Input techniques and devices.- SliT: Character Input System Using Slide-in and Tap for Smartwatches.- Employing Shortcut Setting and Subitizing Effect for Improving UI of Multi Media Kiosks.- Flickey: Flick-Based QWERTY Software Keyboard for Ultra-small Touch Screen Devices.- A New Japanese Input Method for Virtual Reality Applications.- A New Virtual Keyboard with Finger Gesture Recognition for AR/VR Devices.- Ex-Space: Expanded Space Key by Sliding Thumb on Home Position.- Character Input by Gesture Performed with Grasping both Ends of Tablet PC.- Entry and Selection Methods for Specifying Dates in Mobile Context.- Speech-based interfaces and chatbots.- Chatbot in a Campus Environment: Design of LiSA, a Virtual Assistant to Help Students in their University Life.- Voice User Interface Interaction Design Research Based on User Mental Model in Autonomous Vehicle.- Application of Logistic Regression Analysis of Smartphone Speech Interaction Usage in China: A Questionnaire-Based Study of 622 Adults.- An Adaptive Speech Interface for Assistance in Maintenance and Changeover Procedures.- Comparing cascaded LSTM architectures for generating head motion from speech in task-oriented dialogs.- Acoustic Feature Comparison for Different Speaking Rates.- Expressing Mixed Emotions via Gradient Color: An Interactive Online Chat Interface Design Based on Affective Recognition.- Lucida: Enhancing the Creation of Photography through Semantic, Sympathetic, Augmented, Voice Agent Interaction.- Gesture, motion and eye-tracking based interaction.- Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction.- Evaluating Tap-And-Drag: A Single-Handed Zooming Method.- Developing Female Clothing Coordination Generation System Using Eye Tracking Information.- Analyzing gaze Behavior Prior to Interacting with a Multimedia Interface in a Car.- Intuitive 3D Model Prototyping with Leap Motion and Microsoft Hololens.- A Novel Hand Written Technique Using Touch-Less Finger Gesture Movement for Human Computer Interaction.- A Mobile Command Input Through Vowel Lip Shape Recognition.- Daily activity recognition based on acceleration of both wrists.- Orientation Correction for a 3D Hand Motion Tracking Interface using Inertial Measurement Units.- A Gesture-Based Interaction Technique for a Passive RFID Card with an Acceleration Sensor.- Can People Sense Their Personalities Only by Watching the Movements of Their Skeleton in Street Dancing Performances?.- Exploration of Behavioral Markers to Support Adaptive Learning.- The Effect of Static and Dynamic Gesture Presentation on the Recognition of Two Manipulation Gestures.- Non-Invasive Gaze Direction Estimation from Head Orientation for Human-Machine Interaction.- Games and gamification.- TrackMaze: A Comparison of Head-tracking, Eye-tracking and Tilt as Input Methods for Mobile Games.- Gamification Framework: Using Lexical Approach on Social Media Application Online Reviews.- Competitively Versus Cooperatively? An Analysis of the Effect of Gameplay on Human Emotions and Behaviors.- Towards a Better Understanding of Chess Players' Personalities: A Study Using Virtual Chess Players.- Application of Gamification to Website Design for the Improvement of Effective Communication.- A Framework for the Assessment of Enjoyment in Video Games.- An Interactive Cat Toy Interfacing Owner PC Operations.- Improving Quality of Interaction with the Mobility Services through the Gamification Approach.- How to extend life cycle of an online game.
The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018.
The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions.
HCI 2018 includes a total of 145 papers; they were organized in topical sections named:
Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI.
Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI.
Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.