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2,252 results on '"Human-computer interaction"'

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1. Demand characteristics in human–computer experiments.

2. Ergonomic assessment of mid-air interaction and device-assisted interactions under vibration environments based on task performance, muscle activity and user perceptions.

3. A novel interface for generating choreography based on augmented reality.

4. Decoding the gendered design and (dis)affordances of face-editing technologies in China.

5. Robotic technology for Parkinson's disease: Needs, attitudes and concerns of individuals with Parkinson's disease and their family members. A focus group study.

6. The more-than-human turn in human-plant interaction design: From utilitarian object to living co-inhabitant.

7. Making sense of the pandemic: Multiple functions of commercial video games during one year and a half of COVID-19 crisis.

8. Measuring the impact of online personalisation: Past, present and future.

9. HCI for health and wellbeing: Challenges and opportunities.

10. From rituals to magic: Interactive art and HCI of the past, present, and future.

11. The evolution of IJHCS and CHI: A quantitative analysis.

12. Talking about interaction*.

13. From facilitating interactivity to managing hyperconnectivity: 50 years of human–computer studies.

14. Designing human-in-the-loop autonomous Cyber-Physical Systems.

15. How hand gestures influence the enjoyment in gamified mobile marketing.

16. Empirical validation of the Gamification User Types Hexad scale in English and Spanish.

17. Strengthening gamification studies: Current trends and future opportunities of gamification research.

18. Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs.

19. Adaptation and validation of the ITC - Sense of Presence Inventory for the Portuguese language.

20. A holographic mobile-based application for practicing pronunciation of basic English vocabulary for Spanish speaking children.

21. Touch gesture performed by children under 3 years old when drawing and coloring on a tablet.

22. Do a humanoid robot and music increase the motivation to perform physical activity? A quasi-experimental cohort in typical developing children and preliminary findings in hospitalized children in neutropenia.

23. The effect of prototypicality on webpage aesthetics, usability, and trustworthiness.

24. The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task.

26. Exploring crowdsourced self-care techniques: A study on Parkinson’s disease

32. A view to a click: Pupil size changes as input command in eyes-only human-computer interaction.

33. Spatial knowledge impairment after GPS guided navigation: Eye-tracking study in a virtual town.

34. Role of embodiment and presence in human perception of robots’ facial cues.

35. A formal methods approach to semiotic engineering.

36. A study of dynamic information display and decision-making in abstract trust games.

37. A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form.

38. Head-tracking interfaces on mobile devices: Evaluation using Fitts’ law and a new multi-directional corner task for small displays.

39. Evaluating Fitts’ law on vibrating touch-screen to improve visual data accessibility for blind users.

40. Meanings of communication technology in virtual team meetings: Framing technology-related interaction.

41. Is there an uncanny valley of virtual animals? A quantitative and qualitative investigation.

42. The construal of experience in HCI: Understanding self-reports.

43. Image-type representation: A preliminary study on preferences of users with intellectual disabilities.

44. Layout-based computation of web page similarity ranks.

45. Touch interaction with Google Glass – Is it suitable for older adults?

46. Evaluating touch-screen vibration modality for blind users to access simple shapes and graphics.

47. A pattern-based approach for developing creativity applications supported by surface computing.

48. Speed-accuracy tradeoff of fingertip force control with visual/audio/haptic feedback.

49. Evaluating a 3-D virtual talking head on pronunciation learning.

50. Hedonic and pragmatic halo effects at early stages of User Experience.

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