Computer-Human Interaction Research and Applications: 5th International Conference, CHIRA 2021, Virtual Event, October 28–29, 2021, and 6th International Conference, CHIRA 2022 Valletta, Malta, October 27–28, 2022, Revised Selected Papers

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This post-conference book constitutes selected papers of the Fifth International Conference on Computer-Human Interaction Research and Applications, CHIRA 2021, held virtually due to COVID 19, and Sixth International Conference on Computer-Human Interaction Research and Applications, CHIRA 2022, held in Valletta, Malta, in October 2022.
The 8 full papers presented in this book were carefully reviewed and selected from 48 submissions for CHIRA 2021 and 37 submissions for CHIRA 2022. The papers selected to be included in this book contribute to the understanding of relevant trends of current research on computer-human interaction, including user-centered interaction design patterns, user experience design, multimedia and multimodal Interaction, interaction design modelling, haptic and tangible devices, accessible and adaptive interaction, user behaviour analysis, user experience evaluation, modelling human factors, mobile computer-human interaction, machine learning, information retrieval, human-centered AI and design and evaluation.

Author(s): Andreas Holzinger (editor), Hugo Plácido da Silva (editor), Jean Vanderdonckt (editor), Larry Constantine (editor)
Series: Communications in Computer and Information Science; 1882
Publisher: Springer
Year: 2023

Language: English
Pages: 182

Preface
Organization
Contents
Music Tangible User Interfaces and Vulnerable Users: State of the Art and Experimentation
1 Introduction
2 Tangible User Interfaces
3 Tangible User Interfaces for Music
3.1 Musical Applications of TUIs
3.2 Kodaly Kibo
4 Experimentation
4.1 Background
4.2 The ``Note Digitali'' Project
4.3 The Experimental Setting
5 Discussion
5.1 Answering Research Question 1
5.2 Answering Research Question 2
5.3 Answering Research Question 3
6 Conclusions
References
Mitigating the Spread of Misinformation Through Design
1 Introduction
2 Related Work
3 Target Behaviors for the Users with Different Interaction Tendencies
3.1 Users' Interaction Tendencies on Social Platforms
3.2 Difference Between Users' Abilities to Perform the Target Behaviors
4 Design Principles that Address Users' Interaction Tendencies
4.1 Awareness on Making the Truth Louder
4.2 Guidance on Making the Truth Louder
4.3 Incentive on Making the Truth Louder
5 Study Design and Data Analysis
5.1 Participants
5.2 Content Selection
5.3 Study Tasks for Awareness Design Principle
5.4 Study Tasks for Guidance Design Principle
5.5 Questionnaire for Incentive Design Principle
5.6 Social Media Usage Questionnaire
5.7 Data Analysis
6 Results
6.1 Three Clusters of Users on the Active-Passive Continuum
6.2 Interaction Differences Across the 3 Clusters in Awareness Principle
6.3 Interaction Differences in Verified Posts Between 2 Principles
6.4 Interaction Differences in Unverified Posts Between 2 Principles
6.5 Preference for Platform-Based Incentives
7 Conclusion
References
Insights from the Uncanny Valley: Gender(Sex) Differences in Avatar Realism and Uncanniness Perceptions
1 Introduction
2 Background
2.1 The Importance of Visual Realism in Avatars
2.2 When Visual Realism Fails, the Consequences Are Uncanny and Eerie
2.3 The Influence of an Avatar’s Gender(Sex)
3 Avatar Ranking Survey Methodology
3.1 Sample Avatar Set Images
3.2 Avatar Ranking Survey Procedure
3.3 Data Analysis for the Survey Responses
4 Results from the Avatar Ranking Survey
4.1 Realism Ranks and Gender(Sex)
4.2 Uncanniness Ranks and Gender(Sex)
4.3 The Influence of Gender(Sex) in the Uncanniness Ranks
4.4 Uncanniness Ranks Distribution
5 Study Discussion and Conclusions
References
Improving Public Engagement with Ethical Complexities of Assistive Robots
1 Introduction
2 Existing Literature
2.1 Previous EETAS Work
3 EETAS Process
3.1 EETAS Preliminary Steps
3.2 EETAS Workshop
3.3 Workshop Phase 1
3.4 Workshop Phase 2
3.5 Gamification of Phase 2
3.6 Design Tool in Phase 1 and 2
4 DEETAS Process
4.1 DEETAS Preliminary Steps
4.2 DEETAS Video Scenarios
4.3 DEETAS Design Tool
5 Validation and Results
5.1 EETAS Validation
5.2 EETAS Validation Results
5.3 DEETAS Validation
5.4 DEETAS-TOY Validation Results
6 Conclusions
References
Realistic Pedestrian Behaviour in the CARLA Simulator Using VR and Mocap
1 Introduction
2 Virtual Reality Immersion Features
2.1 Avatar Control
2.2 Full-Body Tracking
2.3 Sound Design
2.4 External Human-Machine Interfaces (eHMI)
2.5 Traffic Scenario Simulation
3 System Implementation
3.1 Hardware Setup
3.2 Software Setup
3.3 Recording, Playback and Motion Perception
4 Results
4.1 Usability Examples
4.2 User Experience Evaluation
5 Conclusions and Future Work
References
Design, Implementation, and Early Experimentation of a Music Tangible User Interface for Elderly People Rehabilitation
1 Introduction
2 State of the Art
3 Tangible User Interfaces
3.1 Tangible User Interfaces in Rehabilitation
3.2 Tangible User Interfaces in Music
4 Employed Technologies
4.1 Kibo
4.2 Network Technologies
4.3 Web Languages and Formats
5 Kibo Web Games
5.1 Game A – Tap the Shapes
5.2 Game B – Insert and Remove Shapes
5.3 Game C – Hold and Release Shapes
6 Early Experimentation
7 Conclusions and Future Work
References
An Extended Study of Search User Interface Design Focused on Hofstede’s Cultural Dimensions
1 Introduction
1.1 Edward Hall
1.2 Trompenaars and Hampden-Turner
1.3 Richard Nisbett
1.4 Geert Hofstede
1.5 Why Choose Hofstede’s Cultural Model?
2 User Interface Design
2.1 Power Distance (PD)
2.2 Individualism (IDV)
2.3 Masculinity (MAS)
2.4 Uncertainty Avoidance (UA)
2.5 Long-Term Time Orientation (LTO)
2.6 Indulgence vs Restraint (IND)
3 Experiment One Set-Up
4 Experiment One Results
4.1 Hypothesis 1 (H1) Power Distance (PD)
4.2 Hypothesis 2 (H2) Individualism (IDV)
4.3 Hypothesis 3 (H3) Masculinity (MAS)
4.4 Hypothesis 4 (H4) Uncertainty Avoidance (UA)
4.5 Hypothesis 5 (H5) Long-Term Time Orientation (LTO)
4.6 Hypothesis 6 (H6) Indulgence (IND)
5 Experiment Two Set-Up
5.1 Regional Grouping
6 Experiment Two Results
6.1 Hypothesis 1 (H1) Power Distance (PD)
6.2 Hypothesis 2 (H2) Individualism (IDV)
6.3 Hypothesis 3 (H3) Masculinity (MAS)
6.4 Hypothesis 4 (H4) Uncertainty Avoidance (UA)
6.5 Hypothesis 5 (H5) Long-Term Time Orientation (LTO)
6.6 Hypothesis 6 (H6) Indulgence (IND)
7 Discussion and Conclusion
7.1 Experiment One
7.2 Experiment Two
References
survAIval: Survival Analysis with the Eyes of AI
1 Introduction
2 Driving Simulator
2.1 Test Rig
2.2 Corner Cases
2.3 Triggering Corner Cases
3 Survival Analysis
3.1 Experimental Design
3.2 Results
4 Conclusion
References
Author Index