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Human-Computer Interaction. Applications and Services

Overview of attention for book
Cover of 'Human-Computer Interaction. Applications and Services'

Table of Contents

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    Book Overview
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    Chapter 1 Software Engineering in Telehealth, an Extension of Sana Mobile Applied to the Process of a Routine Hospital
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    Chapter 2 Cross Cultural Design Considerations in HealthCare
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    Chapter 3 Designing Copresent Cycling Experience
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    Chapter 4 Achieving Electronic Health Record Access from the Cloud
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    Chapter 5 User Requirements for the Development of Smartphone Self-reporting Applications in Healthcare
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    Chapter 6 Electronic Health Records: A Case Study of an Implementation
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    Chapter 7 Healthcare Interoperability: CDA Documents Consolidation Using Transport Record Summary (TRS) Construction
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    Chapter 8 Designing, Implementing and Testing a Mobile Application to Assist with Pediatric-to-Adult Health Care Transition
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    Chapter 9 Human-Computer Interaction. Applications and Services
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    Chapter 10 A Server-Based System Supporting Motor Learning through Real-Time and Reflective Learning Activities
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    Chapter 11 Usability Evaluation of a Voluntary Patient Safety Reporting System: Understanding the Difference between Predicted and Observed Time Values by Retrospective Think-Aloud Protocols
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    Chapter 12 Usability in RFP’s: The Current Practice and Outline for the Future
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    Chapter 13 Design and Interface Considerations for Web-Enabled Data Management in Civil Infrastructure Health Monitoring
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    Chapter 14 Empowering Young Adolescents to Choose the Healthy Lifestyle: A Persuasive Intervention Using Mobile Phones
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    Chapter 15 Telemedicine and Design: Relationships that Create Opportunities
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    Chapter 16 A Proposal of the New System Model for Nursing Skill Learning Based on Cognition and Technique
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    Chapter 17 Usability Testing for e-health Application: A Case Study for Sana/Open MRS
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    Chapter 18 Introducing Emotional Interfaces to Healthcare Systems
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    Chapter 19 Human Adequate Lighting in Optimal Healing Environments – Measuring Non-visual Light Effects of a LED Light Source According to German Draft Pre-standard DIN SPEC 5031-100:2012
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    Chapter 20 Discussion of Some Challenges Concerning Biomedical Ontologies
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    Chapter 21 Web Searching for Health Information: An Observational Study to Explore Users’ Emotions
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    Chapter 22 Native Apps versus Web Apps: Which Is Best for Healthcare Applications?
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    Chapter 23 Experiences with Arthron for Live Surgery Transmission in Brazilian Telemedicine University Network
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    Chapter 24 User Experience in Public Information Service Design for Smart Life
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    Chapter 25 The Proposal of the Remote Consultation Service System Using the Outline Function for Consultation
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    Chapter 26 Design Guidelines for Audio Games
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    Chapter 27 SWord: A Concept Application for Mitigating Internet Terminology Anxiety
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    Chapter 28 Extreme Motion Based Interaction for Enhancing Mobile Game Experience
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    Chapter 29 Influence of Gaming Display and Controller on Perceived Characteristics, Perceived Interactivity, Presence, and Discomfort
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    Chapter 30 A Cross-Cultural Study of Playing Simple Economic Games Online with Humans and Virtual Humans
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    Chapter 31 Best Practices for Using Enterprise Gamification to Engage Employees and Customers
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    Chapter 32 Gamifying Support
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    Chapter 33 The Motivational GPS: Would a Rat Press a Lever to Get a Badge?
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    Chapter 34 Designing Serious Videogames through Concept Maps
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    Chapter 35 The Business Love Triangle- Smartphones, Gamification, and Social Collaboration
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    Chapter 36 Building Internal Enthusiasm for Gamification in Your Organization
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    Chapter 37 Navigation Experiences – A Case Study of Riders Accessing an Orientation Game via Smartphones
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    Chapter 38 Evaluating Engagement Physiologically and Knowledge Retention Subjectively through Two Different Learning Techniques
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    Chapter 39 A New E-learning System Focusing on Emotional Aspect Using Biological Signals
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    Chapter 40 A Framework to Support Social-Collaborative Personalized e-Learning
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    Chapter 41 Challenges for Contextualizing Language Learning
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    Chapter 42 Usability of a Social Network as a Collaborative Learning Platform Tool for Medical Students
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    Chapter 43 Refining Rules Learning Using Evolutionary PD
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    Chapter 44 Sound to Sight: The Effects of Self-generated Visualization on Music Sight-Singing as an Alternate Learning Interface for Music Education within a Web-Based Environment
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    Chapter 45 Evaluation of Computer Algebra Systems Using Fuzzy AHP at the Universities of Cyprus
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    Chapter 46 Evaluation of an Information Delivery System for Hearing Impairments at a School for Deaf
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    Chapter 47 Examining the Role of Contextual Exercises and Adaptive Expertise on CAD Model Creation Procedures
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    Chapter 48 Personality and Emotion as Determinants of the Learning Experience: How Affective Behavior Interacts with Various Components of the Learning Process
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    Chapter 49 Innovation in Learning – The Use of Avatar for Sign Language
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    Chapter 50 A Teacher Model to Speed Up the Process of Building Courses
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    Chapter 51 Development of Push-Based English Words Learning System by Using E-Mail Service
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    Chapter 52 E-learning: The Power Source of Transforming the Learning Experience in an ODL Landscape
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    Chapter 53 Human-Computer Interaction. Applications and Services
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    Chapter 54 A Comparative Evaluation of Podcasting-Based and Mobile-Based Material Distribution Systems in Foreign Language Teaching
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    Chapter 55 Recommendation of Collaborative Activities in E-learning Environments
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    Chapter 56 Nature Sound Ensemble Learning in Narrative-Episode Creation with Pictures
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    Chapter 57 Private Cloud Cooperation Framework for Reducing the Earthquake Damage on e-Learning Environment
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    Chapter 58 Design and Evaluation of Training System for Numerical Calculation Using Questions in SPI2
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    Chapter 59 Zoom Interface with Dynamic Thumbnails Providing Learners with Companionship through Videostreaming
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    Chapter 60 WheelSense: Enabling Tangible Gestures on the Steering Wheel for In-Car Natural Interaction
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    Chapter 61 Reducing Speeding Behavior in Young Drivers Using a Persuasive Mobile Application
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    Chapter 62 Auditory and Head-Up Displays in Vehicles
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    Chapter 63 Anti-Bump: A Bump/Pothole Monitoring and Broadcasting System for Driver Awareness
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    Chapter 64 Emotion and Emotion Regulation Considerations for Speech-Based In-Vehicle Interfaces
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    Chapter 65 Adaptations in Driving Efficiency with Electric Vehicles
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    Chapter 66 In-Car Information Systems: Matching and Mismatching Personality of Driver with Personality of Car Voice
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    Chapter 67 Subjective Ratings in an Ergonomic Engineering Process Using the Example of an In-Vehicle Information System
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    Chapter 68 Ergonomics Design on Expert Convenience of Voice-Based Interface for Vehicle’s AV Systems
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    Chapter 69 The Timeframe of Adaptation to Electric Vehicle Range
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    Chapter 70 Exploring Electric Driving Pleasure – The BMW EV Pilot Projects
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    Chapter 71 Human-Computer Interaction. Applications and Services
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    Chapter 72 Mobile App Support for Electric Vehicle Drivers: A Review of Today’s Marketplace and Future Directions
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    Chapter 73 Proposal for Driver Distraction Indexes Using Biological Signals Including Eye Tracking
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    Chapter 74 Ergonomics Design with Novice Elicitation on an Auditory-Only In-Vehicle Speech System
Overall attention for this book and its chapters
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Title
Human-Computer Interaction. Applications and Services
Published by
Springer Berlin Heidelberg, July 2013
DOI 10.1007/978-3-642-39262-7
ISBNs
978-3-64-239261-0, 978-3-64-239262-7
Editors

Kurosu, Masaaki

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 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 180 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 3 2%
Germany 2 1%
United Kingdom 2 1%
Spain 2 1%
Denmark 2 1%
Italy 1 <1%
Australia 1 <1%
Finland 1 <1%
Malaysia 1 <1%
Other 4 2%
Unknown 161 89%

Demographic breakdown

Readers by professional status Count As %
Student > Master 57 32%
Student > Ph. D. Student 24 13%
Student > Bachelor 15 8%
Student > Doctoral Student 11 6%
Researcher 11 6%
Other 33 18%
Unknown 29 16%
Readers by discipline Count As %
Computer Science 91 51%
Engineering 14 8%
Social Sciences 10 6%
Business, Management and Accounting 7 4%
Psychology 7 4%
Other 18 10%
Unknown 33 18%