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Human-Computer Interaction. User Interface Design, Development and Multimodality

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Cover of 'Human-Computer Interaction. User Interface Design, Development and Multimodality'

Table of Contents

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    Book Overview
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    Chapter 1 Audiovisual Design and the Convergence Between HCI and Audience Studies
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    Chapter 2 Human Computer Interaction Research Through the Lens of a Bibliometric Analysis
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    Chapter 3 Guidelines for a University Short Course on Human-Computer Interaction
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    Chapter 4 The Interplay Between Human and Machine Agency
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    Chapter 5 Software as a Medium for Understanding Human Behavior
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    Chapter 6 Vocational Training of IT-Professionals
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    Chapter 7 Human-to-Human Interaction: The Killer Application of Ubiquitous Computing?
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    Chapter 8 Requirement on Personnel and Organization for Safety and Security Improvement by Accident and Error Model
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    Chapter 9 Brain-Computer Interfaces: Agency and the Transition from Ethics to Politics
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    Chapter 10 The Experiential Utility
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    Chapter 11 Assessing Organization-System Fit in ERP Selection Procedures – A Literature Review
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    Chapter 12 Overcoming the Innovator’s Dilemma in Disruptive Process Innovation Through Subject Orientation
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    Chapter 13 How to Model Value-Creating Communication
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    Chapter 14 Appeals of Product Pictures on the Product Detail Page - The Effect of Mental Imagery
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    Chapter 15 Change Management of ERP Usage
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    Chapter 16 Fashion and Technology: Implications for the Social Acceptability of a Wearable Device
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    Chapter 17 “Human Chef” to “Computer Chef”: Culinary Interactions Framework for Understanding HCI in the Food Industry
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    Chapter 18 Enough or Too Much in EMR Training and Education?
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    Chapter 19 Changes that Count
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    Chapter 20 Acceptance of Automated Driving Across Generations: The Role of Risk and Benefit Perception, Knowledge, and Trust
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    Chapter 21 The Design Process to Healthcare Applications: Guidelines Mapping to Integrate User´s Contexts and Abilities
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    Chapter 22 Failures Supporting the Evolutionary Design in the Wild of Interactive Systems for Public Spaces
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    Chapter 23 Methods for Evaluation of Tooltips
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    Chapter 24 An Analysis of CAD Modeling Procedure Data Collection Using Synchronous and Retrospective Think Aloud Techniques
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    Chapter 25 Adoption of the Focus Groups Technique in the Open Source Software Development Process
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    Chapter 26 Game for Heuristic Evaluation (G4H): A Serious Game for Collaborative Evaluation of Systems
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    Chapter 27 Using Spatio-Temporal Saliency to Predict Subjective Video Quality: A New High-Speed Objective Assessment Metric
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    Chapter 28 An Exploratory Study on the Predictive Capacity of Heuristic Evaluation in Visualization Applications
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    Chapter 29 Usability Matters
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    Chapter 30 Practical Aspects of Pattern-Supported Model-Driven User Interface Generation
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    Chapter 31 How Cloud Computing Is Addressed for Software Development in Computer Science Education
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    Chapter 32 Generalized Reference
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    Chapter 33 SitAdapt: An Architecture for Situation-Aware Runtime Adaptation of Interactive Systems
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    Chapter 34 Adapting User Interface Models by Transformations Based on UI Patterns
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    Chapter 35 A POMDP Design Framework for Decision Making in Assistive Robots
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    Chapter 36 Integration of a Template System into Model-Based User Interface Development Workflows
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    Chapter 37 A Study on Extracting Attractive Regions from One-Point Perspective Paintings
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    Chapter 38 Posture Analysis and Evaluation for Modeling in Elderly Adults
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    Chapter 39 Usability Evaluation of Domain-Specific Languages: A Systematic Literature Review
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    Chapter 40 Endpoint Fusing Method for Axonometric Drawing of Online Freehand Sketched Polyhedrons
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    Chapter 41 Implementing a Platform for Complex Information Processing from Written and Spoken Journalistic Data
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    Chapter 42 MagicPad HD: The Spatial User Interface
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    Chapter 43 Controlling Interaction in Multilingual Conversation Revisited: A Perspective for Services and Interviews in Mandarin Chinese
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    Chapter 44 Design of Hand Gestures for Manipulating Objects in Virtual Reality
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    Chapter 45 A Widely Applicable Real-Time Mono/Binocular Eye Tracking System Using a High Frame-Rate Digital Camera
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    Chapter 46 Bigger (Gesture) Isn’t Always Better
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    Chapter 47 Gesture-Based Interactions in Video Games with the Leap Motion Controller
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    Chapter 48 Crafting Concrete as a Material for Enhancing Meaningful Interactions
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    Chapter 49 Haptic User Experience Based on User Preference
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    Chapter 50 Persuasive Argumentation and Emotions: An Empirical Evaluation with Users
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    Chapter 51 Human vs. Computer Performance in Voice-Based Recognition of Interpersonal Stance
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    Chapter 52 A Proposal of Model of Kawaii Feelings for Spoon Designs
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    Chapter 53 Affective Smile and Interaction
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    Chapter 54 Inducing Fear: Cardboard Virtual Reality and 2D Video
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    Chapter 55 Emotion Evaluation Through Body Movements Based on Silhouette Extraction
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Title
Human-Computer Interaction. User Interface Design, Development and Multimodality
Published by
Springer, Cham, January 2017
DOI 10.1007/978-3-319-58071-5
ISBNs
978-3-31-958070-8, 978-3-31-958071-5
Editors

Masaaki Kurosu

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 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 119 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 119 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 25 21%
Student > Master 21 18%
Student > Bachelor 11 9%
Researcher 8 7%
Student > Doctoral Student 7 6%
Other 14 12%
Unknown 33 28%
Readers by discipline Count As %
Computer Science 35 29%
Engineering 15 13%
Neuroscience 6 5%
Business, Management and Accounting 5 4%
Arts and Humanities 4 3%
Other 17 14%
Unknown 37 31%