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HCI International 2017 – Posters' Extended Abstracts

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Cover of 'HCI International 2017 – Posters' Extended Abstracts'

Table of Contents

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    Book Overview
  2. Altmetric Badge
    Chapter 1 Factors of Cybersickness
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    Chapter 2 Effects of Short Exposure to a Simulation in a Head-Mounted Device and the Individual Differences Issue
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    Chapter 3 Projection Simulator to Support Design Development of Spherical Immersive Display
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    Chapter 4 Immersive Virtual Experience: An Effort to Increase the Interest for Reading on First-Time Readers
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    Chapter 5 Correcting Distortion of Views into Spherical Tank in Aquarium
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    Chapter 6 A Study on VR Sickness Prediction of HMD Contents Using Machine Learning Technique
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    Chapter 7 Physically-Based Clay Art Rendering with HMD VR
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    Chapter 8 Feasibility of Integrated GNSS/OBD-II/IMU as a Prerequisite for Virtual Reality
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    Chapter 9 Presence and Usability Do Not Directly Predict Procedural Recall in Virtual Reality Training
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    Chapter 10 Webizing Interactive CAD Review System Using Super Multiview Autostereoscopic Displays
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    Chapter 11 Webizing Virtual Reality-Based Interactive Interior Design System
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    Chapter 12 Error Monitoring and Correction Related to the Sense of Presence in Virtual Environments
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    Chapter 13 3D Route Planning Within a Stereoscopic Environment Based on 2D Mouse Interaction
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    Chapter 14 The Implementation of Instructional Strategies for Training in a Virtual Environment: An Exploratory Investigation of Workload and Performance
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    Chapter 15 Service Design of Intergeneration Home-Sharing System Using VR-Based Simulation Technology and Optimal Matching Algorithms
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    Chapter 16 Application of Human Computer Interaction Interface in Game Design
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    Chapter 17 Creating an Environment for Millennials
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    Chapter 18 Flexible Virtual Environments: Gamifying Immersive Learning
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    Chapter 19 The Effect of Emotion in an Ultimatum Game: The Bio-Feedback Evidence
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    Chapter 20 Motion Recognition Interactive Game Activity for Early Childhood
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    Chapter 21 Development of Gesture Recognition-Based Educational Dance Game for Children with Intellectual Disability
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    Chapter 22 Development of Educational Application Using Standard Movement Code-Based on Human Behavior
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    Chapter 23 A Serious Game to Teach Computing Concepts
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    Chapter 24 An Analysis of Students’ Learning Behaviors Using Variable-Speed Playback Functionality on Online Educational Platforms
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    Chapter 25 Collaborative Learning Support System for Programming Education Using Gamification
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    Chapter 26 Personalizing Game by Using Social Network
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    Chapter 27 Learning to Code in a Community of Practice in Mozambique: The Case of MozDevz
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    Chapter 28 “Free Will”: A Serious Game to Study the Organization of the Human Brain
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    Chapter 29 Purposive Game Production in Educational Setup: Investigating Team Collaboration in Virtual Reality
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    Chapter 30 Frustrating Interaction Design of AS IF , an Embodied Interaction Game for Perspective Taking Towards Physical Limitations
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    Chapter 31 The Influence of Toy Design Factors on Children’s Problem-Solving Skills
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    Chapter 32 Understanding Reading Comprehension in Multi-display Presenting System: Visual Distribution and Cognitive Effect
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    Chapter 33 Improving Patient Satisfaction Using a Video-Based Patient Education Platform
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    Chapter 34 Developing a Health-Enabling Service System Combining Wearable Device and Personal Health Records for Older Adults
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    Chapter 35 FitViz: A Personal Informatics Tool for Self-management of Rheumatoid Arthritis
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    Chapter 36 A Crowdsourcing-Based Social Platform to Increase a Community’s Sustainability and Well-Being
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    Chapter 37 Estimation of Floor Reaction Force During Walking Using Physical Inertial Force by Wireless Motion Sensor
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    Chapter 38 Development of Content for an ICT Screening Program Based on the Emotional and Behavioral Disorder Questionnaire
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    Chapter 39 Development of a Human-Seat Cushion Finite Element Model for Sitting Comfort Analysis
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    Chapter 40 Study on the Interactivity of Medication Behavior in Children’s Group Environment
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    Chapter 41 Framework of Health Monitoring Service for the Elderly Drivers Community
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    Chapter 42 Adaptation Monitoring System Preventing Fall Down from a Bed for Individual Difference of Behavior
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    Chapter 43 Development of an Interactive Social Tool for Mexican Young Adults to Lower and Prevent Overweight and Obesity
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    Chapter 44 Wellness Programs: Wearable Technologies Supporting Healthy Habits and Corporate Costs Reduction
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    Chapter 45 Participatory Design of Vaccination Services with Less-Literate Users
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    Chapter 46 Affordance of Real-Time Personalization and Adaptation of Hearing Aid Settings
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    Chapter 47 Design and Implementation of Smartphone Application for Measurement and Management of Depressive Emotions in Adolescents Using Cognitive Behavioral Therapy
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    Chapter 48 Rist: An Interface Design Project for Indoor Navigation
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    Chapter 49 Mobile App for a GPS-Based Location-Specific Communication System
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    Chapter 50 Design for Indoor Navigation: CROSSFLOW for Multiple Simultaneous Pedestrians in Public Spaces
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    Chapter 51 Human-House Interaction Model Based on Artificial Intelligence for Residential Functions
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    Chapter 52 A Proposal for the “Cariño Index”: A New Coordination Index Based on Weather Conditions
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    Chapter 53 Proposal of Internet Radio Walking Around Street While Listening to Voice of Virtual Idols
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    Chapter 54 Classification of Synchronous Non-parallel Shuffling Walk for Humanoid Robot
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    Chapter 55 Case Representation of Daily Routine Data Through the Function Behavior Structure (FBS) Framework
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    Chapter 56 Indoor Navigation Aid System Using No Positioning Technique for Visually Impaired People
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    Chapter 57 SmartResponse: Emergency and Non-emergency Response for Smartphone Based Indoor Localization Applications
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    Chapter 58 Human Algorithm
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    Chapter 59 Face Recognition Based on Adaptive Singular Value Decomposition in the Wavelet Domain
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    Chapter 60 Biometric Identification Using Video of Body Silhouette Captured from Overhead
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    Chapter 61 Interaction Modalities for Augmented Reality in Tablets for Older Adults
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    Chapter 62 ElectAR, an Augmented Reality App for Diagram Recognition
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    Chapter 63 Explore the Differences Between Iphone7 Camera Interaction and User Habits
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    Chapter 64 Design of Tangible Programming Environment for Smartphones
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    Chapter 65 An Analysis of Usage and Attitude for Mobile Video Service in Korea
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    Chapter 66 The 60 Seconds Guestbook – An Auditory Place Media for Guesthouse Residents
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    Chapter 67 Investigation of Smartphone Use While Walking and Its Influences on One’s Behavior Among Pedestrians in Taiwan
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    Chapter 68 Understanding Modern Audience in Traditional Settings
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    Chapter 69 Development of a User Participatory Mobile App to Promote a Local Tourist Attraction: The Okayama Korakuen Navi App
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    Chapter 70 Evaluation of Information Presentation with Smartphone at History Museum by Eye Tracking
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    Chapter 71 Wrist Watch Design System with Interactive Evolutionary Computation
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    Chapter 72 Towards Prediction of User Experience from Touch Interactions with Mobile Applications
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    Chapter 73 Research on Interactive Design of Mobile Payment Based on Embodied Cognition
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    Chapter 74 Exploring of the Barrier-Free Design for Visual Impairment in Graphical User Interface Design
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    Chapter 75 Research on the Experiential Communication of Digital Humanities and Information Visualization: A Case Study of Iconography Measurement
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    Chapter 76 Optimal Design of the Front Face of Minicars Based on Analytic Hierarchy Process
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    Chapter 77 A Visualization System for Traffic Violation Using H2O Random Forests
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    Chapter 78 Transportation CMF Design Strategy Based on Regional Culture
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    Chapter 79 Development and Evaluation of an E-picture Book System Using Multi-directional Scrolling and Illustrations with Visual Guidance
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    Chapter 80 Humanizing the Machine
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    Chapter 81 An Investigation into the Key Factors to Improve the Attractiveness of Modular Furniture in the Living Environment of China’s Metropolitan Migrants
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    Chapter 82 The Interaction of Casual Users with Digital Collections of Visual Art. An Exploratory Study of the WikiArt Website
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    Chapter 83 Interactive Image Search System Based on Multimodal Analogy
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    Chapter 84 Preliminary Survey for Multigraph Integration and Visualization Framework
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    Chapter 85 A Study on the Relationship Between Form Features and Images of Concept Bicycles Using the Theory of Archetype
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    Chapter 86 Study of Color Emotion Impact on Leisure Food Package Design
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    Chapter 87 Hacking the Body 2.0: Ethics in Wearable Tech, Etextiles Design and Data Collection in Performance
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    Chapter 88 I Am Ok, the Material’s Not: A Transactional Analysis of Information Security Education Material for Swedish Elementary School Students
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    Chapter 89 The Rise and Proliferation of Live-Streaming in China: Insights and Lessons
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    Chapter 90 How Are Social Capital and Parental Mediation Associated with Cyberbullying and Cybervictimization Among Youth in the United States?
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    Chapter 91 Parental Controls: Oxymoron and Design Opportunity
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    Chapter 92 Establish Security Psychology – How to Educate and Training for End Users
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    Chapter 93 Decision Tree Analysis on Environmental Factors of Insider Threats
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    Chapter 94 Evaluation of Accessibility of University Websites: A Case from Turkey
Overall attention for this book and its chapters
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Mentioned by

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4 news outlets
twitter
2 tweeters
wikipedia
1 Wikipedia page

Citations

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1 Dimensions

Readers on

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144 Mendeley
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Title
HCI International 2017 – Posters' Extended Abstracts
Published by
Springer International Publishing, January 2017
DOI 10.1007/978-3-319-58753-0
ISBNs
978-3-31-958753-0, 978-3-31-958752-3
Editors

Constantine Stephanidis

Twitter Demographics

The data shown below were collected from the profiles of 2 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 144 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 144 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 30 21%
Student > Master 27 19%
Student > Bachelor 22 15%
Student > Doctoral Student 12 8%
Researcher 9 6%
Other 22 15%
Unknown 22 15%
Readers by discipline Count As %
Computer Science 45 31%
Engineering 22 15%
Social Sciences 15 10%
Business, Management and Accounting 8 6%
Psychology 7 5%
Other 21 15%
Unknown 26 18%