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HCI International 2020 Posters 22nd International Conference HCII 2020 Copenhagen Denmark July 19 24 2020 Proceedings Part II Constantine Stephanidis

The document provides information about the HCI International 2020 conference held virtually due to the COVID-19 pandemic, featuring contributions from over 6,300 participants across various thematic areas of human-computer interaction. It includes links to download proceedings from the conference, which encompass a range of topics and research papers. The document also lists the editors, ISBNs, and details about the publication series related to the conference proceedings.

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100% found this document useful (6 votes)
59 views56 pages

HCI International 2020 Posters 22nd International Conference HCII 2020 Copenhagen Denmark July 19 24 2020 Proceedings Part II Constantine Stephanidis

The document provides information about the HCI International 2020 conference held virtually due to the COVID-19 pandemic, featuring contributions from over 6,300 participants across various thematic areas of human-computer interaction. It includes links to download proceedings from the conference, which encompass a range of topics and research papers. The document also lists the editors, ISBNs, and details about the publication series related to the conference proceedings.

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Constantine Stephanidis
Margherita Antona (Eds.)

Communications in Computer and Information Science 1225

HCI International 2020 -


Posters
22nd International Conference, HCII 2020
Copenhagen, Denmark, July 19–24, 2020
Proceedings, Part II
Communications
in Computer and Information Science 1225
Commenced Publication in 2007
Founding and Former Series Editors:
Simone Diniz Junqueira Barbosa, Phoebe Chen, Alfredo Cuzzocrea,
Xiaoyong Du, Orhun Kara, Ting Liu, Krishna M. Sivalingam,
Dominik Ślęzak, Takashi Washio, Xiaokang Yang, and Junsong Yuan

Editorial Board Members


Joaquim Filipe
Polytechnic Institute of Setúbal, Setúbal, Portugal
Ashish Ghosh
Indian Statistical Institute, Kolkata, India
Igor Kotenko
St. Petersburg Institute for Informatics and Automation of the Russian
Academy of Sciences, St. Petersburg, Russia
Raquel Oliveira Prates
Federal University of Minas Gerais (UFMG), Belo Horizonte, Brazil
Lizhu Zhou
Tsinghua University, Beijing, China
More information about this series at http://www.springer.com/series/7899
Constantine Stephanidis•

Margherita Antona (Eds.)

HCI International 2020 -


Posters
22nd International Conference, HCII 2020
Copenhagen, Denmark, July 19–24, 2020
Proceedings, Part II

123
Editors
Constantine Stephanidis Margherita Antona
University of Crete Foundation for Research
and Foundation for Research and Technology – Hellas (FORTH)
and Technology – Hellas (FORTH) Heraklion, Crete, Greece
Heraklion, Crete, Greece

ISSN 1865-0929 ISSN 1865-0937 (electronic)


Communications in Computer and Information Science
ISBN 978-3-030-50728-2 ISBN 978-3-030-50729-9 (eBook)
https://doi.org/10.1007/978-3-030-50729-9
© Springer Nature Switzerland AG 2020
The chapter “Developing an Interactive Tabletop Mediated Activity to Induce Collaboration by Implementing
Design Considerations Based on Cooperative Learning Principles” is licensed under the terms of the Creative
Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/). For further
details see license information in the chapter.
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the
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broadcasting, reproduction on microfilms or in any other physical way, and transmission or information
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omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in
published maps and institutional affiliations.

This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Foreword

The 22nd International Conference on Human-Computer Interaction, HCI International


2020 (HCII 2020), was planned to be held at the AC Bella Sky Hotel and Bella Center,
Copenhagen, Denmark, during July 19–24, 2020. Due to the COVID-19 coronavirus
pandemic and the resolution of the Danish government not to allow events larger than
500 people to be hosted until September 1, 2020, HCII 2020 had to be held virtually. It
incorporated the 21 thematic areas and affiliated conferences listed on the following
page.
A total of 6,326 individuals from academia, research institutes, industry, and gov-
ernmental agencies from 97 countries submitted contributions, and 1,439 papers and
238 posters were included in the conference proceedings. These contributions address
the latest research and development efforts and highlight the human aspects of design
and use of computing systems. The contributions thoroughly cover the entire field of
human-computer interaction, addressing major advances in knowledge and effective
use of computers in a variety of application areas. The volumes constituting the full set
of the conference proceedings are listed in the following pages.
The HCI International (HCII) conference also offers the option of “late-breaking
work” which applies both for papers and posters and the corresponding volume(s)
of the proceedings will be published just after the conference. Full papers will be
included in the “HCII 2020 - Late Breaking Papers” volume of the proceedings to be
published in the Springer LNCS series, while poster extended abstracts will be included
as short papers in the “HCII 2020 - Late Breaking Posters” volume to be published in
the Springer CCIS series.
I would like to thank the program board chairs and the members of the program
boards of all thematic areas and affiliated conferences for their contribution to the
highest scientific quality and the overall success of the HCI International 2020
conference.
This conference would not have been possible without the continuous and unwa-
vering support and advice of the founder, Conference General Chair Emeritus and
Conference Scientific Advisor Prof. Gavriel Salvendy. For his outstanding efforts,
I would like to express my appreciation to the communications chair and editor of
HCI International News, Dr. Abbas Moallem.

July 2020 Constantine Stephanidis


HCI International 2020 Thematic Areas
and Affiliated Conferences

Thematic areas:
• HCI 2020: Human-Computer Interaction
• HIMI 2020: Human Interface and the Management of Information
Affiliated conferences:
• EPCE: 17th International Conference on Engineering Psychology and Cognitive
Ergonomics
• UAHCI: 14th International Conference on Universal Access in Human-Computer
Interaction
• VAMR: 12th International Conference on Virtual, Augmented and Mixed Reality
• CCD: 12th International Conference on Cross-Cultural Design
• SCSM: 12th International Conference on Social Computing and Social Media
• AC: 14th International Conference on Augmented Cognition
• DHM: 11th International Conference on Digital Human Modeling and Applications
in Health, Safety, Ergonomics and Risk Management
• DUXU: 9th International Conference on Design, User Experience and Usability
• DAPI: 8th International Conference on Distributed, Ambient and Pervasive
Interactions
• HCIBGO: 7th International Conference on HCI in Business, Government and
Organizations
• LCT: 7th International Conference on Learning and Collaboration Technologies
• ITAP: 6th International Conference on Human Aspects of IT for the Aged
Population
• HCI-CPT: Second International Conference on HCI for Cybersecurity, Privacy and
Trust
• HCI-Games: Second International Conference on HCI in Games
• MobiTAS: Second International Conference on HCI in Mobility, Transport and
Automotive Systems
• AIS: Second International Conference on Adaptive Instructional Systems
• C&C: 8th International Conference on Culture and Computing
• MOBILE: First International Conference on Design, Operation and Evaluation of
Mobile Communications
• AI-HCI: First International Conference on Artificial Intelligence in HCI
Conference Proceedings Volumes Full List

1. LNCS 12181, Human-Computer Interaction: Design and User Experience (Part I),
edited by Masaaki Kurosu
2. LNCS 12182, Human-Computer Interaction: Multimodal and Natural Interaction
(Part II), edited by Masaaki Kurosu
3. LNCS 12183, Human-Computer Interaction: Human Values and Quality of Life
(Part III), edited by Masaaki Kurosu
4. LNCS 12184, Human Interface and the Management of Information: Designing
Information (Part I), edited by Sakae Yamamoto and Hirohiko Mori
5. LNCS 12185, Human Interface and the Management of Information: Interacting
with Information (Part II), edited by Sakae Yamamoto and Hirohiko Mori
6. LNAI 12186, Engineering Psychology and Cognitive Ergonomics: Mental
Workload, Human Physiology, and Human Energy (Part I), edited by Don Harris
and Wen-Chin Li
7. LNAI 12187, Engineering Psychology and Cognitive Ergonomics: Cognition and
Design (Part II), edited by Don Harris and Wen-Chin Li
8. LNCS 12188, Universal Access in Human-Computer Interaction: Design
Approaches and Supporting Technologies (Part I), edited by Margherita Antona
and Constantine Stephanidis
9. LNCS 12189, Universal Access in Human-Computer Interaction: Applications and
Practice (Part II), edited by Margherita Antona and Constantine Stephanidis
10. LNCS 12190, Virtual, Augmented and Mixed Reality: Design and Interaction
(Part I), edited by Jessie Y. C. Chen and Gino Fragomeni
11. LNCS 12191, Virtual, Augmented and Mixed Reality: Industrial and Everyday
Life Applications (Part II), edited by Jessie Y. C. Chen and Gino Fragomeni
12. LNCS 12192, Cross-Cultural Design: User Experience of Products, Services, and
Intelligent Environments (Part I), edited by P. L. Patrick Rau
13. LNCS 12193, Cross-Cultural Design: Applications in Health, Learning,
Communication, and Creativity (Part II), edited by P. L. Patrick Rau
14. LNCS 12194, Social Computing and Social Media: Design, Ethics, User Behavior,
and Social Network Analysis (Part I), edited by Gabriele Meiselwitz
15. LNCS 12195, Social Computing and Social Media: Participation, User Experience,
Consumer Experience, and Applications of Social Computing (Part II), edited by
Gabriele Meiselwitz
16. LNAI 12196, Augmented Cognition: Theoretical and Technological Approaches
(Part I), edited by Dylan D. Schmorrow and Cali M. Fidopiastis
17. LNAI 12197, Augmented Cognition: Human Cognition and Behaviour (Part II),
edited by Dylan D. Schmorrow and Cali M. Fidopiastis
x Conference Proceedings Volumes Full List

18. LNCS 12198, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: Posture, Motion and Health (Part I), edited
by Vincent G. Duffy
19. LNCS 12199, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: Human Communication, Organization and
Work (Part II), edited by Vincent G. Duffy
20. LNCS 12200, Design, User Experience, and Usability: Interaction Design (Part I),
edited by Aaron Marcus and Elizabeth Rosenzweig
21. LNCS 12201, Design, User Experience, and Usability: Design for Contemporary
Interactive Environments (Part II), edited by Aaron Marcus and Elizabeth
Rosenzweig
22. LNCS 12202, Design, User Experience, and Usability: Case Studies in Public and
Personal Interactive Systems (Part III), edited by Aaron Marcus and Elizabeth
Rosenzweig
23. LNCS 12203, Distributed, Ambient and Pervasive Interactions, edited by Norbert
Streitz and Shin’ichi Konomi
24. LNCS 12204, HCI in Business, Government and Organizations, edited by Fiona
Fui-Hoon Nah and Keng Siau
25. LNCS 12205, Learning and Collaboration Technologies: Designing, Developing
and Deploying Learning Experiences (Part I), edited by Panayiotis Zaphiris and
Andri Ioannou
26. LNCS 12206, Learning and Collaboration Technologies: Human and Technology
Ecosystems (Part II), edited by Panayiotis Zaphiris and Andri Ioannou
27. LNCS 12207, Human Aspects of IT for the Aged Population: Technologies,
Design and User Experience (Part I), edited by Qin Gao and Jia Zhou
28. LNCS 12208, Human Aspects of IT for the Aged Population: Healthy and Active
Aging (Part II), edited by Qin Gao and Jia Zhou
29. LNCS 12209, Human Aspects of IT for the Aged Population: Technology and
Society (Part III), edited by Qin Gao and Jia Zhou
30. LNCS 12210, HCI for Cybersecurity, Privacy and Trust, edited by Abbas Moallem
31. LNCS 12211, HCI in Games, edited by Xiaowen Fang
32. LNCS 12212, HCI in Mobility, Transport and Automotive Systems: Automated
Driving and In-Vehicle Experience Design (Part I), edited by Heidi Krömker
33. LNCS 12213, HCI in Mobility, Transport and Automotive Systems: Driving
Behavior, Urban and Smart Mobility (Part II), edited by Heidi Krömker
34. LNCS 12214, Adaptive Instructional Systems, edited by Robert A. Sottilare and
Jessica Schwarz
35. LNCS 12215, Culture and Computing, edited by Matthias Rauterberg
36. LNCS 12216, Design, Operation and Evaluation of Mobile Communications,
edited by Gavriel Salvendy and June Wei
37. LNCS 12217, Artificial Intelligence in HCI, edited by Helmut Degen and Lauren
Reinerman-Jones
Conference Proceedings Volumes Full List xi

38. CCIS 1224, HCI International 2020 Posters - Part I, edited by Constantine
Stephanidis and Margherita Antona
39. CCIS 1225, HCI International 2020 Posters - Part II, edited by Constantine
Stephanidis and Margherita Antona
40. CCIS 1226, HCI International 2020 Posters - Part III, edited by Constantine
Stephanidis and Margherita Antona

http://2020.hci.international/proceedings
HCI International 2020 (HCII 2020)
The full list with the Program Board Chairs and the members of the Program Boards of
all thematic areas and affiliated conferences is available online at:

http://www.hci.international/board-members-2020.php
HCI International 2021
The 23rd International Conference on Human-Computer Interaction, HCI International
2021 (HCII 2021), will be held jointly with the affiliated conferences in
Washington DC, USA, at the Washington Hilton Hotel, July 24–29, 2021. It will
cover a broad spectrum of themes related to Human-Computer Interaction (HCI),
including theoretical issues, methods, tools, processes, and case studies in HCI design,
as well as novel interaction techniques, interfaces, and applications. The proceedings
will be published by Springer. More information will be available on the conference
website: http://2021.hci.international/.

General Chair
Prof. Constantine Stephanidis
University of Crete and ICS-FORTH
Heraklion, Crete, Greece
Email: [email protected]

http://2021.hci.international/
Contents – Part II

Virtual, Augmented and Mixed Reality

Improving Cooperation Between Spatially Separated Operators Using


Augmented Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Patrick Baber, Marcel Saager, and Bertram Wortelen

Immersive Virtual Reality App to Promote Healthy Eating in Children . . . . . 9


Esteban M. Fuentes, José Varela-Aldás, Guillermo Palacios-Navarro,
and Iván García-Magariño

How to Improve the Immersiveness in VR by Changing the Time


Expansion Coefficient: A Study on the Narrative Immersion for VR . . . . . . . 16
Zichun Guo, Jinghan Zhao, and Zihao Wang

Enabling Interaction with Arbitrary 2D Applications


in Virtual Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Adrian H. Hoppe, Florian van de Camp, and Rainer Stiefelhagen

A Preliminary Study: Examining the Contribution of Neck Angles


of a Virtual Dog to Its Realness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Satsuki Inoue and Iiji Ogawa

Authoring Interactions for Tangible Augmented Reality . . . . . . . . . . . . . . . . 43


Karan Jain and Young Mi Choi

A Method of Shape Deformation Using a Cage Considering


Shape Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Takayuki Kanaya, Naoyuki Awano, Yuta Muraki, and Ken-ichi Kobori

Exposure Compensation from a Single Image . . . . . . . . . . . . . . . . . . . . . . . 57


Keitaro Kawamori, Ryo Akamatsu, Yuta Muraki, Toshiaki Kondo,
and Ken-ichi Kobori

Optimizing Virtual Reality Eye Tracking Fixation Algorithm Thresholds


Based on Shopper Behavior and Age. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Jaikishan Khatri, Masoud Moghaddasi, Jose Llanes-Jurado,
Luciano Spinella, Javier Marín-Morales, Jaime Guixeres,
and Mariano Alcañiz

On the Peripherals of Peripherals: Exploring a Holistic Augmented Reality


Product System. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Julian King and Ralf Schneider
xviii Contents – Part II

Building Cognitive Readiness and Resilience Skills for Situation


Assessment and Diagnostic Reasoning in a VR CR . . . . . . . . . . . . . . . . . . . 77
Jari Laarni, Marja Liinasuo, Satu Pakarinen, Kristian Lukander,
Tomi Passi, Ville Pitkänen, and Leena Salo

Multiuser Virtual Reality for Designing and Editing 3D Models . . . . . . . . . . 85


Noppasorn Larpkiattaworn, Pitijit Chareonwuttikajorn,
Pattaraporn Punya, and Siam Charoenseang

Segmentation of Areas of Interest Inside a Virtual Reality Store . . . . . . . . . . 92


Masoud Moghaddasi, Jaikishan Khatri, Jose Llanes-Jurado,
Luciano Spinella, Javier Marín-Morales, Jaime Guixeres,
and Mariano Alcañiz

An In-store Recommender System Leveraging the Microsoft HoloLens . . . . . 99


Daniel Mora, Shubham Jain, Oliver Nalbach, and Dirk Werth

Virtual Reality Body Exposure Therapy for Anorexia Nervosa. A Single


Case Study. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Bruno Porras-Garcia, Marta Ferrer-García,
Eduardo Serrano-Troncoso, Marta Carulla-Roig, Pau Soto-Usera,
Laura Fernández-Del Castillo Olivares, Natalia Figueras-Puigderajols,
and José Gutiérrez-Maldonado

Implementation of Immersive Virtual Reality Through the Analysis


of Diegetic User Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Gapyuel Seo

Measurement of the Obstacle Avoidance Movement in an Augmented


Reality Living Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Riku Toriyama and Hisaya Tanaka

Visual Environment Design of VR Space for Sequential Reading


in Web Browsing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Taisei Tsunajima and Nobuyuki Nishiuchi

Designing Virtual Equipment Systems for VR . . . . . . . . . . . . . . . . . . . . . . 137


Powen Yao, Tian Zhu, and Michael Zyda

Virtual Humans and Motion Modelling and Tracking

Virtual Kayaking: A Study on the Effect of Low-Cost Passive Haptics


on the User Experience While Exercising. . . . . . . . . . . . . . . . . . . . . . . . . . 147
Angelos Barmpoutis, Randi Faris, Samantha Garcia, Jingyao Li,
Joshua Philoctete, Jason Puthusseril, Liam Wood, and Menghan Zhang
Contents – Part II xix

Extending the Robotic Workspace by Motion Tracking Large Workpieces . . . 156


Mirco Becker, Victor Sardenberg, and Marco Schacht

A Robot Agent that Learns Group Interaction Through a Team-Based


Virtual Reality Game Using Affective Reward Reinforcement Learning . . . . . 163
Chawakorn Chaichanawirote, Masataka Tokumaru,
and Siam Charoenseang

An Interactive Model of Physical Fitness Activity for the Elderly . . . . . . . . . 169


Chen-Fu Chen and Hung-Ken Lee

Real-Time Slouch Detection and Human Posture Prediction


from Pressure Mat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Blaze Goldstein, Isabella Huang, and Ruzena Bajcsy

A Novel Snowboard Training System Using Visual


and Auditory Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Takashi Kuwahara, Itsuki Takahashi, and Shintaro Harikae

Developing Autonomous Adaptive Behavior for Human Behavior


Simulation of an Atypical Architectural Space . . . . . . . . . . . . . . . . . . . . . . 188
Yun Gil Lee

Bowing Detection for Erhu Learners Using YOLO Deep


Learning Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Bonnie Lu, Chyi-Ren Dow, and Chang-Jan Peng

Archery Form Guidance System Using Acceleration Sensors and Foot


Pressure Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Ibuki Meguro and Eiichi Hayakawa

Generation of Brass Band Animation Synchronized with the Motion


of Conductor’s Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Yuta Muraki, Katsuki Kobayashi, Koji Nishio, and Ken-ichi Kobori

Development of a Quantification Method for Tendon Vibration Inducing


Motion Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
Hiroyuki Ohshima, Hitoshi Ishido, Yusuke Iwata,
and Shigenobu Shimada

Developing a Deployment Technology for Virtual Users


with an Autonomous Psychological Behavioral Simulation in Atypical
Architectural Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Jimin Park, Hyangsun Lee, Sujin Kim, and Yun Gil Lee
xx Contents – Part II

Learning Technology

Visualization of Classification of Basic Level Schools in Mexico Based


on Academic Performance and Infrastructure . . . . . . . . . . . . . . . . . . . . . . . 225
Sergio V. Chapa-Vergara, Erika Hernández-Rubio,
Sergio D. Romero-García, and Amilcar Meneses-Viveros

Case Study Course on the Development of Image and Text


with Bronfenbrenner’s Ecological Systems Theory . . . . . . . . . . . . . . . . . . . 233
Miao-Hsien Chuang, Chin-Lung Chen, and Jui-Ping Ma

Making Others’ Efforts Tangible: – How Other Learners Affect Climate


Fostering Long-Term Self-paced Learning in Virtual Environment . . . . . . . . 239
Shogo Imada, Naoko Hayashida, Hideaki Kuzuoka, Kenji Suzuki,
and Mika Oki

Use of Force Simulator for Law Enforcement Handgun Qualification . . . . . . 248


Julie A. Kent

Training Young Cybersecurity Talents – The Case of Estonia. . . . . . . . . . . . 256


Kaido Kikkas and Birgy Lorenz

A Framework to Analyze Comments for Educational Apps on Google


Play Store . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Atharva Kimbahune, Niharika Srivastav, and Snehal Kimbahune

Implementation of Computational Thinking in School Curriculums


Across Asia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Kasper Kristensen

Proposal of a Career Selection Support System for High School Students


by Visualizing Occupations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Ryuhei Kubota and Tomofumi Uetake

Different Ways of Interacting with Videos During Learning in Secondary


Physics Lessons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
David Leisner, Carmen Zahn, Alessia Ruf, and Alberto Cattaneo

Combining Gamification and Active Learning in Higher Education . . . . . . . . 292


Giada Marinensi, Marc Romero Carbonell, and Carlo Maria Medaglia

Development of a Real Time Page Transition Feedback System and Its


Impact on Learning Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
Daiki Mori, Yasuhiro Mori, Komei Sakamoto, and Takahiko Mendori
Contents – Part II xxi

Development and Initial Feasibility Testing of the Virtual Research


Navigator (VRN): A Public-Facing Agent-Based Educational System
for Clinical Research Participation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Sharon Mozgai, Arno Hartholt, Dayo Akinyemi, Katarina Kubicek,
Albert (Skip) Rizzo, and Michele Kipke

Development of a Learning Analytics Environment Introducing


Mentoring History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
Tatsuya Shishibori, Komei Sakamoto, Yasuhiro Mori,
and Takahiko Mendori

Developing an Interactive Tabletop Mediated Activity to Induce


Collaboration by Implementing Design Considerations Based on
Cooperative Learning Principles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Patrick Sunnen, Béatrice Arend, Svenja Heuser, Hoorieh Afkari,
and Valérie Maquil

Using Emoji as Image Resources in Educational Programming Tools . . . . . . 325


Ryo Suzuki and Ikuro Choh

Developing Evaluation System that Scientifically Presents the Rotation


Ability of the Top as a Score: “Koma Scouter”. . . . . . . . . . . . . . . . . . . . . . 332
Hiroshi Suzuki and Hisahi Sato

Deep Learning-Based Automatic Pronunciation Assessment for Second


Language Learners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Kohichi Takai, Panikos Heracleous, Keiji Yasuda, and Akio Yoneyama

“Ad Meliora”: Towards an Improved Approach to Global Software


Engineering Curriculum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Simona Vasilache

The Learning Behaviors Analysis in a Language Learning Support


System – A Pilot Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349
Jingyun Wang, Ching-ju Chao, and Likun Liu

Practice of Sandbox Game in Higher Education Based on Graphic


and Game Programming Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356
Tengfei Xian

Emotional Pathways of Successful College Essays . . . . . . . . . . . . . . . . . . . 365


Eric Xu and Qiping Zhang

Development of Nudge System: To Nudge Other Students Through


Their Tablet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Kyoichi Yokoyama, Tadashi Misono, Rieko Inaba, and Yuki Watanabe

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381


Virtual, Augmented and Mixed Reality
Improving Cooperation Between Spatially
Separated Operators Using
Augmented Reality

Patrick Baber1(B) , Marcel Saager2 , and Bertram Wortelen1


1
OFFIS e. V., Escherweg 2, 26121 Oldenburg, Germany
{patrick.baber,wortelen}@offis.de
2
Humatects GmbH, Marie-Curie-Str. 1, 26129 Oldenburg, Germany
[email protected]
https://www.offis.de
https://www.humatects.de

Abstract. The technologies for the use of augmented reality are matur-
ing more and more and seem to offer many possible applications. There
is also a lot of research and development in the industrial and business
environment to increase productivity, improve communication or mini-
mize errors. This work focuses on the use of augmented reality in the
cooperation between spatially separated operators working on a com-
mon task. AR is intended to present spatial information to the operator
being instructed, thus relieving the operator of tasks involving spatial
orientation. In a study that is currently being planned, we want to find
out whether the use of AR can support the operator in a search-and-
rescue scenario at sea and thus reduce the time needed to perform tasks.
AR will be compared to the way information is presented on traditional
displays.

Keywords: Distributed cooperative systems · Situation awareness ·


Spatial orientation and localization

1 Introduction
When it comes to working on a common overarching task, cooperation and
communication between the actors plays a decisive role. In these situations the
team members are sometimes physically separated from each other. An example
of this is operators in a control center (control room operator) and operators at
the scene of an incident (field operator).
It is likely that spatial separated actors use different tools and devices. This
can cause a loss of information because the data availability and presentation
differs from each other, which in turn can cause errors based on communicative
misunderstandings between the parties involved [1].
This paper presents the concept of a study to evaluate whether and how the
use of AR on mobile devices can support the field operator in the execution of a
c Springer Nature Switzerland AG 2020
C. Stephanidis and M. Antona (Eds.): HCII 2020, CCIS 1225, pp. 3–8, 2020.
https://doi.org/10.1007/978-3-030-50729-9_1
4 P. Baber et al.

distributed cooperative task and improve the distributed situational awareness


of the team [5].
We are working on the development of an AR application that is visualiz-
ing spatial data relevant to a task in a maritime use case. The presentation of
spatial data in AR can be useful when the task is performed on site, as the per-
ception of the field operator can be enhanced by useful information. Due to their
many embedded position sensors such as GPS, magnetometers or accelerometers,
mobile devices are suitable for spatial AR applications [2,7]. The intention is that
the control room operator transmits information that has a spatial reference for
the field operator and supports the field operator to carry out specific tasks.
Thus, the application could extend reality in the sense that it marks objects
in space, displays distances between the object and the searching operator and
other useful information.
Augmented Reality support is intended to relieve the field operator of certain
tasks or to provide support. This support can take the form of markers, so that
the field operator does not have to locate the objects he is looking for again or
keep his focus on them. This allows the field operator to concentrate on other
tasks to be performed. We believe that such support from AR can reduce the
overall time needed to complete a higher-level task and can give the field operator
more confidence in the execution of the task.

2 Related Work
In other domains, similar approaches to the one presented in this work have
already been researched. These include Argus, a human-to-human cooperation
application via technological support. In Argus, they use Drones as technical
support for the central to gain information about the situation to send to the
rescue-personnel. Therefore situational awareness (the state in which an individ-
ual knows about the environment [5]) is also a central aspect in Argus, as the
principle is to be applied to the rescue of people from house fires. Hence, the
setup could be adapted in case of drone example from the Argus-Paper [4].
A maritime example for the usage of AR-technology is given by Vasilijevic
et al. [6]. The authors gave an overview of the potential of AR-Technologies in
the maritime sector. They mentioned AR in dynamic positioning from different
agents in a partly virtual environment. The approach of the following sections
could solve the problem, that there is a time delay in rescue missions, the authors
have not accomplished.
Besides, Geo AR is a very promising technology, which is embedded in smart-
phones. Michel is giving examples in his work of possible use cases and proposes
a framework for designing a Geo AR application. For this paper, the usage of
Geo AR in smartphone applications is a technology to discuss and embed in the
AR-App prototype [2].
According to the described works before, there is no approach to help people
in an accident by sea. A combination of Geo AR and a distribution in situational
awareness like in Argus is possible. This paper provides a study design, based on
Improving Coop. Between Spatially Separated Operators Using AR 5

a scenario. This scenario is focused on-site coordination with augmented reality


in a maritime rescue use case.

3 AR Support for On-Site Tasks

There are many situations in which spatially separated workers work on a com-
mon higher-level task. The respective operators have both common and inde-
pendent tasks. On the one hand, there is the Control Room Operator. This
operator is often located in a control center from where he manages and mon-
itors the higher-level task. Part of his area of responsibility is often also the
delegation of other sub tasks. On the other hand, there is the Field Operator.
His area of responsibility includes tasks that have to be processed on-site during
the incident. Between the two groups of operators mentioned above, there is
often a bidirectional communication and information flow. Due to the work in
the field, a common aspect of the tasks of the field operator, which is funda-
mentally different from the tasks of the control room operator, is that the field
operator has to orient himself in the environment and locate places and objects
within the area. An example would be the firefighter who has to locate the fire
of a burning building or the people to be rescued and then enter the building
while maintaining focus and orientation. Or a technician who has to identify the
correct lines, valves and switches. Identification, localization and orientation on
site can cost valuable time and mean additional tasks.
In order to shorten this critical time, the use of perception-enhancing tech-
nologies could support the field operator in performing tasks related to identi-
fication, localization and orientation. The support of drones or the use of aug-
mented reality would be conceivable here. Augmented Reality has the potential
to expand the consciousness and perception of humans [3]. If the advantages
of these technologies are exploited, the potential exists to make various opti-
mizations such as reducing workload, effort, response time or time-on-task in
safety critical situations by adding specific location-related information to the
field operator’s field of view.
Figure 1 shows a generic model that depicts parts of a control room opera-
tor’s and a field operator’s tasks when working on a common large-scale task.
An important task group is the communication between CRO and FO. Here
the FO is instructed by the CRO and learns about the situation. Through the
feedback channel, he can also return information to the CRO. This increases the
distributed situation awareness. Furthermore, the operators each have their own
additional tasks that they have to complete in order to close the overall task.
These are represented here by “...”. For orientation on-site, the FO has to bring
together several pieces of information. This includes the information he receives
from the CRO about the situation, as well as the information he has about the
environment he is in at the time of completing the task. These tasks are outlined
in the model.
To illustrate the task steps in the orientation, we take the example of a
Search-And-Rescue (SAR) scenario in the maritime domain. In the event of a
6 P. Baber et al.

Control Room Operator Field Operator


Supervise
large-scale Local / personal
task task

... Coordinate Communicate Utilize ...


field operators with CRO information

... Receive Provide Localize Orient Navigate ...


information information objects oneself to target

Provide Receive
information information

Fig. 1. Model of control room operator’s and field operator’s tasks

ship accident, emergency calls are received at a Maritime Rescue Coordination


Centre (MRCC). Information about the incident is then forwarded to an FO
and the rescue operation begins. With the information received, the FO makes
his way to the scene of the incident and has to find the objects (people, ships
or boats) to be searched for, orientate himself and still get there. This task
can be made more difficult by other objects at sea that cover the target or by
environmental influences like rain, fog or darkness. If several objects have to be
picked up, there is also a constant need for reorientation in the environment.
In this example, saving time can be very important. We believe that the
use of augmented reality and the associated increase in awareness and assistance
can help here. Further conceivable in this and similar search-and-rescue scenarios
would be the use of drones as an aid. If these drones are scanned and scanned
in advance, they can identify the objects to be rescued even before the rescue
ship is on site. The identified objects can then be sent to the FO in the form of
geo-coordinates, which can then be displayed in augmented reality in the FO’s
field of vision.
In comparison to classical representations of geo-spatial data and 3d-
environments, such as a map, a circuit diagram or a description, augmented
reality can display objects directly in the field of view of the operator, so there
is no need to translate the geo-spatial information representation into the field
operator’s frame of reference [3].

4 Planned Study
Based on our assumptions, we expect that the use of Augmented Reality at the
incident site has a positive effect on the processing time of the tasks of a field
operator, since AR supports orientation tasks and the FO can thus focus and
concentrate on other tasks. Therefore, the following hypothesis results:
Hypothesis: The processing time of on-scene tasks is shortened by the use of
augmented reality compared to classical displays.
Improving Coop. Between Spatially Separated Operators Using AR 7

To test this hypothesis, we are planning a study. In this study we want to


go out with a German maritime search-and-rescue organization with a boat and
have the test persons search for objects in the water. For this purpose, objects
are to be let into the water that are equipped with a GPS transmitter and can
thus communicate their position. A test run is to be carried out with the help of
an application that shows the own position and the position of the objects in a
classical map view. The second test run will then take place using an augmented
reality application that displays the position of the objects to be searched for in
space through the field of view of the FO.
The GPS transmitters thus simulate that a drone scans the environment and
identifies the objects to be searched for. This information is then transmitted
to the FO on his mobile device. The data that is transmitted indicates the geo-
position so that it can be spatially displayed on a device equipped with sensors.
Here we measure the time it takes to identify the object and then collect it.
By eliminating the tasks of identifying and focusing on the objects to be searched
for, we assume that by using augmented reality the time needed to complete all
tasks is altogether shorter than without perception-enhancing technologies.

5 Conclusion

The presented concept and the study should improve the cooperation between
spatially separated operators. The use of mobile technologies and augmented
reality offers a lot of potential for this. Further research will continue on this
topic and will also focus more on the distribution of information and feedback
channels in order to achieve greater distributed situation awareness.

Acknowledgements. The authors acknowledge the financial support by the Federal


Ministry for Economic Affairs and Energy of Germany in the project Intellimar (project
number 03SX497).

References
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June 2018. https://www.bmwi.de/Redaktion/DE/Publikationen/Technologie/
maritime-forschungsstrategie-2025.pdf
2. Michel, T.: On mobile augmented reality applications based on geolocation.
Ph.D. thesis, Université Grenoble Alpes (2017). https://tel.archives-ouvertes.fr/tel-
01868246
3. Mou, W., Biocca, F., Owen, C.B., Tang, A., Xiao, F., Lim, L.: Frames of reference
in mobile augmented reality displays. J. Exp. Psychol. Appl. 10(4), 238–244 (2004).
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4. Sadhu, V., Salles-Loustau, G., Pompili, D., Zonouz, S., Sritapan, V.: Argus:
smartphone-enabled human cooperation via multi-agent reinforcement learning for
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5. Salmon, P.M., Walker, G.H., Jenkins, D.D.P., Stanton, P.N.A.: Distributed Situa-
tion Awareness. Taylor & Francis Ltd., Abingdon (2009)
6. Vasilijevic, A., Borović, B., Vukić, Z.: Augmented reality in marine applications.
Brodogradnja 62, 136–142 (2011)
7. Wnorowski, J., L  ebkowski, A.: Ship information systems using smartglasses tech-
nology. Sci. J. Silesian Univ. Technol. Ser. Transp. 100, 211–222 (2018). https://
doi.org/10.20858/sjsutst.2018.100.18
Immersive Virtual Reality App to Promote
Healthy Eating in Children

Esteban M. Fuentes1(&) , José Varela-Aldás1,2(&) ,


Guillermo Palacios-Navarro2 , and Iván García-Magariño3
1
Grupo de Investigación en Sistemas Industriales, Software y Automatización
SISAu, Facultad de Ingeniería y Tecnologías de la Información y la
Comunicación, Universidad Tecnológica Indoamérica, Ambato, Ecuador
[email protected], [email protected]
2
Department of Electronic Engineering and Communications,
University of Zaragoza, Saragossa, Spain
[email protected]
3
Department of Software Engineering and Artificial Intelligence,
Complutense University of Madrid, Madrid, Spain
[email protected]

Abstract. An immersive virtual reality application was developed as a serious


game to support children on their decisions about food, the system was com-
posed by the Gear VR (Viewer and controller), and a phone which contains the
mobile application developed in Unity, providing the immersive environment,
the platform was based on a path where the player has to go through it choosing
between different sort of meals and also between different physical activities, the
effect of balanced diet plus adequate physical activity seems reflected on the
avatar previously chosen by the user, the app was tested on 12 children between
8 and 10 years old during one week, children participated on the study after
receiving an informed consent, analyzing the tendencies of food choice on
children before and after, a notorious positive effect could be seen on the users
according to the avatar analyzed at the end of the round, besides a System
usability ore was also applied to evaluate the degree of usability of the app,
reaching a ore of 88.33% which rates the app as very usable, this results were
even better than what was planned at the beginning of the experience.

Keywords: Virtual reality  Nutrition  Children  Serious game

1 Introduction

Food intake nowadays it’s been taken in count as a very important part of public health
even on developed countries due to the influence which has with the creation of tissues
along the children growing up process, besides the influence over the metabolism which
can have the food intake with a huge caloric content, we have to take in count that one of
the major health problems that the world deals with is obesity or some problems linked
to the diet habits. Lack of physical activity plus a very rich carbohydrate, sugar or fat

© Springer Nature Switzerland AG 2020


C. Stephanidis and M. Antona (Eds.): HCII 2020, CCIS 1225, pp. 9–15, 2020.
https://doi.org/10.1007/978-3-030-50729-9_2
10 E. M. Fuentes et al.

food intake through fast food, junk food, sweets or pastries are the perfect recipe to
develop health troubles and even worse if it is between young ages [1–5].
The best way to deal with health troubles such as obesity or children diabetes is
education, but taking in count that technology is all the way around us, why not to take
advantage of it and its positive proved effects over young population and to use is as a
support tool, for example the Virtual Reality which is one of the new tendencies and
has converted on a main trend specially when talking about video games or different
sorts of therapy, so it is been widely applied on different topics than nutrition mainly on
cerebral palsy [6, 7], but could have an amazingly positive effect over children at the
moment of making food choices [8–14].
This work describes an immersive virtual reality application to encourage healthy
eating in children on a friendly way, using the Gear VR as a head-mounted display
(HMD) device. The results present the virtual environment developed and the chil-
dren’s response.

2 Materials and Methods

For the development of the present study a previous informed consent was requested to
the parents of the participant children, the immersive virtual reality application was
performed on 12 children between 8 and 10 years of both genders, to whom a ques-
tionnaire of food preferences was applied before and after using the virtual reality
system, for a week, the motivation for the participation was mainly the use of tech-
nology and the novelty of the device for the children use.
The objective was to develop a serious game which allows the user, to make
decisions about food intake and relate it to its effects over an avatar, the user in this case
was focused on children and the platform let the child to choose between two food
options, consequently, the avatar seems to be affected physically and emotional
according to the food intake or even related to the physical activity that is another
variable which affects the state of the avatar such as the old virtual pets
The Fig. 1 presents the system components, where the child interacts with the
virtual reality application using the Gear VR (Viewer and controller), in addition, a
phone contains the mobile application developed in Unity which is going to provide the
immersive environment.

Virtual Environment
(Unity)
Mobile device
User

Controller

Fig. 1. Components of the Immersive virtual reality application


Immersive Virtual Reality App to Promote Healthy Eating in Children 11

The game consists of a corridor platform to be followed while encountering the


different feeding options, the user’s interaction with the virtual environment was car-
ried out using a handheld controller and the movements of the user are made on first
person using the touchpad, when the user finds the foods, a selection laser is enabled
which allows to point towards the desired food, and is finally chosen by pulling the
trigger of the hand controller; as explained before the choice can be taken from two
types of meals, one characterized as healthy food such as vegetables, fruits and dishes
with balanced proportions of nutrients (carbohydrates, vitamins, proteins) that can be
understood at simple eye, on the other side we can find junk food, such as French fries,
pizza, hamburgers and hyper caloric foods.
As a plus we can find through the path some physical activities characterized by
games where children can have body movement and some fun, then the realization of
these activities will be reflected also on the avatars shape and mood.
The avatar is presented in the upper right of the user’s view as an image of a boy or
girl (according to the previous configuration), and changes its appearance with the
user’s decisions along the course of the tour. Principal effects when choosing junk
food, can be seen as illness symptoms over the child avatar, nuanced by overweight by
the shape of the avatar, sadness expressed by facial expressions and darkness on the
environment, progressively; on the other side, when choosing healthy foods, the avatar
has a robust strong shape, healthy and happy appearance related with the facial
expression of the avatar and a shiny environment. Additionally, the avatar image uses
red, orange and green background colors to highlight in health status; bad, regular and
good, respectively.
A System Usability ale (SUS) was employed to each child with the help of their
own parents, SUS was applied to verify or in our case, to define the usability of the
Immersive Virtual reality application for the use of children [15–17].

3 Results

System tests were performed over children between 8 to 10 years, Fig. 2 presents a girl
using the application (left) and the virtual reality environment (right).

Fig. 2. Immersive virtual reality test application


12 E. M. Fuentes et al.

The proposal was evaluated by 12 children with an average age of 9 years, to whom
a questionnaire of food preferences was applied before the use of the application where
was clear the preference for non-healthy foods and low interest for physical activities
was notorious (Table 1).

Table 1. Responses collected before de Immersive virtual reality test application


Question Sc1 2 3 4 5 6 7 8 9 10 11 12 Count %
When you are hungry, ¿What do you think is healthier?:
Plate of meat, salad, rice, sauce 1 1 8
Hot dog, French fries 1 1 1 1 1 1 1 1 1 1 1 11 92
When you are thirsty ¿What would you prefer?
Fruit juice/water 1 1 1 1 4 33
Cola, powder juice, ice tea 1 1 1 1 1 1 1 1 8 67
When you will get a snack, ¿What do you think is better for your health?
Fruit 1 1 1 3 25
Potato chips, cookies 1 1 1 1 1 1 1 1 1 9 75
On your Spare Time ¿What would you prefer?
Stay in Bed/watch TV 1 1 1 1 1 5 42
Go to exercise, play sports 1 1 1 1 1 1 1 7 58

To analyze the effect after using the virtual reality system for a week, the data
collected is presented in the Table 2. where a highly notorious change can be seen, in a
good way children accept and differentiate between what is tasty but certainly not that
healthy as nutritive food specially o the snack where the 100% decided to choose a fruit.

Table 2. Responses collected after de Immersive virtual reality test application


Question Sc1 2 3 4 5 6 7 8 9 10 11 12 Count %
When you are hungry, ¿What do you think is healthier?
Plate of meat, salad, rice, sauce 1 1 1 1 1 1 1 1 1 1 10 83
Hot dog, French fries 1 1 2 17
When you are thirsty ¿What would you prefer?
Fruit juice/water 1 1 1 1 1 1 1 7 58
Cola, powder juice, ice tea 1 1 1 1 1 5 42
When you will get a snack, ¿What do you think is better for your health?
Fruit 1 1 1 1 1 1 1 1 1 1 1 1 12 100
Potato chips, cookies 0 0
On your spare time, ¿What would you prefer?
Stay in Bed/watch tv 1 1 1 3 25
Go to exercise, play sports 1 1 1 1 1 1 1 1 1 9 75
Immersive Virtual Reality App to Promote Healthy Eating in Children 13

In addition, application data was obtained regarding the selection of food in the
game. The results showed a tendency to choose healthier foods as they use the
application, although at first they preferred the most harmful foods for health related to
good taste and lack of interest by physical activities (Table 3).

Table 3. Differences on the children choices before and after the Immersive virtual reality test
application
Question Before After Dif.
(%) (%) (%)
When you are hungry, ¿What do you think is healthier?
Plate of meat, salad, rice, sauce 8 83 75
Hot dog, French fries 92 17 −75
When you are thirsty, ¿What would you prefer?
Fruit juice/water 33 58 25
Cola, powder juice, ice tea 67 42 -25
When you will get a snack, ¿What do you think is better for
your health?
Fruit 25 100 75
Potato chips, cookies 75 0 −75
On your spare time, ¿What would you prefer?
Stay in Bed/watch tv 42 25 −17
Go to exercise, play sports 58 75 17

The application of the SUS showed results even better than expected, being an
Immersive virtual reality application characterized as very usable (88.33%) data was
collected and presented on the Table 4, which includes the Scores for every user, the
application of the SUS was made with the help and presence of the parent of every
child and confirmed that the application was very friendly with the user and generated a
good impact.

Table 4. Scores obtained by the SUS application and the estimated SUS.
Question Sc1 2 3 4 5 6 7 8 9 10 11 12 Mean Operation
1. I think I would like to use this 5 4 3 4 5 3 3 5 4 4 4 3 3,92 2,92
system frequently
2. I find this system 1 2 1 2 1 1 2 2 1 2 1 2 1,5 3,5
Unnecessarily complex
3. I think the system is easy to 5 5 4 5 4 5 4 5 4 4 4 5 4,5 3,5
use
4. I think you would need 1 1 1 1 1 1 1 1 1 1 1 1 1 4
technical support to make use of
the system
(continued)
Exploring the Variety of Random
Documents with Different Content
“HAPPY DAYS” is a large 16-page paper containing Interesting
Stories, Poems, Sketches, Comic Stories, Jokes, Answers to
Correspondents, and many other bright features. Its Authors and
Artists have a national reputation. No amount of money is spared to
make this weekly the best published.

A New Story Begins Every Week in “Happy Days.”

OUT TO-DAY! OUT TO-DAY!

The Prince of the Ranch;

OR,

OUT WITH THE KANSAS COWBOYS.

By JAS. D. MONTAGUE.

Begins in No. 513 of “HAPPY DAYS,” Issued July 29, 1904.

PRICE 5 CENTS.

For Sale by All Newsdealers, or Will Be Sent to Any Address on


Receipt of Price by
FRANK TOUSEY, ❧❧ 24 Union Square, New
Publisher, York

PLUCK AND LUCK.

CONTAINS ALL SORTS OF STORIES. EVERY STORY COMPLETE.

32 PAGES. BEAUTIFULLY COLORED PRICE 5 CENTS.


COVERS.
LATEST ISSUES:

249 A New York Boy In the Soudan; or, The Mahdi’s Slave. By
Howard Austin.
250 Jack Wright and His Electric Balloon Ship; or, 30,000
Leagues Above the Earth. By “Noname.”
251 The Game-Cock of Deadwood. A Story of the Wild
Northwest. By Jas C. Merritt.
252 Harry Hook, the Boy Fireman of No. 1; or, Always at His
Post. By Ex-Fire Chief Warden.
253 The Waifs of New York. By N. S. Woods (The Young
American Actor).
254 Jack Wright and His Dandy of the Deep; or, Driven Afloat In
the Sea of Fire. By “Noname.”
255 In the Sea of Ice; or, The Perils of a Boy Whaler. By Berton
Bertrew.
256 Mad Anthony Wayne, the Hero of Stony Point. By Gen’l. Jas.
A. Gordon.
257 The Arkansas Scout; or, Fighting the Redskins. By An Old
Scout.
258 Jack Wright’s Demon of the Plains; or, Wild Adventures
Among the Cowboys.
259 The Merry Ten; or, The Shadows of a Social Club. By Jno. B.
Dowd.
260 Dan Driver, the Boy Engineer of the Mountain Express; or,
Railroading on the Denver and Rio Grande.
261 Silver Sam of Santa Fe; or, The Lions’ Treasure Cave. By An
Old Scout.
262 Jack Wright and His Electric Torpedo Ram; or, The Sunken
City of the Atlantic. By “Noname.”
263 The Rival Schools; or, Fighting for the Championship. By
Allyn Draper.
264 Jack Reef, the Boy Captain; or, Adventures on the Ocean.
By Capt. Thos. H. Wilson.
265 A Boy in Wall Street; or, Dick Hatch, the Young Broker. By
H. K. Shackleford.
266 Jack Wright and his Iron-Clad Air Motor; or, Searching for a
Lost Explorer. By “Noname.”
267 The Rival Base Ball Clubs; or, The Champions of Columbia
Academy. By Allyn Draper.
268 The Boy Cattle King; or, Frank Fordham’s Wild West Ranch.
By an Old Scout.
269 Wide Awake Will, The Plucky Boy Fireman of No. 3; or,
Fighting the Flames for Fame and Fortune. By Ex-Fire Chief
Warden.
270 Jack Wright and His Electric Tricycle; or, Fighting the
Stranglers of the Crimson Desert. By “Noname.”
271 The Orphans of New York. A Pathetic Story of a Great City.
By N. S. Wood (the Young American Actor).
272 Sitting Bull’s Last Shot; or, The Vengeance of an Indian
Policeman. By Pawnee Bill.
273 The Haunted House on the Harlem; or, The Mystery of a
Missing Man. By Howard Austin.
274 Jack Wright and His Ocean Plunger; or, The Harpoon
Hunters of the Arctic. By “Noname.”
275 Claim 33; or, The Boys of the Mountain. By Jas. C. Merritt.
276 The Road to Ruin; or, The Snares and Temptations of New
York. By Jno. B. Dowd.
277 A Spy at 16; or, Fighting for Washington and Liberty. By
Gen’l Jas. A. Gordon.
278 Jack Wright’s Flying Torpedo; or, The Black Demons of
Dismal Swamp. By “Noname.”
279 High Ladder Harry, The Young Fireman of Freeport; or,
Always at the Top. By Ex-Fire Chief Warden.
280 100 Chests of Gold; or, The Aztecs’ Buried Secret. By
Richard R. Montgomery.
281 Pat Malloy; or, An Irish Boy’s Pluck and Luck. By Allyn
Draper.
282 Jack Wright and His Electric Sea Ghost; or, A Strange Under
Water Journey. By “Noname.”
283 Sixty Mile Sam; or, Bound to be on Time. By Jas. C. Merritt.
284 83 Degrees North Latitude; or, the Handwriting In the
Iceberg. By Howard Austin.
285 Joe, The Actor’s Boy; or, Famous at Fourteen. By N. S.
Wood (the Young American Actor.)
286 Dead For 5 Years; or, The Mystery of a Madhouse. By Allyn
Draper.
287 Broker Bob; or, The Youngest Operator in Wall Street. By H.
K. Shackleford.
288 Boy Pards; or, Making a Home on the Border. By An Old
Scout.
289 The Twenty Doctors; or, the Mystery of the Coast. By Capt.
Thos. H. Wilson.
290 The Boy Cavalry Scout; or, Life in the Saddle. By Gen’l. Jas.
A. Gordon.
291 The Boy Firemen; or, “Stand by the Machine.” By Ex-Fire
Chief Warden.
292 Rob, the Runaway; or, From Office Boy to Partner. By Allyn
Draper.
293 The Shattered Glass; or, A Country Boy In New York. A True
Temperance Story. By Jno. B. Dowd.
294 Lightning Lew, the Boy Scout; or, Perils in the West. By
Gen’l. Jas. A. Gordon.
295 The Gray House on the Rock; or, The Ghosts of Ballentyne
Hall. By Jas. C. Merritt.
296 A Poor Boy’s Fight; or, The Hero of the School. By Howard
Austin.
297 Captain Jack Tempest; or, The Prince of the Sea. By Capt.
Thos. H. Wilson.
298 Billy Button, the Young Clown and Bareback Rider. By
Berton Bertrew.
299 An Engineer at 16; or, The Prince of the Lightning Express.
By Jas. C. Merritt.
300 To the North Pole in a Balloon. By Berton Betrew.
301 Kit Carson’s Little Scout; or, The Renegade’s Doom. By An
Old Scout.
302 From the Street; or, The Fortunes of a Bootblack. By N. S.
Wood (the Young American Actor).
303 Old Putnam’s Pet; or, The Young Patriot Spy. A Story of the
Revolution. By Gen. Jas. A. Gordon.
304 The Boy Speculators of Brookton; or, Millionaires, at
Nineteen. By Allyn Draper.
305 Rob Rudder, the Boy Pilot of the Mississippi. By Howard
Austin.
306 The Downward Path; or, The Road to Ruin. A True
Temperance Story. By H. K. Shackleford.
307 Up From the Ranks; or, From Corporal to General. A Story
of the Great Rebellion. By Gen’l Jas. A. Gordon.
308 Expelled From School; or, The Rebels of Beechdale
Academy. By Allyn Draper.
309 Larry, the Life Saver; or, A Born Fireman. By Ex-Fire Chief
Warden.
310 The Brand of Siberia; or, The Boy Tracker of the Steppes.
By Allan Arnold.
311 Across the Continent with a Circus; or, The Twin Riders of
the Ring. By Berton Bertrew.
312 On Board a Man-of-War; or, Jack Farragut in the U. S. Navy.
By Capt. Thos. H. Wilson.
313 Nick and Jed, the King Trappers of the Border. By An Old
Scout.
314 Red Light Dick, The Engineer Prince; or, The Bravest Boy on
the Railroad. By Jas. C. Merritt.
315 Leadville Jack, the Game Cock of the West. By An Old
Scout.
316 Adrift in the Sea of Grass; or, The Strange Voyage of a
Missing Ship. By Capt. Thos. H. Wilson.
317 Out of the Gutter; or, Fighting the Battle Alone. A True
Temperance Story. By H. K. Shackleford.
318 The Scouts of the Santee; or, Redcoats and Whigs. A Story
of the American Revolution. By Gen’l Jas. A. Gordon.
319 Edwin Forrest’s Boy Pupil; or, The Struggles and Triumphs
of a Boy Actor. By N. S. Wood, the Young American Actor.
320 Air Line Will, The Young Engineer of the New Mexico
Express. By Jas. C. Merritt.
For Sale by All Newsdealers, or will be Sent to Any Address on
Receipt of Price, 5 Cents per Copy, by

FRANK TOUSEY, Publisher, 24 Union Square, New York


IF YOU WANT ANY BACK NUMBERS
of our Libraries and cannot procure them from newsdealers, they
can be obtained from this office direct. Cut out and fill in the
following Order Blank and send it to us with the price of the books
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STAMPS TAKEN THE SAME AS MONEY.
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York. .... 190

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A COMPLETE SET IS A REGULAR ENCYCLOPEDIA!

Each book consists of sixty-four pages, printed on good paper, in


clear type and neatly bound in an attractive, illustrated cover. Most
of the books are also profusely illustrated, and all of the subjects
treated upon are explained in such a simple manner that any child
can thoroughly understand them. Look over the list as classified and
see if you want to know anything about the subjects mentioned.

THESE BOOKS ARE FOR SALE BY ALL NEWSDEALERS OR WILL BE


SENT BY MAIL TO ANY ADDRESS FROM THIS OFFICE ON RECEIPT
OF PRICE, TEN CENTS EACH, OR ANY THREE BOOKS FOR TWENTY-
FIVE CENTS. POSTAGE STAMPS TAKEN THE SAME AS MONEY.
Address FRANK TOUSEY, Publisher, 24 Union Square, N.Y.

MESMERISM.

No. 81. HOW TO MESMERIZE.—Containing the most approved


methods of mesmerism; also how to cure all kinds of
diseases by animal magnetism, or, magnetic healing. By
Prof. Leo Hugo Koch, A. C. S., author of “How to
Hypnotize,” etc.

PALMISTRY.

No. 82. HOW TO DO PALMISTRY.—Containing the most


approved methods of reading the lines on the hand,
together with a full explanation of their meaning. Also
explaining phrenology, and the key for telling character by
the bumps on the head. By Leo Hugo Koch, A. C. S. Fully
illustrated.

HYPNOTISM.

No. 83. HOW TO HYPNOTIZE.—Containing valuable and


instructive information regarding the science of hypnotism.
Also explaining the most approved methods which are
employed by the leading hypnotists of the world. By Leo
Hugo Koch, A.C.S.

SPORTING.

No. 21. HOW TO HUNT AND FISH.—The most complete hunting


and fishing guide ever published. It contains full
instructions about guns, hunting dogs, traps, trapping and
fishing, together with descriptions of game and fish.
No. 26. HOW TO ROW, SAIL AND BUILD A BOAT.—Fully
illustrated. Every boy should know how to row and sail a
boat. Full instructions are given in this little book, together
with instructions on swimming and riding, companion
sports to boating.
No. 47. HOW TO BREAK, RIDE AND DRIVE A HORSE.—A
complete treatise on the horse. Describing the most useful
horses for business, the best horses for the road; also
valuable recipes for diseases peculiar to the horse.
No. 48. HOW TO BUILD AND SAIL CANOES.—A handy book for
boys, containing full directions for constructing canoes and
the most popular manner of sailing them. Fully illustrated.
By C. Stansfield Hicks.

FORTUNE TELLING.

No. 1. NAPOLEON’S ORACULUM AND DREAM BOOK.—


Containing the great oracle of human destiny; also the true
meaning of almost any kind of dreams, together with
charms, ceremonies, and curious games of cards. A
complete book.
No. 23. HOW TO EXPLAIN DREAMS.—Everybody dreams, from
the little child to the aged man and woman. This little book
gives the explanation to all kinds of dreams, together with
lucky and unlucky days, and “Napoleon’s Oraculum,” the
book of fate.
No. 28. HOW TO TELL FORTUNES.—Everyone is desirous of
knowing what his future life will bring forth, whether
happiness or misery, wealth or poverty. You can tell by a
glance at this little book. Buy one and be convinced. Tell
your own fortune. Tell the fortune of your friends.
No. 76. HOW TO TELL FORTUNES BY THE HAND.—Containing
rules for telling fortunes by the aid of lines of the hand, or
the secret of palmistry. Also the secret of telling future
events by aid of moles, marks, scars, etc. Illustrated. By A.
Anderson.

ATHLETIC.

No. 6. HOW TO BECOME AN ATHLETE.—Giving full instruction


for the use of dumb bells, Indian clubs, parallel bars,
horizontal bars and various other methods of developing a
good, healthy muscle; containing over sixty illustrations.
Every boy can become strong and healthy by following the
instructions contained in this little book.
No. 10. HOW TO BOX.—The art of self-defense made easy.
Containing over thirty illustrations of guards, blows, and
the different positions of a good boxer. Every boy should
obtain one of these useful and instructive books, as it will
teach you how to box without an instructor.
No. 25. HOW TO BECOME A GYMNAST.—Containing full
instructions for all kinds of gymnastic sports and athletic
exercises. Embracing thirty-five illustrations. By Professor
W. Macdonald. A handy and useful book.
No. 34. HOW TO FENCE.—Containing full instruction for fencing
and the use of the broadsword; also instruction in archery.
Described with twenty-one practical illustrations, giving the
best positions in fencing. A complete book.
TRICKS WITH CARDS.

No. 51. HOW TO DO TRICKS WITH CARDS.—Containing


explanations of the general principles of sleight-of-hand
applicable to card tricks; of card tricks with ordinary cards,
and not requiring sleight-of-hand; of tricks involving
sleight-of-hand, or the use of specially prepared cards. By
Professor Haffner. Illustrated.
No. 72. HOW TO DO SIXTY TRICKS WITH CARDS.—Embracing
all of the latest and most deceptive card tricks, with
illustrations. By A. Anderson.
No. 77. HOW TO DO FORTY TRICKS WITH CARDS.—Containing
deceptive Card Tricks as performed by leading conjurors
and magicians. Arranged for home amusement. Fully
illustrated.

MAGIC.

No. 2. HOW TO DO TRICKS.—The great book of magic and card


tricks, containing full instruction on all the leading card
tricks of the day, also the most popular magical illusions as
performed by our leading magicians; every boy should
obtain a copy of this book, as it will both amuse and
instruct.
No. 22. HOW TO DO SECOND SIGHT.—Heller’s second sight
explained by his former assistant, Fred Hunt, Jr. Explaining
how the secret dialogues were carried on between the
magician and the boy on the stage; also giving all the
codes and signals. The only authentic explanation of
second sight.
No. 43. HOW TO BECOME A MAGICIAN.—Containing the
grandest assortment of magical illusions ever placed before
the public. Also tricks with cards, incantations, etc.
No. 68. HOW TO DO CHEMICAL TRICKS.—Containing over one
hundred highly amusing and instructive tricks with
chemicals. By A. Anderson. Handsomely illustrated.
No. 69. HOW TO DO SLEIGHT OF HAND.—Containing over fifty
of the latest and best tricks used by magicians. Also
containing the secret of second sight. Fully illustrated. By
A. Anderson.
No. 70. HOW TO MAKE MAGIC TOYS.—Containing full directions
for making Magic Toys and devices of many kinds. By A.
Anderson. Fully illustrated.
No. 73. HOW TO DO TRICKS WITH NUMBERS.—Showing many
curious tricks with figures and the magic of numbers. By A.
Anderson. Fully illustrated.
No. 75. HOW TO BECOME A CONJUROR.—Containing tricks with
Dominos, Dice, Cups and Balls, Hats, etc. Embracing thirty-
six illustrations. By A. Anderson.
No. 78. HOW TO DO THE BLACK ART.—Containing a complete
description of the mysteries of Magic and Sleight of Hand,
together with many wonderful experiments. By A.
Anderson. Illustrated.

MECHANICAL.

No. 29. HOW TO BECOME AN INVENTOR.—Every boy should


know how inventions originated. This book explains them
all, giving examples in electricity, hydraulics, magnetism,
optics, pneumatics, mechanics, etc. The most instructive
book published.
No. 56. HOW TO BECOME AN ENGINEER.—Containing full
instructions how to proceed in order to become a
locomotive engineer; also directions for building a model
locomotive; together with a full description of everything
an engineer should know.
No. 57. HOW TO MAKE MUSICAL INSTRUMENTS.—Full
directions how to make a Banjo, Violin, Zither, Æolian Harp,
Xylophone and other musical instruments; together with a
brief description of nearly every musical instrument used in
ancient or modern times. Profusely illustrated. By Algernon
S. Fitzgerald, for twenty years bandmaster of the Royal
Bengal Marines.
No. 59. HOW TO MAKE A MAGIC LANTERN.—Containing a
description of the lantern, together with its history and
invention. Also full directions for its use and for painting
slides. Handsomely illustrated. By John Allen.
No. 71. HOW TO DO MECHANICAL TRICKS.—Containing
complete instructions for performing over sixty Mechanical
Tricks. By A. Anderson. Fully illustrated.

LETTER WRITING.

No. 11. HOW TO WRITE LOVE-LETTERS.—A most complete little


book, containing full directions for writing love-letters, and
when to use them, giving specimen letters for young and
old.
No. 12. HOW TO WRITE LETTERS TO LADIES.—Giving complete
instructions for writing letters to ladies on all subjects; also
letters of introduction, notes and requests.
No. 24. HOW TO WRITE LETTERS TO GENTLEMEN.—Containing
full directions for writing to gentlemen on all subjects; also
giving sample letters for instruction.
No. 53. HOW TO WRITE LETTERS.—A wonderful little book,
telling you how to write to your sweetheart, your father,
mother, sister, brother, employer; and, in fact, everybody
and anybody you wish to write to. Every young man and
every young lady in the land should have this book.
No. 74. HOW TO WRITE LETTERS CORRECTLY.—Containing full
instructions for writing letters on almost any subject; also
rules for punctuation and composition, with specimen
letters.

THE STAGE.

No. 41. THE BOYS OF NEW YORK END MEN’S JOKE BOOK.—
Containing a great variety of the latest jokes used by the
most famous end men. No amateur minstrels is complete
without this wonderful little book.
No. 42. THE BOYS OF NEW YORK STUMP SPEAKER.—
Containing a varied assortment of stump speeches, Negro,
Dutch and Irish. Also end men’s jokes. Just the thing for
home amusement and amateur shows.
No. 45. THE BOYS OF NEW YORK MINSTREL GUIDE AND JOKE
BOOK.—Something new and very instructive. Every boy
should obtain this book, as it contains full instructions for
organizing an amateur minstrel troupe.
No. 65. MULDOON’S JOKES.—This is one of the most original
joke books ever published, and it is brimful of wit and
humor. It contains a large collection of songs, jokes,
conundrums, etc., of Terrence Muldoon, the great wit,
humorist, and practical joker of the day. Every boy who can
enjoy a good substantial joke should obtain a copy
immediately.
No. 79. HOW TO BECOME AN ACTOR.—Containing complete
instructions how to make up for various characters on the
stage; together with the duties of the Stage Manager,
Prompter, Scenic Artist and Property Man. By a prominent
Stage Manager.
No. 80. GUS WILLIAMS’ JOKE BOOK.—Containing the latest
jokes, anecdotes and funny stories of this world-renowned
and ever popular German comedian. Sixty-four pages;
handsome colored cover containing a half-tone photo of
the author.

HOUSEKEEPING.

No. 16. HOW TO KEEP A WINDOW GARDEN.—Containing full


instructions for constructing a window garden either in
town or country, and the most approved methods for
raising beautiful flowers at home. The most complete book
of the kind ever published.
No. 30. HOW TO COOK.—One of the most instructive books on
cooking ever published. It contains recipes for cooking
meats, fish, game, and oysters; also pies, puddings, cakes
and all kinds of pastry, and a grand collection of recipes by
one of our most popular cooks.
No. 37. HOW TO KEEP HOUSE.—It contains information for
everybody, boys, girls, men and women; it will teach you
how to make almost anything around the house, such as
parlor ornaments, brackets, cements, Æolian harps, and
bird lime for catching birds.

ELECTRICAL.

No. 46. HOW TO MAKE AND USE ELECTRICITY.—A description


of the wonderful uses of electricity and electro magnetism;
together with full instructions for making Electric Toys,
Batteries, etc. By George Trebel, A. M., M. D. Containing
over fifty illustrations.
No. 64. HOW TO MAKE ELECTRICAL MACHINES.—Containing
full directions for making electrical machines, induction
coils, dynamos, and many novel toys to be worked by
electricity. By R. A. R. Bennett. Fully illustrated.
No. 67. HOW TO DO ELECTRICAL TRICKS.—Containing a large
collection of instructive and highly amusing electrical tricks,
together with illustrations. By A. Anderson.
ENTERTAINMENT.

No. 9. HOW TO BECOME A VENTRILOQUIST.—By Harry


Kennedy. The secret given away. Every intelligent boy
reading this book of instructions, by a practical professor
(delighting multitudes every night with his wonderful
imitations), can master the art, and create any amount of
fun for himself and friends. It is the greatest book ever
published, and there’s millions (of fun) in it.
No. 20. HOW TO ENTERTAIN AN EVENING PARTY.—A very
valuable little book just published. A complete compendium
of games, sports, card diversions, comic recitations, etc.,
suitable for parlor or drawing-room entertainment. It
contains more for the money than any book published.
No. 35. HOW TO PLAY GAMES.—A complete and useful little
book, containing the rules and regulations of billiards,
bagatelle, backgammon, croquet, dominoes, etc.
No. 36. HOW TO SOLVE CONUNDRUMS.—Containing all the
leading conundrums of the day, amusing riddles, curious
catches and witty sayings.
No. 52. HOW TO PLAY CARDS.—A complete and handy little
book, giving the rules and full directions for playing Euchre,
Cribbage, Casino, Forty-Five, Rounce, Pedro Sancho, Draw
Poker, Auction Pitch, All Fours, and many other popular
games of cards.
No. 66. HOW TO DO PUZZLES.—Containing over three hundred
interesting puzzles and conundrums, with key to same. A
complete book. Fully illustrated. By A. Andersen.

ETIQUETTE.

No. 13. HOW TO DO IT; OR, BOOK OF ETIQUETTE.—It is a


great life secret, and one that every young man desires to
know all about. There’s happiness in it.
No. 33. HOW TO BEHAVE.—Containing the rules and etiquette
of good society and the easiest and most approved
methods of appearing to good advantage at parties, balls,
the theatre, church, and in the drawing-room.

DECLAMATION.

No. 27. HOW TO RECITE AND BOOK OF RECITATIONS.—


Containing the most popular selections in use, comprising
Dutch dialect, French dialect, Yankee and Irish dialect
pieces, together with many standard readings.
No. 31. HOW TO BECOME A SPEAKER.—Containing fourteen
illustrations, giving the different positions requisite to
become a good speaker, reader and elocutionist. Also
containing gems from all the popular authors of prose and
poetry, arranged in the most simple and concise manner
possible.
No. 49. HOW TO DEBATE.—Giving rules for conducting debates,
outlines for debates, questions for discussion, and the best
sources for procuring information on the questions given.

SOCIETY.

No. 3. HOW TO FLIRT.—The arts and wiles of flirtation are fully


explained by this little book. Besides the various methods
of handkerchief, fan, glove, parasol, window and hat
flirtation, it contains a full list of the language and
sentiment of flowers, which is interesting to everybody,
both old and young. You cannot be happy without one.
No. 4. HOW TO DANCE is the title of a new and handsome little
book just issued by Frank Tousey. It contains full
instructions in the art of dancing, etiquette in the ball-room
and at parties, how to dress, and full directions for calling
off in all popular square dances.
No. 5. HOW TO MAKE LOVE.—A complete guide to love,
courtship and marriage, giving sensible advice, rules and
etiquette to be observed, with many curious and
interesting things not generally known.
No. 17. HOW TO DRESS.—Containing full instruction in the art
of dressing and appearing well at home and abroad, giving
the selections of colors, material, and how to have them
made up.
No. 18. HOW TO BECOME BEAUTIFUL.—One of the brightest
and most valuable little books ever given to the world.
Everybody wishes to know how to become beautiful, both
male and female. The secret is simple, and almost costless.
Read this book and be convinced how to become beautiful.

BIRDS AND ANIMALS.

No. 7. HOW TO KEEP BIRDS.—Handsomely illustrated and


containing full instructions for the management and
training of the canary, mockingbird, bobolink, blackbird,
paroquet, parrot, etc.
No. 39. HOW TO RAISE DOGS, POULTRY, PIGEONS AND
RABBITS.—A useful and instructive book. Handsomely
illustrated. By Ira Drofraw.
No. 40. HOW TO MAKE AND SET TRAPS.—Including hints on
how to catch moles, weasels, otter, rats, squirrels and
birds. Also how to cure skins. Copiously illustrated. By J.
Harrington Keene.
No. 50. HOW TO STUFF BIRDS AND ANIMALS.—A valuable
book, giving instructions in collecting, preparing, mounting
and preserving birds, animals and insects.
No. 54. HOW TO KEEP AND MANAGE PETS.—Giving complete
information as to the manner and method of raising,
keeping, taming, breeding, and managing all kinds of pets;
also giving full instructions for making cages, etc. Fully
explained by twenty-eight illustrations, making it the most
complete book of the kind ever published.

MISCELLANEOUS.

No. 8. HOW TO BECOME A SCIENTIST.—A useful and instructive


book, giving a complete treatise on chemistry; also
experiments in acoustics, mechanics, mathematics,
chemistry, and directions for making fireworks, colored
fires, and gas balloons. This book cannot be equaled.
No. 14. HOW TO MAKE CANDY.—A complete hand-book for
making all kinds of candy, ice-cream, syrups, essences,
etc., etc.
No. 19.—FRANK TOUSEY’S UNITED STATES DISTANCE TABLES,
POCKET COMPANION AND GUIDE.—Giving the official
distances on all the railroads of the United States and
Canada. Also table of distances by water to foreign ports,
hack fares in the principal cities, reports of the census,
etc., etc., making it one of the most complete and handy
books published.
No. 38. HOW TO BECOME YOUR OWN DOCTOR.—A wonderful
book, containing useful and practical information in the
treatment of ordinary diseases and ailments common to
every family. Abounding in useful and effective recipes for
general complaints.
No. 55. HOW TO COLLECT STAMPS AND COINS.—Containing
valuable information regarding the collecting and arranging
of stamps and coins. Handsomely illustrated.
No. 58. HOW TO BE A DETECTIVE.—By Old King Brady, the
world-known detective. In which he lays down some
valuable and sensible rules for beginners, and also relates
some adventures and experiences of well-known
detectives.
No. 60. HOW TO BECOME A PHOTOGRAPHER.—Containing
useful information regarding the Camera and how to work
it; also how to make Photographic Magic Lantern Slides
and other Transparencies. Handsomely illustrated. By
Captain W. De W. Abney.
No. 62. HOW TO BECOME A WEST POINT MILITARY CADET.—
Containing full explanations how to gain admittance,
course of Study, Examinations, Duties, Staff of Officers,
Post Guard, Police Regulations, Fire Department, and all a
boy should know to be a Cadet. Compiled and written by
Lu Senarens, author of “How to Become a Naval Cadet.”
No. 63. HOW TO BECOME A NAVAL CADET.—Complete
instructions of how to gain admission to the Annapolis
Naval Academy. Also containing the course of instruction,
description of grounds and buildings, historical sketch, and
everything a boy should know to become an officer in the
United States Navy. Compiled and written by Lu Senarens,
author of “How to Become a West Point Military Cadet.”

PRICE 10 CENTS EACH, OR 3 FOR 25 CENTS.


Address FRANK TOUSEY, Publisher, 24 Union Square, New York.

SECRET SERVICE

OLD AND YOUNG KING BRADY, DETECTIVES.

PRICE 5 CTS. 32 PAGES. COLORED COVERS. ISSUED WEEKLY

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