Human-Computer Interaction最新文献

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Understanding the impact and design of AI teammate etiquette 理解AI队友礼仪的影响和设计
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2023-03-24 DOI: 10.1080/07370024.2023.2189595
Christopher Flathmann, Nathan J. Mcneese, Beau G. Schelble, Bart P. Knijnenburg, Guo Freeman
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引用次数: 4
Unobtrusive interaction: a systematic literature review and expert survey 不引人注目的互动:系统的文献综述和专家调查
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2023-02-01 DOI: 10.1080/07370024.2022.2162404
Tiffany C. K. Kwok, P. Kiefer, M. Raubal
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引用次数: 0
Introduction to this special issue: guiding the conversation: new theory and design perspectives for conversational user interfaces 本专题导论:引导对话:对话式用户界面的新理论和设计视角
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2023-01-05 DOI: 10.1080/07370024.2022.2161905
Benjamin R. Cowan, L. Clark, Heloisa Candello, Joanna Tsai
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引用次数: 3
Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第一部分
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35596-7
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引用次数: 0
Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第三部分
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35602-5
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引用次数: 0
Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part IV 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第四部分
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35572-1
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引用次数: 0
Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第二部分
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35599-8
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引用次数: 0
Emotional responses to human values in technology: The case of conversational agents 科技对人类价值的情感反应:会话代理的案例
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-11-11 DOI: 10.1080/07370024.2022.2136094
Esther Görnemann, S. Spiekermann
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引用次数: 2
“It took me back 25 years in one bound”: self-generated flavor-based cues for self-defining memories in later life “这让我一下子回到了25年前”:自我产生的基于味道的线索,为以后的生活中自我定义的记忆提供了线索
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-09-09 DOI: 10.1080/07370024.2022.2107518
Tom Gayler, C. Sas, Vaiva Kalnikaité
{"title":"“It took me back 25 years in one bound”: self-generated flavor-based cues for self-defining memories in later life","authors":"Tom Gayler, C. Sas, Vaiva Kalnikaité","doi":"10.1080/07370024.2022.2107518","DOIUrl":"https://doi.org/10.1080/07370024.2022.2107518","url":null,"abstract":"“. . . those short, plump little cakes called petites madeleines [. . .] I raised to my lips a spoonful of the tea in which I had soaked a morsel of the cake. No sooner had the warm liquid, and the crumbs with it, touched my palate, a shudder ran through my whole body [. . .] an exquisite pleasure had invaded my senses [. . .] and suddenly the memory returns. The taste was that of the little crumb of madeleine which on Sunday mornings at Combray [. . .] when I went to say good day to her in her bedroom, my aunt Léonie used to give me, dipping it first in her own cup of real or of lime-flower tea [. . .] when from a long-distant past nothing subsists, after the people are dead, after the things are broken and scattered, still, alone, more fragile, but with more vitality, more unsubstantial, more persistent, more faithful, the smell and taste of things remain poised a long time, like souls, ready to remind us [. . .] the vast structure of recollection (Proust, 2006, pp. 61–63).","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"36 1","pages":"417 - 458"},"PeriodicalIF":5.3,"publicationDate":"2022-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81317789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect 探索电子游戏中的用户角色关系:对Proteus效应的系统回顾
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-08-10 DOI: 10.1080/07370024.2022.2103419
Kim Szolin, D. Kuss, F. Nuyens, M. Griffiths
{"title":"Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect","authors":"Kim Szolin, D. Kuss, F. Nuyens, M. Griffiths","doi":"10.1080/07370024.2022.2103419","DOIUrl":"https://doi.org/10.1080/07370024.2022.2103419","url":null,"abstract":"Since their commercial introduction in the 1970s, videogames have become an increasingly popular form of entertainment leading to the multi-billion-pound industry seen today (Juniper Research, 2020). The mechanics of videogames can vary significantly, and may require little more than pressing a specific button at the correct time to sweeping narrative-driven epics in vast and dynamic game worlds. Although not universal, a common and often integral component found in videogames is the avatar. An avatar is a visual representation of a character that the gamer uses to navigate and interact with in a virtual world through which gamers are able to seek out and achieve in-game objectives. Avatars can often be highly customized characters whose visual design and in-game behavior are controlled by the gamers themselves. As both a visual representation of the gamer as well as a means of facilitating manipulation of a virtual world, an avatar can be seen as a means through which an individual is able to project their physical world self into a game world (Ducheneaut et al., 2009). This projection of individuals in a virtual world via their avatars has received increasing research attention, and personal aspects such as an individual’s personality (Worth & Book, 2014; Yee et al., 2011) and appearance (Cacioli & Mussap, 2014; Kafai et al., 2010; Messinger et al., 2008) have been indicated as factors with the potential to affect in-game avatar appearance and behavior. However, while the research evidence indicates that the gamer can, and often does, project elements of themselves into a game world through their avatar, the reverse may also be true and an avatar can impact or influence the gamer. More specifically, it has been suggested that the avatar may become integrated into the gamer’s sense of self, allowing for in-game avatar-related characteristics to influence the gamer in terms of both attitudes and behavior (Ratan & Sah, 20152015). One specific and increasingly prominent area of research regarding this aspect of the user-avatar relationship is referred to as the ‘Proteus effect’ (PE).","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"21 1","pages":"374 - 399"},"PeriodicalIF":5.3,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74143303","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
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