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Human-Computer Interaction. Applications and Services

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Cover of 'Human-Computer Interaction. Applications and Services'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    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

  • Good Attention Score compared to outputs of the same age (76th percentile)
  • Good Attention Score compared to outputs of the same age and source (67th percentile)

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