HCI International 2021 - Late Breaking Posters [electronic resource] : 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I /
Material type: TextSeries: Communications in Computer and Information Science ; 1498Publisher: Cham : Springer International Publishing : Imprint: Springer, 2021Edition: 1st ed. 2021Description: XXXII, 569 p. 49 illus. online resourceContent type:- text
- computer
- online resource
- 9783030901769
- User interfaces (Computer systems)
- Human-computer interaction
- Artificial intelligence
- Computer engineering
- Computer networks
- Computer vision
- Software engineering
- Social sciences -- Data processing
- User Interfaces and Human Computer Interaction
- Artificial Intelligence
- Computer Engineering and Networks
- Computer Vision
- Software Engineering
- Computer Application in Social and Behavioral Sciences
- 005.437 23
- 004.019 23
- QA76.9.U83
- QA76.9.H85
HCI Theory and Practice -- UX Design and Research in Intelligent Environments -- Interaction with Robots, Chatbots, and Agents -- Virtual, Augmented, and Mixed Reality -- Games and Gamification -- HCI in Mobility, Transport and Aviation.
This two-volume set CCIS 1498 and CCIS 1499 contains the late breaking posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The posters presented in these two volumes are organized in topical sections as follows: HCI Theory and Practice; UX Design and Research in Intelligent Environments; Interaction with Robots, Chatbots, and Agents; Virtual, Augmented, and Mixed Reality; Games and Gamification; HCI in Mobility, Transport and Aviation; Design for All and Assistive Technologies; Physiology, Affect and Cognition; HCI for Health and Wellbeing; HCI in Learning, Teaching, and Education; Culture and Computing; Social Computing; Design Case Studies; User Experience Studies.
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