1,195 results on '"Albrecht Schmidt"'
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52. Designing Trustworthy User Interfaces for the Voluntary Carbon Market: A Randomized Online Experiment.
53. MindPhone: Mindful Reflection at Unlock Can Reduce Absentminded Smartphone Use.
54. Blockchain and Cryptocurrency in Human Computer Interaction: A Systematic Literature Review and Research Agenda.
55. Supporting Interface Experimentation for Blockchain Applications.
56. Engagement, not Dependence: Ethically Designing Assistive Systems for Users with Cognitive Impairments.
57. Real-World Methods of Autobiographical Recall in Virtual Reality.
58. Implementation and Evaluation of a Point-Of-Sale Payment System Using Bitcoin Lightning.
59. Domain-Invariant Representation Learning from EEG with Private Encoders.
60. EEG2Vec: Learning Affective EEG Representations via Variational Autoencoders.
61. Agenda- and Activity-Based Triggers for Microlearning.
62. Prototyping with Blockchain: A Case Study for Teaching Blockchain Application Development at University.
63. SpaceCHI 2.0: Advancing Human-Computer Interaction Systems for Space Exploration.
64. 'It Is Not Always Discovery Time': Four Pragmatic Approaches in Designing AI Systems.
65. There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum.
66. A Model for Selecting Media Type of Memory Cues in Ubiquitous Prostheses.
67. Automating Contextual Privacy Policies: Design and Evaluation of a Production Tool for Digital Consumer Privacy Awareness.
68. How do Users Expect their Smart Memory Vaults to Utilize Their Shared Memories?
69. Non-verbal Communication and Joint Attention Between People with and Without Visual Impairments: Deriving Guidelines for Inclusive Conversations in Virtual Realities.
70. Mixed Reality as Assistive Technology: Guidelines Based on an Assessment of Residual Functional Vision in Persons with Low Vision.
71. Auto-Generating Multimedia Language Learning Material for Children with Off-the-Shelf AI.
72. Speeding Up the Engineering of Interactive Systems with Generative AI.
73. VEmotion: Using Driving Context for Indirect Emotion Prediction in Real-Time.
74. The End of Serendipity: Will Artificial Intelligence Remove Chance and Choice in Everyday Life?
75. Mirror, Mirror on the Wall: Exploring Ubiquitous Artifacts for Health Tracking.
76. Assisting Motor Skill Transfer for Dance StudentsUsing Wearable Feedback.
77. Diegetic and Non-diegetic Health Interfaces in VR Shooter Games.
78. Artificial Intelligence for Humankind: A Panel on How to Create Truly Interactive and Human-Centered AI for the Benefit of Individuals and Society.
79. Artificial Intelligence versus End-User Development: A Panel on What Are the Tradeoffs in Daily Automations?
80. Is it Better With Onboarding? Improving First-Time Cryptocurrency App Experiences.
81. Don't Stop Me Now! Exploring Challenges Of First-Time Cryptocurrency Users.
82. Tailored Science Badges: Enabling New Forms of Research Interaction.
83. Prisoner of Words: Lessons Learnt from Mobile Gamification of Lab Memory Experiments.
84. Facilitating Bodily Insights Using Electromyography-Based Biofeedback during Physical Activity.
85. Exploring the Design of Companions in Video Games.
86. Hidden Interaction Techniques: Concealed Information Acquisition and Texting on Smartphones and Wearables.
87. Introduction to Intelligent User Interfaces.
88. Evaluation in Human-Computer Interaction - Beyond Lab Studies.
89. Quick, Print This Page! The Value of Analogue Media in a Digital World.
90. EMPiano: Electromyographic Pitch Control on the Piano Keyboard.
91. Interactive Human Centered Artificial Intelligence: A Definition and Research Challenges.
92. Tangibility is Overrated: Comparing Learning Experiences of Physical Setups and their Virtual Equivalent in Augmented Reality.
93. VUM: Understanding Requirements for a Virtual Ubiquitous Microscope.
94. Hit the Thumb Jack! Using Electromyography to Augment the Piano Keyboard.
95. BuSiNec - Studying the Effects of a Busyness Signifying Necklace in the Wild.
96. Challenges in Designing Interfaces for Large Displays: the Practitioners' Point of View.
97. I Don't Care as Long as It's Good: Player Preferences for Real-Time and Turn-Based Combat Systems in Computer RPGs.
98. A Human Touch: Social Touch Increases the Perceived Human-likeness of Agents in Virtual Reality.
99. VRsneaky: Stepping into an Audible Virtual World with Gait-Aware Auditory Feedback.
100. What does the Oscilloscope Say?: Comparing the Efficiency of In-Situ Visualisations during Circuit Analysis.
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