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Human-Computer Interaction. Novel User Experiences

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Cover of 'Human-Computer Interaction. Novel User Experiences'

Table of Contents

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    Book Overview
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    Chapter 1 Warmth and Affection: Exploring Thermal Sensation in the Design of Parent-Child Distant Interaction
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    Chapter 2 From Internet Memes to Emoticon Engineering: Insights from the Baozou Comic Phenomenon in China
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    Chapter 3 Designing Responsive Interactive Applications by Emotion-Tracking and Pattern-Based Dynamic User Interface Adaptation
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    Chapter 4 fNIRS as a Method to Capture the Emotional User Experience: A Feasibility Study
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    Chapter 5 CAS(ME)2: A Database of Spontaneous Macro-expressions and Micro-expressions
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    Chapter 6 Micro-Expression Recognition for Detecting Human Emotional Changes
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    Chapter 7 Users’ Sense-Making of an Affective Intervention in Human-Computer Interaction
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    Chapter 8 Impression Evaluation for Active Behavior of Robot in Human Robot Interaction
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    Chapter 9 Machine Agency in Human-Machine Networks; Impacts and Trust Implications
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    Chapter 10 User Perceptions of a Virtual Human Over Mobile Video Chat Interactions
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    Chapter 11 Prototype of Conversation Support System for Activating Group Conversation in the Vehicle
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    Chapter 12 Users’ Relational Ascriptions in User-Companion Interaction
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    Chapter 13 Evolving Framework for Building Companionship Among Human and Assistive Systems
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    Chapter 14 Influence of Personal Characteristics on Nonverbal Information for Estimating Communication Smoothness
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    Chapter 15 Communication Support via a Collocation Dictionary
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    Chapter 16 A Method Using Collective Intelligence for Communication Activation Among Elderly People Living Alone
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    Chapter 17 MEseum: Personalized Experience with Narrative Visualization for Museum Visitors
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    Chapter 18 Usability Evaluation of the Digital Library DanteSources
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    Chapter 19 Contextual Presentation and Navigation of Historical Artifacts in a Digital Library Design
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    Chapter 20 Multi-touch Interaction with Information Visualization Techniques: An Analysis Using Twitter Data
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    Chapter 21 History Viewer: Displaying User Interaction History in Visual Analytics Applications
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    Chapter 22 The Discussion of Interactive Outdoor Guidance and Appliance on Smart Glasses from the Aspect of Human Computer Interaction: Taking Dihua Street for Example
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    Chapter 23 Human Factors and Ergonomics Using Anthropometric and sEMG Data in Automotive Gearshift Quality Analysis
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    Chapter 24 Service and Usability Engineering Based Approach for Flexible Mobility
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    Chapter 25 A Supporting System for Emergency Vehicles Dispatching Planning Under a Disaster Situation
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    Chapter 26 Automotive HUD Interaction Design Based on Lane Changing Scenario
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    Chapter 27 Development and Evaluation of Mobile Tour Guide Using Wearable and Hand-Held Devices
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    Chapter 28 Releasing a Traffic Light Assistance Application for Public Testing
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    Chapter 29 Ergonomic Systems of Collective Parking in Polish Cities
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    Chapter 30 Smart Tourist Guide with Image Understanding Using Visual Instance Search
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    Chapter 31 Usage Phases in the Development of Product Systems Exemplified by a Route Recommendation Scheme for Cyclists
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    Chapter 32 Evaluation Methods and Results for Intermodal Mobility Applications in Public Transport
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    Chapter 33 A Simulation System of Experience with a Disaster by Locating Memories on a Virtual Space
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    Chapter 34 ImmertableApp: Interactive and Tangible Learning Music Environment
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    Chapter 35 Relationship Between Video Game Events and Player Emotion Based on EEG
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    Chapter 36 A Practical Evaluation of the Influence of Input Devices on Playability
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    Chapter 37 Haptic Relay - Including Haptic Feedback in Online Video Game Streams
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    Chapter 38 Approaches of Participatory Design in the Design Process of a Serious Game to Assist in the Learning of Hospitalized Children
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    Chapter 39 A Field Study: Evaluating Gamification Approaches for Promoting Physical Activity with Motivational Models of Behavior Changes
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    Chapter 40 Personalized Annotation for Photos with Visual Instance Search
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    Chapter 41 Videogame Technology in Architecture Education
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    Chapter 42 Spatio-Temporal Wardrobe Generation of Actors’ Clothing in Video Content
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    Chapter 43 Does Online Game Community Matter?
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    Chapter 44 Exploring the Motivational Affordances of Danmaku Video Sharing Websites: Evidence from Gamification Design
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    Chapter 45 Study of Middle-Aged and Youth Users’ Preference for Smart Homes
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    Chapter 46 Analysis of Different Types of Navigational Structures for Machine Tool Controlling
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    Chapter 47 Designing Effective Teaching Interventions with Semantic Annotation
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    Chapter 48 Effect of Visual Emphasis on Important Parts of Texts
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    Chapter 49 Accessing Effects of Various Depth-Cue Combinations on Hand Control Movement in a Virtual Environment
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    Chapter 50 Investigating Communal Interactive Video Viewing Experiences Online
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    Chapter 51 Establishing Determinants of Electronic Books Utilisation: An Integration of Two Human Computer Interaction Adoption Frameworks
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    Chapter 52 Taking the Advantage of Smartphone Apps for Understanding Information Needs of Emergency Response Teams’ for Situational Awareness: Evidence from an Indoor Fire Game
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    Chapter 53 Field Immersion on Fitness Activities in Urban India
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    Chapter 54 Supportive Technology for Managing Relevant Information in the Medical and Nursing Care Field
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    Chapter 55 Proposal for a System of Mutual Support Among Passengers Trapped Inside a Train
Attention for Chapter 36: A Practical Evaluation of the Influence of Input Devices on Playability
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Chapter title
A Practical Evaluation of the Influence of Input Devices on Playability
Chapter number 36
Book title
Human-Computer Interaction. Novel User Experiences
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-39513-5_36
Book ISBNs
978-3-31-939512-8, 978-3-31-939513-5
Authors

Lucas Machado, João Luiz Bernardes Jr., João Luiz Bernardes

Editors

Masaaki Kurosu

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 6 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 6 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 33%
Student > Ph. D. Student 1 17%
Student > Postgraduate 1 17%
Other 1 17%
Unknown 1 17%
Readers by discipline Count As %
Computer Science 4 67%
Design 1 17%
Unknown 1 17%