Human-Computer Interaction. Design Practice in Contemporary Societies | Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part III. Questo articolo non è disponibile.
Lingua: inglese
Editore: Springer, 2019
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Human-Computer Interaction. Design Practice in Contemporary Societies | Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part III | Masaaki Kurosu | Taschenbuch | Lecture Notes in Computer Science | xx | Englisch | 2019 | Springer | EAN 9783030226350 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
Codice articolo 116556507
- Titolo
- Human-Computer Interaction. Design Practice in Contemporary Societies | Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part III
- Autore
- Masaaki Kurosu
- Editore
- Springer
- Anno di pubblicazione
- 2019
- Condizione
- Neu
- Rilegatura
- Taschenbuch
- Lingua
- inglese
- ISBN 10
- 3030226352
- ISBN 13
- 9783030226350
- Peso dell'articolo
- 832 grammi
- Dimensioni
- 235 x 155 x 30 mm
- Cataloghi dei venditori
- Bücher
The 3 volume-set LNCS 11566, 11567 + 11568 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, USA, in July 2019.
A total of 1274 papers and 209 posters have been accepted for publication in the HCII 2019 proceedings from a total of 5029 submissions.
The 125 papers included in this HCI 2019 proceedings were organized in topical sections as follows:
Part I: design and evaluation methods and tools; redefining the human in HCI; emotional design, Kansei and aesthetics in HCI; and narrative, storytelling, discourse and dialogue.
Part II: mobile interaction; facial expressions and emotions recognition; eye-gaze, gesture and motion-based interaction; and interaction in virtual and augmented reality.
Part III: design for social challenges; design for culture and entertainment; design for intelligent urban environments; and design and evaluation case studies.
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