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Human-Computer Interaction – INTERACT 2019

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Table of Contents

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    Book Overview
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    Chapter 1 An Analysis of (Non-)Use Practices and Decisions of Internet of Things
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    Chapter 2 Analysis of Utilization in the Message Card Production by Use of Fusion Character of Handwriting and Typeface
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    Chapter 3 Communicating User Insights with Travel Mindsets and Experience Personas in Intra-city Bus Context
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    Chapter 4 Effects of Age-Related Cognitive Decline on Elderly User Interactions with Voice-Based Dialogue Systems
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    Chapter 5 GDI as an Alternative Guiding Interaction Style for Occasional Users
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    Chapter 6 A Novel Method to Build and Validate an Affective State Prediction Model from Touch-Typing
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    Chapter 7 Acceptability of Persuasive Prompts to Induce Behavioral Change in People Suffering from Depression
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    Chapter 8 The UX Construct – Does the Usage Context Influence the Outcome of User Experience Evaluations?
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    Chapter 9 User Experience of Driver State Visualizations: A Look at Demographics and Personalities
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    Chapter 10 As Light as Your Scent: Effects of Smell and Sound on Body Image Perception
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    Chapter 11 Experiencing Materialized Reading: Individuals’ Encounters with Books
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    Chapter 12 “I Kept Browsing and Browsing, But Still Couldn’t Find the One”: Salient Factors and Challenges in Online Typeface Selection
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    Chapter 13 Integrating a Binaural Beat into the Soundscape for the Alleviation of Feelings
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    Chapter 14 What Is Beautiful Continues to Be Good
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    Chapter 15 Design and Evaluation of Three Interaction Models for Manipulating Internet of Things (IoT) Devices in Virtual Reality
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    Chapter 16 Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality
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    Chapter 17 On the Use of Persistent Spatial Points for Deploying Path Navigation in Augmented Reality: An Evaluation Study
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    Chapter 18 User Experience Guidelines for Designing HMD Extended Reality Applications
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    Chapter 19 Am I Moving Along a Curve? A Study on Bicycle Traveling-In-Place Techniques in Virtual Environments
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    Chapter 20 Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3D
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    Chapter 21 Enhance Engine Room Diagnostics Through Audio-Focused VR Simulation
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    Chapter 22 Head-Controlled Menu in Mixed Reality with a HMD
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    Chapter 23 VR Interaction Modalities for the Evaluation of Technical Device Prototypes
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    Chapter 24 Combining Tablets with Smartphones for Data Analytics
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    Chapter 25 COMMONS: A Board Game for Enhancing Interdisciplinary Collaboration When Developing Health and Activity-Related Wearable Devices
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    Chapter 26 On-Body Tangible Interaction: Using the Body to Support Tangible Manipulations for Immersive Environments
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    Chapter 27 SplitSlider: A Tangible Interface to Input Uncertainty
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    Chapter 28 The Possibility of Personality Extraction Using Skeletal Information in Hip-Hop Dance by Human or Machine
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    Chapter 29 Introduction to Automation and to Its Potential for Interactive Systems Design
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    Chapter 30 Introduction to Data Visualization
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    Chapter 31 The Science Behind User Experience Design
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    Chapter 32 A Multitouch Drawing Application with Occlusion-Free Interaction Strategies
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    Chapter 33 CityCompass VR - A Collaborative Virtual Language Learning Environment
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    Chapter 34 GazeMotive: A Gaze-Based Motivation-Aware E-Learning Tool for Students with Learning Difficulties
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    Chapter 35 Hybrid Wireless Sensor Networks: A Prototype
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    Chapter 36 Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers
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    Chapter 37 Multi-level Engagement in Augmented Reality Children’s Picture Books
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    Chapter 38 On-the-Fly Usability Evaluation of Mobile Adaptive UIs Through Instant User Feedback
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    Chapter 39 SwipeBuddy
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    Chapter 40 VibroSquare: Vibro-Tactile Display for Body-Centric Implicit Interactions
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    Chapter 41 A Human-Centred Business Scenario in SIoT – The Case of DANOS Framework
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    Chapter 42 A Method and Tool for Analyzing Usability Testing Data in the Business Sector
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    Chapter 43 Applying UCD for Designing Learning Experiences for Romanian Preschoolers. A Case Study
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    Chapter 44 Developing a User Interface for an Ultrasound Device Designed for Midwives and General Health Practitioners Situated in Low Resource Nations and Communities
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    Chapter 45 It AIn’t Nuttin’ New – Interaction Design Practice After the AI Hype
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    Chapter 46 R++, User-Friendly Statistical Software
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    Chapter 47 Towards a Framework for the Classification of Usability Issues
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    Chapter 48 A Mobile App for Illiterate and Semi-illiterate Pregnant Women- A User Centered Approach
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    Chapter 49 Adding Images to Psychometric Questionnaires to Improve User Engagement
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    Chapter 50 Applications for In-Situ Feedback on Social Network Notifications
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    Chapter 51 Combating Misinformation Through Nudging
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    Chapter 52 Exploring the Application of Social Robots in Understanding Bullying Perpetrators
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    Chapter 53 Initial Steps Towards Infrastructuring Body-Centric Computing
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    Chapter 54 Model-Driven Framework for Human Machine Interaction Design in Industry 4.0
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    Chapter 55 MyCompanion: A Digital Social Companion for Assisted Living
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    Chapter 56 OmniWedges: Improved Radar-Based Audience Selection for Social Networks
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    Chapter 57 Reducing Anxiety for Dental Visits
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    Chapter 58 SCAH!RF: A Novel Wearable as a Subconscious Approach for Mitigating Anxiety Symptoms
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    Chapter 59 Search Results on Flight Booking Websites: Displaying Departure and Return Flights on a Single Page vs Two Consecutive Pages
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    Chapter 60 Smart Objects for Speech Therapies at Home
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    Chapter 61 Transparency Heuristic: Effect of Implicitness of Online Data Acquisition on Sensitivity Perception
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    Chapter 62 Using Virtual Reality to Enable Individuals with Severe Visual Disabilities to Read Books
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    Chapter 63 Vibro-Tactile Implicit Interactions: So What?
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    Chapter 64 Visualizations of User’s Paths to Discover Usability Problems
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    Chapter 65 Word Association: Engagement of Teenagers in a Co-design Process
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    Chapter 66 Social Media and the Digital Enterprise
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    Chapter 67 User Experience in an Automated World
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    Chapter 68 Challenging Misinformation: Exploring Limits and Approaches
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    Chapter 69 Designing for Aging People
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    Chapter 70 HCI Challenges in Human Movement Analysis
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    Chapter 71 The Human(s) in the Loop—Bringing AI and HCI Together
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    Chapter 72 Visualizing Information Retrieved from (Large) WHAT Networks
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    Chapter 73 #SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms
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    Chapter 74 Pushing the Boundaries of Participatory Design
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    Chapter 75 User Experiences and Wellbeing at Work
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    Chapter 76 Handling Security, Usability, User Experience and Reliability in User-Centered Development Processes
Attention for Chapter 70: HCI Challenges in Human Movement Analysis
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Chapter title
HCI Challenges in Human Movement Analysis
Chapter number 70
Book title
Human-Computer Interaction – INTERACT 2019
Published by
Springer, Cham, August 2019
DOI 10.1007/978-3-030-29390-1_70
Book ISBNs
978-3-03-029389-5, 978-3-03-029390-1
Authors

Lilian Genaro Motti Ader, Benoît Bossavit, Brian Caulfield, Mathieu Raynal, Karine Lan Hing Ting, Jean Vanderdonckt, Nadine Vigouroux, Motti, Lilian Genaro, Bossavit, Benoît, Caulfield, Brian

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter 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 13 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 13 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 6 46%
Student > Ph. D. Student 2 15%
Professor > Associate Professor 2 15%
Researcher 1 8%
Student > Postgraduate 1 8%
Other 0 0%
Unknown 1 8%
Readers by discipline Count As %
Computer Science 4 31%
Unspecified 3 23%
Engineering 2 15%
Psychology 1 8%
Unknown 3 23%