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HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games

E-BookPDF1 - PDF WatermarkE-Book
670 Seiten
Englisch
Springer International Publishingerschienen am24.11.20221st ed. 2022
Verfügbare Formate
BuchKartoniert, Paperback
EUR96,29
E-BookPDF1 - PDF WatermarkE-Book
EUR96,29

Produkt

Details
Weitere ISBN/GTIN9783031221316
ProduktartE-Book
EinbandartE-Book
FormatPDF
Format Hinweis1 - PDF Watermark
FormatE107
Erscheinungsjahr2022
Erscheinungsdatum24.11.2022
Auflage1st ed. 2022
Reihen-Nr.13517
Seiten670 Seiten
SpracheEnglisch
IllustrationenXXI, 670 p. 217 illus., 150 illus. in color.
Artikel-Nr.9999439
Rubriken
Genre9200

Inhalt/Kritik

Inhaltsverzeichnis
Interaction in New Media.- Hints of Advertising Digital Literacy: Fragments of Media Discourses.- Geolocation Detection Approaches for User Discussion Analysis in Twitter.- Portraits of a Killer: Visual Expressions of Patient/Parent Expertise on Social Media - The Case of Glioblastoma on Instagram.- The Research on User Use of Social Media in China Mobile Based on Self-Image Construction.- Gender and Culture Differences in Perception of Deceptive Video Filter Use.- Research on Experience Design of Social Reading Platforms Based on Social Presence Theory.- e-Participation as Mediated Ecosystem? A Case Study on Municipalities of St. Petersburg, Russia.- Sports Journalism: Its Global Future in the Age of Digital Media.- Antecedents and Consequences of Information Cocoon Awareness in Short-form Video APPs: An Information Ecology Perspective.- Privacy and Data Protection in COVID-19 Contact Tracing Apps: An Analysis from a Socio-Technical System Design Perspective.- User Experience Design for Automatic Credibility Assessment of News Content About COVID-19.- Digital ¿races of News Media Public on Facebook: Comparing Estonian and Latvian Russophone Publics.- Servants, Friends, or Parents? The Impact of Different Social Roles in the Social Web of Things on User Experience.- Online and Adaptive Learning.- Comparing the Effectiveness of Instructor-led versus Video-based Learning Methods for Online Website Accessibility Training.- Impact of the Implementation of Resources with Augmented Reality in Education.- Research on the Construction of Graphical Data Intelligence Education Driven by Digital Intelligence Integration.- Bibliometric Analysis of Existing Knowledge on Digital Transformation in Higher Education.- How Design Helps STEM Education Curriculum Achieve Interdisciplinary Goals.- Proposal of Sound-Color Sensory Discrimination Method Considering PeriodicFluctuation of Cerebral Blood Flow.- Traditional Face-to-Face Educational Modality Vs. Remote Face-to-Face: its Impact on Academic Performance in the Context of the Covid 19 Pandemic.- Educational Quality in Virtuality during the Covid 19 Pandemic in Colombia.- The Content Improvement Service: An Adaptive System for Continuous Improvement at Scale.- What Makes Online-Merge-Offline (OMO) Education Succeed? A Holistic Success Model.- Continuance Usage of Online-Merge-Offline (OMO) Educational Services: An Empirical Study.- Digital Mediation in English for Specific Purposes Through the Use of Today's Favourite: Netflix.- Technology-Enhanced Instruction into Extensive L2 Academic Reading for Specific Purposes within the ESP/ESAP Course for Post-Graduate Language Pedagogy Students.- Implementing Inquiry-based and Online Mentoring in a Social Entrepreneurship Project.- Developing a Checklist for Evaluating Virtual Learning Environments through theAnalysis of Evaluation Reports from an Educational Organization.- AIS Adoption Challenges: the Role of Interactions between Humans and Artificial Intelligence in Adoption of Adaptive Learning.- Development and Evaluation of a Learning Analytics Dashboard for Moodle Learning Management System.- How Good is your Drawing? Quantifying Graphomotor Skill Using a Portable Platform.- Evaluation of the Effect of Voice Technology in a Game Teaching E-book on English Learning.- Culture-Centered ICT Guidelines for Southeast Asian Secondary Schools.- Adaptive Instruction: A Case Study of Gamified Practice and Testing in a Large Introductory Psychology Course.- SwaPS: A Method for Efficiently Relearning Chinese Characters Just by Reading Documents Including Incorrectly Shaped Characters.- Research on Innovative Design of STEAM Children's Educational Toys based on Interaction Design.- A Framework Design of Children's Educational APP Based on MetacognitiveTheory.- Using Cooperative Multi-Agent Systems to Support the Generation of Student Learning Profiles in the Deep Dive Land Bridge System.- Transformer-Based Automated Content-Standards Alignment: A Pilot Study.- Games and Gamification.- Servitization through VR Serious Games: From Manufacturing to Consumer Electronics.- The Moderator of Gamification of Physical Activities in Older Adults.- Engaging Serious Games for Energy Efficiency.- An Exploratory Study on Game Developer Needs and Game Studio Challenges.- Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector?.- Building the "Complete Game": An Overview Study of a Development Strategy for Geo AR Mobile Games.- User Awareness and Privacy Regarding Instant Games on Facebook.- The Roles of Instructional Agents in Human-Agent Interaction within Serious Games.- Persona Finetuning for Online Gaming using Personalisation Techniques.mehr

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