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Human Factors in Computing and Informatics

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Cover of 'Human Factors in Computing and Informatics'

Table of Contents

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    Book Overview
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    Chapter 1 Design and Development Methodology for the Emotional State Estimation of Verbs
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    Chapter 2 Automatic Recognition of the Unconscious Reactions from Physiological Signals
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    Chapter 3 Human Factors in Computing and Informatics
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    Chapter 4 Usability Evaluation of Configuration-Based API Design Concepts
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    Chapter 5 Monitoring Learning Activities in PLE Using Semantic Modelling of Learner Behaviour
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    Chapter 6 Back to User-Centered Usability Testing
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    Chapter 7 Comparing the Levels of Frustration between an Eye-Tracker and a Mouse: A Pilot Study
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    Chapter 8 Study of the Influence of Prototype Aesthetic Fidelity (A Realism Factor) in Usability Tests
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    Chapter 9 Exploiting Classical Bibliometrics of CSCW: Classification, Evaluation, Limitations, and the Odds of Semantic Analytics
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    Chapter 10 An Empirical Evaluation of a Usability Measurement Method in a Model Driven Framework
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    Chapter 11 The Impact of User Diversity on the Willingness to Disclose Personal Information in Social Network Services
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    Chapter 12 Practical Neurophysiological Analysis of Readability as a Usability Dimension
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    Chapter 13 Query Behavior: The Impact of Health Literacy, Topic Familiarity and Terminology
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    Chapter 14 MeD UD – A Process Reference Model for Usability Design in Medical Devices
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    Chapter 15 Dictionary of the Slovenian Sign Language on the WWW
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    Chapter 16 A Usability Requirements Analysis for Wireless Interaction and Connectivity for Elderly Hearing Aid Users
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    Chapter 17 Investigating an Accessible and Usable ePub Book via VoiceOver: A Case Study
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    Chapter 18 Route Descriptions in Advance and Turn-by-Turn Instructions - Usability Evaluation of a Navigational System for Visually Impaired and Blind People in Public Transport
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    Chapter 19 Elements of Play for Cognitive, Physical and Social Health in Older Adults
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    Chapter 20 Human Factors in Computing and Informatics
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    Chapter 21 A Preliminary Evaluation of a Participation-Centered Gameplay Experience Design Model
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    Chapter 22 Increase Physical Fitness and Create Health Awareness through Exergames and Gamification
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    Chapter 23 Design of a Game-Based Pre-hospital Resuscitation Training for First Responders
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    Chapter 24 The Resigned, the Confident, and the Humble: A Typology of Computer-Related Attribution Styles
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    Chapter 25 Next Generation Tele-Teaching: Latest Recording Technology, User Engagement and Automatic Metadata Retrieval
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    Chapter 26 Towards the Personalization of CAPTCHA Mechanisms Based on Individual Differences in Cognitive Processing
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    Chapter 27 Personality Influences on Etiquette Requirements for Social Media in the Work Context
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    Chapter 28 Role of Information Scent and Link Position in a Successful Navigation on Web
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    Chapter 29 The Minimal Group Paradigm in Virtual Teams
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    Chapter 30 “Atlas 2012” Augmented Reality: A Case Study in the Domain of Fine Arts
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    Chapter 31 Unfolding – A Library for Interactive Maps
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    Chapter 32 Improving Students’ Technical Skills Using Mobile Virtual Laboratory: Pilot Study of Assembly Language Input Methods for Touchscreen Devices
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    Chapter 33 Exploring the Adaptation to Learning Styles: The Case of AdaptiveLesson Module for Moodle
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    Chapter 34 Design and Evaluation of a Learner-Centric Immersive Virtual Learning Environment for Physics Education
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    Chapter 35 Towards Unification for Pointing Task Evaluation in 3D Desktop Virtual Environment
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    Chapter 36 Design Culture for Ageing Well: Designing for ‘Situated Elderliness’
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    Chapter 37 Towards Community-Based Co-creation
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    Chapter 38 Course and Perception of Ageing in Different Cultures Relevant for Intercultural HCI Design
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    Chapter 39 Memoryscape: Designing with Senior Citizens as Memory Meditation
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    Chapter 40 Design and Interaction in a Smart Gym: Cognitive and Bodily Mastering
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    Chapter 41 From Research to Design - Sketching a Game to Trigger Reminiscence in Older Adults
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    Chapter 42 kommTUi – A Design Process for a Tangible Communication Technology with Seniors
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    Chapter 43 Keeping “InTOUCH”: An Ongoing Co-design Project to Share Memories, Skills and Demands through an Interactive Table
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    Chapter 44 Assisting Lifestyles: “Laughing, Living and Learning”
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    Chapter 45 Human Factors in Computing and Informatics
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    Chapter 46 Designing Guiding Garments for People Affected by Dementias
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    Chapter 47 Towards Rapid Technology Probes for Senior People
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    Chapter 48 Towards an Acceptance Model for AAL
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    Chapter 49 Gestyboard 2.0: A Gesture-Based Text Entry Concept for High Performance Ten-Finger Touch-Typing and Blind Typing on Touchscreens
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    Chapter 50 On-Screen Marker Fields for Reliable Screen-to-Screen Task Migration
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    Chapter 51 Reading on eInk and Backlit LED – The Influence of Positive and Negative Contrast on Eye Movements
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    Chapter 52 Exploring Hand Posture for Smart Mobile Devices
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    Chapter 53 Pointing in the Air: Measuring the Effect of Hand Selection Strategies on Performance and Effort
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    Chapter 54 The Influence of Proactivity on Interactive Help Agents
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    Chapter 55 Platform-Aware Rich-Form Generation for Adaptive Systems through Code-Inspection
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    Chapter 56 Kinect Web Kiosk Framework
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    Chapter 57 Enhancement of Web Application Design of the Open Platform for Clinical Nutrition
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    Chapter 58 HDCMD: A Clustering Algorithm to Support Hand Detection on Multitouch Displays
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    Chapter 59 Augmentative Requirements Engineering for Trustworthy and Usable ICT-Based Services
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    Chapter 60 Research Goals for Evolving the ‘Form’ User Interface Metaphor towards More Interactivity
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    Chapter 61 Intentions: A Confident-Based Interaction Design for Smart Spaces
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    Chapter 62 Combining Spatial and Temporal Information of Eye Movements in Goal-Oriented Tasks
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    Chapter 63 Dyslexia Explorer: A Screening System for Learning Difficulties in the Arabic Language Using Eye Tracking
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    Chapter 64 An Analysis of Social Interaction between Older and Children: Augmented Reality Integration in Table Game Design
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    Chapter 65 Justification of User Profiles Based on the Mental Models’ Competency
Attention for Chapter 33: Exploring the Adaptation to Learning Styles: The Case of AdaptiveLesson Module for Moodle
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Citations

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Chapter title
Exploring the Adaptation to Learning Styles: The Case of AdaptiveLesson Module for Moodle
Chapter number 33
Book title
Human Factors in Computing and Informatics
Published by
Springer, Berlin, Heidelberg, January 2013
DOI 10.1007/978-3-642-39062-3_33
Book ISBNs
978-3-64-239061-6, 978-3-64-239062-3
Authors

Jelena Nakić, Sabine Graf, Andrina Granić, Nakić, Jelena, Graf, Sabine, Granić, Andrina

Mendeley readers

The data shown below were compiled from readership statistics for 20 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Indonesia 1 5%
Unknown 19 95%

Demographic breakdown

Readers by professional status Count As %
Student > Master 5 25%
Student > Postgraduate 3 15%
Student > Ph. D. Student 3 15%
Lecturer > Senior Lecturer 2 10%
Student > Doctoral Student 1 5%
Other 3 15%
Unknown 3 15%
Readers by discipline Count As %
Computer Science 12 60%
Social Sciences 3 15%
Engineering 1 5%
Unknown 4 20%