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CHI Greece 2021: CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter
ACM2021 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter Online (Athens, Greece) Greece November 25 - 27, 2021
ISBN:
978-1-4503-8578-7
Published:
25 November 2021

Reflects downloads up to 25 Nov 2024Bibliometrics
Abstract

No abstract available.

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SESSION: Keynotes
keynote
Data Science to help fight COVID-19

In my talk, I described the work that I have been doing since March 2020, leading a multi-disciplinary team of 20+ volunteer scientists working very closely with the Presidency of the Valencian Government in Spain on 4 large areas: (1) human mobility ...

keynote
Digital Thinking
Article No.: 2, Pages 1–2https://doi.org/10.1145/3489410.3489412

Digital technology is ubiquitous and has transformed many aspects of domestic and business life. At a personal level there is an ‘app for everything’, in commerce banks are shifting online and even the heat and oil of the factory floor is being ...

keynote
Teaching Human-Computer Interaction for Social Good
Article No.: 3, Pages 1–6https://doi.org/10.1145/3489410.3489413

The subject of human-computer interaction can serve for motivation of students of computing undergraduate courses, by empowering them in addressing problems of social importance and raising awareness on ethical issues. This is particularly important as ...

SESSION: Chapter 1 - Design Methods and Practice for HCI
short-paper
The Digital Transformation of Card-Based Design Toolkits: From Tiles to DigiTiles
Article No.: 4, Pages 1–5https://doi.org/10.1145/3489410.3489414

Card-based design toolkits are growing in popularity to support more inclusive and creative design processes. They are also adopted in educational contexts to promote rich and playful learning experiences. Most toolkits are used in co-located workshops ...

research-article
Designing interfaces to promote the meaningfulness of urban data through an interactive art installation
Article No.: 5, Pages 1–8https://doi.org/10.1145/3489410.3489415

This paper describes an interactive art installation, placed at a central location in Athens, that utilises live data from environmental sensors and maps them to visual, auditory, and tactile / kinaesthetic elements. The installation in question is ...

research-article
Effect of Sense of Direction on Open Card Sorts for Websites
Article No.: 6, Pages 1–8https://doi.org/10.1145/3489410.3489416

Card sorting is one widely used method to design website information architectures based on an understanding of their users’ mental models. This paper studies the effect of participants’ sense of direction on card sorting results. To this end, a two-...

research-article
The Trained Panel Method and Its Application in HCI Research
Article No.: 7, Pages 1–8https://doi.org/10.1145/3489410.3489417

User interfaces utilising multiple modalities or even multisensory feedback are more common, creating the need for evaluation techniques that can consider various quality dimensions. This paper demonstrates how the trained panel method can support the ...

research-article
Towards an Up to Date list of Design Guidelines for Elderly Users
Article No.: 8, Pages 1–7https://doi.org/10.1145/3489410.3489418

The number of elderly people is projected to increase notably around the globe in the coming decades. At the same time, the speed of technology adoption by elderly is moving slowly, while technology around both web platforms and touchscreens is ...

research-article
Location-Based Games for Cultural Heritage: Applying the Design Thinking Process
Article No.: 9, Pages 1–8https://doi.org/10.1145/3489410.3489419

Location-based games can engage visitors of a cultural site in learning and sensitization activities about local heritage. This paper reflects on the design thinking approach followed to develop a mobile learning game about the cultural heritage (CH) of ...

SESSION: Chapter 2 - User-Centered AI
short-paper
How do People Perceive the Role of AI in Human-AI Collaboration to Solve Everyday Tasks?
Article No.: 10, Pages 1–6https://doi.org/10.1145/3489410.3489420

Recent technological advances in Machine Learning and Artificial Intelligence have led to the proliferation of AI-powered decision support systems. This partially explains the HCI research community’s increased interest in investigating how to design ...

short-paper
Open Access
User Involvement in the Design of ML-Infused Systems
Article No.: 11, Pages 1–5https://doi.org/10.1145/3489410.3489421

Advances in machine learning (ML) open up possibilities for better supporting the decision making that occurs in high-stakes domains such as air traffic management (ATM). The success of such decision-making systems highly depends upon end users’ ...

short-paper
Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag Game: Programming Human-Robot Interactions within a Collaborative Learning Open Space
Article No.: 12, Pages 1–5https://doi.org/10.1145/3489410.3489422

Game-based competitive or cooperative robotics activities constitute an effective approach to exploit the child-robot interaction perspective. However, in most game-based robotics activities robots act autonomously to achieve the goal. In this work, we ...

short-paper
RABIT: Reflective Analytics for Business InTelligence
Article No.: 13, Pages 1–8https://doi.org/10.1145/3489410.3489423

Self-tracking enables individuals to monitor things like their behavioral, biological, physical or environmental data, offering the means for reflection and self-growth. Reflective Analytics utilizes educational data mining and learning analytics to ...

SESSION: Chapter 3 - HCI in the Pandemic
short-paper
Touch Your Own Device! A COVID-Safe Alternative to Multi-touch Interactions with Public Touchscreens
Article No.: 14, Pages 1–6https://doi.org/10.1145/3489410.3489424

Touchscreens are a widely used medium for interacting with digital applications in public and they are found in various contexts including entertainment, culture, travel, marketing, etc. However, in the current times of COVID-19 pandemic there are ...

research-article
Mid-air gestures for manipulation of multiple targets in the physical space: comparing the usability of two interaction models
Article No.: 15, Pages 1–9https://doi.org/10.1145/3489410.3489425

The design of mid-air, accessory-free, gesture-based control of multiple targets (devices) in the physical space presents several challenges, including: (a) user control entails both addressing the device and providing input to it (either sequentially ...

short-paper
Parents, Educators, & Caregivers Cybersecurity & Privacy Concerns for Remote Learning During COVID-19
Article No.: 16, Pages 1–5https://doi.org/10.1145/3489410.3489426

In 2020, there was a sudden and internationally widespread shift towards remote learning, primarily stemming from a need to facilitate learning while also maintaining the physical safety of students and community members. While there are benefits to ...

short-paper
The Views and Experiences of Selected South African Lecturers on COVID-19 Emergency Electronic Learning Use: Lessons Learned
Article No.: 17, Pages 1–5https://doi.org/10.1145/3489410.3489427

The outbreak of COVID-19 pandemic necessitated a national lock down that saw universities completely switch to online teaching and learning. Lecturers were ill prepared for a change of such magnitude. This study sought to investigate the views and ...

SESSION: Chapter 4 - Extended Reality and Mobile Experiences
research-article
Eliciting requirements for a multisensory eXtended Reality platform for training and informal learning
Article No.: 18, Pages 1–8https://doi.org/10.1145/3489410.3489428

Aiming at bridging the gap between the recent advancements in eXtended Reality (XR) research and real-world scenarios, in this paper we describe the first steps of an iterative user-centered methodology developed to elicit user requirements and to ...

research-article
Monitoring Maritime Industry 4.0 Systems through VR Environments
Article No.: 19, Pages 1–8https://doi.org/10.1145/3489410.3489429

In this paper, we present a novel system aimed at replacing large-display information dashboards in industrial control rooms, with a flexible, dynamic and reconfigurable immersive virtual reality environment, which can afford high mobility without ...

short-paper
Opportunities, challenges, and training needs in the use of VR in Higher Education and SMEs: The case of Cyprus and Finland
Article No.: 20, Pages 1–7https://doi.org/10.1145/3489410.3489430

The use and adoption of VR solutions have increased rapidly due to recent technological developments. Over the last years, there have been many initiatives to develop and adopt VR in many different fields, including education and business. This paper ...

short-paper
Pedestrian Path Making: Create on Mobile and Edit on Desktop
Article No.: 21, Pages 1–5https://doi.org/10.1145/3489410.3489431

Collaborative mapmaking provides an opportunity for aggregating and maintaining the knowledge of convenient and enjoyable pedestrian paths into a map which visualizes them in a way that supports positive walking experience. In this work, we present two ...

short-paper
Content Personalization framework in cultural routes: TRACCE project case study
Article No.: 22, Pages 1–6https://doi.org/10.1145/3489410.3489432

Recent developments in digital storytelling technologies regarding the cultural tourism domain have driven technological trends in comfortable and convenient travelling, by offering interactive and personalized user experiences. The emergence of ...

SESSION: Chapter 5 - Empirical Evaluation of the User Experience
short-paper
PSSUQ-GR: A First Step Towards Standardization of the Post-Study System Usability Questionnaire in Greek
Article No.: 23, Pages 1–6https://doi.org/10.1145/3489410.3489433

Perceived usability is an important requirement of interactive systems, affecting greatly the overall user experience. The Post-Study System Usability Questionnaire (PSSUQ) is a popular instrument, developed in English, for assessing perceived usability ...

research-article
Tracing El Greco's Echoes of Antiquity: Audience Interaction with Online Art
Article No.: 24, Pages 1–7https://doi.org/10.1145/3489410.3489434

This paper discusses the design and evaluation of a tool to provide interactive museum experiences to visitors. It is an online application that enables the juxtaposed presentation of two works of art from different historical periods and artistic ...

research-article
On evaluating online teaching and learning experience: A usability evaluation study of synchronous teaching platforms
Article No.: 25, Pages 1–7https://doi.org/10.1145/3489410.3489435

Online teaching and learning became everyday practice during the Covid-19 pandemic in education worldwide. There is a strong belief that it will remain part of common practice even in post-pandemic times. Therefore, it is important to systematically ...

research-article
A Kansei Engineering Evaluation of the Emotional Appeal of Product Information on E-Commerce Product Pages
Article No.: 26, Pages 1–8https://doi.org/10.1145/3489410.3489436

The study proposes a Kansei Engineering methodology for the evaluation of customer impressions formed by the product information presenting a food supplement on e-commerce product pages. The study examined the design elements currently used for ...

research-article
Empowering Communities in Marginalized Surroundings: Opportunities from Collaborative Community-Managed Electrification and Advanced ICT
Article No.: 27, Pages 1–7https://doi.org/10.1145/3489410.3489437

Marginalized communities in Africa present a challenge for sustainable and equal development. Opportunities for breaking out from poverty are scarce. Electrification has been seen to act as an important enabler for improving livelihood in such ...

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