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Human-Computer Interaction. Advanced Interaction Modalities and Techniques

Overview of attention for book
Cover of 'Human-Computer Interaction. Advanced Interaction Modalities and Techniques'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 RemoteHand: A Wireless Myoelectric Interface
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    Chapter 2 Early Prototyping of 3D-Gesture Interaction within the Presentation-Gesture-Dialog Design Space
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    Chapter 3 The Study of the Full Cycle of Gesture Interaction, The Continuum between 2D and 3D
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    Chapter 4 iPanel: A Computer-Vision Based Solution for Interactive Keyboard and Mouse
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    Chapter 5 Adding Multi-Touch Gesture Interaction in Mobile Web Applications
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    Chapter 6 Harmonic Navigator: An Innovative, Gesture-Driven User Interface for Exploring Harmonic Spaces in Musical Corpora
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    Chapter 7 HandyScope: A Remote Control Technique Using Circular Widget on Tabletops
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    Chapter 8 Comparing Hand Gesture Vocabularies for HCI
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    Chapter 9 Effectiveness of Virtual Hands in 3D Learning Material
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    Chapter 10 Proposal of the Effective Method of Generating Characteristic Gestures in Nonverbal Communication
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    Chapter 11 Hand-Object Interaction: From Grasping to Using
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    Chapter 12 Model-Based Multi-touch Gesture Interaction for Diagram Editors
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    Chapter 13 Multi-sensor Finger Ring for Authentication Based on 3D Signatures
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    Chapter 14 What You Draw Is What You Search: The Analog Gesture
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    Chapter 15 Remote Collaboration with Spatial AR Support
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    Chapter 16 Prediction of Multi-touch Gestures during Input
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    Chapter 17 “Will Use It, Because I Want to Look Cool” A Comparative Study of Simple Computer Interactions Using Touchscreen and In-Air Hand Gestures
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    Chapter 18 Beyond Presentation - Employing Proactive Intelligent Agents as Social Catalysts
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    Chapter 19 A Method for Lifelong Gesture Learning Based on Growing Neural Gas
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    Chapter 20 The Issues of 3D Hand Gesture and Posture Recognition Using the Kinect
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    Chapter 21 Frontal-Standing Pose Based Person Identification Using Kinect
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    Chapter 22 A Virtual Handwriting Tablet Based on Pen Shadow Cues
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    Chapter 23 HOUDINI: Introducing Object Tracking and Pen Recognition for LLP Tabletops
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    Chapter 24 Detecting Address Estimation Errors from Users’ Reactions in Multi-user Agent Conversation
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    Chapter 25 Evaluation of Leap Motion Controller with a High Precision Optical Tracking System
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    Chapter 26 Proposal of a Method to Measure Difficulty Level of Programming Code with Eye-Tracking
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    Chapter 27 Expressing Observation Direction through Face and Body Rotation in a Multi-user Conversation Setting
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    Chapter 28 Gaze Location Prediction with Depth Features as Auxiliary Information
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    Chapter 29 Study and Evaluation of Separability Techniques and Occlusion in Multitouch Surfaces
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    Chapter 30 Human Activity Recognition from Kinect Captured Data Using Stick Model
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    Chapter 31 Multi-sensor Based Gestures Recognition with a Smart Finger Ring
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    Chapter 32 View-Invariant Human Detection from RGB-D Data of Kinect Using Continuous Hidden Markov Model
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    Chapter 33 A Survey of Datasets for Human Gesture Recognition
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    Chapter 34 Accessing Cause-Result Relation and Diplomatic Information in Ancient “Journalistic” Texts with Universal Words
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    Chapter 35 Human Factors in the Design of Arabic-Language Interfaces in Assistive Technologies for Learning Difficulties
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    Chapter 36 Design and Development of Speech Interaction: A Methodology
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    Chapter 37 Introducing Consciousnet : Internet Content as an Environment for Human-Machine Interaction
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    Chapter 38 Can User-Paced, Menu-free Spoken Language Interfaces Improve Dual Task Handling While Driving?
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    Chapter 39 Chinese Romanization and Its Application in HCI
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    Chapter 40 Driving with a Speech Interaction System: Effect of Personality on Performance and Attitude of Driver
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    Chapter 41 Effects of Language Variety on Personality Perception in Embodied Conversational Agents
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    Chapter 42 Long Text Reading in a Car
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    Chapter 43 Let’s Get Personal
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    Chapter 44 Multimodal Behaviours in Comparable Danish and Polish Human-Human Triadic Spontaneous Interactions
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    Chapter 45 Building Rapport between Human and ECA: A Pilot Study
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    Chapter 46 The Effect of Voice Instruction on the Construction of Mental Model
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    Chapter 47 Discourse Particles and User Characteristics in Naturalistic Human-Computer Interaction
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    Chapter 48 The Effects of Working Memory Load and Mental Imagery on Metaphoric Meaning Access in Metaphor Comprehension
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    Chapter 49 Human Factors in the Design of BCI-Controlled Wheelchairs
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    Chapter 50 Interface Design and Dynamic Audio
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    Chapter 51 A Pictorial Interaction Language for Children to Communicate with Cultural Virtual Characters
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    Chapter 52 Tangible or Not Tangible – A Comparative Study of Interaction Types for Process Modeling Support
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    Chapter 53 Body Image and Body Schema: Interaction Design for and through Embodied Cognition
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    Chapter 54 Exploring Initiative Interactions on a Proxemic and Ambient Public Screen
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    Chapter 55 Evaluation of Tactile Drift Displays in Helicopter
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    Chapter 56 Development of Interaction Concepts for Touchless Human-Computer Interaction with Geographic Information Systems
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    Chapter 57 Spyractable: A Tangible User Interface Modular Synthesizer
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    Chapter 58 Neural Interface Emotiv EPOC and Arduino: Brain-Computer Interaction in a Proof of Concept
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    Chapter 59 A Heuristic Model of Vibrotactile Haptic Feedbacks Elicitation Based on Empirical Review
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    Chapter 60 Auditory Emoticons: Iterative Design and Acoustic Characteristics of Emotional Auditory Icons and Earcons
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    Chapter 61 Natural Forms of Communication and Adaptive Behaviour in Human-Computer-Interaction
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    Chapter 62 Backchannel Head Nods in Danish First Meeting Encounters with a Humanoid Robot: The Role of Physical Embodiment
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    Chapter 63 Recommended Considerations for Human-Robot Interaction Communication Requirements
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    Chapter 64 An Emotional Framework for a Real-Life Worker Simulation
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    Chapter 65 Behavioral Persona for Human-Robot Interaction: A Study Based on Pet Robot
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    Chapter 66 Robotic Border Crosser TNG - Creating an Interactive Mixed Reality
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    Chapter 67 Emotion Transmission System Using a Cellular Phone-Type Teleoperated Robot with a Mobile Projector
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    Chapter 68 Design of an Emotion Elicitation Framework for Arabic Speakers
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    Chapter 69 Analysing Emotional Video Using Consumer EEG Hardware
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    Chapter 70 Emotracking Digital Art
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    Chapter 71 Estimation of Emotion by Electroencephalography for Music Therapy
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    Chapter 72 Evaluating User’s Emotional Experience in HCI: The PhysiOBS Approach
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    Chapter 73 Proposal for the Model of Occurrence of Negative Response toward Humanlike Agent Based on Brain Function by Qualitative Reasoning
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    Chapter 74 Current and New Research Perspectives on Dynamic Facial Emotion Detection in Emotional Interface
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    Chapter 75 Evaluation of Graceful Movement in Virtual Fitting through Expressed Emotional Response and Emotion Expressed via Physiology Measures
Attention for Chapter 49: Human Factors in the Design of BCI-Controlled Wheelchairs
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Chapter title
Human Factors in the Design of BCI-Controlled Wheelchairs
Chapter number 49
Book title
Human-Computer Interaction. Advanced Interaction Modalities and Techniques
Published in
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-07230-2_49
Book ISBNs
978-3-31-907229-6, 978-3-31-907230-2
Authors

Wafa Alrajhi, Manar Hosny, Areej Al-Wabil, Arwa Alabdulkarim

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users 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 22 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Saudi Arabia 1 5%
Unknown 21 95%

Demographic breakdown

Readers by professional status Count As %
Researcher 8 36%
Student > Master 3 14%
Student > Bachelor 2 9%
Student > Ph. D. Student 2 9%
Professor > Associate Professor 2 9%
Other 2 9%
Unknown 3 14%
Readers by discipline Count As %
Computer Science 8 36%
Engineering 5 23%
Neuroscience 3 14%
Medicine and Dentistry 2 9%
Unknown 4 18%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 2. 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 14 November 2015.
All research outputs
#14,197,145
of 22,757,541 outputs
Outputs from Lecture notes in computer science
#4,307
of 8,126 outputs
Outputs of similar age
#173,658
of 305,255 outputs
Outputs of similar age from Lecture notes in computer science
#146
of 279 outputs
Altmetric has tracked 22,757,541 research outputs across all sources so far. This one is in the 35th percentile – i.e., 35% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,126 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 44th percentile – i.e., 44% 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 305,255 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 40th percentile – i.e., 40% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 279 others from the same source and published within six weeks on either side of this one. This one is in the 44th percentile – i.e., 44% of its contemporaries scored the same or lower than it.