↓ Skip to main content

Human-Computer Interaction. Interaction Contexts

Overview of attention for book
Cover of 'Human-Computer Interaction. Interaction Contexts'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Bringing Game Design Models to Life
  3. Altmetric Badge
    Chapter 2 Bus Runner: Using Contextual Cues for Procedural Generation of Game Content on Public Transport
  4. Altmetric Badge
    Chapter 3 Towards the Use of a Serious Game to Learn to Identify the Location of a 3D Sound in the Virtual Environment
  5. Altmetric Badge
    Chapter 4 Can Online Games Survive Longer?
  6. Altmetric Badge
    Chapter 5 A Case Study for Enhancing Mobile Games’ Immersion in Terms of User Interface Design
  7. Altmetric Badge
    Chapter 6 Who is with You? Integrating a Play Experience into Online Video Watching via Danmaku Technology
  8. Altmetric Badge
    Chapter 7 Multi-screen and Multi-device Game Development
  9. Altmetric Badge
    Chapter 8 Examining Enjoyment in Gamifying Physical Exercise and a Healthy Diet
  10. Altmetric Badge
    Chapter 9 Sources of Computer Game Enjoyment: Card Sorting to Develop a New Model
  11. Altmetric Badge
    Chapter 10 When Technology Supports Urban Mobility: Improvements for Mobile Applications Based on a UX Evaluation
  12. Altmetric Badge
    Chapter 11 MAEK: Intuitive Instructional Content Delivered on a Smartphone Platform
  13. Altmetric Badge
    Chapter 12 Predictive Model for Group Selection Performance on Touch Devices
  14. Altmetric Badge
    Chapter 13 Exploring Predictors of Mobile Device Proficiency Among Older Adults
  15. Altmetric Badge
    Chapter 14 The Research of Wearable Device User Fatigue Based on Gesture Interaction
  16. Altmetric Badge
    Chapter 15 Z-Force Cubic Interface
  17. Altmetric Badge
    Chapter 16 Meyboard: A QWERTY-Based Soft Keyboard for Touch-Typing on Tablets
  18. Altmetric Badge
    Chapter 17 Vouch-T: Multimodal Text Input for Mobile Devices Using Voice and Touch
  19. Altmetric Badge
    Chapter 18 Model Based Dialogue Control for Smartwatches
  20. Altmetric Badge
    Chapter 19 Notification System to Encourage a User to Refrain from Using Smartphone Before Going to Bed
  21. Altmetric Badge
    Chapter 20 Features and Quality of a Mobile Application Employed in a Speech-Language Therapy
  22. Altmetric Badge
    Chapter 21 Research on Discussion of Gender Difference in Preference for Smart Watches Based on Fuzzy Analytic Hierarchy Process
  23. Altmetric Badge
    Chapter 22 Three-Finger-Tap Methods for Navigation in 3D Scenes on Tablet
  24. Altmetric Badge
    Chapter 23 The Social Nature of Programming: Children and Fluency
  25. Altmetric Badge
    Chapter 24 System for Measuring Teacher–Student Communication in the Classroom Using Smartphone Accelerometer Sensors
  26. Altmetric Badge
    Chapter 25 Situation-Awareness in Action: An Intelligent Online Learning Platform (IOLP)
  27. Altmetric Badge
    Chapter 26 Thoughts on Effective Learning Procedure for Tangible Learning Environment Based on Embodied Design
  28. Altmetric Badge
    Chapter 27 Learning by Tangible Learning System in Science Class
  29. Altmetric Badge
    Chapter 28 Toward Interest Estimation from Head Motion Using Wearable Sensors: A Case Study in Story Time for Children
  30. Altmetric Badge
    Chapter 29 Development of a Tangible Learning System that Supports Role-Play Simulation and Reflection by Playing Puppet Shows
  31. Altmetric Badge
    Chapter 30 Investigation of Learning Process with TUI and GUI
  32. Altmetric Badge
    Chapter 31 Exploiting Bodily Movement to Regulate Collaborative Learning by Designing a Tablet-Based CSCL System
  33. Altmetric Badge
    Chapter 32 Plugramming: A Tangible Programming Tool for Children’s Collaborative Learning
  34. Altmetric Badge
    Chapter 33 DTMi – A New Interface for Informed Navigation
  35. Altmetric Badge
    Chapter 34 Game of Drones: How to Control a UAV?
  36. Altmetric Badge
    Chapter 35 Acquiring Disaster Prevention Knowledge from Fieldwork Activities in a Region
  37. Altmetric Badge
    Chapter 36 Research on Foreground Color Adaptive System of Aircraft Head-Up Display Based on the Background Real-Time Changes
  38. Altmetric Badge
    Chapter 37 Development of Sightseeing Support System with Emphasis on Scenery and Detours in Strolls
  39. Altmetric Badge
    Chapter 38 Time-Aware Recommender Systems: A Systematic Mapping
  40. Altmetric Badge
    Chapter 39 LifeRescue Software Prototype for Supporting Emergency Responders During Fire Emergency Response: A Usability and User Requirements Evaluation
  41. Altmetric Badge
    Chapter 40 Usability Evaluation of Newly Developed Three-Dimensional Input Device for Drone Operation
  42. Altmetric Badge
    Chapter 41 A Feedback Delivery System for Communal Energy Consumption Practices
  43. Altmetric Badge
    Chapter 42 Development of a Concept for Evaluation User Acceptance and Requirements for NFC Based E-ticketing in Public Transport
  44. Altmetric Badge
    Chapter 43 Cloud Computing Security and Privacy: An Empirical Study
  45. Altmetric Badge
    Chapter 44 Augmenting Smart Buildings and Autonomous Vehicles with Wearable Thermal Technology
  46. Altmetric Badge
    Chapter 45 Gathering and Applying Guidelines for Mobile Robot Design for Urban Search and Rescue Application
  47. Altmetric Badge
    Chapter 46 NFC-Enabled eTicketing in Public Transport – Aims, Approaches and First Results of the OPTIMOS Project
  48. Altmetric Badge
    Chapter 47 Scratchpad: Lightweight Data Capture Tool to Support Mission Planning
  49. Altmetric Badge
    Chapter 48 Multi-method Approach to Identify Acceptance-Relevant Characteristics of Renewable Energy Infrastructure
  50. Altmetric Badge
    Chapter 49 Measuring and Evaluating the User Experience Strategy Maturity of Spatial Web-Based Projects: A Case Study of Tehran Web-Based Map
  51. Altmetric Badge
    Chapter 50 Effect of Animated and Non-animated Pictograms for a Non-lingual Disaster Management Application
  52. Altmetric Badge
    Chapter 51 The Gender Difference of Impression Evaluation of Visual Images Among Young People
  53. Altmetric Badge
    Chapter 52 Experimental Evaluation of Immersive Feeling in VR System with HMD
  54. Altmetric Badge
    Chapter 53 Relationship Between Worker Interruptibility and Work Transitions Detected by Smartphone
  55. Altmetric Badge
    Chapter 54 Derivation of Mobility Services Through the Usage-Centered Development Approach
  56. Altmetric Badge
    Chapter 55 Agenda Planning - Design Guidelines for Holistic Mobility Planning
  57. Altmetric Badge
    Chapter 56 Refining Supervisory Control Capability for Target User Populations
  58. Altmetric Badge
    Chapter 57 User Requirement Analysis for Display User Experience in Smart Car
Overall attention for this book and its chapters
Altmetric Badge

Mentioned by

1 tweeter

Readers on

53 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. Interaction Contexts
Published by
Springer International Publishing, June 2017
DOI 10.1007/978-3-319-58077-7
978-3-31-958076-0, 978-3-31-958077-7

Kurosu, Masaaki

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter 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 53 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 53 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 12 23%
Student > Ph. D. Student 8 15%
Student > Bachelor 7 13%
Student > Doctoral Student 4 8%
Researcher 3 6%
Other 9 17%
Unknown 10 19%
Readers by discipline Count As %
Computer Science 16 30%
Engineering 9 17%
Business, Management and Accounting 4 8%
Design 2 4%
Environmental Science 2 4%
Other 8 15%
Unknown 12 23%