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 2020-03-01 to 2024-03-01.)
ArticleCitations
The Design of Ecological Momentary Assessment Technologies49
Using a Head Pointer or Eye Gaze: The Effect of Gaze on Spatial AR Remote Collaboration for Physical Tasks19
Shared Gaze Visualizations in Collaborative Interactions: Past, Present and Future16
Engineering Task-based Augmented Reality Guidance: Application to the Training of Aircraft Flight Procedures16
Time and Temporality in HCI Research14
Effects of the Font Size and Line Spacing of Simplified Chinese Characters on Smartphone Readability13
Embodied Interaction and Spatial Skills: A Systematic Review of Empirical Studies12
There Is More Than One Type of Hoarder: Collecting, Managing and Hoarding Digital Data in the Workplace8
Toward Inclusive Digital Mobility Services: a Population Perspective7
Empirical Results for High-definition Video and Augmented Reality Content Delivery in Hyper-connected Cars7
EduRecomSys: An Educational Resource Recommender System Based on Collaborative Filtering and Emotion Detection6
Understanding Users’ Engagement and Responses in 3D Virtual Reality: The Influence of Presence on User Value6
Systematic Review of Design Guidelines for Full-Body Interactive Games5
Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis5
Smartwatch User Authentication Based on the Arm-Raising Gesture5
Effect of Visual Design on the Evaluation of Technology- vs. Design-Based Novel Interactive Products4
EM-FEE: An Efficient Multitask Scheme for Facial Expression Estimation4
Dead Users’ Profiles on Facebook: Limited Interaction Beyond Human Existence4
Predicting Human Operator’s Decisions Based on Prospect Theory4
Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform4
A Longitudinal Study of Self-Disclosure in Human–Chatbot Relationships4
Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot3
The Reflection Object: An Activity-Theory Informed Concept for Designing for Reflection3
Interactive Exploration of Large-Scale UI Datasets with Design Maps3
Use of a Persona to Support the Interdisciplinary Design of an Assistive Technology for Meal Preparation in Traumatic Brain Injury3
Gaps Between Continuous Measurement Methods: A Longitudinal Study of Perceived Usability3
Beyond the Lexical Sense of Online Reviews: The Role of Emoticons and Consumer Experience3
Understanding Meaningful Participation and the Situated Use of Technology in Community Music for Active Ageing3
Validation and Prioritization of Design Options for Accessible Player Experiences3
Audio-Visual Mixed Reality Representation of Hazard Zones for Safe Pedestrian Navigation of a Space2
Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality2
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports2
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being2
“Who Wants to Know all this Stuff?!”: Understanding Older Adults’ Privacy Concerns in Aged Care Monitoring Devices2
Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling2
Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing2
Entrepreneurial Intention: The Impact of General Computer Self-Efficacy and Computer Anxiety2
Iteratively Digitizing an Analogue Syllable-Based Reading Intervention2
Design Strategies for Collaborative Learning in Tangible Tabletops: Positive Interdependence and Reflective Pauses2
A Novel Gaze Input System Based on Iris Tracking With Webcam Mounted Eyeglasses2
Harnessing Virtual Reality Nature to Promote Well-Being2
Heterogeneous Models and Modelling Approaches for Engineering of Interactive Systems2
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces2
The ‘New’ New Normal—Digitalization and Hybridization of Work and Education Before, during and after the Covid-19 Pandemic2
Talking with an IoT-CA: Effects of the Use of Internet of Things Conversational Agents on Face-to-Face Conversations2
Can you Hear the Colour? Designing Virtual Worlds for Synaesthetic and Multimodal Experiences2
Balancing the formal and the informal in user-centred design2
Wayfinding in Virtual Environments With Landmarks on Overview Maps2
On the Benefits of Using MVC Pattern for Structuring Event-B Models of WIMP Interactive Applications2
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