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Human-Computer Interaction – INTERACT 2011

Overview of attention for book
Cover of 'Human-Computer Interaction – INTERACT 2011'

Table of Contents

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    Book Overview
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    Chapter 1 Finding the Right Way for Interrupting People Improving Their Sitting Posture
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    Chapter 2 Exploring Haptic Feedback in Exergames
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    Chapter 3 Identifying Barriers to Effective User Interaction with Rehabilitation Tools in the Home
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    Chapter 4 Clinical Validation of a Virtual Environment Test for Safe Street Crossing in the Assessment of Acquired Brain Injury Patients with and without Neglect
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    Chapter 5 Smart Homes or Smart Occupants? Supporting Aware Living in the Home
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    Chapter 6 Input Devices in Mental Health Applications: Steering Performance in a Virtual Reality Paths with WiiMote
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    Chapter 7 ‘Acted Reality’ in Electronic Patient Record Research: A Bridge between Laboratory and Ethnographic Studies
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    Chapter 8 Exercise Support System for Elderly: Multi-sensor Physiological State Detection and Usability Testing
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    Chapter 9 Estimating the Perceived Difficulty of Pen Gestures
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    Chapter 10 On the Limits of the Human Motor Control Precision: The Search for a Device’s Human Resolution
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    Chapter 11 Three around a Table: The Facilitator Role in a Co-located Interface for Social Competence Training of Children with Autism Spectrum Disorder
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    Chapter 12 Moving Target Selection in 2D Graphical User Interfaces
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    Chapter 13 Navigational User Interface Elements on the Left Side: Intuition of Designers or Experimental Evidence?
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    Chapter 14 Pupillary Response Based Cognitive Workload Measurement under Luminance Changes
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    Chapter 15 Study on the Usability of a Haptic Menu for 3D Interaction
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    Chapter 16 Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game
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    Chapter 17 Understanding the Dynamics of Engaging Interaction in Public Spaces
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    Chapter 18 Transferring Human-Human Interaction Studies to HRI Scenarios in Public Space
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    Chapter 19 Comparing Free Hand Menu Techniques for Distant Displays Using Linear, Marking and Finger-Count Menus
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    Chapter 20 Design and Evaluation of an Ambient Display to Support Time Management during Meetings
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    Chapter 21 Does Panel Type Matter for LCD Monitors? A Study Examining the Effects of S-IPS, S-PVA, and TN Panels in Video Gaming and Movie Viewing
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    Chapter 22 ModControl – Mobile Phones as a Versatile Interaction Device for Large Screen Applications
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    Chapter 23 A New Visualization Approach to Re-Contextualize Indigenous Knowledge in Rural Africa
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    Chapter 24 Design Opportunities for Supporting Treatment of People Living with HIV / AIDS in India
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    Chapter 25 In Class Adoption of Multimedia Mobile Phones by Gender - Results from a Field Study
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    Chapter 26 Scenarchitectures: The Use of Domain-Specific Architectures to Bridge Design and Implementation
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    Chapter 27 Pattern Tool Support to Guide Interface Design
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    Chapter 28 Meerkat and Tuba: Design Alternatives for Randomness, Surprise and Serendipity in Reminiscing
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    Chapter 29 Culture and Facial Expressions: A Case Study with a Speech Interface
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    Chapter 30 Equality = Inequality: Probing Equality-Centric Design and Development Methodologies
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    Chapter 31 e-Rural: A Framework to Generate Hyperdocuments for Milk Producers with Different Levels of Literacy to Promote Better Quality Milking
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    Chapter 32 Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives
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    Chapter 33 Choosing your Moment: Interruptions in Multimedia Annotation
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    Chapter 34 Attention and Intention Goals Can Mediate Disruption in Human-Computer Interaction
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    Chapter 35 Again?!! The Emotional Experience of Social Notification Interruptions
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    Chapter 36 Do Not Disturb: Physical Interfaces for Parallel Peripheral Interactions
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    Chapter 37 Information to Go: Exploring In-Situ Information Pick-Up “In the Wild”
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    Chapter 38 IntelliTilt: An Enhanced Tilt Interaction Technique for Mobile Map-Based Applications
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    Chapter 39 Tensions in Developing a Secure Collective Information Practice - The Case of Agile Ridesharing
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    Chapter 40 Choose Popovers over Buttons for iPad Questionnaires
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    Chapter 41 Developing and Evaluating a Non-Visual Memory Game
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    Chapter 42 Playing with Tactile Feedback Latency in Touchscreen Interaction: Two Approaches
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    Chapter 43 The Role of Modality in Notification Performance
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    Chapter 44 Co-located Collaborative Sensemaking on a Large High-Resolution Display with Multiple Input Devices
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    Chapter 45 Exploring How Tangible Tools Enable Collaboration in a Multi-touch Tabletop Game
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    Chapter 46 Human-Computer Interaction – INTERACT 2011
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    Chapter 47 A Tactile Compass for Eyes-Free Pedestrian Navigation
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    Chapter 48 Are We There Yet? A Probing Study to Inform Design for the Rear Seat of Family Cars
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    Chapter 49 Don’t Look at Me, I’m Talking to You: Investigating Input and Output Modalities for In-Vehicle Systems
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (85th percentile)
  • High Attention Score compared to outputs of the same age and source (92nd percentile)

Mentioned by

1 news outlet
3 tweeters

Readers on

8 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.
Human-Computer Interaction – INTERACT 2011
Published by
Lecture notes in computer science, January 2011
DOI 10.1007/978-3-642-23771-3
978-3-64-223770-6, 978-3-64-223771-3

Pedro Campos, Nicholas Graham, Joaquim Jorge, Nuno Nunes, Philippe Palanque, Marco Winckler


Pedro Campos, Nicholas Graham, Joaquim Jorge, Nuno Nunes, Philippe Palanque, Marco Winckler

Twitter Demographics

The data shown below were collected from the profiles of 3 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 8 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 8 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 1 13%
Researcher 1 13%
Unknown 6 75%
Readers by discipline Count As %
Business, Management and Accounting 1 13%
Computer Science 1 13%
Psychology 1 13%
Unknown 5 63%

Attention Score in Context

This research output has an Altmetric Attention Score of 12. 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 20 September 2017.
All research outputs
of 11,799,674 outputs
Outputs from Lecture notes in computer science
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Outputs of similar age
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Outputs of similar age from Lecture notes in computer science
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Altmetric has tracked 11,799,674 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 90th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 7,186 research outputs from this source. They receive a mean Attention Score of 4.3. This one has done particularly well, scoring higher than 94% 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 259,714 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 85% of its contemporaries.
We're also able to compare this research output to 111 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 92% of its contemporaries.