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  • © 2021

Human-Computer Interaction – INTERACT 2021

18th IFIP TC 13 International Conference, Bari, Italy, August 30 – September 3, 2021, Proceedings, Part III

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 12934)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Conference series link(s): INTERACT: IFIP Conference on Human-Computer Interaction

Conference proceedings info: INTERACT 2021.

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Table of contents (43 papers)

  1. Front Matter

    Pages i-xxxv
  2. Games and Gamification

    1. Front Matter

      Pages 1-1
    2. Diegetic and Non-diegetic Health Interfaces in VR Shooter Games

      • Kay Köhle, Matthias Hoppe, Albrecht Schmidt, Ville Mäkelä
      Pages 3-11
    3. Encouraging Chemistry Learning Through an Augmented Reality Magic Game

      • Ana Margarida Sousa, Teresa Romão
      Pages 12-21
    4. Engagement and Discrete Emotions in Game Scenario: Is There a Relation Among Them?

      • Renan Vinicius Aranha, Leonardo Nogueira Cordeiro, Lucas Mendes Sales, Fátima L. S. Nunes
      Pages 22-42
    5. Explore Data, Enjoy Yourself - KUbism, A Playful Approach to Data Exploration

      • Bruno Cardoso, Neil Cohn, Frederik Truyen, Koenraad Brosens
      Pages 43-64
    6. Goalkeeper: A Zero-Sum Exergame for Motivating Physical Activity

      • Evangelos Niforatos, Camilla Tran, Ilias Pappas, Michail Giannakos
      Pages 65-86
    7. Graph-Based Method for the Interpretation of User Activities in Serious Games

      • Iwona Grabska-Gradzińska, Jan K. Argasiński
      Pages 87-96
    8. JoyFlick: Japanese Text Entry Using Dual Joysticks for Flick Input Users

      • Kaisei Yokoyama, Rei Takakura, Buntarou Shizuki
      Pages 107-125
    9. MuseFlow: Facilitating Mind-Wandering Through Video Games

      • Juan F. Olaya-Figueroa, Younes Lakhnati, Jens Gerken
      Pages 126-135
  3. Gesture Interaction

    1. Front Matter

      Pages 137-137
    2. Gesture Interaction in Virtual Reality

      • Cloe Huesser, Simon Schubiger, Arzu Çöltekin
      Pages 151-160
    3. Sticking Out Like a Non-dominant Thumb

      • Maulashree Shanbhag, Anirudha Joshi, Bijoy Singh Kochar
      Pages 161-181
    4. The Effect of Rhythm in Mid-air Gestures on the User Experience in Virtual Reality

      • Vincent Reynaert, Florent Berthaut, Yosra Rekik, Laurent Grisoni
      Pages 182-191
    5. User-defined Bend Gesture Completion Strategies for Discrete and Continuous Inputs

      • Pranjal Protim Borah, Keyur Sorathia, Sayan Sarcar
      Pages 192-202
  4. Human-Centered AI

    1. Front Matter

      Pages 203-203
    2. Consumer Needs and Design Practices for Trusted Social Commerce Platforms

      • Aisha Ahmed AlArfaj, Ellis Solaiman
      Pages 205-226
    3. DeepVANet: A Deep End-to-End Network for Multi-modal Emotion Recognition

      • Yuhao Zhang, Md Zakir Hossain, Shafin Rahman
      Pages 227-237

About this book

The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021.

The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named:
Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work.
Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI.
Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development.
Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security.
Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops.
The chapter ‘Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training’ is open access under a CC BY 4.0 license at link.springer.com.
The chapter ‘WhatsApp in Politics?! Collaborative Tools Shifting Boundaries’ is open access under a CC BY 4.0 license at link.springer.com.

Editors and Affiliations

  • Department of Electrical and Information Engineering, Polytechnic University of Bari, Bari, Italy

    Carmelo Ardito

  • Computer Science Department, University of Bari Aldo Moro, Bari, Italy

    Rosa Lanzilotti, Antonio Piccinno, Giuseppe Desolda

  • Computer Science Department, University of Pisa, Pisa, Italy

    Alessio Malizia

  • Department of Computer Science, University of York, York, UK

    Helen Petrie

  • Microsoft Research, Redmond, USA

    Kori Inkpen

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access