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Human-Computer Interaction – INTERACT 2011

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Cover of 'Human-Computer Interaction – INTERACT 2011'

Table of Contents

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    Book Overview
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    Chapter 1 Finding the Right Way for Interrupting People Improving Their Sitting Posture
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    Chapter 2 Exploring Haptic Feedback in Exergames
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    Chapter 3 Identifying Barriers to Effective User Interaction with Rehabilitation Tools in the Home
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    Chapter 4 Clinical Validation of a Virtual Environment Test for Safe Street Crossing in the Assessment of Acquired Brain Injury Patients with and without Neglect
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    Chapter 5 Smart Homes or Smart Occupants? Supporting Aware Living in the Home
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    Chapter 6 Input Devices in Mental Health Applications: Steering Performance in a Virtual Reality Paths with WiiMote
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    Chapter 7 ‘Acted Reality’ in Electronic Patient Record Research: A Bridge between Laboratory and Ethnographic Studies
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    Chapter 8 Exercise Support System for Elderly: Multi-sensor Physiological State Detection and Usability Testing
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    Chapter 9 Estimating the Perceived Difficulty of Pen Gestures
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    Chapter 10 On the Limits of the Human Motor Control Precision: The Search for a Device’s Human Resolution
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    Chapter 11 Three around a Table: The Facilitator Role in a Co-located Interface for Social Competence Training of Children with Autism Spectrum Disorder
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    Chapter 12 Moving Target Selection in 2D Graphical User Interfaces
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    Chapter 13 Navigational User Interface Elements on the Left Side: Intuition of Designers or Experimental Evidence?
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    Chapter 14 Pupillary Response Based Cognitive Workload Measurement under Luminance Changes
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    Chapter 15 Study on the Usability of a Haptic Menu for 3D Interaction
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    Chapter 16 Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game
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    Chapter 17 Understanding the Dynamics of Engaging Interaction in Public Spaces
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    Chapter 18 Transferring Human-Human Interaction Studies to HRI Scenarios in Public Space
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    Chapter 19 Comparing Free Hand Menu Techniques for Distant Displays Using Linear, Marking and Finger-Count Menus
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    Chapter 20 Design and Evaluation of an Ambient Display to Support Time Management during Meetings
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    Chapter 21 Does Panel Type Matter for LCD Monitors? A Study Examining the Effects of S-IPS, S-PVA, and TN Panels in Video Gaming and Movie Viewing
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    Chapter 22 ModControl – Mobile Phones as a Versatile Interaction Device for Large Screen Applications
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    Chapter 23 A New Visualization Approach to Re-Contextualize Indigenous Knowledge in Rural Africa
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    Chapter 24 Design Opportunities for Supporting Treatment of People Living with HIV / AIDS in India
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    Chapter 25 In Class Adoption of Multimedia Mobile Phones by Gender - Results from a Field Study
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    Chapter 26 Scenarchitectures: The Use of Domain-Specific Architectures to Bridge Design and Implementation
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    Chapter 27 Pattern Tool Support to Guide Interface Design
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    Chapter 28 Meerkat and Tuba: Design Alternatives for Randomness, Surprise and Serendipity in Reminiscing
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    Chapter 29 Culture and Facial Expressions: A Case Study with a Speech Interface
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    Chapter 30 Equality = Inequality: Probing Equality-Centric Design and Development Methodologies
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    Chapter 31 e-Rural: A Framework to Generate Hyperdocuments for Milk Producers with Different Levels of Literacy to Promote Better Quality Milking
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    Chapter 32 Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives
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    Chapter 33 Choosing your Moment: Interruptions in Multimedia Annotation
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    Chapter 34 Attention and Intention Goals Can Mediate Disruption in Human-Computer Interaction
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    Chapter 35 Again?!! The Emotional Experience of Social Notification Interruptions
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    Chapter 36 Do Not Disturb: Physical Interfaces for Parallel Peripheral Interactions
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    Chapter 37 Information to Go: Exploring In-Situ Information Pick-Up “In the Wild”
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    Chapter 38 IntelliTilt: An Enhanced Tilt Interaction Technique for Mobile Map-Based Applications
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    Chapter 39 Tensions in Developing a Secure Collective Information Practice - The Case of Agile Ridesharing
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    Chapter 40 Choose Popovers over Buttons for iPad Questionnaires
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    Chapter 41 Developing and Evaluating a Non-Visual Memory Game
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    Chapter 42 Playing with Tactile Feedback Latency in Touchscreen Interaction: Two Approaches
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    Chapter 43 The Role of Modality in Notification Performance
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    Chapter 44 Co-located Collaborative Sensemaking on a Large High-Resolution Display with Multiple Input Devices
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    Chapter 45 Exploring How Tangible Tools Enable Collaboration in a Multi-touch Tabletop Game
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    Chapter 46 Human-Computer Interaction – INTERACT 2011
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    Chapter 47 A Tactile Compass for Eyes-Free Pedestrian Navigation
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    Chapter 48 Are We There Yet? A Probing Study to Inform Design for the Rear Seat of Family Cars
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    Chapter 49 Don’t Look at Me, I’m Talking to You: Investigating Input and Output Modalities for In-Vehicle Systems
Attention for Chapter 31: e-Rural: A Framework to Generate Hyperdocuments for Milk Producers with Different Levels of Literacy to Promote Better Quality Milking
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Chapter title
e-Rural: A Framework to Generate Hyperdocuments for Milk Producers with Different Levels of Literacy to Promote Better Quality Milking
Chapter number 31
Book title
Human-Computer Interaction – INTERACT 2011
Published by
Springer, Berlin, Heidelberg, September 2011
DOI 10.1007/978-3-642-23771-3_31
Book ISBNs
978-3-64-223770-6, 978-3-64-223771-3
Authors

Vanessa Maia Aguiar de Magalhaes, Junia Coutinho Anacleto, André Bueno, Marcos Alexandre Rose Silva, Sidney Fels, Fernando Cesar Balbino

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 13 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 13 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 3 23%
Student > Master 3 23%
Student > Ph. D. Student 2 15%
Student > Doctoral Student 2 15%
Librarian 1 8%
Other 2 15%
Readers by discipline Count As %
Computer Science 6 46%
Design 5 38%
Social Sciences 1 8%
Arts and Humanities 1 8%