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

3 tweeters
9 Wikipedia pages


1 Dimensions

Readers on

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.
Human-Computer Interaction. Applications and Services
Published by
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-07227-2
978-3-31-907226-5, 978-3-31-907227-2

Masaaki Kurosu


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
of 22,113,391 outputs
Outputs from Lecture notes in computer science
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Outputs of similar age
of 280,249 outputs
Outputs of similar age from Lecture notes in computer science
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.