1 Introduction 2 Research Methodology and Methods 3 Prototype Development 4 Discussion and Conclusions References HyperSCADA: A Codification Framework for Improving SCADA System User Experience Design 1 Background 2 HyperSCADA Framework - Codification UX in SCADA 3 Case Study 4 Conclusion and Future Work References Study on Optimal Design of Dynamic Information Display - a Case Study of Taipei Metro 1 Introduction 2 Method 3 Results 4 Discussion 5 Conclusion References Quality Analysis of Local Government Websites (Study Case DKI Jakarta, Bali, Banten Provinces) 1 Introduction 2 Literature Review 2.1 Use of Websites in e-government the 2.2 Quality Measurement of Government Websites Quality 2.3 Government Social Media (Twitter Account) 3 Methods 4 Results 4.1 Analysis of the Quality of Local Government Websites 4.2 Use of Local Government Social Media (Twitter Accounts) 5 Conclusion References An Experimental Analysis of Face Anti-spoofing Strategies for Real Time Applications 1 Introduction 2 Related Works 3 Fundamental Concepts 3.1 Convolutional Neural Network 3.2 Transfer Learning 4 Proposed Method 4.1 Training 4.2 Classification 5 Experimental Evaluation 5.1 Datasets 5.2 Quantitative Evaluation 6 Conclusions References A Meta-analysis of Big Data Security: How the Government Formulates a Model of Public Information and Security Assurance into Big Data 1 Introduction 2 Methodology 3 Results and Discussion 3.1 Trends in the Development of Research Studies on Security Information Assurance for Big Data 3.2 Visualization of the Research Development Map Network Security Information Assurance for Big Data 3.3 The Role of Artificial Intelligence in Data Security and Privacy 3.4 Security Models and the Use of Big Data in the Government Sector 4 Conclusion References Website Quality Analysis in Three Ministries of Indonesia Study Ministry of Finance, Ministry of Home Affairs, and Ministry of Village 1 Introduction 2 Literature Review 2.1 Use of Websites in E-Government 2.2 Measuring Website Quality 2.3 Government Social Media: Official Twitter 3 Method 4 Results and Discussion 4.1 Website Quality Analysis of the Ministry of Finance, Ministry of Home Affairs, and Ministry of Villages 5 Conclusion References Presentation of a Three-Dimensional Image by Rotating Pepper’s Ghost 1 Introduction 2 Rotating Pepper’s Ghost 3 Implementation 4 User Feedback 4.1 Purpose and Methods of the Experiment 4.2 Experimental Results 5 Conclusion References Study on Dynamic Emotional Design Expression in Interface Vision of Digital Media Art 1 Introduction 2 Emotional Design of Dynamic Effects 3 Expression of Dynamic Emotional Design 3.1 Feedback Expression of Dynamic Emotional Design 3.2 Friendly Expression of Dynamic Emotional Design 3.3 Transitional Expression of Dynamic Emotional Design 3.4 Interesting Expression of Dynamic Emotional Design 3.5 Innovative Expression of Dynamic Emotional Design 4 Conclusions References Research on Furniture Design Based on Parametric Urbanism 1 Parameterization 2 From Parameterization to Parameterized Urbanism 2.1 Parametric Urbanism 2.2 Necessity of Parametric Furniture Design Under Parametric Urbanism 3 The Key Process of Furniture Design Under Parametric Urbanism 3.1 Data of Design Requirement Information 3.2 Establishment of Design Parameter Relationship 3.3 Establishment of Computer Software Parameter Model 3.4 Optimization of Prototype Design 3.5 Test and Feedback of Design Results 4 The Significance of Furniture Design Under Parametric Urbanism 4.1 Connect with Intelligent Manufacturing to Meet the Demand of Mass Production 4.2 Exploration of New Materials, New Structures and New Functions 4.3 Promote Collaborative Innovation 4.4 Constructing Systematic Emerging Cities 4.5 Innovation of Design Thinking Mode 5 Furniture Design Principles Under Parametric Urbanism 5.1 Combination with Environment 5.2 Combination with Architecture 5.3 Combination with the User 5.4 Combination with Material Manufacturing 5.5 Systematic Principles User Experience Studies Old-looking yet Usable!: An Investigation of Consumer’s Usability Perception of Retro Products 1 Introduction 2 Methodology 3 Results 3.1 Phase 1 3.2 Phase 2 4 Discussion 5 Conclusion and Limitations References Customer Value Co-creation Behaviors Through Online Interactions in Luxury Hotels: Effect on Customer Loyalty 1 Introduction 2 Literature Review 2.1 Interactions in Online Engagement Platforms and VCCB 2.2 VCCB and Loyalty 3 Research Methodology 4 Discussion and Conclusion References Perceptions in Two-Dimensional and Three-Dimensional Aperture Problems 1 Introduction 2 Literature Review 2.1 Induced Motion Perception in the 2D Aperture Problem 2.2 Induced Motion Perception in the 3D Aperture Problem 2.3 2D Aperture Problem Versus 3D Aperture Problem 3 Methodology 3.1 Psychophysical Method-Velocity Thresholds 3.2 Conversion of Rotation Velocity to Translational Velocity 3.3 Participants 3.4 Experiment Environment, Apparatus and Samples 3.5 Design of Experiment 4 Analysis 4.1 Induced Motion Perceptions Caused by the 2D Rectangular Aperture and 3D Cylindrical Helix 4.2 Induced Motion Perceptions Caused by the 2D Isosceles Triangular Aperture and 3D Conical Helix 4.3 Induced Motion Perceptions Caused by the 2D Circular Aperture and 3D Spherical Helix 5 Discussion 5.1 Difference Between the 2D- and 3D-Induced Motion Perceptions 5.2 Difference in Stripe Patterns References A Pilot Study on Navigation for Information Acquisition Using Eye Tracking 1 Introduction 2 Our Basic Idea for Navigation 3 Experiment 4 Results 5 Conclusion References A Comparison of Multiple Selections Using Multiple Checkbox Selections and List Boxes 1 Introduction 2 Related Work 3 Method 4 Result 5 Discussion 6 Conclusion References The Influence of Team Workload Demands During a Cyber Defense Exercise on Team Performance 1 Introduction 1.1 Aims 2 Methods 2.1 Participants and Procedure 2.2 Measurements 2.3 Ethical Considerations 2.4 Data Analysis 3 Results 4 Discussion 4.1 Limitations 5 Conclusion References Estimation of Consumer Needs Using Review Data in Hotel Industry 1 Introduction 2 Purpose of This Study 3 Data and Analysis Method 3.1 Feature Extract by Natural Language Processing 3.2 Classification by Random Forest 4 Results 5 Discussion 6 Conclusion References Influence of the Contact Surface Size on the Illusory Movement Induced by Tendon Vibrations 1 Introduction 2 Materials and Methods 2.1 Participants 2.2 Apparatus and Experimental Setup 2.3 Procedure 3 Results 4 Discussion and Conclusion References Training and Learning for Long Duration Spaceflight 1 Introduction 2 Background 3 Problem Statement 4 Research Questions 5 Methods 6 Analysis Approach 7 Research Benefits References Changes of Multiple Object Tracking Performance in a 15 Days’ - 6° Head-Down Tilt Bed Rest Experiment 1 Background 2 Method 2.1 Subjects 2.2 Measurements 2.3 Procedure 3 Results 4 Discussion 5 Conclusion References Author Index
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