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Human-Computer Interaction – INTERACT 2019

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Table of Contents

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    Book Overview
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    Chapter 1 Discovering the Unfindable: The Tension Between Findability and Discoverability in a Bookshop Designed for Serendipity
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    Chapter 2 Does the Pop-Out Make an Effect in the Product Selection of Signage Vending Machine?
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    Chapter 3 Exploring Spatial Menu Representation and Apartment-Based Categorization for Online Shopping
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    Chapter 4 How to Improve the Interaction Design of NFC Payment Terminals?
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    Chapter 5 Places for News: A Situated Study of Context in News Consumption
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    Chapter 6 Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course
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    Chapter 7 Evaluating WELI: A Wrist-Worn Application to Assist Young Adults with Neurodevelopmental Disorders in Inclusive Classes
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    Chapter 8 How Do Typically Developing Children and Children with ASD Play a Tangible Game?
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    Chapter 9 StatPlayground: A Sandbox for Learning Practical Statistics
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    Chapter 10 Training Non-designers in Co-design Methods Through an Active Assisted Living Interactive Workshop
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    Chapter 11 Embodied Interaction in Language Learning: Enhancing Students’ Collaboration and Emotional Engagement
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    Chapter 12 Evaluation of a Massive Online Course Forum: Design Issues and Their Impact on Learners’ Support
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    Chapter 13 Kahaniyan - Designing for Acquisition of Urdu as a Second Language
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    Chapter 14 On Making, Tinkering, Coding and Play for Learning: A Review of Current Research
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    Chapter 15 Rexy, A Configurable Application for Building Virtual Teaching Assistants
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    Chapter 16 Two-Way Gaze Sharing in Remote Teaching
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    Chapter 17 Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents
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    Chapter 18 GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration
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    Chapter 19 Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study
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    Chapter 20 ScaffoMapping: Assisting Concept Mapping for Video Learners
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    Chapter 21 Shared Gaze While Driving: How Drivers Can Be Supported by an LED-Visualization of the Front-Seat Passenger’s Gaze
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    Chapter 22 TEXTile: Eyes-Free Text Input on Smart Glasses Using Touch Enabled Textile on the Forearm
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    Chapter 23 “I Don’t Fit into a Single Type”: A Trait Model and Scale of Game Playing Preferences
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    Chapter 24 Comparing the Applicability of Pressure as a Game Metric to Self-assessment and Physiological Metrics
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    Chapter 25 Fall-Prevention Exergames Using Balance Board Systems
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    Chapter 26 Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing
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    Chapter 27 Play and Learn with an Intelligent Robot: Enhancing the Therapy of Hearing-Impaired Children
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    Chapter 28 Understanding the Digital and Non-digital Participation by the Gaming Youth
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    Chapter 29 DupRobo: Interactive Robotic Autocompletion of Physical Block-Based Repetitive Structure
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    Chapter 30 Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-Based Trace Figures
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    Chapter 31 Examining the Effects of Height, Velocity and Emotional Representation of a Social Transport Robot and Human Factors in Human-Robot Collaboration
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    Chapter 32 Towards Participatory Design of Social Robots
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    Chapter 33 User Needs in Smart Homes: Changing Needs According to Life Cycles and the Impact on Designing Smart Home Solutions
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    Chapter 34 A Formative Study of Interactive Bias Metrics in Visual Analytics Using Anchoring Bias
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    Chapter 35 Benefits and Trade-Offs of Different Model Representations in Decision Support Systems for Non-expert Users
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    Chapter 36 Customizing Websites Through Automatic Web Search
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    Chapter 37 Influence of Color and Size of Particles on Their Perceived Speed in Node-Link Diagrams
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    Chapter 38 Augmented Reality Technology for Displaying Close-Proximity Sub-Surface Positions
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    Chapter 39 Bubble Margin: Motion Sickness Prevention While Reading on Smartphones in Vehicles
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    Chapter 40 CyclAir: A Bike Mounted Prototype for Real-Time Visualization of CO $$_2$$ 2 Levels While Cycling
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    Chapter 41 Dissecting Pie Charts
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    Chapter 42 Same Same but Different: Exploring the Effects of the Stroop Color Word Test in Virtual Reality
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    Chapter 43 “Why Would You Buy from a Stranger?” Understanding Saudi Citizens’ Motivations and Challenges in Social Commerce
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    Chapter 44 Denouncing Sexual Violence: A Cross-Language and Cross-Cultural Analysis of #MeToo and #BalanceTonPorc
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    Chapter 45 Dhana Labha: A Financial Management Application to Underbanked Communities in Rural Sri Lanka
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    Chapter 46 Fostering Interaction Between Locals and Visitors by Designing a Community-Based Tourism Platform on a Touristic Island
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    Chapter 47 Ustaad: A Mobile Platform for Teaching Illiterates
Attention for Chapter 19: Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study
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Chapter title
Influences of Mixed Reality and Human Cognition on Picture Passwords: An Eye Tracking Study
Chapter number 19
Book title
Human-Computer Interaction – INTERACT 2019
Published by
Springer, Cham, August 2019
DOI 10.1007/978-3-030-29384-0_19
Book ISBNs
978-3-03-029383-3, 978-3-03-029384-0
Authors

Christos Fidas, Marios Belk, George Hadjidemetriou, Andreas Pitsillides

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 9 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 9 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 2 22%
Researcher 2 22%
Other 1 11%
Unknown 4 44%
Readers by discipline Count As %
Engineering 3 33%
Computer Science 2 22%
Unknown 4 44%