Human-Computer Interaction. Design and Research (eBook, PDF)
15th Indian Conference, IndiaHCI 2024, Mumbai, India, November 7-9, 2024, Proceedings, Part II
Redaktion: Rangaswamy, Nimmi; Borah, Pranjal Protim; Sim, Gavin Robert
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Human-Computer Interaction. Design and Research (eBook, PDF)
15th Indian Conference, IndiaHCI 2024, Mumbai, India, November 7-9, 2024, Proceedings, Part II
Redaktion: Rangaswamy, Nimmi; Borah, Pranjal Protim; Sim, Gavin Robert
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This two-volume proceedings, set CCIS 2337-2338, constitutes of the proceedings of 15th Indian Conference on Human-Computer Interaction Design and Research, IndiaHCI 2024, held in Mumbai, India, during November 7-9, 2024.
The 30 full papers and 12 short papers included in this volume were carefully reviewed and selected from 235 submissions. These papers belong to various tracks which have been divided between the two volumes as follows: -
Part I: Paper Track.
Part II: Game Design Track, Student Research Consortium Track; Posters and demos Track; Artworks and installations Track.
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- Human-Computer Interaction. Design and Research (eBook, PDF)61,95 €
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- Universal Access in Human-Computer Interaction. Human and Technological Environments (eBook, PDF)40,95 €
- Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices (eBook, PDF)40,95 €
- Universal Access in Human-Computer Interaction: Aging and Assistive Environments (eBook, PDF)40,95 €
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The 30 full papers and 12 short papers included in this volume were carefully reviewed and selected from 235 submissions. These papers belong to various tracks which have been divided between the two volumes as follows: -
Part I: Paper Track.
Part II: Game Design Track, Student Research Consortium Track; Posters and demos Track; Artworks and installations Track.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
- Produktdetails
- Verlag: Springer International Publishing
- Seitenzahl: 380
- Erscheinungstermin: 13. Februar 2025
- Englisch
- ISBN-13: 9783031808326
- Artikelnr.: 73365164
- Verlag: Springer International Publishing
- Seitenzahl: 380
- Erscheinungstermin: 13. Februar 2025
- Englisch
- ISBN-13: 9783031808326
- Artikelnr.: 73365164
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
.- Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in India.
.- How does Games User Research measure and guide haptic experience design? A Critical Review.
.- Gamified Pathway'- A Framework for Enhancing User Journeys.
.- Dhar-Pakad' - Raising awareness about cleanliness and sustainable responsibilities through interactive board game design.
.- Branch Master: A Binary Search Tree Based Board Game.
.- Right Turn: A Cybersecurity Serious Game with a Scenario-based Assessment.
.- Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted Pupils.
.- Gamifying Mental Well-Being Assessment: a new approach for college-going students using the 'oxford happiness questionnaire'.
.- A Methodological Discourse on Second-Order Nature in Board Games.
.- Track - Student Research Consortium .
.- Virtual and Human Influencers: Examining the Dimensions of Authenticity, Reliability, and Innovation in Consumer Perception.
.- Chordex: A Wearable Chorded Keyboard for Malayalam.
.-The role of social media in fostering social movements: assessing user experience (UX) elements for effective mobilization in Bangladeshi digital activism.
.- Key Dimensions for Human-Robot Interaction in XR for Rescue Robots.
.- User Experience for Inclusion: Analysis of WCAG 2.2 in Pharmacy App for Visually Impaired Group.
.- Enhancing Dining Experiences with Augmented Reality and Olfactory Technology.
.- Exploration of Gesture-Based Text Input System for Indic Languages.
.- Integration of Social Design with ICT to Promote Sustainability.
.- Track - Posters and Demos.
.- ARoma: Augmented Reality Olfactory Menu Application.
.- Asynchronously or Synchronously?: Key Insights of Doing Co-Design of Technology with a Vulnerable Population Online.
.- Camera-based ASL Alphabet Recognition Using Hand Landmark Features.
.- Eyecare for all, a service design approach.
.- Absent Networks: Finding Wellness Through Shared Interests.
.- Designing an Accessible Music Device for the Elderly: Enhancing Usability, Entertainment, and Well-being.
.- Track - Artworks and Installations.
.- Raising Awareness of the Significance of Awadhi Mother Tongue among Young Adults Via Exhibition Design.
.- Dreamcatcher - a real-time generative art studying subconscious imageries.
.- Feeling Lonely -with 20 others: the Visualization of Loneliness Using Gen AI and Digital Narratives.
.- Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in India.
.- How does Games User Research measure and guide haptic experience design? A Critical Review.
.- Gamified Pathway'- A Framework for Enhancing User Journeys.
.- Dhar-Pakad' - Raising awareness about cleanliness and sustainable responsibilities through interactive board game design.
.- Branch Master: A Binary Search Tree Based Board Game.
.- Right Turn: A Cybersecurity Serious Game with a Scenario-based Assessment.
.- Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted Pupils.
.- Gamifying Mental Well-Being Assessment: a new approach for college-going students using the 'oxford happiness questionnaire'.
.- A Methodological Discourse on Second-Order Nature in Board Games.
.- Track - Student Research Consortium .
.- Virtual and Human Influencers: Examining the Dimensions of Authenticity, Reliability, and Innovation in Consumer Perception.
.- Chordex: A Wearable Chorded Keyboard for Malayalam.
.-The role of social media in fostering social movements: assessing user experience (UX) elements for effective mobilization in Bangladeshi digital activism.
.- Key Dimensions for Human-Robot Interaction in XR for Rescue Robots.
.- User Experience for Inclusion: Analysis of WCAG 2.2 in Pharmacy App for Visually Impaired Group.
.- Enhancing Dining Experiences with Augmented Reality and Olfactory Technology.
.- Exploration of Gesture-Based Text Input System for Indic Languages.
.- Integration of Social Design with ICT to Promote Sustainability.
.- Track - Posters and Demos.
.- ARoma: Augmented Reality Olfactory Menu Application.
.- Asynchronously or Synchronously?: Key Insights of Doing Co-Design of Technology with a Vulnerable Population Online.
.- Camera-based ASL Alphabet Recognition Using Hand Landmark Features.
.- Eyecare for all, a service design approach.
.- Absent Networks: Finding Wellness Through Shared Interests.
.- Designing an Accessible Music Device for the Elderly: Enhancing Usability, Entertainment, and Well-being.
.- Track - Artworks and Installations.
.- Raising Awareness of the Significance of Awadhi Mother Tongue among Young Adults Via Exhibition Design.
.- Dreamcatcher - a real-time generative art studying subconscious imageries.
.- Feeling Lonely -with 20 others: the Visualization of Loneliness Using Gen AI and Digital Narratives.