↓ Skip to main content

Human-Computer Interaction – INTERACT 2017

Overview of attention for book
Cover of 'Human-Computer Interaction – INTERACT 2017'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users
  3. Altmetric Badge
    Chapter 2 Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making
  4. Altmetric Badge
    Chapter 3 Modelling Trust: An Empirical Assessment
  5. Altmetric Badge
    Chapter 4 Towards Understanding the Influence of Personality on Mobile App Permission Settings
  6. Altmetric Badge
    Chapter 5 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data
  7. Altmetric Badge
    Chapter 6 Breathing Friend: Tackling Stress Through Portable Tangible Breathing Artifact
  8. Altmetric Badge
    Chapter 7 Citizen Tagger: Exploring Social Tagging of Conversational Audio
  9. Altmetric Badge
    Chapter 8 Exploring Offline Context and Consciousness in Everyday Social Media Use
  10. Altmetric Badge
    Chapter 9 Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China
  11. Altmetric Badge
    Chapter 10 Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies
  12. Altmetric Badge
    Chapter 11 Adoption of UX Evaluation in Practice: An Action Research Study in a Software Organization
  13. Altmetric Badge
    Chapter 12 Empowering Project Managers in Enterprises - A Design Thinking Approach to Manage Commercial Projects
  14. Altmetric Badge
    Chapter 13 Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks
  15. Altmetric Badge
    Chapter 14 UX Professionals’ Definitions of Usability and UX – A Comparison Between Turkey, Finland, Denmark, France and Malaysia
  16. Altmetric Badge
    Chapter 15 Estimating Visual Discomfort in Head-Mounted Displays Using Electroencephalography
  17. Altmetric Badge
    Chapter 16 Experience Probes: Immersion and Reflection Between Reality and Virtuality
  18. Altmetric Badge
    Chapter 17 Guidelines for Designing Interactive Omnidirectional Video Applications
  19. Altmetric Badge
    Chapter 18 How Real Is Unreal?
  20. Altmetric Badge
    Chapter 19 Increasing Presence in Virtual Reality with a Vibrotactile Grid Around the Head
  21. Altmetric Badge
    Chapter 20 User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays
  22. Altmetric Badge
    Chapter 21 A Digital Employability Marketplace
  23. Altmetric Badge
    Chapter 22 Ability-Based Optimization: Designing Smartphone Text Entry Interface for Older Adults
  24. Altmetric Badge
    Chapter 23 Adoption of Structural Analysis Capabilities in an IOT Based Scenario for Connected Assets
  25. Altmetric Badge
    Chapter 24 Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms
  26. Altmetric Badge
    Chapter 25 Connected by Design - Our Learnings from Designing Digital Profiler Journeys
  27. Altmetric Badge
    Chapter 26 Design and Development of a Location-Based Social Networking Mobile Application
  28. Altmetric Badge
    Chapter 27 Design Guidelines for Exploring Relationships in a Connected Big Data Environment
  29. Altmetric Badge
    Chapter 28 Designing Interactive Spatiotemporal Visualizations to Enhance Movie Browsing
  30. Altmetric Badge
    Chapter 29 Enterprise Software Experience Design: Journey and Lessons
  31. Altmetric Badge
    Chapter 30 Expectation and Experience: Passenger Acceptance of Autonomous Public Transportation Vehicles
  32. Altmetric Badge
    Chapter 31 From Minutes of Meeting to ‘Memories of Meeting’
  33. Altmetric Badge
    Chapter 32 Leveraging Virtual Trips in Google Expeditions to Elevate Students’ Social Exploration
  34. Altmetric Badge
    Chapter 33 On the Design and Evaluation of Nippon Paint Color Visualizer Application – A Case Study
  35. Altmetric Badge
    Chapter 34 Design of Location-Based Mobile Games: Introduction
  36. Altmetric Badge
    Chapter 35 Designing and Assessing Interactive Systems Using Task Models
  37. Altmetric Badge
    Chapter 36 Designing for Accessibility
  38. Altmetric Badge
    Chapter 37 Designing Valuable Products with Design Sprint
  39. Altmetric Badge
    Chapter 38 Introduction to Service Design for Digital Health
  40. Altmetric Badge
    Chapter 39 The Science Behind User Experience Design
  41. Altmetric Badge
    Chapter 40 Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation
  42. Altmetric Badge
    Chapter 41 Inclusive Side-Scrolling Action Game Securing Accessibility for Visually Impaired People
  43. Altmetric Badge
    Chapter 42 Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners
  44. Altmetric Badge
    Chapter 43 ReRide
  45. Altmetric Badge
    Chapter 44 SoPhy: Smart Socks for Video Consultations of Physiotherapy
  46. Altmetric Badge
    Chapter 45 BendSwipe: One Handed Target Zooming for Flexible Handheld Display
  47. Altmetric Badge
    Chapter 46 Crowdsourcing of Accessibility Attributes on Sidewalk-Based Geodatabase
  48. Altmetric Badge
    Chapter 47 Dual-Mode User Interfaces for Web Based Interactive 3D Virtual Environments Using Three.js
  49. Altmetric Badge
    Chapter 48 Fine-Grained Privacy Setting Prediction Using a Privacy Attitude Questionnaire and Machine Learning
  50. Altmetric Badge
    Chapter 49 Interactive Reading Using Low Cost Brain Computer Interfaces
  51. Altmetric Badge
    Chapter 50 Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board
  52. Altmetric Badge
    Chapter 51 Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers
  53. Altmetric Badge
    Chapter 52 Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum Tour
  54. Altmetric Badge
    Chapter 53 TTracker: Using Finger Detection to Improve Touch Typing Training
  55. Altmetric Badge
    Chapter 54 URetail: Privacy User Interfaces for Intelligent Retail Stores
  56. Altmetric Badge
    Chapter 55 Versatile Classroom Management Solution for Teachers in Developing Countries
  57. Altmetric Badge
    Chapter 56 ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai
  58. Altmetric Badge
    Chapter 57 Investigating Perceptions of Personalization and Privacy in India
  59. Altmetric Badge
    Chapter 58 IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers
  60. Altmetric Badge
    Chapter 59 Modeling Less-Literate User’s Choices of Smartphone Authentication Modes
  61. Altmetric Badge
    Chapter 60 Parental Perspectives Towards Education Technology in Low-Income Urban Households
  62. Altmetric Badge
    Chapter 61 Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi
  63. Altmetric Badge
    Chapter 62 Understanding the Informal Support Networks of Older Adults in India
Overall attention for this book and its chapters
Altmetric Badge

Mentioned by

news
1 news outlet
twitter
8 tweeters

Readers on

mendeley
70 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.
Title
Human-Computer Interaction – INTERACT 2017
Published by
Springer, Cham, January 2017
DOI 10.1007/978-3-319-68059-0
ISBNs
978-3-31-968058-3, 978-3-31-968059-0
Editors

Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler

Twitter Demographics

The data shown below were collected from the profiles of 8 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 70 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 70 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 19 27%
Student > Bachelor 15 21%
Student > Master 10 14%
Unspecified 6 9%
Student > Postgraduate 6 9%
Other 14 20%
Readers by discipline Count As %
Computer Science 33 47%
Unspecified 8 11%
Design 7 10%
Business, Management and Accounting 7 10%
Engineering 6 9%
Other 9 13%