Interacting With Computers

Papers
(The TQCC of Interacting With Computers is 2. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2020-11-01 to 2024-11-01.)
ArticleCitations
Shared Gaze Visualizations in Collaborative Interactions: Past, Present and Future19
Engineering Task-based Augmented Reality Guidance: Application to the Training of Aircraft Flight Procedures17
Effects of the Font Size and Line Spacing of Simplified Chinese Characters on Smartphone Readability16
Time and Temporality in HCI Research12
Toward Inclusive Digital Mobility Services: a Population Perspective12
Empirical Results for High-definition Video and Augmented Reality Content Delivery in Hyper-connected Cars10
A Longitudinal Study of Self-Disclosure in Human–Chatbot Relationships9
Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality6
Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis6
Older Adults’ Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games6
Tainted Love: a Systematic Literature Review of Online Romance Scam Research5
Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform5
The ‘New’ New Normal—Digitalization and Hybridization of Work and Education Before, during and after the Covid-19 Pandemic4
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being4
Iteratively Digitizing an Analogue Syllable-Based Reading Intervention4
Validation and Prioritization of Design Options for Accessible Player Experiences4
Dead Users’ Profiles on Facebook: Limited Interaction Beyond Human Existence4
Gaps Between Continuous Measurement Methods: A Longitudinal Study of Perceived Usability4
Harnessing Virtual Reality Nature to Promote Well-Being3
Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot3
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports3
Pitfalls and Tensions in Digitalizing Talent Acquisition: An Analysis of HRM Professionals’ Considerations Related to Digital Ethics3
Embodied Conversational Agents in eHealth: How Facial and Textual Expressions of Positive and Neutral Emotions Influence Perceptions of Mutual Understanding3
Talking with an IoT-CA: Effects of the Use of Internet of Things Conversational Agents on Face-to-Face Conversations3
The Reflection Object: An Activity-Theory Informed Concept for Designing for Reflection3
HCI Research Experiences During the Pandemic: Lessons Learned for the Road Ahead3
Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling3
Audio-Visual Mixed Reality Representation of Hazard Zones for Safe Pedestrian Navigation of a Space3
Humanizing Chatbots for Political Campaigns: How Do Voters Respond to Feasibility and Desirability Appeals from Political Chatbots?3
Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control3
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces2
Identifying Students’ Group Work Problems: Design and Field Studies of a Supportive Peer Assessment2
Can you Hear the Colour? Designing Virtual Worlds for Synaesthetic and Multimodal Experiences2
Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition2
Global Virtual Team Working during the Covid-19 Pandemic2
Adaptive E-Learning and Dyslexia: an Empirical Evaluation and Recommendations for Future Work2
The Impact of the COVID-19 Pandemic on Human–Computer Interaction Empirical Research2
Heterogeneous Models and Modelling Approaches for Engineering of Interactive Systems2
Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing2
Designing and Evaluating Iconic Gestures for Child-Robot Second Language Learning2
File Search: A Contrast Between Beliefs and Behavior2
A Novel Gaze Input System Based on Iris Tracking With Webcam Mounted Eyeglasses2
Balancing the formal and the informal in user-centred design2
An Interactive Design Framework for Children’s Apps for Enhancing Emotional Experience2
Behind a Digital Mask: Users’ Subjective Experience of Animated Characters and Its Effect on Source Credibility2
On the Benefits of Using MVC Pattern for Structuring Event-B Models of WIMP Interactive Applications2
Quantifying the Cost of Web Accessibility Barriers for Blind Users2
Design Strategies for Collaborative Learning in Tangible Tabletops: Positive Interdependence and Reflective Pauses2
Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study2
“Who Wants to Know all this Stuff?!”: Understanding Older Adults’ Privacy Concerns in Aged Care Monitoring Devices2
Participatory Data Design: Managing Data Sovereignty in IoT Solutions2
Social Media Use and COVID-19 Vaccination Intent: An Exploratory Study on the Mediating Role of Information Exposure2
Card Sorting for User Experience Design2
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