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Human-Computer Interaction – INTERACT 2015

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Table of Contents

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    Book Overview
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    Chapter 1 EmbodiNet: Enriching Distributed Musical Collaboration Through Embodied Interactions
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    Chapter 2 Preference Elicitation and Negotiation in a Group Recommender System
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    Chapter 3 The #selfiestation: Design and Use of a Kiosk for Taking Selfies in the Enterprise
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    Chapter 4 The LuminUs: Providing Musicians with Visual Feedback on the Gaze and Body Motion of Their Co-performers
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    Chapter 5 An Artifact Ecology in a Nutshell: A Distributed Cognition Perspective for Collaboration and Coordination
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    Chapter 6 Assessing a Collaborative Application for Comic Strips Composition
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    Chapter 7 Augmenting Collaborative MOOC Video Viewing with Synchronized Textbook
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    Chapter 8 EXCITE: EXploring Collaborative Interaction in Tracked Environments
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    Chapter 9 The Usefulness of Method-Resources for Evaluating a Collaborative Training Simulator
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    Chapter 10 Flat Design vs Traditional Design: Comparative Experimental Study
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    Chapter 11 How to Organize the Annotation Systems in Human-Computer Environment: Study, Classification and Observations
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    Chapter 12 Human-Computer Interaction – INTERACT 2015
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    Chapter 13 Human-Computer Interaction – INTERACT 2015
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    Chapter 14 An Empirical Study of the Effects of Three Think-Aloud Protocols on Identification of Usability Problems
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    Chapter 15 An Observational Study of How Experienced Programmers Annotate Program Code
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    Chapter 16 Around-Device Interactions: A Usability Study of Frame Markers in Acquisition Tasks
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    Chapter 17 On Applying Experience Sampling Method to A/B Testing of Mobile Applications: A Case Study
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    Chapter 18 Usability Aspects of the Inside-in Approach for Ancillary Search Tasks on the Web
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    Chapter 19 Using Affinity Diagrams to Evaluate Interactive Prototypes
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    Chapter 20 What Users Prefer and Why: A User Study on Effective Presentation Styles of Opinion Summarization
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    Chapter 21 A Comparison of Five HSV Color Selection Interfaces for Mobile Painting Search
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    Chapter 22 Computer-Related Attribution Styles: Typology and Data Collection Methods
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    Chapter 23 Reciprocity in Rapid Ethnography
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    Chapter 24 Testing the Unknown – Value of Usability Testing for Complex Professional Systems Development
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    Chapter 25 An Empirical Investigation of Gaze Selection in Mid-Air Gestural 3D Manipulation
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    Chapter 26 Four Eyes See More Than Two: Shared Gaze in the Car
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    Chapter 27 Gaze+touch vs. Touch: What’s the Trade-off When Using Gaze to Extend Touch to Remote Displays?
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    Chapter 28 Gestu-Wan - An Intelligible Mid-Air Gesture Guidance System for Walk-up-and-Use Displays
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    Chapter 29 Natural Interaction with Video Environments Using Gestures and a Mirror Image Avatar
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    Chapter 30 Sci-Fi Gestures Catalog
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    Chapter 31 TV Interaction Beyond the Button Press
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    Chapter 32 “I Agree”: The Effects of Embedding Terms of Service Key Points in Online User Registration Form
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    Chapter 33 Automatic Privacy Classification of Personal Photos
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    Chapter 34 CipherCard: A Token-Based Approach Against Camera-Based Shoulder Surfing Attacks on Common Touchscreen Devices
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    Chapter 35 Digital Signage Effectiveness in Retail Stores
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    Chapter 36 Toward a Deeper Understanding of Data Analysis, Sensemaking, and Signature Discovery
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    Chapter 37 HCI Practices in the Nigerian Software Industry
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    Chapter 38 Penan’s Oroo’ Short Message Signs (PO-SMS): Co-design of a Digital Jungle Sign Language Application
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    Chapter 39 The Whodunit Challenge: Mobilizing the Crowd in India
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    Chapter 40 Wayfinding Behavior in India
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    Chapter 41 Evaluating Digital Tabletop Collaborative Writing in the Classroom
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    Chapter 42 Evaluating the Accuracy of Pre-kindergarten Children Multi-touch Interaction
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    Chapter 43 Human-Computer Interaction – INTERACT 2015
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    Chapter 44 Using IMUs to Identify Supervisors on Touch Devices
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    Chapter 45 Design and Usability Evaluation of Adaptive e-learning Systems Based on Learner Knowledge and Learning Style
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    Chapter 46 How Does HCI Research Affect Education Programs? A Study in the Brazilian Context
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    Chapter 47 MindMiner: A Mixed-Initiative Interface for Interactive Distance Metric Learning
Attention for Chapter 10: Flat Design vs Traditional Design: Comparative Experimental Study
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Chapter title
Flat Design vs Traditional Design: Comparative Experimental Study
Chapter number 10
Book title
Human-Computer Interaction – INTERACT 2015
Published by
Springer International Publishing, September 2015
DOI 10.1007/978-3-319-22668-2_10
Book ISBNs
978-3-31-922667-5, 978-3-31-922668-2
Authors

Ivan Burmistrov, Tatiana Zlokazova, Anna Izmalkova, Anna Leonova

Twitter Demographics

The data shown below were collected from the profiles of 3 tweeters 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 46 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Estonia 1 2%
Unknown 45 98%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 11 24%
Student > Master 5 11%
Other 4 9%
Researcher 4 9%
Student > Ph. D. Student 3 7%
Other 6 13%
Unknown 13 28%
Readers by discipline Count As %
Computer Science 21 46%
Psychology 4 9%
Social Sciences 3 7%
Design 3 7%
Medicine and Dentistry 1 2%
Other 1 2%
Unknown 13 28%