GET 2014 Proceedings |
Titles Published in This Volume THE LEAP MOTION CONTROLLER IN A 3D VIRTUAL ENVIRONMENT: EXPLORATIONS AND EVALUATIONS OF POITING TASKS IS THE SECOND SCREEN BECOMING THE FIRST? AN EXPLORATORY STUDY OF EMERGING MULTI-SCREENING PRACTICES INSIGHTS FROM USER STUDIES FOR THE GRAPHICAL USER INTERFACE DESIGN OF A SURGICAL OPERATION ROBOT AUTOMATED BORDER CONTROL: A COMPARATIVE USABILITY STUDY AT TWO EUROPEAN AIRPORTS INTERACTIONS OF PARTICIPANTS DURING MOBILE DEVELOPMENT OF A HEALTHCARE APPLICATION SCAFFOLDING SUSTAINABILITY IN THE ACADEMIC HCID PRACTICE PRECONDITIONS AND DESIGN REQUIREMENTS FOR TOUCH-SCREEN CONTROL PANELS FOR INTELLECTUALLY DISABLED PERSONS WORKING WITH CNC MACHINES A REVIEW OF THE PRACTICAL CAPACITIES AND USER PERCEPTION OF THE SIXTHSENSE DEVICE NEW TEACHING METHODS APPLIED IN COMPUTER SCIENCE TEACHING EMBRACING DIVERSITY THROUGH INCLUSIVE LEARNING AUGMENTED REALITY INTERFACES FOR INDUSTRIAL ASSEMBLY DESIGN AND PLANNING DESIGN FOR ?QUALITY OF USE?: EMOTION AND PHYSICAL INTERFACE DESIGN HOW VISUALIZATION TYPES AFFECT LEARNING PROCESSES IN MULTIMEDIA LEARNING? EFFECTS OF THE USABILITY AND EXPECTED BENEFIT ON M-SERVICE USAGE: THE CASE OF A LOCATION-BASED MOBILE CAMPUS SERVICE RE-SCORING THE GAME?S SCORE DYNAMIC MUSIC AND IMMERSION IN THE LUDONARRATIVE DOES THE USE OF THE SOCIAL SIGNAL OF HESITATION IN THE RECOMMENDER SYSTEM IMPROVES THE QUALITY OF EXPERIENCE WHEN THE USER INTERACTS WITH A VIDEO-ON-DEMAND SYSTEM RENDERING PARTICIPATING MEDIA WITH OCTREES ISLAND WORLD: ONLINE GAMING AS SECONDARY DATA ELICITATION FOR PREDICTIVE MIGRATION A COMPUTER GAME FOR AN ENHANCED VISITOR EXPERIENCE ? INTEGRATION OF REALITY AND FICTION ELECTRONICS GAMES AND IDENTITY: A BAKHTINIAN ANALYSIS OF SUBJECTIVE PROCESSES INVOLVED IN THE ACT OF CHOOSING AVATARS PLANNING GRAPH WITH CHARACTER ORIENTATION FOR DECISION MAKING OF NON-PLAYABLE CHARACTERS IN A ROLE-PLAYING GAME A 2-STAGE SAMPLE CULLING ALGORITHM FOR MOTION AND DEFOCUS BLUR RENDERING FAVORED WORKFLOWS IN LIGHT FIELD EDITING FAST AND EXACT PLANE-BASED REPRESENTATION FOR POLYGONAL MESHES MULTIMODAL FACIAL RIGGING: TOWARDS A USER-ADAPTED ANIMATION INTERFACE GEOVISUALISATION OF UNCERTAINTY IN SIMULATED FLOOD MAPS A NOVEL IRIS SEGMENTATION FRAMEWORK MOUSE CONTROL SYSTEM IMPLEMENTATION USING DEPTH CAMERA BASED HAND GESTURE RECOGNITION FINGER POINTING ACCURACY ON LEAP MOTION SENSOR DO E-BOOKS REFLECT CHILDREN?S AESTHETIC PREFERENCES? GESTURES IN HUMAN-COMPUTER INTERACTION ? A REVIEW FROM A PSYCHOLOGICAL POINT OF VIEW STUDENT PERCEPTIONS ON THE USE OF PROJECT BASED LEARNING TO TEACH HCI TO 4TH YEAR IT STUDENTS THE ONLINE GENERATION GAP, THE MILLENNIAL STUDENT AND GENERATION X LECTURER A COLLABORATIVE DESIGN COORDINATION FRAMEWORK BASED ON AN INTERACTION ANALYSIS AROUND A DIGITAL TABLETOP VISUAL IMMEDIACY FOR SENSE-MAKING IN HCI IDENTIFYING INTERACTION PROBLEMS ON INTERNET NAVIGATION CAUSED BY CHANGE OF INPUT MODE: A STUDY ABOUT MOTION SENSOR CONTROLLER, GOOGLE MAPS AND GOOGLE STREET VIEW USABILITY EVALUATION OF PLAYSTATION MOVE MOTION CONTROLER VIRTUALIZATION OF OBJECTS AND ADAPTIVE INTERACTION IN AN INCLUSIVE WEB OF THINGS OVERCOMING THE GAP BETWEEN DIGITAL AND ANALOGUE BOARD GAMES - THE DITAG PROTOTYPE INTERACTIVE COMPUTER MUSIC APPLICATION CONTROLED BY HUMAN MOTION CONTINUOUS IMMERSIVE NARRATIVE DEVELOPMENT IN VISUAL NOVEL GAME USING PSYCHOLOGICAL AND BEHAVIORAL USER CLASSIFICATION SYSTEMS STUDENTS? PERCEPTIONS ON THE USE OF VIRTUAL ENVIRONMENTS AS LEARNING AIDS IN AN ALGORITHMS COURSE IMPROVED BIMODAL EMOTION RECOGNITION AS A TOOL IN THE TREATMENT OF IMPULSE CONTROL DISORDERS THROUGH GAMEPLAY EXOGENOUS VS. ENDOGENOUS SERIOUS GAME DESIGN A SET OF REQUIREMENTS TO SOCIAL GAMES USED IN DIGITAL INTERACTIVE TELEVISION INVESTIGATING SOCIAL ATTITUDES TOWARDS PRICING MODELS IN SOCIAL GAMING REAL-TIME SOFT SHADOWS USING SHADOW TEXTURE MODELING WITH HIGH-LEVEL DESCRIPTIONS AND LOW-LEVEL DETAILS SMART ENERGY SAVING HOME USING GESTURE RECOGNITION HAND GESTURE RECOGNITION INTERFACE BASED ON IR CAMERA SPATIAL-SPECTRAL BASED HYPERSPECTRAL IMAGE CLUSTERING ? AN ADAPTIVE APPROACH USING CLUSTER'S BANDS BOX-PLOTS SCIENTIFIC VISUALIZATION EXTENDED WITH SONIFICATION FOR DATA ANALYSIS EXPERIENCES FROM TRAINING AGILE SOFTWARE DEVELOPERS IN FOCUSED WORKSHOPS THE EFFECT OF TEST ENVIRONMENT ON USABILITY TESTING FROM ?SECURITY BORDER? TO ?SERVICE BORDER? ? FUTURE AUTOMATED BORDER CONTROL TUTORIAL USEFULNESS IN VIDEOGAME WII CONSOLES: FAST LEARNING OF GUIDELINES AND GAME MOVEMENTS TRANSMEDIA PLAYER EXPERIENCE IN AN ACTION ADVENTURE REALISTIC AND AFFORDABLE VIRTUAL HUMANS BLINDSHELL ? USER INTERFACE FOR VISUALLY IMPAIRED USERS IMMERSIVE GAMIFICATION FOR THE STUDENT USING PQR TREES FOR REORDERING QUANTITATIVE DATA MATRIX AUGMENTED REALITY APPLIED TO VEHICLE HEAD-UP DISPLAY AGILE USER EXPERIENCE |