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HCI in Work and Learning, Life and Leisure

Overview of attention for book
Cover of 'HCI in Work and Learning, Life and Leisure'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Mapping the Users’ Problem Solving Strategies in the Participatory Design of Visual Analytics Methods
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    Chapter 2 User-Centered Design of Preference Elicitation Interfaces for Decision Support
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    Chapter 3 “Same Same but Different” How Service Contexts of Mobile Technologies Shape Usage Motives and Barriers
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    Chapter 4 Social Acceptance of Negotiation Support Systems
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    Chapter 5 Chances of Increasing Youth Health Awareness through Mobile Wellness Applications
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    Chapter 6 A Small but Significant Difference – The Role of Gender on Acceptance of Medical Assistive Technologies
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    Chapter 7 Discount User-Centered e-Health Design: A Quick-but-not-Dirty Method
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    Chapter 8 HCI in Work and Learning, Life and Leisure
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    Chapter 9 Potential of e-Travel Assistants to Increase Older Adults’ Mobility
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    Chapter 10 Making the Wii at Home: Game Play by Older People in Sheltered Housing
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    Chapter 11 Designing for Older People: A Case Study in a Retirement Home
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    Chapter 12 User Centered Interaction Design for Mobile Applications Focused on Visually Impaired and Blind People
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    Chapter 13 E-Learning Accessibility for the Deaf and Hard of Hearing - Practical Examples and Experiences
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    Chapter 14 Enhancing Digital Inclusion with an English Pseudo-syllabic Keyboard
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    Chapter 15 LDS: Computer-Based Lesson Development System for Teaching Computer Science
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    Chapter 16 Enhancing Virtual Reality Learning Environments with Adaptivity: Lessons Learned
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    Chapter 17 Mobile Learning and Commuting: Contextual Interview and Design of Mobile Scenarios
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    Chapter 18 The XAOS Metric – Understanding Visual Complexity as Measure of Usability
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    Chapter 19 Context Information in Guiding Visual Search: The Role of Color and Orientation
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    Chapter 20 Exploring the Possibilities of Body Motion Data for Human Computer Interaction Research
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    Chapter 21 International Workshop on Enabling User Experience with Future Interactive Learning Systems (UXFUL 2010)
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    Chapter 22 Following the White Rabbit – A Robot Rabbit as Vocabulary Trainer for Beginners of English
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    Chapter 23 Learning Flow Management and Semantic Data Exchange between Blog-Based Personal Learning Environments
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    Chapter 24 Educational Complexity: Centrality of Design and Monitoring of the Experience
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    Chapter 25 Designing Usable Educational Material for English Courses Supported by Mobile Devices
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    Chapter 26 Enhancing the Learning Experience: Preliminary Framework for User Individual Differences
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    Chapter 27 Scene Segmentation in Artistic Archive Documentaries
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    Chapter 28 Issues in Designing Novel Applications for Emerging Multimedia Technologies
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    Chapter 29 Metadata Aggregation for Personalized Music Playlists
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    Chapter 30 Instant Video Browsing: A Tool for Fast Non-sequential Hierarchical Video Browsing
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    Chapter 31 An Experimental Investigation of the Akamai Adaptive Video Streaming
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    Chapter 32 A Social Approach to Image Re-targeting Based on an Interactive Game
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    Chapter 33 Vicarious Learning with a Digital Educational Game: Eye-Tracking and Survey-Based Evaluation Approaches
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    Chapter 34 iPhone/iPad Human Interface Design
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    Chapter 35 On the Paradigm Shift of Search on Mobile Devices: Some Remarks on User Habits
  37. Altmetric Badge
    Chapter 36 Leveraging the Semantic Web for Intelligent and Adaptive Education
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    Chapter 37 Semantic Mash-Up Personal and Pervasive Learning Environments (SMupple)
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    Chapter 38 Model of a Touchscreen Interaction Benchmark Test Supporting Usability Awareness in Mobile Application Development Process
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    Chapter 39 Information System User Interface Complexity
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    Chapter 40 Technical Expertise and Its Influence on the Acceptance of Future Medical Technologies: What Is Influencing What to Which Extent?
Attention for Chapter 17: Mobile Learning and Commuting: Contextual Interview and Design of Mobile Scenarios
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Chapter title
Mobile Learning and Commuting: Contextual Interview and Design of Mobile Scenarios
Chapter number 17
Book title
HCI in Work and Learning, Life and Leisure
Published in
Lecture notes in computer science, January 2010
DOI 10.1007/978-3-642-16607-5_17
Book ISBNs
978-3-64-216606-8, 978-3-64-216607-5
Authors

Eva Patricia Gil-Rodríguez, Pablo Rebaque-Rivas, Gil-Rodríguez, Eva Patricia, Rebaque-Rivas, Pablo

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 27 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 4%
Unknown 26 96%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 4 15%
Librarian 3 11%
Researcher 3 11%
Student > Master 3 11%
Student > Doctoral Student 2 7%
Other 6 22%
Unknown 6 22%
Readers by discipline Count As %
Computer Science 7 26%
Social Sciences 6 22%
Engineering 3 11%
Business, Management and Accounting 2 7%
Design 2 7%
Other 1 4%
Unknown 6 22%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 23 November 2012.
All research outputs
#15,255,201
of 22,684,168 outputs
Outputs from Lecture notes in computer science
#4,645
of 8,122 outputs
Outputs of similar age
#134,080
of 163,561 outputs
Outputs of similar age from Lecture notes in computer science
#98
of 188 outputs
Altmetric has tracked 22,684,168 research outputs across all sources so far. This one is in the 22nd percentile – i.e., 22% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,122 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 27th percentile – i.e., 27% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 163,561 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 8th percentile – i.e., 8% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 188 others from the same source and published within six weeks on either side of this one. This one is in the 29th percentile – i.e., 29% of its contemporaries scored the same or lower than it.