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HCI International 2016 – Posters' Extended Abstracts

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Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Standardizing the Human Interaction in Websites Using Web Application Frameworks
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    Chapter 2 Analysis of Academic Research Networks to Find Collaboration Partners
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    Chapter 3 Promoting Engagement in Open Collaboration Communities by Means of Gamification
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    Chapter 4 Usability and UX Evaluation of a Mobile Social Application to Increase Students-Faculty Interactions
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    Chapter 5 Automatic Adaptation Techniques to Increase the Web Accessibility for Blind Users
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    Chapter 6 Research the Role of Interactivity on ACG Website Usage Behavior Through Information Search Perspective: A Comparison of Experiential and Goal-Directed Behaviors
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    Chapter 7 Criss-Crossing Idea Landscapes via Idea Networks in Knowledge Forum
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    Chapter 8 NatureNet: An Interaction Design with a Focus on Crowdsourcing for Community
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    Chapter 9 Estimation Models of User Skills Based on Web Search Logs
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    Chapter 10 Facilitating Analysis of Audience Reaction on Social Networks Using Content Analysis: A Case Study Based on Political Corruption
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    Chapter 11 Towards the Easy Analysis of Celebrity Representations Through Instagram: A Case Study
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    Chapter 12 Playful Interactions for the Citizens’ Engagement. The Musical Language as a Possible Application
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    Chapter 13 Consideration of the Loyal Customer Sub-communities in a Consumer Community Through Analysis of Social Networking Services
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    Chapter 14 The Advanced Exploitation of Mixed Reality (AEMR) Community of Interest
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    Chapter 15 Synthesis-Based Low-Cost Gaze Analysis
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    Chapter 16 Outdoor Gesture Recognition System Using Accurate Absolute Position Coordinates
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    Chapter 17 Development of Gesture Recognition-Based STEAM Educational Games Focused on Korean Traditional Archery
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    Chapter 18 Motion Detection and Sound Effect Game for Daily Jogging
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    Chapter 19 User Performance of Gestural and Non-gestural Operations in a Mixed Computer Task Under Different Multi-touch Screen Configurations
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    Chapter 20 A Support Tool for Analyzing the 3D Motions of Sign Language and the Construction of a Morpheme Dictionary
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    Chapter 21 Real-Time Japanese Sign Language Recognition Based on Three Phonological Elements of Sign
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    Chapter 22 Documentation Generation Tool for Motion-Based Interactions
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    Chapter 23 A Comparative Study of Applying Low-Latency Smoothing Filters in a Multi-kinect Virtual Play Environment
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    Chapter 24 An Analysis of Accuracy Requirements for Automatic Eyetracker Recalibration at Runtime
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    Chapter 25 Enhancing Emotion Recognition in VIPs with Haptic Feedback
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    Chapter 26 Recognizing Emotional States Using Physiological Devices
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    Chapter 27 From Physiological Measures to an Automatic Recognition System of Stress
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    Chapter 28 Physiological and Psychological Evaluation by Skin Potential Activity Measurement Using Steering Wheel While Driving
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    Chapter 29 Support System for Improving Speaking Skills in Job Interviews
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    Chapter 30 An Affect Extraction Method in Personal Fabrication Based on Laban Movement Analysis
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    Chapter 31 Qualitative Model for Neuro-Functional Mechanism Inducing Human Error Detection to Humanlike Agents Based on Cortico-Cerebellar Function
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    Chapter 32 Effectiveness of Analysis with Near-Infrared Spectroscopy for EFL Learners in Japan
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    Chapter 33 A Tangible Art Learning Tool with a Behavioral Metaphor
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    Chapter 34 Android Accessible m-Learning Application for People with Hearing and Physical Disabilities
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    Chapter 35 Mining Prerequisite Relationships Among Learning Objects
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    Chapter 36 Evaluating Software for Affective Education: A Case Study of the Affective Walkthrough
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    Chapter 37 The Pyramid Assessment Framework for ‘Competence Developing Games’
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    Chapter 38 Advancing Writing Work with Handwriting-Learning System for Students with Intellectual Disabilities
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    Chapter 39 A Conceptual Model of Instructional Thematic Game for Children with Intellectual Deficiencies
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    Chapter 40 Preliminary Quantitative Evaluation of Effect of Learning from Text, Illustrations, and Animations on Understanding
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    Chapter 41 Don’t Read My Lips: Assessing Listening and Speaking Skills Through Play with a Humanoid Robot
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    Chapter 42 A New Design of an Automated Remote Lecture System in Japanese 18 Universities in 2015
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    Chapter 43 Designing a Teacher-Friendly Editor for Configuring the Attention-Aware Smart Classroom
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    Chapter 44 The Development of a Game-Based Storytelling Support System that Incorporates Creative Activity and Motion Control
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    Chapter 45 Eye Movements of Hearing Impaired Students in Self-practice to Learn How to Use Graphic Software
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    Chapter 46 How to Teach Young Kids New Concepts with Interactive Videos and Visual Recognition
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    Chapter 47 Mobile Assisted Language Learning Applications for Health Care Sciences Students: A User Experience Study
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    Chapter 48 Towards the Design of a Cross Platform Solution for Efficient Colorimetric Tests
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    Chapter 49 When It Comes to Depression, ICT Use Matters: A Longitudinal Analysis of the Effect of ICT Use and Mattering on Depression Among Older Adults
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    Chapter 50 Method for Preventing Imposter Fraud During Blood-Pressure Measurement
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    Chapter 51 Training System for Puncture Technique of Hemodialysis
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    Chapter 52 Graphical Tools for Doctor-Patient Communication: An App Prototype Design in Children’s Pain Management
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    Chapter 53 A Novel Mobile-Computing Based Assistive Approach for Knee Injury Telerehabilitation – A Preliminary Study
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    Chapter 54 Multiplatform Game Type of Health Survey on Cancer Patient’s Stress Level
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    Chapter 55 Smartphone Application Content for Prevention and Improvement of Adolescents’ Depression
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    Chapter 56 Challenges Involved in the Design of an e-Health Application for a Wearable Scoliosis Monitoring System
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    Chapter 57 Car Park Finder – Presumptive Design Brings the Best Out of It!
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    Chapter 58 A Social Context-Aware Recommender of Itineraries Between Relevant Points of Interest
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    Chapter 59 A Flexible Scenario-Based Mobile Learning System for Disaster Evacuation
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    Chapter 60 Will o’the Wisp: Augmented Reality Navigation for Hikers
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    Chapter 61 smarTactile Map: An Interactive and Smart Map to Help the Blind to Navigate by Touch
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    Chapter 62 Adaptive Landmark-Based Pedestrian Navigation System with Hand-Held and Wearable Devices
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    Chapter 63 Advancement of a To-Do Reminder System Focusing on Context of the User
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    Chapter 64 Speech Activity Detection and Speaker Localization Based on Distributed Microphones
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    Chapter 65 Evaluation of the Interaction with an Internet of Things Smart Building
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    Chapter 66 Reflective Interaction Capabilities by Use of Ambient Manuals for an Ambient Light-Control
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    Chapter 67 Developing a the Advanced IoT (Internet of Things) Technology Based on Spatial Information
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    Chapter 68 The Belonging Robot (BeRo): A Hybrid Physical-Digital System to Reflect Moods
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    Chapter 69 Cloud Assisted IOT Based Social Door to Boost Student-Professor Interaction
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    Chapter 70 Development of Next Generation Indoor Environment Control Technology Using ICT
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    Chapter 71 MocaBit 1.0
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    Chapter 72 Sync-BIM: The Interactive BIM-Based Platform for Controlling Data-Driven Kinetic Façade
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    Chapter 73 The Research of Using Magnetic Pillbox as Smart Pillbox System’s Interactive Tangible User Interface
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    Chapter 74 Correction of Optical Flow Calculations Using Color Balance Change
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    Chapter 75 Turning an Electric Cargo Vehicle into a Portable Interactive Information Kiosk
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    Chapter 76 Design and Implementation of an NFC Food Labeler for Smart Healthcare
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    Chapter 77 Enhancing the Customers’ Experience Using an Augmented Reality Mirror
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    Chapter 78 Sectors Chained by Design
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    Chapter 79 Evaluating Usability of a Battery Swap Station for Electric Two Wheelers: A Case Study
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    Chapter 80 Proposal for a Remote Communications System Based on Proxemics Theory
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    Chapter 81 Developing a Design Supporting System in the Real-Time Manner for Low-Energy Building Design Based on BIM
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    Chapter 82 Programming of Virtual Reality System for Swimming Teaching
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    Chapter 83 I am Ssam: Learning Benefits of the Korean Wrap Food
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    Chapter 84 Developing a Human Behavior Simulation Technology in the Real-Time Manner Based on BIM
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    Chapter 85 Augmented Reality Based Guidance for Solving Rubik’s Cube Using HMD
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    Chapter 86 Research on Interaction Design of Portable Body-Slimming Cabin for Female
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    Chapter 87 Naturalistic Human-Robot Interaction Design for Control of Unmanned Ground Vehicles
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    Chapter 88 Usability of Thermal Sensation Voting Device
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    Chapter 89 The Intuitive Human Interaction to Activate the Wetsuit Heating System
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    Chapter 90 Nail Art Design System Using Interactive Evolutionary Computation with VR
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    Chapter 91 An Android Application for Supporting Amateur Theatre
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    Chapter 92 The Space Design of Hackerspace in the “Internet Plus” Era
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    Chapter 93 okinesio – Evaluation and Development of an Open Hardware Activity Tracker
Overall attention for this book and its chapters
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Title
HCI International 2016 – Posters' Extended Abstracts
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-40542-1
ISBNs
978-3-31-940541-4, 978-3-31-940542-1
Editors

Constantine Stephanidis

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

Geographical breakdown

Country Count As %
Unknown 44 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 9 20%
Student > Ph. D. Student 6 14%
Student > Bachelor 5 11%
Student > Doctoral Student 2 5%
Student > Postgraduate 2 5%
Other 5 11%
Unknown 15 34%
Readers by discipline Count As %
Computer Science 16 36%
Engineering 6 14%
Social Sciences 3 7%
Nursing and Health Professions 1 2%
Arts and Humanities 1 2%
Other 2 5%
Unknown 15 34%