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Human-Computer Interaction – INTERACT 2009

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Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Ambiguous Keyboards and Scanning: The Relevance of the Cell Selection Phase
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    Chapter 2 Force Feedback Magnitude Effects on User’s Performance during Target Acquisition: A Pilot Study
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    Chapter 3 Gaze-Assisted Pointing for Wall-Sized Displays
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    Chapter 4 Hand Pointing Accuracy for Vision-Based Interactive Systems
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    Chapter 5 Pen-Based Video Annotations: A Proposal and a Prototype for Tablet PCs
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    Chapter 6 Human Perception of Near-Duplicate Videos
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    Chapter 7 PressureMove: Pressure Input with Mouse Movement
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    Chapter 8 Bimanual Interaction with Interscopic Multi-Touch Surfaces
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    Chapter 9 Multimodal Media Center Interface Based on Speech, Gestures and Haptic Feedback
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    Chapter 10 Comparing Gestures and Traditional Interaction Modalities on Large Displays
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    Chapter 11 Bodily Explorations in Space: Social Experience of a Multimodal Art Installation
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    Chapter 12 Advanced Maintenance Simulation by Means of Hand-Based Haptic Interfaces
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    Chapter 13 Multimodal Interaction within Ambient Environments: An Exploratory Study
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    Chapter 14 Multimodal Interaction: Intuitive, Robust, and Preferred?
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    Chapter 15 Sharing Map Annotations in Small Groups: X Marks the Spot
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    Chapter 16 Effect of Peripheral Communication Pace on Attention Allocation in a Dual-Task Situation
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    Chapter 17 Is the Writing on the Wall for Tabletops?
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    Chapter 18 Investigating the Effect of Hyperlink Information Scent on Users’ Interaction with a Web Site
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    Chapter 19 Interpersonal Privacy Management in Distributed Collaboration: Situational Characteristics and Interpretive Influences
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    Chapter 20 Assessing the “Quality of Collaboration” in Technology-Mediated Design Situations with Several Dimensions
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    Chapter 21 A Multi-touch Tool for Co-creation
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    Chapter 22 GColl: A Flexible Videoconferencing Environment for Group-to-Group Interaction
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    Chapter 23 Space as a Resource in Creative Design Practices
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    Chapter 24 five: Enhancing 3D Wall Displays with a 2D High-Resolution Overlay
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    Chapter 25 Improving Window Switching Interfaces
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    Chapter 26 The Panopticon and the Performance Arena: HCI Reaches within
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    Chapter 27 Exploring the Use of Discrete Gestures for Authentication
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    Chapter 28 AirMouse: Finger Gesture for 2D and 3D Interaction
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    Chapter 29 Follow My Finger Navigation
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    Chapter 30 DGTS: Integrated Typing and Pointing
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    Chapter 31 Understanding Multi-touch Manipulation for Surface Computing
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    Chapter 32 How Not to Become a Buffoon in Front of a Shop Window: A Solution Allowing Natural Head Movement for Interaction with a Public Display
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    Chapter 33 Chucking: A One-Handed Document Sharing Technique
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    Chapter 34 This Just In! Your Life in the Newspaper
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    Chapter 35 Instruction, Feedback and Biometrics: The User Interface for Fingerprint Authentication Systems
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    Chapter 36 Measurement of Olfactory Characteristics for Two Kinds of Scent in a Single Breath
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    Chapter 37 Keyboard before Head Tracking Depresses User Success in Remote Camera Control
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    Chapter 38 QualiTrack: Highspeed TUI Tracking for Tabletop Applications
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    Chapter 39 Augmenting Surface Interaction through Context-Sensitive Mobile Devices
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    Chapter 40 Designing Novel Image Search Interfaces by Understanding Unique Characteristics and Usage
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    Chapter 41 Crossmedia Systems Constructed around Human Activities: A Field Study and Implications for Design
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    Chapter 42 Query Suggestion for On-Device Troubleshooting
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    Chapter 43 Acquisition of Animated and Pop-Up Targets
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    Chapter 44 An Optical Pen Tracking System as Alternative Pointing Device
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    Chapter 45 Did “Minority Report” Get It Wrong? Superiority of the Mouse over 3D Input Devices in a 3D Placement Task
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    Chapter 46 The MAGIC Touch: Combining MAGIC-Pointing with a Touch-Sensitive Mouse
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    Chapter 47 Honeycomb: Visual Analysis of Large Scale Social Networks
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    Chapter 48 Simulating Social Networks of Online Communities: Simulation as a Method for Sociability Design
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    Chapter 49 Designing Interaction for Local Communications: An Urban Screen Study
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    Chapter 50 WidSets: A Usability Study of Widget Sharing
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    Chapter 51 A Model for Steering with Haptic-Force Guidance
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    Chapter 52 Designing Laser Gesture Interface for Robot Control
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    Chapter 53 A Haptic-Enhanced System for Molecular Sensing
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    Chapter 54 Designing with Only Four People in Mind? – A Case Study of Using Personas to Redesign a Work-Integrated Learning Support System
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    Chapter 55 Human-Computer Interaction – INTERACT 2009
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    Chapter 56 Developing and Validating Personas in e-Commerce: A Heuristic Approach
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    Chapter 57 Picking Up Artifacts: Storyboarding as a Gateway to Reuse
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    Chapter 58 Are User Interface Pattern Languages Usable? A Report from the Trenches
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    Chapter 59 Get Your Requirements Straight: Storyboarding Revisited
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    Chapter 60 Hello World! – Experiencing Usability Methods without Usability Expertise
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    Chapter 61 Supporting Worth Mapping with Sentence Completion
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    Chapter 62 What Is an Activity? Appropriating an Activity-Centric System
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    Chapter 63 Sharing Usability Problem Sets within and between Groups
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    Chapter 64 Obstacles to Option Setting: Initial Results with a Heuristic Walkthrough Method
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    Chapter 65 Dimensions of Context Affecting User Experience in Mobile Work
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    Chapter 66 When Joy Matters: The Importance of Hedonic Stimulation in Collocated Collaboration with Large-Displays
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    Chapter 67 The ’Joy-of-Use’-Button: Recording Pleasant Moments While Using a PC
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    Chapter 68 Introducing a Pairwise Comparison Scale for UX Evaluations with Preschoolers
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    Chapter 69 The Effect of Brand on the Evaluation of Websites
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    Chapter 70 Does Branding Need Web Usability? A Value-Oriented Empirical Study
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    Chapter 71 What Needs Tell Us about User Experience
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    Chapter 72 From Paper to PDA: Design and Evaluation of a Clinical Ward Instruction on a Mobile Device
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    Chapter 73 Designing User Interfaces for Smart-Applications for Operating Rooms and Intensive Care Units
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    Chapter 74 Interactive Therapeutic Multi-sensory Environment for Cerebral Palsy People
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    Chapter 75 Designing Systems for Health Promotion and Autonomy in Older Adults
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    Chapter 76 CLINICAL SURFACES – Activity-Based Computing for Distributed Multi-Display Environments in Hospitals
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    Chapter 77 Designing a Safer Interactive Healthcare System - The Impact of Authentic User Participation
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    Chapter 78 A Novel Approach for Creating Activity-Aware Applications in a Hospital Environment
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    Chapter 79 Investigating CAPTCHAs Based on Visual Phenomena
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    Chapter 80 Reflection of a Year Long Model-Driven Business and UI Modeling Development Project
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    Chapter 81 Designing Tools for Supporting User Decision-Making in e-Commerce
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    Chapter 82 Designing for Culturally Contextualized Learning Activity Planning: Matching Learning Theories and Practice
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    Chapter 83 WIPDash: Work Item and People Dashboard for Software Development Teams
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    Chapter 84 CGD – A New Algorithm to Optimize Space Occupation in Ellimaps
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    Chapter 85 Visual Search Strategies of Tag Clouds - Results from an Eyetracking Study
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    Chapter 86 Interactive and Lightweight Mechanisms to Coordinate Interpersonal Privacy in Mediated Communication
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    Chapter 87 Liberating Expression: A Freehand Approach to Business Process Modeling
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    Chapter 88 Multimodal Interaction with Speech, Gestures and Haptic Feedback in a Media Center Application
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    Chapter 89 Social Circles: A 3D User Interface for Facebook
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    Chapter 90 Socio-Technical Evaluation Matrix (STEM): A Collaborative Tool to Support and Facilitate Discussion on Socio-Technical Issues of a Design Process
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    Chapter 91 Take Three Snapshots - A Tool for Fast Freehand Acquisition of 3D Objects
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    Chapter 92 Blended Interaction Design: A Spatial Workspace Supporting HCI and Design Practice
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    Chapter 93 Designing an Artificial Robotic Interaction Language
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    Chapter 94 Designing Mobile Service Experiences, the Role of Emotional Dimension
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    Chapter 95 Development of a Method for Evaluating the Usability of In-Vehicle Information Systems (IVISs)
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    Chapter 96 Evaluating Human Computer Interaction through Self-rated Emotion
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    Chapter 97 Human-Computer Interaction Techniques in Firefighting
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    Chapter 98 Retrieval of User Interface Templates Based on Tasks
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    Chapter 99 Supporting Aphasics for Capturing, Organizing and Sharing Personal Experiences
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    Chapter 100 The Role of Personal and Shared Displays in Scripted Collaborative Learning
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    Chapter 101 Towards a Flexible User Simulation for Evaluating Spoken Dialogue Systems
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    Chapter 102 User Aware Technology: From Inter-human Awareness to Technology-User Awareness
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    Chapter 103 User eXperience: Tools for Developers
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    Chapter 104 A Dynamic Environment for Video Surveillance
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    Chapter 105 An Integrated Approach for Creating Service-Based Interactive Applications
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    Chapter 106 Implicit Interaction: A Modality for Ambient Exercise Monitoring
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    Chapter 107 Interacting with Casework Documents Using Timelines
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    Chapter 108 Measuring Emotional Wellbeing with a Non-intrusive Bed Sensor
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    Chapter 109 Using a Dynamic Model to Simulate the Heuristic Evaluation of Usability
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    Chapter 110 Using Avatars for Improving Speaker Identification in Captioning
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    Chapter 111 Biometrics in Practice: What Does HCI Have to Say?
  113. Altmetric Badge
    Chapter 112 Demarcating User eXperience
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    Chapter 113 Mobility, Emotion, and Universality in Future Collaboration
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    Chapter 114 Human-Computer Interaction – INTERACT 2009
  116. Altmetric Badge
    Chapter 115 Postgraduate Studies in the Field of HCI
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    Chapter 116 Advanced Perceptual User Interfaces: Applications for Disabled and Elderly People
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    Chapter 117 Combining Requirements and Interaction Design through Usage Scenarios
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    Chapter 118 Design Patterns for User Interfaces on Mobile Equipment
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    Chapter 119 Eye Tracking in Human-Computer Interaction and Usability Research
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    Chapter 120 HCI in the Era of Ambient Media – And beyond 2009 INTERACT Tutorial
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    Chapter 121 Introduction to Social Network Analysis
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    Chapter 122 Key Issues in Planning and Making Sense of International Field Research
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    Chapter 123 Measuring the Subjective User eXperience
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    Chapter 124 Methods and Tools for Ethical Usability
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    Chapter 125 Model a Discourse and Transform It to Your User Interface
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    Chapter 126 Understanding Users in Context: An In-Depth Introduction to Fieldwork for User Centered Design
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    Chapter 127 2nd Workshop on Design for Social Interaction through Physical Play
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    Chapter 128 4th Workshop on Software and Usability Engineering Cross-Pollination: Usability Evaluation of Advanced Interfaces
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    Chapter 129 Culture and Technologies for Social Interaction
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    Chapter 130 Design and Evaluation of e-Government Applications and Services (DEGAS’2009)
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    Chapter 131 Designing for Naturally Engaging Experiences
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    Chapter 132 Ethics, Roles and Relationships in Interaction Design in Developing Regions
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    Chapter 133 Human Aspects of Visualization
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    Chapter 134 Innovation for an Inclusive Future
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    Chapter 135 Interplay between Usability Evaluation and Software Development (I-USED 2009)
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    Chapter 136 New Challenges for Participation in Participatory Design in Family, Clinical and Other Asymmetrical, Non-work Settings
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    Chapter 137 New Sociotechnical Insights in Interaction Design
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    Chapter 138 Team Meetings within Clinical Domains – Exploring the Use of Routines and Technical Support for Communication
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    Chapter 139 Touch Affordances
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    Chapter 140 Towards a Manifesto for Living Lab Co-creation
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    Chapter 141 User Experience Evaluation Methods in Product Development (UXEM’09)
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    Chapter 142 Virtual Teams and Human Work Interaction Design - Learning to Work in and Designing for Virtual Teams
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 (75th percentile)
  • Good Attention Score compared to outputs of the same age and source (69th percentile)

Mentioned by

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2 X users
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4 patents

Citations

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2 Dimensions

Readers on

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175 Mendeley
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Title
Human-Computer Interaction – INTERACT 2009
Published by
ADS, January 2009
DOI 10.1007/978-3-642-03658-3
ISBNs
978-3-64-203657-6, 978-3-64-203658-3
Editors

Tom Gross, Jan Gulliksen, Paula Kotzé, Lars Oestreicher, Philippe Palanque, Raquel Oliveira Prates, Marco Winckler

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

Geographical breakdown

Country Count As %
United Kingdom 1 <1%
China 1 <1%
Australia 1 <1%
Unknown 172 98%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 2%
Professor 2 1%
Student > Bachelor 2 1%
Student > Master 2 1%
Researcher 2 1%
Other 0 0%
Unknown 164 94%
Readers by discipline Count As %
Computer Science 4 2%
Agricultural and Biological Sciences 3 2%
Arts and Humanities 1 <1%
Earth and Planetary Sciences 1 <1%
Medicine and Dentistry 1 <1%
Other 1 <1%
Unknown 164 94%
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 07 June 2022.
All research outputs
#7,060,650
of 25,411,814 outputs
Outputs from ADS
#6,027
of 26,014 outputs
Outputs of similar age
#43,890
of 183,376 outputs
Outputs of similar age from ADS
#203
of 684 outputs
Altmetric has tracked 25,411,814 research outputs across all sources so far. This one has received more attention than most of these and is in the 71st percentile.
So far Altmetric has tracked 26,014 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one has done well, scoring higher than 76% 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 183,376 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 75% of its contemporaries.
We're also able to compare this research output to 684 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 69% of its contemporaries.