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Human-Computer Interaction. Interaction Contexts

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Cover of 'Human-Computer Interaction. Interaction Contexts'

Table of Contents

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    Book Overview
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    Chapter 1 Bringing Game Design Models to Life
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    Chapter 2 Bus Runner: Using Contextual Cues for Procedural Generation of Game Content on Public Transport
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    Chapter 3 Towards the Use of a Serious Game to Learn to Identify the Location of a 3D Sound in the Virtual Environment
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    Chapter 4 Can Online Games Survive Longer?
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    Chapter 5 A Case Study for Enhancing Mobile Games’ Immersion in Terms of User Interface Design
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    Chapter 6 Who is with You? Integrating a Play Experience into Online Video Watching via Danmaku Technology
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    Chapter 7 Multi-screen and Multi-device Game Development
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    Chapter 8 Examining Enjoyment in Gamifying Physical Exercise and a Healthy Diet
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    Chapter 9 Sources of Computer Game Enjoyment: Card Sorting to Develop a New Model
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    Chapter 10 When Technology Supports Urban Mobility: Improvements for Mobile Applications Based on a UX Evaluation
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    Chapter 11 MAEK: Intuitive Instructional Content Delivered on a Smartphone Platform
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    Chapter 12 Predictive Model for Group Selection Performance on Touch Devices
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    Chapter 13 Exploring Predictors of Mobile Device Proficiency Among Older Adults
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    Chapter 14 The Research of Wearable Device User Fatigue Based on Gesture Interaction
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    Chapter 15 Z-Force Cubic Interface
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    Chapter 16 Meyboard: A QWERTY-Based Soft Keyboard for Touch-Typing on Tablets
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    Chapter 17 Vouch-T: Multimodal Text Input for Mobile Devices Using Voice and Touch
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    Chapter 18 Model Based Dialogue Control for Smartwatches
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    Chapter 19 Notification System to Encourage a User to Refrain from Using Smartphone Before Going to Bed
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    Chapter 20 Features and Quality of a Mobile Application Employed in a Speech-Language Therapy
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    Chapter 21 Research on Discussion of Gender Difference in Preference for Smart Watches Based on Fuzzy Analytic Hierarchy Process
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    Chapter 22 Three-Finger-Tap Methods for Navigation in 3D Scenes on Tablet
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    Chapter 23 The Social Nature of Programming: Children and Fluency
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    Chapter 24 System for Measuring Teacher–Student Communication in the Classroom Using Smartphone Accelerometer Sensors
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    Chapter 25 Situation-Awareness in Action: An Intelligent Online Learning Platform (IOLP)
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    Chapter 26 Thoughts on Effective Learning Procedure for Tangible Learning Environment Based on Embodied Design
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    Chapter 27 Learning by Tangible Learning System in Science Class
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    Chapter 28 Toward Interest Estimation from Head Motion Using Wearable Sensors: A Case Study in Story Time for Children
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    Chapter 29 Development of a Tangible Learning System that Supports Role-Play Simulation and Reflection by Playing Puppet Shows
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    Chapter 30 Investigation of Learning Process with TUI and GUI
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    Chapter 31 Exploiting Bodily Movement to Regulate Collaborative Learning by Designing a Tablet-Based CSCL System
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    Chapter 32 Plugramming: A Tangible Programming Tool for Children’s Collaborative Learning
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    Chapter 33 DTMi – A New Interface for Informed Navigation
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    Chapter 34 Game of Drones: How to Control a UAV?
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    Chapter 35 Acquiring Disaster Prevention Knowledge from Fieldwork Activities in a Region
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    Chapter 36 Research on Foreground Color Adaptive System of Aircraft Head-Up Display Based on the Background Real-Time Changes
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    Chapter 37 Development of Sightseeing Support System with Emphasis on Scenery and Detours in Strolls
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    Chapter 38 Time-Aware Recommender Systems: A Systematic Mapping
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    Chapter 39 LifeRescue Software Prototype for Supporting Emergency Responders During Fire Emergency Response: A Usability and User Requirements Evaluation
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    Chapter 40 Usability Evaluation of Newly Developed Three-Dimensional Input Device for Drone Operation
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    Chapter 41 A Feedback Delivery System for Communal Energy Consumption Practices
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    Chapter 42 Development of a Concept for Evaluation User Acceptance and Requirements for NFC Based E-ticketing in Public Transport
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    Chapter 43 Cloud Computing Security and Privacy: An Empirical Study
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    Chapter 44 Augmenting Smart Buildings and Autonomous Vehicles with Wearable Thermal Technology
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    Chapter 45 Gathering and Applying Guidelines for Mobile Robot Design for Urban Search and Rescue Application
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    Chapter 46 NFC-Enabled eTicketing in Public Transport – Aims, Approaches and First Results of the OPTIMOS Project
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    Chapter 47 Scratchpad: Lightweight Data Capture Tool to Support Mission Planning
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    Chapter 48 Multi-method Approach to Identify Acceptance-Relevant Characteristics of Renewable Energy Infrastructure
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    Chapter 49 Measuring and Evaluating the User Experience Strategy Maturity of Spatial Web-Based Projects: A Case Study of Tehran Web-Based Map
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    Chapter 50 Effect of Animated and Non-animated Pictograms for a Non-lingual Disaster Management Application
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    Chapter 51 The Gender Difference of Impression Evaluation of Visual Images Among Young People
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    Chapter 52 Experimental Evaluation of Immersive Feeling in VR System with HMD
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    Chapter 53 Relationship Between Worker Interruptibility and Work Transitions Detected by Smartphone
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    Chapter 54 Derivation of Mobility Services Through the Usage-Centered Development Approach
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    Chapter 55 Agenda Planning - Design Guidelines for Holistic Mobility Planning
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    Chapter 56 Refining Supervisory Control Capability for Target User Populations
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    Chapter 57 User Requirement Analysis for Display User Experience in Smart Car
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Title
Human-Computer Interaction. Interaction Contexts
Published by
Springer International Publishing, June 2017
DOI 10.1007/978-3-319-58077-7
ISBNs
978-3-31-958076-0, 978-3-31-958077-7
Editors

Kurosu, Masaaki

Twitter Demographics

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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%