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Titlebook: Human-Computer Interaction. Multimodal and Natural Interaction; Thematic Area, HCI 2 Masaaki Kurosu Conference proceedings 2020 Springer Na

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A Comparative Study of Hand-Gesture Recognition Devices for Gamesy players’ accounts of their experiences using these gesture devices. Based on these findings, we discuss how such devices can be used by game designers and provide them with a set of design cautions that provide insights into the design of gesture-based games.
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The Social Acceptability of Peripheral Interaction with 3D Gestures in a Simulated Settinglity. Taken together, this suggests that gesture control is socially acceptable for all users. We analysed gaze direction when gesturing based on the video recordings. Using this as an indicator for user attention we also found evidence that gesture control can indeed exist in the periphery of atten
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Research of Interactive Gesture Usability of Navigation Application Based on Intuitive Interactionlly form a set of intuitive gestures suitable for map applications. The research also analyzes the relationship between users’ intuitive gestures and map tasks. Also analyzes the relationship between users’ intuitive gestures and their previous experience of using intelligent devices, to discuss the
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Gesture-Based Ιnteraction: Visual Gesture Mappingas the user had learned the interaction. By combining gestures from the library, gesture-based interaction can be used to control advanced machines, robots and drones in an intuitive and non-strenuous way.
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The Potential of Gesture-Based Interactionility, feedback and constraints, VR and AR stands out as the most promising medias to apply gesture-based interaction. The potential is not only determined by the medium, but also in what domain it is applied to. Domains like education, healthcare, robotics, heavy industry and space show clear benef
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The Effects of Body Gestures and Gender on Viewer’s Perception of Animated Pedagogical Agent’s Emotifeatured a male agent. In the first study, which used a within-subject design and metric conjoint analysis, 120 subjects were asked to watch 8 stimuli clips and rank them according to perceived valence and arousal (from highest to lowest). In the second study, which used a between-subject design, 30
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Comparing the User Preferences Towards Emotional Voice Interaction Applied on Different Devices: An en-subjects experiment was conducted. Then the influences of different devices and voice interaction modes on user emotional experience were discussed. Thus it provides reference and guidance for the voice interaction design of corresponding products.
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The Effect of Personal Pronouns on Users’ Emotional Experience in Voice Interactionistants when it responded in the second person pronouns, and users were more satisfied with the response of the voice assistants in the second person pronouns. These results can inform the design of voice interaction and it is possible to design response strategies for machines based on the theory o
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