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HCI in Work and Learning, Life and Leisure

Overview of attention for book
Cover of 'HCI in Work and Learning, Life and Leisure'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Mapping the Users’ Problem Solving Strategies in the Participatory Design of Visual Analytics Methods
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    Chapter 2 User-Centered Design of Preference Elicitation Interfaces for Decision Support
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    Chapter 3 “Same Same but Different” How Service Contexts of Mobile Technologies Shape Usage Motives and Barriers
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    Chapter 4 Social Acceptance of Negotiation Support Systems
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    Chapter 5 Chances of Increasing Youth Health Awareness through Mobile Wellness Applications
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    Chapter 6 A Small but Significant Difference – The Role of Gender on Acceptance of Medical Assistive Technologies
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    Chapter 7 Discount User-Centered e-Health Design: A Quick-but-not-Dirty Method
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    Chapter 8 HCI in Work and Learning, Life and Leisure
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    Chapter 9 Potential of e-Travel Assistants to Increase Older Adults’ Mobility
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    Chapter 10 Making the Wii at Home: Game Play by Older People in Sheltered Housing
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    Chapter 11 Designing for Older People: A Case Study in a Retirement Home
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    Chapter 12 User Centered Interaction Design for Mobile Applications Focused on Visually Impaired and Blind People
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    Chapter 13 E-Learning Accessibility for the Deaf and Hard of Hearing - Practical Examples and Experiences
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    Chapter 14 Enhancing Digital Inclusion with an English Pseudo-syllabic Keyboard
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    Chapter 15 LDS: Computer-Based Lesson Development System for Teaching Computer Science
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    Chapter 16 Enhancing Virtual Reality Learning Environments with Adaptivity: Lessons Learned
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    Chapter 17 Mobile Learning and Commuting: Contextual Interview and Design of Mobile Scenarios
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    Chapter 18 The XAOS Metric – Understanding Visual Complexity as Measure of Usability
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    Chapter 19 Context Information in Guiding Visual Search: The Role of Color and Orientation
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    Chapter 20 Exploring the Possibilities of Body Motion Data for Human Computer Interaction Research
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    Chapter 21 International Workshop on Enabling User Experience with Future Interactive Learning Systems (UXFUL 2010)
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    Chapter 22 Following the White Rabbit – A Robot Rabbit as Vocabulary Trainer for Beginners of English
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    Chapter 23 Learning Flow Management and Semantic Data Exchange between Blog-Based Personal Learning Environments
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    Chapter 24 Educational Complexity: Centrality of Design and Monitoring of the Experience
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    Chapter 25 Designing Usable Educational Material for English Courses Supported by Mobile Devices
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    Chapter 26 Enhancing the Learning Experience: Preliminary Framework for User Individual Differences
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    Chapter 27 Scene Segmentation in Artistic Archive Documentaries
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    Chapter 28 Issues in Designing Novel Applications for Emerging Multimedia Technologies
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    Chapter 29 Metadata Aggregation for Personalized Music Playlists
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    Chapter 30 Instant Video Browsing: A Tool for Fast Non-sequential Hierarchical Video Browsing
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    Chapter 31 An Experimental Investigation of the Akamai Adaptive Video Streaming
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    Chapter 32 A Social Approach to Image Re-targeting Based on an Interactive Game
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    Chapter 33 Vicarious Learning with a Digital Educational Game: Eye-Tracking and Survey-Based Evaluation Approaches
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    Chapter 34 iPhone/iPad Human Interface Design
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    Chapter 35 On the Paradigm Shift of Search on Mobile Devices: Some Remarks on User Habits
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    Chapter 36 Leveraging the Semantic Web for Intelligent and Adaptive Education
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    Chapter 37 Semantic Mash-Up Personal and Pervasive Learning Environments (SMupple)
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    Chapter 38 Model of a Touchscreen Interaction Benchmark Test Supporting Usability Awareness in Mobile Application Development Process
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    Chapter 39 Information System User Interface Complexity
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    Chapter 40 Technical Expertise and Its Influence on the Acceptance of Future Medical Technologies: What Is Influencing What to Which Extent?
Overall attention for this book and its chapters
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (69th percentile)
  • Good Attention Score compared to outputs of the same age and source (77th percentile)

Mentioned by

twitter
2 X users
wikipedia
2 Wikipedia pages

Citations

dimensions_citation
5 Dimensions

Readers on

mendeley
45 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
HCI in Work and Learning, Life and Leisure
Published by
ADS, November 2010
DOI 10.1007/978-3-642-16607-5
ISBNs
978-3-64-216606-8, 978-3-64-216607-5
Editors

Leitner, Gerhard, Hitz, Martin, Holzinger, Andreas

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 45 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Austria 1 2%
Unknown 44 98%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 7%
Lecturer 2 4%
Researcher 2 4%
Student > Master 1 2%
Professor > Associate Professor 1 2%
Other 0 0%
Unknown 36 80%
Readers by discipline Count As %
Social Sciences 3 7%
Computer Science 1 2%
Nursing and Health Professions 1 2%
Neuroscience 1 2%
Engineering 1 2%
Other 0 0%
Unknown 38 84%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 5. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 31 May 2023.
All research outputs
#6,118,382
of 23,567,572 outputs
Outputs from ADS
#7,816
of 38,202 outputs
Outputs of similar age
#30,327
of 101,971 outputs
Outputs of similar age from ADS
#76
of 354 outputs
Altmetric has tracked 23,567,572 research outputs across all sources so far. This one has received more attention than most of these and is in the 73rd percentile.
So far Altmetric has tracked 38,202 research outputs from this source. They receive a mean Attention Score of 4.6. This one has done well, scoring higher than 79% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 101,971 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 69% of its contemporaries.
We're also able to compare this research output to 354 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 77% of its contemporaries.