Description

Book Synopsis
These 2 volumes constitute the selected papers of the 7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023.
The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems.

Table of Contents
Creating Human-Computer Partnerships.- Empowering ProductionWorkers to Program Robots: A No-Code, Skill-Based Approach.- Mobile Gaming EMG-Based Brain Computer Interface.- Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions.- Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems.- Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates.- Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams.- Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help.- Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations.- Tracing Stress and Arousal in Virtual Reality Games Using Players’ Motor and Vocal Behaviour.- Electro-Oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone.- Why is Career Orientation Often Difficult and How Can Digital Platforms Support Young People in this Process?.- 3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment.- Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application.- A Bi-National Investigation of the Needs of Visually Disabled People from Mexico and Japan.- Student-Centered Development of an Online Learning Support Feedback Software Tool: A Design Study Approach.- Why Are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators.- Visual Representations for Data Analytics: User Study.- Immediate-after Effect of Enhancement Push-off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole.- An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs.- Augmenting the Human in Industry 4.0 to Add Value: A Taxonomy of Human Augmentation Approach.- Gesture Me: A Machine Learning Tool for Designers to Train Gesture Classifiers.- A Case Study on Netychords: Crafting Accessible Digital Musical Instrument Interaction for a Special Needs Scenario.

Computer-Human Interaction Research and

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A Paperback / softback by Hugo Plácido da Silva, Pietro Cipresso

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    View other formats and editions of Computer-Human Interaction Research and by Hugo Plácido da Silva

    Publisher: Springer International Publishing AG
    Publication Date: 23/12/2023
    ISBN13: 9783031494246, 978-3031494246
    ISBN10: 3031494245

    Description

    Book Synopsis
    These 2 volumes constitute the selected papers of the 7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023.
    The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems.

    Table of Contents
    Creating Human-Computer Partnerships.- Empowering ProductionWorkers to Program Robots: A No-Code, Skill-Based Approach.- Mobile Gaming EMG-Based Brain Computer Interface.- Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions.- Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems.- Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates.- Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams.- Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help.- Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations.- Tracing Stress and Arousal in Virtual Reality Games Using Players’ Motor and Vocal Behaviour.- Electro-Oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone.- Why is Career Orientation Often Difficult and How Can Digital Platforms Support Young People in this Process?.- 3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment.- Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application.- A Bi-National Investigation of the Needs of Visually Disabled People from Mexico and Japan.- Student-Centered Development of an Online Learning Support Feedback Software Tool: A Design Study Approach.- Why Are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators.- Visual Representations for Data Analytics: User Study.- Immediate-after Effect of Enhancement Push-off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole.- An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs.- Augmenting the Human in Industry 4.0 to Add Value: A Taxonomy of Human Augmentation Approach.- Gesture Me: A Machine Learning Tool for Designers to Train Gesture Classifiers.- A Case Study on Netychords: Crafting Accessible Digital Musical Instrument Interaction for a Special Needs Scenario.

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