IHCI GET 2020 Proceedings |
Titles Published in This Volume DESIGN OF ROBOTIC PETS TO HELP THE ELDERLY WITH SOCIAL INTERACTIONS FACTORS INFLUENCING READING PREFERENCE FOR OCCLUDED SINGLE COMPOSITION STRUCTURE CHARACTERS A SENSOR-LITE ANXIETY DETECTOR FOR FOREIGN LANGUAGE LEARNING DATA ANALYTICS WITH MLV-VIEWER PLACE THE CONTROLLERS WHEREVER YOU WANT: USABILITY AND USER EXPERIENCE OF CUSTOMISABLE MUSICAL DEVICES A USER-CENTERED DESIGN OF A MAJOR AND MINOR INTRON ANNOTATION DATABASE (MMIAD) ASSESSMENT OF THE USABILITY OF LATVIA’S OPEN DATA PORTAL OR HOW CLOSE ARE WE TO GAINING BENEFITS FROM OPEN DATA PLAY THE GAME AND BE AWARE: INFORMATION SECURITY PROJECT WITH SCHOOLS A NEUROPHYSIOLOGICAL INVESTIGATION OF DESIGN THINKING PROCESS IN HUMAN-COMPUTER INTERACTION DESIGN AMAZON ECHO: A BENCHMARKING MODEL REVIEW PERCEIVED USABILITY OF LEARNING MANAGEMENT SYSTEMS AND UNIVERSITY WEBSITES: A SYSTEMATIC REVIEW A PILOT STUDY ON VIDEO COLOR TRANSFER: A SURVEY OF USER-TYPE OPINIONS EXAMINING THE EFFECTIVENESS OF GAMIFICATION AND GAME-BASED LEARNING IN THE CONTEXT OF BLOCKCHAIN REQUIREMENTS FOR DESIGNING EFFECTIVE CLIMATE CHANGE GAME ATLAS CHRONICLE: DEVELOPMENT AND VERIFICATION OF A SYSTEM FOR PROCEDURAL GENERATION OF STORY-DRIVEN GAMES BALANCING INTRANSITIVE RELATIONSHIPS IN MOBA GAMES USING DEEP REINFORCEMENT LEARNING LOCALIZATION AND REGIONAL ASPECTS OF GAME PRODUCTION – A RESEARCH OVERVIEW DEVELOPING A DIGITAL GAME WITH HIGH-ABILITY/GIFTED STUDENTS IN A LOW-INCOME PUBLIC SCHOOL: A BRAZILIAN EXPERIENCE ANALYSIS OF ANXIETY AND IMMERSIVE PROCESS IN DIGITAL GAMES USING HTC VIVE ANALYSING THE EFFECTIVENESS OF ONLINE GAMIFIED LEARNING METHODS AS OPPOSED TO TRADITIONAL LEARNING METHODS FOR TEACHING COMPUTER PROGRAMMING A FIRST USABILITY STUDY OF INTERNOVA E-LEARNING PLATFORM AS A TECHNOLOGICAL RESOURCE FOR AGRI-FOOD BUSINESSES ‘HEDGING’ AND GENDER IN PARTICIPATORY DESIGN EXPLORATORY STUDY EXAMINING THE FEASIBILITY OF A TECHNOLOGY-BASED TOOL TO SUPPORT CREATIVITY IN CHILDREN WITH AUTISM MOTIVATEME!: AN ALEXA SKILL TO SUPPORT HIGHER EDUCATION STUDENTS WITH AUTISM A CASE STUDY ABOUT FACEBOOK USAGE FOR VISUALLY IMPAIRED USING THE ANDROID PLATFORMS INTERACTIVE VISUALIZATION OF COMPLEX THREE-DIMENSIONAL MODELS: CASE STUDY IN ZEBRAFISH E-OWL: A FIRST USABILITY STUDY OF A NEW E-LEARNING PLATFORM FOR DIGITAL NATIVE STUDENTS "BN ANATOMY" AN INTERACTIVE AUGMENTED REALITY SYSTEM FOR LEARNING BONE ANATOMY THE IDEAL FAIRYTALE: DIY CINDERELLA A PROPOSED TECHNOLOGY SOLUTION FOR ENHANCING ORDER PICKING IN WAREHOUSES AND DISTRIBUTION CENTERS BASED ON A GAMIFIED AUGMENTED REALITY APPLICATION ON THE DESIGN OF INTELLIGENT PUBLIC INFORMATION FACILITIES — TAKE THE PUBLIC SERVICE ROBOT AS AN EXAMPLE INTERFACES AND HUMAN COMPUTER INTERACTION RAPIDLY GRASPING LEARNERS’ MATHEMATICAL PERFORMANCE FROM BRAIN ACTIVITY |