↓ Skip to main content

Human-Computer Interaction. Applications and Services

Overview of attention for book
Cover of 'Human-Computer Interaction. Applications and Services'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 CORPUS: Next-Generation Online Platform for Research Collaborations in Humanities
  3. Altmetric Badge
    Chapter 2 B2C Websites’ Usability for Chinese Senior Citizens
  4. Altmetric Badge
    Chapter 3 Intelligent Interface for Web Information Retrieval with Document Understanding
  5. Altmetric Badge
    Chapter 4 Data Preloading Technique using Intention Prediction
  6. Altmetric Badge
    Chapter 5 Textual Emotion Communication with Non-verbal Symbols in Online Environments
  7. Altmetric Badge
    Chapter 6 A Preliminary Study of Relation Induction between HTML Tag Set and User Experience
  8. Altmetric Badge
    Chapter 7 Analysis of Demographical Factors’ Influence on Websites’ Credibility Evaluation
  9. Altmetric Badge
    Chapter 8 Drivers for the Actual Usage of Cloud Services: An Examination of Influencing Factors for Digital Natives
  10. Altmetric Badge
    Chapter 9 Proposals for an Assessment Method of Accessibility and Usability in Web Software
  11. Altmetric Badge
    Chapter 10 The Correlation between Visual Complexity and User Trust in On-line Shopping: Implications for Design
  12. Altmetric Badge
    Chapter 11 Digital Love Letter: A Handwriting Based Interface for Non-instant Digital Messenger
  13. Altmetric Badge
    Chapter 12 Evaluation Based Graphical Controls: A Contribution to Mobile User Interface Early Evaluation
  14. Altmetric Badge
    Chapter 13 Smartphone Input Using Its Integrated Projector and Built-In Camera
  15. Altmetric Badge
    Chapter 14 Touchscreen Mobile Phones Virtual Keyboarding for People with Visual Disabilities
  16. Altmetric Badge
    Chapter 15 Comparison Test of Website Use with Mobile Phone and Laptop Computer
  17. Altmetric Badge
    Chapter 16 A Study of Emoticon Use in Instant Messaging from Smartphone
  18. Altmetric Badge
    Chapter 17 Mobile Users Are More Vigilant Than Situated Users
  19. Altmetric Badge
    Chapter 18 Heuristic Evaluation of Mobile Usability: A Mapping Study
  20. Altmetric Badge
    Chapter 19 Where Is Mobile Projection Interaction Going? The Past, Present and Future of the Mobile Projected Interface
  21. Altmetric Badge
    Chapter 20 Do Gender and Age Matter? A User Study on Differences in Photo Collection Management
  22. Altmetric Badge
    Chapter 21 Tool to Help the Communication for Autists
  23. Altmetric Badge
    Chapter 22 An Exergame for Encouraging Martial Arts
  24. Altmetric Badge
    Chapter 23 Exploring B-Learning Scenarios Using Fuzzy Logic-Based Modeling of Users’ LMS Quality of Interaction in Ergonomics and Psychomotor Rehabilitation Academic Courses
  25. Altmetric Badge
    Chapter 24 User Interfaces of Mobile Exergames
  26. Altmetric Badge
    Chapter 25 AwareCycle: Application for Sports Visualization Using an Afterimage Display Attached to the Wheel of a Bicycle
  27. Altmetric Badge
    Chapter 26 Refreshing Quantification and other Ploys to Give Up the Habit
  28. Altmetric Badge
    Chapter 27 Eliciting Accessibility Requirements for People with Hearing Loss: A Semantic and Norm Analysis
  29. Altmetric Badge
    Chapter 28 Human-Computer Interaction. Applications and Services
  30. Altmetric Badge
    Chapter 29 Mapping Graceful Interaction Design from Dance Performance
  31. Altmetric Badge
    Chapter 30 Understanding the Interaction Support for Mobile Work in an Emergency Room
  32. Altmetric Badge
    Chapter 31 Sweat Sensing Technique for Wearable Device Using Infrared Transparency
  33. Altmetric Badge
    Chapter 32 Collaborative Digital Sports Systems That Encourage Exercise
  34. Altmetric Badge
    Chapter 33 Design Implications to Systems Supporting Informal Caregivers’ Daily Life
  35. Altmetric Badge
    Chapter 34 A Multi-disciplinary Approach in the Development of a Stroke Rehabilitation Tool
  36. Altmetric Badge
    Chapter 35 Snappy App: A Mobile Continuous Performance Test with Physical Activity Measurement for Assessing Attention Deficit Hyperactivity Disorder
  37. Altmetric Badge
    Chapter 36 TellEat: Sharing Experiences on the Move
  38. Altmetric Badge
    Chapter 37 The Youth of Today Designing the Smart City of Tomorrow
  39. Altmetric Badge
    Chapter 38 Evidence-Based Error Analysis: Supporting the Design of Error-Tolerant Systems
  40. Altmetric Badge
    Chapter 39 Authority and Level of Automation
  41. Altmetric Badge
    Chapter 40 Developing a Location-Aware Mobile Guide System for GLAMs Based on TAPIR Sound Tag: A Case Study of the Lee Ungno Museum
  42. Altmetric Badge
    Chapter 41 An Adaptive Semantic Mobile Application for Individual Touristic Exploration
  43. Altmetric Badge
    Chapter 42 Memory-Sharing Support Tool for Improving Local Interaction
  44. Altmetric Badge
    Chapter 43 Finding Directions to a Good GPS System
  45. Altmetric Badge
    Chapter 44 A Geo-collaborative Recommendation Tool to Help Urban Mobility
  46. Altmetric Badge
    Chapter 45 Influence of Cultural, Organizational and Automation Factors on Human-Automation Trust: A Case Study of Auto-GCAS Engineers and Developmental History
  47. Altmetric Badge
    Chapter 46 Adaptive Warning Strategies from Multiple Systems: A Simulator Study with Drivers with Different Reaction Times
  48. Altmetric Badge
    Chapter 47 Tourist Evacuation Guidance Support System for Use in Disasters
  49. Altmetric Badge
    Chapter 48 Evaluating Novel User Interfaces in (Safety Critical) Railway Environments
  50. Altmetric Badge
    Chapter 49 Identification of User Requirements for Mobile Applications to Support Door-to-Door Mobility in Public Transport
  51. Altmetric Badge
    Chapter 50 Human-Computer Interaction. Applications and Services
  52. Altmetric Badge
    Chapter 51 Model of Mobility Oriented Agenda Planning
  53. Altmetric Badge
    Chapter 52 The Challenges of Developing an Online Tool to Measure the Quality of the Passenger Experience in a PanEuropean Context
  54. Altmetric Badge
    Chapter 53 From Screens to Devices and Tangible Objects: A Framework Applied to Serious Games Characterization
  55. Altmetric Badge
    Chapter 54 Assembling the Collective Experience of a Serious Game Mediation as an Interactional Practice
  56. Altmetric Badge
    Chapter 55 Bet without Looking: Studying Eyes-Free Interaction during Live Sports
  57. Altmetric Badge
    Chapter 56 Interface Design Strategies and Disruptions of Gameplay: Notes from a Qualitative Study with First-Person Gamers
  58. Altmetric Badge
    Chapter 57 Proposal for a New Entertainment System That Connects Real Life and Net Excitement
  59. Altmetric Badge
    Chapter 58 Distance Effect: Where You Stand Determines How Promptly You Interact with Game
  60. Altmetric Badge
    Chapter 59 Narrative Control and Player Experience in Role Playing Games: Decision Points and Branching Narrative Feedback
  61. Altmetric Badge
    Chapter 60 Prototyping for Digital Sports Integrating Game, Simulation and Visualization
  62. Altmetric Badge
    Chapter 61 Improving In-game Gesture Learning with Visual Feedback
  63. Altmetric Badge
    Chapter 62 Haptic User Interface Integration for 3D Game Engines
  64. Altmetric Badge
    Chapter 63 Situating a Design Space for Sustainable Software Appropriation
  65. Altmetric Badge
    Chapter 64 A Model of Web-Based Follow-Up to Reduce Assistive Technology Abandonment
  66. Altmetric Badge
    Chapter 65 Designing for Online Collaborative Consumption: A Study of Sociotechnical Gaps and Social Capital
  67. Altmetric Badge
    Chapter 66 Getting the Most from CRM Systems: Data Mining in SugarCRM, Finding Important Patterns
  68. Altmetric Badge
    Chapter 67 Humanization of Work and Environmental Protection in Activity of Enterprise
  69. Altmetric Badge
    Chapter 68 The Gap between What a Service Provider Shows Off and What Users Really Watch
  70. Altmetric Badge
    Chapter 69 Design Artefacts as Business Decision Prompts: Tackling the Design and Business Values Gap
  71. Altmetric Badge
    Chapter 70 Home Networking: Smart but Complicated
  72. Altmetric Badge
    Chapter 71 A Systematic Review of Sustainability and Aspects of Human-Computer Interaction
  73. Altmetric Badge
    Chapter 72 Issues of ERP Upgrade in Public Sectors: A Case Study
  74. Altmetric Badge
    Chapter 73 The Willingness to Adopt Technologies: A Cross-Sectional Study on the Influence of Technical Self-efficacy on Acceptance
  75. Altmetric Badge
    Chapter 74 The Impact of Culture Differences on Cloud Computing Adoption
  76. Altmetric Badge
    Chapter 75 Human-Computer Interaction. Applications and Services
Overall attention for this book and its chapters
Altmetric Badge

About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • Good Attention Score compared to outputs of the same age (74th percentile)
  • High Attention Score compared to outputs of the same age and source (85th percentile)

Mentioned by

twitter
3 tweeters
wikipedia
9 Wikipedia pages

Citations

dimensions_citation
1 Dimensions

Readers on

mendeley
33 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
Human-Computer Interaction. Applications and Services
Published by
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-07227-2
ISBNs
978-3-31-907226-5, 978-3-31-907227-2
Authors

Masaaki Kurosu

Editors

Kurosu, Masaaki

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 33 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Colombia 1 3%
Unknown 32 97%

Demographic breakdown

Readers by professional status Count As %
Other 1 3%
Student > Bachelor 1 3%
Student > Ph. D. Student 1 3%
Student > Master 1 3%
Student > Postgraduate 1 3%
Other 0 0%
Unknown 28 85%
Readers by discipline Count As %
Engineering 2 6%
Linguistics 1 3%
Economics, Econometrics and Finance 1 3%
Business, Management and Accounting 1 3%
Unknown 28 85%

Attention Score in Context

This research output has an Altmetric Attention Score of 6. 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 20 September 2022.
All research outputs
#5,228,054
of 22,113,391 outputs
Outputs from Lecture notes in computer science
#1,674
of 8,097 outputs
Outputs of similar age
#69,837
of 280,249 outputs
Outputs of similar age from Lecture notes in computer science
#30
of 199 outputs
Altmetric has tracked 22,113,391 research outputs across all sources so far. Compared to these this one has done well and is in the 76th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,097 research outputs from this source. They receive a mean Attention Score of 5.0. This one has done well, scoring higher than 79% of its peers.
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 280,249 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 74% of its contemporaries.
We're also able to compare this research output to 199 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 85% of its contemporaries.