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Human-Computer Interaction: Interaction Technologies

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Cover of 'Human-Computer Interaction: Interaction Technologies'

Table of Contents

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    Book Overview
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    Chapter 1 Using Gesture-Based Interfaces to Control Robots
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    Chapter 2 Improvement of Accuracy in Remote Gaze Detection for User Wearing Eyeglasses Using Relative Position Between Centers of Pupil and Corneal Sphere
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    Chapter 3 Designing Touchless Gestural Interactions for Public Displays In-the-Wild
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    Chapter 4 To Write not Select, a New Text Entry Method Using Joystick
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    Chapter 5 AirFlip: A Double Crossing In-Air Gesture Using Boundary Surfaces of Hover Zone for Mobile Devices
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    Chapter 6 Design and Evaluation of Freehand Gesture Interaction for Light Field Display
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    Chapter 7 Beyond Direct Gaze Typing: A Predictive Graphic User Interface for Writing and Communicating by Gaze
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    Chapter 8 Nonlinear Dynamical Analysis of Eye Movement Characteristics Using Attractor Plot and First Lyapunov Exponent
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    Chapter 9 Optimal Scroll Method for Eye-Gaze Input System
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    Chapter 10 Effects of Target Shape and Display Location on Pointing Performance by Eye-Gaze Input System
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    Chapter 11 Analysis of Eye Hand Interaction in Drawing Figure and Letter
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    Chapter 12 Swift Gestures: Seamless Bend Gestures Using Graphics Framework Capabilities
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    Chapter 13 Phases of Technical Gesture Recognition
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    Chapter 14 Automatic Classification Between Involuntary and Two Types of Voluntary Blinks Based on an Image Analysis
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    Chapter 15 GUIs with Haptic Interfaces
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    Chapter 16 Effect of Button Size and Location When Pointing with Index Finger on Smartwatch
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    Chapter 17 Preliminary Study to Determine a “User-Friendly” Bending Method: Comparison Between Bending and Touch Interaction
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    Chapter 18 Musician Fantasies of Dialectical Interaction: Mixed-Initiative Interaction and the Open Work
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    Chapter 19 RICHIE: A Step-by-step Navigation Widget to Enhance Broad Hierarchy Exploration on Handheld Tactile Devices
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    Chapter 20 Information Select and Transfer Between Touch Panel and Wearable Devices Using Human Body Communication
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    Chapter 21 Mouse Augmentation Using a Malleable Mouse Pad
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    Chapter 22 Spatial Arrangement of Data and Commands at Bezels of Mobile Touchscreen Devices
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    Chapter 23 Fitts’ Throughput and the Remarkable Case of Touch-Based Target Selection
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    Chapter 24 Investigation of Transferring Touch Events for Controlling a Mobile Device with a Large Touchscreen
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    Chapter 25 GyroTouch: Wrist Gyroscope with a Multi-Touch Display
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    Chapter 26 Giving Voices to Multimodal Applications
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    Chapter 27 It’s not What It Speaks, but It’s How It Speaks: A Study into Smartphone Voice-User Interfaces (VUI)
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    Chapter 28 StringWeaver: Research on a Framework with an Alterable Physical Interface for Generative Art
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    Chapter 29 Synchronization Between Utterance Rhythm and Body Movement in a Two-Person Greeting
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    Chapter 30 Heuristics for NUI Revisited and Put into Practice
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    Chapter 31 Using Neural Networks for Data-Driven Backchannel Prediction: A Survey on Input Features and Training Techniques
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    Chapter 32 Towards Creation of Implicit HCI Model for Prediction and Prevention of Operators’ Error
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    Chapter 33 Development of Chat System Added with Visualized Unconscious Non-verbal Information
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    Chapter 34 Implications for Design of Personal Mobility Devices with Balance-Based Natural User Interfaces
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    Chapter 35 Stage of Subconscious Interaction for Forming Communication Relationship
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    Chapter 36 Interactive Sonification Markup Language (ISML) for Efficient Motion-Sound Mappings
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    Chapter 37 Defining and Optimizing User Interfaces Information Complexity for AI Methods Application in HCI
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    Chapter 38 A Systematic Review of Dementia Focused Assistive Technology
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    Chapter 39 Trust-Based Individualization for Persuasive Presentation Builder
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    Chapter 40 Context Elicitation for User-Centered Context-Aware Systems in Public Transport
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    Chapter 41 Personalization Through Personification
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    Chapter 42 Enterprise Systems for Florida Schools
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    Chapter 43 Toward Usable Intelligent User Interface
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    Chapter 44 Suturing Space: Tabletop Portals for Collaboration
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    Chapter 45 Violin Fingering Estimation According to the Performer’s Skill Level Based on Conditional Random Field
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    Chapter 46 Interactive Motor Learning with the Autonomous Training Assistant: A Case Study
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    Chapter 47 Living Among Screens in the City
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    Chapter 48 Delegation Theory in the Design of Cross-Platform User Interfaces
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    Chapter 49 Current Challenges in Compositing Heterogeneous User Interfaces for Automotive Purposes
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    Chapter 50 A Framework for Distributing and Migrating the User Interface in Web Apps
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    Chapter 51 UniWatch - Some Approaches Derived from UniGlyph to Allow Text Input on Tiny Devices Such as Connected Watches
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    Chapter 52 A Model-Based Framework for Multi-Adaptive Migratory User Interfaces
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    Chapter 53 A Dome-Shaped Interface Embedded with Low-Cost Infrared Sensors for Car-Game Control by Gesture Recognition
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    Chapter 54 Evaluating a Public Display Installation with Game and Video to Raise Awareness of Attention Deficit Hyperactivity Disorder
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    Chapter 55 An Investigation of Reward Systems in Human Computation Games
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    Chapter 56 Is Gamification Effective in Motivating Exercise?
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    Chapter 57 Human-Computer Interaction: Interaction Technologies
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    Chapter 58 Play to Remember: The Rhetoric of Time in Memorial Video Games
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    Chapter 59 ‘Sketchy Wives’ and ‘Funny Heroines’
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    Chapter 60 Gamification Effect of Collection System for Digital Photographs with Geographic Information which Utilizes Land Acquisition Game
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    Chapter 61 A Conceptual Model of Online Game Continuance Playing
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    Chapter 62 A Lexical Analysis of Nouns and Adjectives from Online Game Reviews
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    Chapter 63 A Mashup-Based Application for the Smart City Problematic
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    Chapter 64 Design of a Bullying Detection/Alert System for School-Wide Intervention
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    Chapter 65 Improving User Performance in a Smart Surveillance Scenario through Different Levels of Automation
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    Chapter 66 Controlling the Home
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    Chapter 67 Enhancing Human Robot Interaction Through Social Network Interfaces: A Case Study
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    Chapter 68 aHead: Considering the Head Position in a Multi-sensory Setup of Wearables to Recognize Everyday Activities with Intelligent Sensor Fusions
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    Chapter 69 Synchronization of Peripheral Vision and Wearable Sensors for Animal-to-Animal Interaction
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    Chapter 70 On the Usability of Smartphone Apps in Emergencies
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    Chapter 71 An Exploration of Shape in Crowd Computer Interactions
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    Chapter 72 COLUMN: Discovering the User Invented Behaviors Through the Interpersonal Coordination
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    Chapter 73 Multimodal Interaction Flow Representation for Ubiquitous Environments - MIF: A Case Study in Surgical Navigation Interface Design
Overall attention for this book and its chapters
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Title
Human-Computer Interaction: Interaction Technologies
Published by
Springer International Publishing, July 2015
DOI 10.1007/978-3-319-20916-6
ISBNs
978-3-31-920915-9, 978-3-31-920916-6
Editors

Kurosu, Masaaki

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X Demographics

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 109 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 1 <1%
Brazil 1 <1%
Unknown 107 98%

Demographic breakdown

Readers by professional status Count As %
Student > Master 30 28%
Student > Ph. D. Student 27 25%
Student > Bachelor 12 11%
Researcher 6 6%
Student > Postgraduate 5 5%
Other 12 11%
Unknown 17 16%
Readers by discipline Count As %
Computer Science 51 47%
Engineering 19 17%
Design 6 6%
Arts and Humanities 3 3%
Nursing and Health Professions 2 2%
Other 8 7%
Unknown 20 18%