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HCI International 2015 - Posters’ Extended Abstracts

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Table of Contents

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    Book Overview
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    Chapter 1 Coding Schemes for Observational Studies of Usability in Collaborative Tangible User Interfaces
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    Chapter 2 Design of Web-Based Tools to Study Blind People’s Touch-Based Interaction with Smartphones
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    Chapter 3 Toward a New Design Philosophy: Politics and the Aesthetic of “We” Human-and-Technology in Interaction Design
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    Chapter 4 Method to Design Adaptable and Adaptive User Interfaces
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    Chapter 5 Designing for Affectibility: Principles and Guidelines
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    Chapter 6 A Comparative Analysis of Usability Evaluation Methods on Their Versatility in the Face of Diversified User Input Methods
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    Chapter 7 Understanding IoT Through the Human Activity: Analogical Interpretation of IoT by Activity Theory
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    Chapter 8 A Pedagogical Approach to Usability in Serious Games
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    Chapter 9 Design Support Tool Using Pen Device for Simplification of Animation Design
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    Chapter 10 User Experience and Other People: On User Experience Evaluation Framework for Human-Centered Design
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    Chapter 11 Universal Usability in Mass Media via Discourse Analysis: A Case Study
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    Chapter 12 International and Regional Standards for Usability and User Experience
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    Chapter 13 A Framework Proposal of UX Evaluation of the Contents Consistency on Multi Screens
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    Chapter 14 Assessing Usability of a Post-Mission Reporting Technology
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    Chapter 15 Validated Usability Heuristics: Defining Categories and Design Guidance
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    Chapter 16 Eye Tracking Analysis of Readers’ Psychological Interaction with Marketing Copy Referencing Life Values
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    Chapter 17 Questionnaire Survey on Attention of Young Adults
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    Chapter 18 Spatial Effect of Target Display on Visual Search
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    Chapter 19 Influence of Color Combination Pattern Considered Usability to Mental Workload
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    Chapter 20 Emotion Elicitation Using Film Clips: Effect of Age Groups on Movie Choice and Emotion Rating
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    Chapter 21 Examining the Gender Gap in Information Assurance: A Study of Psychological Factors
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    Chapter 22 Development of a Research Framework to Elicit the Optimal Level of Users’ Functional Intervention
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    Chapter 23 The Effects of Life-Likeness on Persuasion and Attention-Drawing in a Mobile Digital Signage
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    Chapter 24 The Influence of Different Lighting Source Positions on the Visual Comfort of Refrigerator Illumination
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    Chapter 25 The Effect of a High-Resolution 4K Tablet on Physiological and Psychological State While Viewing Various Types of Content
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    Chapter 26 Brain Mechanism Research on Visual Information Cognition of Digital Human Computer Interface
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    Chapter 27 Is Dynamic Visual Search Performance Sensitivity to the Visual Fatigue and Comfort of LED TV? A Comparative Experiment of Eight LED TVs
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    Chapter 28 AR and Maintenance - Visualization of Process Data and Engineering Information
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    Chapter 29 Building Virtual Roads from Computer Made Projects
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    Chapter 30 Camouflage Assessment of Color Pattern Strategies in Different Environmental Contexts
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    Chapter 31 Augmented Reality Central Venous Access Training Simulator
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    Chapter 32 Use of Immersive Virtual Environments to Understand Human-Building Interactions and Improve Building Design
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    Chapter 33 A Virtual Cloth Manipulation System for Clothing Design
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    Chapter 34 Haptic Device Using a Soldering Test System
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    Chapter 35 Learning to Juggle in an Interactive Virtual Reality Environment
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    Chapter 36 Integration of Artificial Intelligence Techniques in a Virtual Environment
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    Chapter 37 Properties of a Peripheral Head-Mounted Display (PHMD)
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    Chapter 38 Design and Implementation of High-Resolution Sea-Lane Image Texture for Marine Virtual Environment
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    Chapter 39 Interactive Virtual Planning Tools for Sustainable Forest Production in Mountain Areas
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    Chapter 40 Initial Evaluation of a Modern Augmented Reality Display for Deployable Embedded Training System
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    Chapter 41 A Virtual Reality Keyboard with Realistic Key Click Haptic Feedback
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    Chapter 42 Control Yourself: A Mixed-Reality Natural User Interface
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    Chapter 43 Methodology for the Development of Interface Design Guidelines Based on Local Cultural Dimensions
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    Chapter 44 “Re:Radio”, The Place Oriented Internet Radio to Enhance the Cross-Cultural Understanding in Japan
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    Chapter 45 Poke, Swipe, and Pinch: Reinventing Adaptability Across Cultures Using Mixed Technology
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    Chapter 46 The Research of Chinese Pilots Operating Safety
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    Chapter 47 The Effects of Regional Culture on User Interface Experience: A Case Study of Xin’an Hangu Guan in China
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    Chapter 48 The Study of the Cultural Values of Lighting Products Based on Intention Recognition and 3D Printing Technology
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    Chapter 49 Strengthening Connections: Intuitive Interfaces for Life Story Work in Elder Care
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    Chapter 50 The Effect of Age on Perception and Preference of App Icon Styles
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    Chapter 51 An iPad Application Prototype to Enhance Memory of Older Adults
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    Chapter 52 Applying Usability Test to Find the Interface Design Principle of HRV Device for Senior Users
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    Chapter 53 Experiences of Older Patients with Multiple Chronic Conditions in the Intensive Ambulatory Care Home Telehealth Program
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    Chapter 54 The Speech Recognition Ability for Different Age Groups on the Chinese Language System
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    Chapter 55 Family Channel: Accessible Social Media for Older Adults
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    Chapter 56 Social Engagement in Elderly Care Homes: Towards Designing an Application to Reduce Social Loneliness
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    Chapter 57 The Gods Play Dice Together: The Influence of Social Elements of Gamification on Seniors’ User Experience
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    Chapter 58 Designing a Map-Based Application and a Conversational Agent for Addressing Memory Problems
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    Chapter 59 Examining the User Experience (UX) of Children’s Interaction with Arabic Interfaces in Educational Learning Contexts
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    Chapter 60 A Study of User Behavior in the Parent-Child Reading Area: A Case Study in Taipei Public Library
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    Chapter 61 The Influence of Parenting Time on Children’s Growth and Development
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    Chapter 62 A Novel 3D Wheelchair Simulation System for Training Young Children with Severe Motor Impairments
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    Chapter 63 Development and Evaluation of Emotional Robots for Children with Autism Spectrum Disorders
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    Chapter 64 Serious Game for the Evaluation of Cognitive Function of Kids
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    Chapter 65 Smart Playground: A Tangible Interactive Platform with Regular Toys for Young Kids
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    Chapter 66 Designing Interactive Soft Toys for Children with Autism to Improve Communications Through Sensory Relaxation
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    Chapter 67 iCare: An Interface Design Model for Remote Communicating and Monitoring of Children Care
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    Chapter 68 Adaptive Depth Cue Adjustments of Interactive and Stereoscopic 3D Product Models for Design Education
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    Chapter 69 Human-Centered Product Owner: How Human-Centered Design Can Sharpen Scrum Methodology
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    Chapter 70 Intuitive Placement of Objects in Web-Based CAD Environments
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    Chapter 71 Fashion Projection Mapping Using Basic Modeling Form
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    Chapter 72 Creating Consistency Between Products Using Research-Driven UI Guidelines
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    Chapter 73 The Teaching Method of Graphic Design in Brazil, Methodology of Brand Development and Their Market Outcomes
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    Chapter 74 Analysis on Universality Evaluation Standard System of Product Design on Basis of Kansei Engineering and Virtual Reality
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    Chapter 75 The New Product Development Research of Chinese Ming and Qing Dynasty’s Furniture Based on 3-D Printing
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    Chapter 76 Using Eye Tracking Technology to Evaluate New Chinese Furniture Material Design
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    Chapter 77 Research on Influence Factors of Design Education Orientation-Taking Italian Design Education as an Example
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    Chapter 78 Input Interface Using Eye-Gaze and Blink Information
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    Chapter 79 Improvement of Robustness of Nostrils Detection by Specifying the Existable 3D Domain of Nostrils Based on Stereo Measurements of Nostrils and Pupils
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    Chapter 80 Detection of Pupil and Corneal Reflection Using High-speed Camera for Gaze Detection Under Face Intense Illumination and a Solution of Glass Reflection Problem by Improving Light Source
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    Chapter 81 Study of Tile Menu Selection Technique Using the Relative Position of Joints for Gesture Operation
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    Chapter 82 A Real-Time Sensing of Gait and Viewing Direction for Human Interaction in Virtual Training Applications
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    Chapter 83 Developing STEAM Using KINECT: A Case Study on Motion-Capture Functions
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    Chapter 84 Depth Camera Calibration and Knife Tip Position Estimation for Liver Surgery Support System
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    Chapter 85 CyberTouch - Touch and Cursor Interface for VR HMD
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    Chapter 86 Human Avatar Robotic Puppeteering (HARP)
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    Chapter 87 An “Origami” Support System by Using Finger Gesture Recognition
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    Chapter 88 A New Approach of Automatic Detection and Analysis of Body Language
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    Chapter 89 Using Eye Tracking as Human Computer Interaction Interface
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    Chapter 90 A Shoe Mounted System for Parkinsonian Gait Detection and Real-Time Feedback
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    Chapter 91 Handwritten Character Recognition in the Air by Using Leap Motion Controller
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    Chapter 92 Comfort Analysis in EVA Reachable Envelope Based on Human-Spacesuit Integrated Biomechanical Modeling
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    Chapter 93 Interaction Design for Navigating Virtual Spaces–An Example by Using Kinect
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    Chapter 94 Natural User Interface for Board Games Using Lenticular Display and Leap Motion
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    Chapter 95 A Mouse-Like Hands-Free Gesture Technique for Two-Dimensional Pointing
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    Chapter 96 Recent Harmony Search Algorithms for 0–1 Optimization Problems
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    Chapter 97 Experiential Solving: Towards a Unified Autonomous Search Constraint Solving Approach
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    Chapter 98 Towards a Framework for Adaptive Constraint Propagation
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    Chapter 99 An Artificial Bee Colony Algorithm for the Resource Contrained Project Scheduling Problem
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    Chapter 100 A Semi-Automatic Word-Level Annotation and Transcription Tool for Spelling Error Categories
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    Chapter 101 The Complexity of Designing and Implementing Metaheuristics
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    Chapter 102 A Filtering Technique for Helping to Solve Sudoku Problems
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    Chapter 103 Local Learning Multiple Probabilistic Linear Discriminant Analysis
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    Chapter 104 Predicting and Visualizing Wine Characteristics Through Analysis of Tasting Notes from Viewpoints
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    Chapter 105 Extraction of Key Segments from Day-Long Sound Data
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    Chapter 106 A Model of Decision Support Based on Estimation of Group Status by Using Conversation Analysis
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    Chapter 107 Computer System for Musicians and Composers to Analyze Music Composition Process
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    Chapter 108 Using Structural Topic Modeling to Detect Events and Cluster Twitter Users in the Ukrainian Crisis
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    Chapter 109 Improvement of Chance Index in Consideration of Cluster Information
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    Chapter 110 Knowledge Extraction from Web Reviews Using Feature Selection Based on Onomatopoeia
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    Chapter 111 Reading Between the Lines: A Prototype Model for Detecting Twitter Sockpuppet Accounts Using Language-Agnostic Processes
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    Chapter 112 Processing Specialized Terminology in Multilingual Applications: An Interactive Approach
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    Chapter 113 Texture Image Segmentation Using Spectral Clustering
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    Chapter 114 An Adaptive Particle Filtering for Solving Occlusion Problems of Video Tracking
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    Chapter 115 Construction of 3-Dimensional Virtual Environment Based on Photographed Image (the Acquisition and Processing of the Photographed Image)
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    Chapter 116 A Method of Automatic Cage Generation for Shape Deformation by Using Elastic Models
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    Chapter 117 Employing Mobile Applications in Human-Machine Interaction in Visual Pattern Recognition Research
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    Chapter 118 How to Tune a Random Forest for Real-time Segmentation in Safe Human-Robot Collaboration?
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    Chapter 119 The Estimation of Taste Preference Based on Prefrontal Cortex Activity
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    Chapter 120 Is the Mood Really in the Eye of the Beholder?
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    Chapter 121 Towards EMG Based Gesture Recognition for Indian Sign Language Interpretation Using Artificial Neural Networks
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    Chapter 122 A Crystal Ball for Meditators?
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    Chapter 123 Development of a Glasses-Like Wearable Device to Measure Nasal Skin Temperature
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    Chapter 124 Decoding of Upper Limb Movement Using EEG and Sparse Coding
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    Chapter 125 Towards Classification of Engagement in Human Interaction with Talking Robots
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    Chapter 126 On Appropriateness and Estimation of the Emotion of Synthesized Response Speech in a Spoken Dialogue System
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    Chapter 127 Dialogue Efficiency Evaluation of Turn-Taking Phenomena in a Multi-layer Incremental Simulated Environment
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    Chapter 128 Comparing the Trade-off of Believability and Performance of Abstract Intelligent Agents and Humans Playing Super Mario Bros
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    Chapter 129 Neut: “Hey, Let Her Speak”
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Title
HCI International 2015 - Posters’ Extended Abstracts
Published by
Springer International Publishing, January 2015
DOI 10.1007/978-3-319-21380-4
ISBNs
978-3-31-921379-8, 978-3-31-921380-4
Editors

Constantine Stephanidis

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 19 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 19 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 6 32%
Student > Master 4 21%
Other 3 16%
Student > Doctoral Student 2 11%
Student > Ph. D. Student 1 5%
Other 3 16%
Readers by discipline Count As %
Psychology 5 26%
Engineering 5 26%
Computer Science 4 21%
Arts and Humanities 1 5%
Neuroscience 1 5%
Other 3 16%