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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 SliT: Character Input System Using Slide-in and Tap for Smartwatches
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    Chapter 2 Employing Shortcut Setting and Subitizing Effect for Improving UI of Multi Media Kiosks
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    Chapter 3 Flickey: Flick-Based QWERTY Software Keyboard for Ultra-small Touch Screen Devices
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    Chapter 4 A New Japanese Input Method for Virtual Reality Applications
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    Chapter 5 A New Virtual Keyboard with Finger Gesture Recognition for AR/VR Devices
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    Chapter 6 Ex-Space: Expanded Space Key by Sliding Thumb on Home Position
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    Chapter 7 Character Input by Gesture Performed with Grasping Both Ends of Tablet PC
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    Chapter 8 Entry and Selection Methods for Specifying Dates in Mobile Context
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    Chapter 9 Chatbot in a Campus Environment: Design of LiSA, a Virtual Assistant to Help Students in Their University Life
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    Chapter 10 Voice User Interface Interaction Design Research Based on User Mental Model in Autonomous Vehicle
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    Chapter 11 Application of Logistic Regression Analysis of Smartphone Speech Interaction Usage in China: A Questionnaire-Based Study of 622 Adults
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    Chapter 12 An Adaptive Speech Interface for Assistance in Maintenance and Changeover Procedures
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    Chapter 13 Comparing Cascaded LSTM Architectures for Generating Head Motion from Speech in Task-Oriented Dialogs
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    Chapter 14 Acoustic Feature Comparison for Different Speaking Rates
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    Chapter 15 Expressing Mixed Emotions via Gradient Color: An Interactive Online Chat Interface Design Based on Affective Recognition
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    Chapter 16 Lucida: Enhancing the Creation of Photography Through Semantic, Sympathetic, Augmented, Voice Agent Interaction
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    Chapter 17 Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction
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    Chapter 18 Evaluating Tap-and-Drag: A Single-Handed Zooming Method
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    Chapter 19 Developing Female Clothing Coordination Generation System Using Eye Tracking Information
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    Chapter 20 Analyzing Gaze Behavior Prior to Interacting with a Multimedia Interface in a Car
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    Chapter 21 Intuitive 3D Model Prototyping with Leap Motion and Microsoft HoloLens
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    Chapter 22 A Novel Hand Written Technique Using Touch-Less Finger Gesture Movement for Human Computer Interaction
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    Chapter 23 A Mobile Command Input Through Vowel Lip Shape Recognition
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    Chapter 24 Daily Activity Recognition Based on Acceleration of Both Wrists
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    Chapter 25 Orientation Correction for a 3D Hand Motion Tracking Interface Using Inertial Measurement Units
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    Chapter 26 A Gesture-Based Interaction Technique for a Passive RFID Card with an Acceleration Sensor
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    Chapter 27 Can People Sense Their Personalities Only by Watching the Movements of Their Skeleton in Street Dancing Performances?
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    Chapter 28 Exploration of Behavioral Markers to Support Adaptive Learning
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    Chapter 29 The Effect of Static and Dynamic Gesture Presentation on the Recognition of Two Manipulation Gestures
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    Chapter 30 Non-invasive Gaze Direction Estimation from Head Orientation for Human-Machine Interaction
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    Chapter 31 TrackMaze: A Comparison of Head-Tracking, Eye-Tracking, and Tilt as Input Methods for Mobile Games
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    Chapter 32 Gamification Framework: Using Lexical Approach on Social Media Application Online Reviews
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    Chapter 33 Competitively Versus Cooperatively? An Analysis of the Effect of Gameplay on Human Emotions and Behaviors
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    Chapter 34 Towards a Better Understanding of Chess Players’ Personalities: A Study Using Virtual Chess Players
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    Chapter 35 Application of Gamification to Website Design for the Improvement of Effective Communication
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    Chapter 36 A Framework for the Assessment of Enjoyment in Video Games
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    Chapter 37 An Interactive Cat Toy Interfacing Owner PC Operations
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    Chapter 38 Improving Quality of Interaction with the Mobility Services Through the Gamification Approach
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    Chapter 39 How to Extend Life Cycle of an Online Game?
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Title
Human-Computer Interaction. Interaction Technologies
Published by
Springer International Publishing, January 2018
DOI 10.1007/978-3-319-91250-9
ISBNs
978-3-31-991249-3, 978-3-31-991250-9
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 91 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 91 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 3 3%
Student > Postgraduate 3 3%
Student > Ph. D. Student 2 2%
Student > Bachelor 2 2%
Professor > Associate Professor 1 1%
Other 1 1%
Unknown 79 87%
Readers by discipline Count As %
Computer Science 5 5%
Psychology 4 4%
Business, Management and Accounting 1 1%
Arts and Humanities 1 1%
Social Sciences 1 1%
Other 1 1%
Unknown 78 86%