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Emerging Research and Trends in Interactivity and the Human-Computer Interface

Book Description

With a variety of emerging and innovative technologies combined with the active participation of the human element as the major connection between the end user and the digital realm, the pervasiveness of human-computer interfaces is at an all time high. Emerging Research and Trends in Interactivity and the Human-Computer Interface addresses the main issues of interest within the culture and design of interaction between humans and computers. By exploring the emerging aspects of design, development, and implementation of interfaces, this book will be beneficial for academics, HCI developers, HCI enterprise managers, and researchers interested in the progressive relationship of humans and technology.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  6. Preface
  7. Section 1: Users’ Needs and Expectations
    1. Chapter 1: Intercultural User Interface Design
      1. ABSTRACT
      2. BACKGROUND
      3. A GLIMPSE AT THE STATE OF THE RESEARCH
      4. PROBLEMS AND CONTROVERSIES
      5. FUTURE RESEARCH DIRECTIONS
      6. RECOMMENDATIONS AND SOLUTIONS
      7. CONCLUSION
    2. Chapter 2: Icon Metaphors for Global Cultures
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE BUSINESS CULTURE
      5. THE COMPUTER CULTURE
      6. THE GLOBAL CULTURE
      7. THE INTERNET CULTURE
      8. THE SOCIAL MEDIA CULTURE
      9. RESEARCH
      10. SURVEY DESIGN
      11. FOCUS GROUP DESIGN
      12. PARTICIPANTS
      13. PROCEDURES
      14. MEASURES
      15. RESULTS
      16. FUTURE RESEARCH DIRECTIONS
      17. CONCLUSION
    3. Chapter 3: Improving Interaction with TV-Based Applications through Adaptive Multimodal Fission
      1. ABSTRACT
      2. INTRODUCTION
      3. ADAPTIVE MULTIMODAL SYSTEMS
      4. MULTIMODAL ADAPTIVE FISSION
      5. USER EVALUATION
      6. CONCLUSION
    4. Chapter 4: Developing Emotion-Libras 2.0
      1. ABSTRACT
      2. INTRODUCTION
      3. EMOTIONAL QUALITY EVALUATION METHODS: BACKGROUND
      4. FIRST VERSION OF EMOTION-LIBRAS
      5. FIELD STUDY WITH EMOTION-LIBRAS 1.0
      6. FILMING THE VIDEOS WITH A DEAF NATIVE LIBRAS SIGNER
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    5. Chapter 5: Enhancing the Acquisition of Social Skills through the Interactivity of Multimedia
      1. ABSTRACT
      2. INTRODUCTION
      3. SOCIAL SKILL DEFICIT
      4. SOCIAL STORY
      5. WAYS TO IMPROVE SOCIAL STORY INTERVENTION
      6. ANIMATION AS A SOLUTION
      7. RESEARCH PROBLEM
      8. METHODOLOGY
      9. DESIGN
      10. EVALUATION
      11. RESULTS AND DISCUSSIONS
      12. CONCLUSION AND FUTURE WORKS
      13. APPENDIX 1
      14. APPENDIX 2
      15. APPENDIX 3
    6. Chapter 6: Players’ Experience in a Sport Geocaching Game
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED RESEARCH
      4. PLAYER EXPERIENCE
      5. METHOD
      6. RESULT
      7. CONCLUSION
      8. FUTURE RESEARCH
    7. Chapter 7: Seamless Interfacing
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ACHIEVING SITUATION AWARENESS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    8. Chapter 8: Studying Natural Interaction in Multimodal, Multi-Surface, Multiuser Scenarios
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DEALING WITH CONSTRAINTS WHEN STUDYING NATURAL MODALITIES
      5. THE SINGLE SURFACE STUDY – UNDERSTANDING THE USE OF SPEECH AND GESTURES
      6. THE MULTIPLE SURFACE STUDY – STUDYING THE IMPACT OF MULTIPLE USERS AND MULTIPLE SURFACES ON MODALITY USE
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    9. Chapter 9: Reporting a User Study on a Visual Editor to Compose Rules in Active Documents
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. PRESENTING THE WOAD EDITOR AND THE EVALUATION USER STUDY
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
  8. Section 2: Design Approaches
    1. Chapter 10: The Gamification Experience
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. USER EXPERIENCE DESIGN AND GAMIFICATION DESIGN
      5. CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
    2. Chapter 11: Experience Prototyping
      1. ABSTRACT
      2. INTRODUCTION
      3. DISCUSSION AND REFINEMENTS AND FUTURE RESEARCH DIRECTIONS
      4. CONCLUSION
  9. Section 3: Technological Approaches
    1. Chapter 12: Strategy to Support the Memorization of Iconic Passwords
      1. ABSTRACT
      2. INTRODUCTION
      3. A RATIONALE FOR GRAPHIC AND ICONIC PASSWORDS
      4. SECURITY ASPECTS OF KNOWLEDGE-BASED AUTHENTICATIONS
      5. ASPECTS OF HUMAN MEMORY
      6. AN EXAMPLE OF SOLUTION
      7. DESIGN OF THE TEST
      8. TEST RESULTS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
    2. Chapter 13: Location-Based Data Visualisation Tool for Tuberculosis and Dengue
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. PREVIOUS WORKS
      5. METHODS
      6. RESULTS
      7. FUTURE RESEARCH DIRECTION
      8. CONCLUSION
  10. Section 4: Methodological Approaches
    1. Chapter 14: ETdAnalyser
      1. ABSTRACT
      2. INTRODUCTION
      3. ETDA: ERGONOMIC TRIDIMENSIONAL ANALYSIS
      4. ETDA: REQUIREMENTS ANALYSIS
      5. ETDANALYSER DEVELOPMENT
      6. ETDANALYSER IMPLEMENTATION
      7. ETDANALYSER VERIFICATION
      8. FINAL CONSIDERATIONS AND FUTURE WORK
    2. Chapter 15: Design of Formal Languages and Interfaces
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. HUMAN FACTORS + FORMAL METHODS = HFM
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    3. Chapter 16: Anticipation Dialogue Method in Participatory Design
      1. ABSTRACT
      2. BACKGROUND
      3. OTHER VISIONING APPROACHES
      4. DESCRIPTION OF THE ANTICIPATION DESIGN DIALOGUE METHOD
      5. APPLICATION EXAMPLES
      6. EVALUATION
      7. CONCLUSION
    4. Chapter 17: Hand Gesture Recognition as Means for Mobile Human Computer Interaction in Adverse Working Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. HAND GESTURE BASED INTERACTION WITH MOBILE DEVICES
      4. GESTURE RECOGNITION USING HIDDEN MARKOV MODELS
      5. CASE STUDY: A WEARABLE DYNAMIC HAND GESTURE RECOGNITION SYSTEM
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    5. Chapter 18: The Axiomatic Usability Evaluation Method
      1. ABSTRACT
      2. INTRODUCTION
      3. CONCEPTUAL FRAMEWORK
      4. THE EXPERIMENT
      5. RESULTS ANALYSIS
      6. CONCLUSION
      7. DISCUSSION AND FUTURE RESEARCH
      8. APPENDIX
  11. Section 5: Supporting Learning
    1. Chapter 19: Promoting Human-Computer Interaction and Usability Guidelines and Principles Through Reflective Journal Assessment
      1. ABSTRACT
      2. INTRODUCTION
      3. HCI AND USABILITY
      4. HCI AND USABILITY DESIGN PRINCIPLES AND GUIDELINES
      5. REFLECTIVE JOURNALS
      6. IS650 AND WSPD UNITS; UNIT PROGRAM AND ASSESSMENTS
      7. PARTICIPANTS
      8. RESEARCH METHODS AND QUESTION
      9. RESULTS
      10. DISCUSSION
      11. RECOMMENDATIONS FOR INTEGRATING REFLECTIVE JOURNAL IN HIGHER EDUCATION
      12. CONCLUSION
    2. Chapter 20: The Impact of Visual Complexity on Children's Learning Websites in Relation to Aesthetic Preference and Learning Motivation
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 3. RESULTS
      4. 4. DISCUSSION
      5. 5. CONCLUSION
    3. Chapter 21: Adapting Chatterbots’ Interaction for Use in Children’s Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. PERSONALITY AND EMOTION: PSYCHOLOGICAL AND COMPUTATIONAL MODELS
      5. RELATED WORK
      6. VIRTUAL LEARNING COMPANION
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    4. Chapter 22: A Framework for Designing Interactive Digital Learning Environments for Young People
      1. ABSTRACT
      2. INTRODUCTION
      3. FRAMEWORK, E-LEARNING AND DESIGN DEFINITIONS
      4. YOUNG PEOPLE AND DIGITAL LEARNING: A BRIEF OVERVIEW OF CHARACTERISTICS
      5. AN APPROACH TO DEVELOPING THE FRAMEWORK: A REVIEW OF THE LITERATURE
      6. FRAMEWORK FOR DESIGNING INTERACTIVE DIGITAL LEARNING ENVIRONMENTS FOR YOUNG PEOPLE
      7. CONCLUSION
  12. Section 6: Reflection
    1. Chapter 23: The Conceptual Pond
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE SEMANTIC POND OF CONCEPTS
      5. USE CASES
      6. DESIGNING FOR PERSUASION
      7. LESSONS LEARNED
      8. FURTHER RESEARCH
      9. CONCLUSION
  13. Section 7: The Future
    1. Chapter 24: Playful Interfaces for Scientific Image Data
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. INTRODUCING STORYTELLING AS PLAYFUL INTERACTION WITH SCIENTIFIC IMAGE DATA
      5. UNDERSTANDING STORYTELLING WITH IMAGES
      6. IMPLEMENTING STORYTELLING WITH IMAGES
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
  14. Compilation of References
  15. About the Contributors