By Constantine Stephanidis (eds.)
This is the second one of a two-volume set (CCIS 434 and CCIS 435) that constitutes the prolonged abstracts of the posters provided through the sixteenth overseas convention on Human-Computer interplay, HCII 2014, held in Heraklion, Crete, Greece in June 2014 and including 14 thematic meetings. the whole of 1476 papers and 220 posters offered on the HCII 2014 meetings have been rigorously reviewed and chosen from 4766 submissions. those papers deal with the newest examine and improvement efforts and spotlight the human elements of layout and use of computing structures. The papers approved for presentation completely disguise the whole box of Human-Computer interplay, addressing significant advances in wisdom and potent use of desktops in a number of software components. The prolonged abstracts have been rigorously reviewed and chosen for inclusion during this two-volume set. This quantity includes posters’ prolonged abstracts addressing the next significant subject matters: social media and social networks; studying and schooling; layout for all; accessibility and assistive environments; layout for getting older; video games and exergames; wellbeing and fitness and health; ergonomics and security; HCI in company, tourism and delivery; human-human and human-agent verbal exchange; consumer adventure case studies.
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Additional info for HCI International 2014 - Posters’ Extended Abstracts: International Conference, HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014. Proceedings, Part II
Another study was conducted by Song and Lee  on a popular MMORPG called World of Warcraft and they determined eighteen problems. They defined fifty four key factors for heuristic evaluation in four areas which were game play, game interface, game narrative and game mechanic. Turkay and Adinolf  studied whether different forms of customization would affect the user enjoyment or motivation to play in MMORPGs. 1 Participants The study was conducted with six participants who were experienced in MMORPGs because inexperienced users will not be able to assess the game according to the given heuristics since they will not be able to learn the game in a short time.
Yi Yang and Jia Liu 551 Virtual and Augmented Environments An Indoor Navigation System Using Signpost Metaphor for Smartphone Environments . . . . . . . . . . . . . . . . . . . . . . . . . . Daiki Aono and Makio Ishihara Validity of Driving Simulator for Agent-Human Interaction . . . . . . Yutao Ba, Wei Zhang, and Gavriel Salvendy CamouFAB: Real-Time Generation of Camouﬂage Pattern Using Optic Fiber Display . . .
Sha Liang and Chris Roast 607 Augmented Reality Applications Assisting Maintenance Activities in Extreme Environments: HCI Issues . . . . . . . . . . . . . . . . . Vasileios-Marios Mantzios, Theodoros Apostolopoulos, and Olga Beltramello “Form Follows Function” – Investigating Interactive Physical Objects in Virtual Environments . . . . . . . . . . . . . . . . . . . . . . Mathias M¨ uller, Katarina L. Maurer, Anja Kn¨ ofel, Ingmar S.