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HCI International 2024 Posters

Overview of attention for book
HCI International 2024 Posters
Springer Nature Switzerland

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Research on the Cognitive Mechanisms of Aural Alert Design in Civil Aircraft Cockpit
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    Chapter 2 Visualization of Operating System Behavior in a Linux Environment Running in a Browser
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    Chapter 3 Research on the Application Situation and Trend of Immersive Design
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    Chapter 4 Using Schema Theory to Construct the Designer’s Knowledge Framework
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    Chapter 5 Designing Metaphor-Based Character Archetypes for a Story Authoring Tool
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    Chapter 6 UI-DETR: GUI Component Detection from the System Screen with Transformers
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    Chapter 7 The Current Status of the Application of Virtual Reality Technology in Display Design: A Bibliometric Analysis
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    Chapter 8 Universal Hand Gesture Interaction Vocabulary for Cross-Cultural Users: Challenges and Approaches
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    Chapter 9 Applying Co-designing Methods to Information-Seeking Systems with North Carolina Foster Parents
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    Chapter 10 Exploration of Design Intervention in Eliminating Bias: A Persuasive System Design Approach of Introducing Intermediate Scenarios
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    Chapter 11 A Practical Study of Project-Based Learning in High School General Technology Based on Design Thinking
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    Chapter 12 On the Influence and Application of Regional Culture in Interaction Design
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    Chapter 13 Supporting Parent-Child Interactions in Child Riding: Exploring Design Opportunities for Digital Interaction Strategies
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    Chapter 14 Research and Application of Grid System Design for Version Aesthetics in Book Design
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    Chapter 15 Exploration of Alert Response Strategy Modeling Method Based on MBSE
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    Chapter 16 The Perceived Impact of Different Types of Ice-Themed Typography on Users
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    Chapter 17 Cognitive Biases in the Estimation of the Interface Updates: Facebook Users’ Case
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    Chapter 18 Force-Based Modeling of a Resilient Helping Role in Coordinated Behavior of a Triad
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    Chapter 19 Automating User Task Performance: Introducing Task Experience Score (TES) for Complex Cloud Platforms
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    Chapter 20 Examining the Influence of Front-Facing Camera Layout on the Aesthetic Experience of Smartphone User Interfaces
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    Chapter 21 A Comparative Study of Icon Style Based on Cognitive Behavior
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    Chapter 22 Analysis of Participants’ Synchronization Behaviors and Big Five Personalities in Dyadic Conversation
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    Chapter 23 Optimization and Evaluation of Tablet Keyboard Layout in the Unsupported Case
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    Chapter 24 Assessing the Usability of Statistical Software Using a Discrete Choice Experiment
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    Chapter 25 Preliminary Exploration of Technology Acceptance for Applying Virtual Assistants in Clinic Self-service Machine
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    Chapter 26 Positive-Right and Negative-Left: Affective Spatialization by Digital “Grab” Interactions
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    Chapter 27 Design and Usability Evaluation of a Web-Based Pitch Control Training App for Transgender Women
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    Chapter 28 User Preferences for Icon Design Styles and Their Associations with Personality and Demographic
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    Chapter 29 Exploring the Emotional-Behavioral Relationship in Action Role-Playing Games: Diverse Player Responses to Varying Difficulty Challenges
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    Chapter 30 Analysis Method for Audience’s Emotional Changes During Watching Movies
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    Chapter 31 Preliminary Evaluation of Manga’s Emotional Impact Using Physiological Indexes
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    Chapter 32 Estimation of Riemannian Metric in a High-Dimensional Facial Expression Space from Low-Dimensional Subspaces
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    Chapter 33 Designing Korean Emotion Analysis System Combining KoBERT Model and Ensemble Machine Learning Model Considering Emotion Words
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    Chapter 34 Conversion from Dimensional Emotions to Discrete Emotions
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    Chapter 35 Investigation of a Method for Evaluating the Effect of Interior Colors on Emotions
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    Chapter 36 Analysis of Relation Between Facial Emotions and Comprehension Level in Listening
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    Chapter 37 The Role of Exposure Time and Emotional Scene on the Perception of the Six Basic Facial Expressions
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    Chapter 38 Enhancing Emotional Induction in Virtual Reality: Innovative Fusion of Speech and Realistic Non-Verbal Emotional Expression
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    Chapter 39 Using Virtual Reality Simulations in Safety-Critical Human Computer Interaction
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    Chapter 40 Use of Robot Operating System for Remote Manipulation of Robot Arm Based on Hand Gestures
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    Chapter 41 The Influence of Culture in Shaping Anthropomorphic Attitudes Towards Robots: A Literature Review
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    Chapter 42 The Impact of Age on Children's Selective Trust in Misleading Social Robots
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    Chapter 43 Effects of the Exoskeleton on Human Physiological Stress
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    Chapter 44 Development of a Attentive Listening Robot Using the Motion Prediction Based on Surrogate Data
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    Chapter 45 Investigating Hospital Service Robots: A Observation Study About Relieving Information Needs at the Hospital Reception
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    Chapter 46 Trust, (Dis)Comfort, and Voice Quality: Anthropomorphism in Verbal Interactions with NAO
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    Chapter 47 Emotional Study on Octopus Arm Robots and Behavioral Parameterization
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    Chapter 48 Social Robots for Service Environments in Academia
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    Chapter 49 Interactive Robotic Grinding: Interactive Building Metal Surface Design and Fabrication for Robotic Grinding
Attention for Chapter 43: Effects of the Exoskeleton on Human Physiological Stress
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Chapter title
Effects of the Exoskeleton on Human Physiological Stress
Chapter number 43
Book title
HCI International 2024 Posters
Published in
Communications in Computer and Information Science, January 2024
DOI 10.1007/978-3-031-61932-8_43
Book ISBNs
978-3-03-161931-1, 978-3-03-161932-8
Authors

Liu, Yang, Hui, Erkang, Xue, Yanmin, Li, Xiaoling, Wang, Mengcheng, Zhou, Xin, Liu, Xiaowen, Hui, Dan

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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 07 June 2024.
All research outputs
#21,255,731
of 26,101,087 outputs
Outputs from Communications in Computer and Information Science
#511
of 737 outputs
Outputs of similar age
#259,626
of 369,596 outputs
Outputs of similar age from Communications in Computer and Information Science
#28
of 49 outputs
Altmetric has tracked 26,101,087 research outputs across all sources so far. This one is in the 10th percentile – i.e., 10% of other outputs scored the same or lower than it.
So far Altmetric has tracked 737 research outputs from this source. They receive a mean Attention Score of 3.5. This one is in the 17th percentile – i.e., 17% 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 369,596 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 17th percentile – i.e., 17% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 49 others from the same source and published within six weeks on either side of this one. This one is in the 24th percentile – i.e., 24% of its contemporaries scored the same or lower than it.