International Journal of Human-Computer Studies

Papers
(The median citation count of International Journal of Human-Computer Studies is 4. 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 effects of explainability and causability on perception, trust, and acceptance: Implications for explainable AI361
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots196
My Chatbot Companion - a Study of Human-Chatbot Relationships142
Tailored gamification: A review of literature135
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences126
The effect of challenge-based gamification on learning: An experiment in the context of statistics education116
Design Features of Embodied Conversational Agents in eHealth: a Literature Review107
Almost human? A comparative case study on the social media presence of virtual influencers97
“It wouldn't happen to me”: Privacy concerns and perspectives following the Cambridge Analytica scandal71
Human-centered XAI: Developing design patterns for explanations of clinical decision support systems69
Efficacy of Virtual Reality for Studying People's Pre-evacuation Behavior under Fire68
Older adults' perspectives of smart home technology: Are we developing the technology that older people want?54
Narrative and gaming experience interact to affect presence and cybersickness in virtual reality50
Apps That Motivate: a Taxonomy of App Features Based on Self-Determination Theory48
Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)46
Introduction of human-centric AI assistant to aid radiologists for multimodal breast image classification45
Extending Fitts’ law in three-dimensional virtual environments with current low-cost virtual reality technology43
Effects of gender and personality differences on students’ perception of game design elements in educational gamification42
Memory of virtual experiences: Role of immersion, emotion and sense of presence40
Measuring Mental Workload Variations in Office Work Tasks using fNIRS40
A design methodology for affective Virtual Reality38
Fitbit for learning: Towards capturing the learning experience using wearable sensing37
A comparison of the effects of haptic and visual feedback on presence in virtual reality37
Understanding the user experience of customer service chatbots: An experimental study of chatbot interaction design36
Virtual navigation for blind people: Transferring route knowledge to the real-World36
Pursuing pleasance: Interrogating energy-intensive visions for the smart home36
The impact of serious games with humanoid robots on mild cognitive impairment older adults36
Impacts of Touch Screen Size, User Interface Design, and Subtask Boundaries on In-Car Task's Visual Demand and Driver Distraction35
Do you feel safe with your robot? Factors influencing perceived safety in human-robot interaction based on subjective and objective measures35
Automated and Personalized Nutrition Health Assessment, Recommendation, and Progress Evaluation using Fuzzy Reasoning34
Social interactions and relationships with an intelligent virtual agent33
Physiological indicators of task demand, fatigue, and cognition in future digital manufacturing environments33
Drivers’ acceptance of mobile navigation applications: An extended technology acceptance model considering drivers’ sense of direction, navigation application affinity and distraction perception32
Modeling adoption of intelligent agents in medical imaging32
Cognitive support for assembly operations by means of augmented reality: an exploratory study32
Understanding human-robot teams in light of all-human teams: Aspects of team interaction and shared cognition31
Emodash: A dashboard supporting retrospective awareness of emotions in online learning31
Matter over mind? How the acceptance of digital entities depends on their appearance, mental prowess, and the interaction between both31
Persona Perception Scale: Development and Exploratory Validation of an Instrument for Evaluating Individuals’ Perceptions of Personas30
Comparing selection mechanisms for gaze input techniques in head-mounted displays29
Submitting surveys via a conversational interface: An evaluation of user acceptance and approach effectiveness28
Investigating the effect of gamification elements on bank customers to personalize gamified systems27
Interpretable confidence measures for decision support systems27
Perseverations of the academy: A survey of wearable technologies applied to autism intervention27
Simulated thoughts in virtual reality for negotiation training enhance self-efficacy and knowledge26
Experimenters' Influence on Mental-Imagery based Brain-Computer Interface User Training26
Creating design guidelines for building city dashboards from a user's perspectives26
Talking datasets – Understanding data sensemaking behaviours26
Automated prediction of visual complexity of web pages: Tools and evaluations25
Bridging narrative and locality in mobile-based augmented reality educational activities: Effects of semantic coupling on students’ immersion and learning gains22
Can we trust a chatbot like a physician? A qualitative study on understanding the emergence of trust toward diagnostic chatbots22
Personal information and public health: Design tensions in sharing and monitoring wellbeing in pregnancy22
A longitudinal study of human–chatbot relationships22
How Linguistic Framing Affects Factory Workers' Initial Trust in Collaborative Robots: The Interplay Between Anthropomorphism and Technological Replacement21
Immersive virtual reality news: A study of user experience and media effects21
The effects of domain knowledge on trust in explainable AI and task performance: A case of peer-to-peer lending21
Challenge types in gaming validation of video game challenge inventory (CHA)21
Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions20
The evaluation of a mobile user interface for people on the autism spectrum: An eye movement study20
Everything you always wanted to know about a dataset: Studies in data summarisation20
Shocking advantage! Improving digital game performance using non-invasive brain stimulation20
A systematic literature review: What is the current stance towards weight stigmatization in social media platforms?20
Desires for active ageing technology20
Anxious and frustrated but still competent: Affective aspects of interactions with personal information management19
Sweet escape: The role of empathy in social media engagement with human versus virtual influencers19
Exploiting linguistic information from Nepali transcripts for early detection of Alzheimer's disease using natural language processing and machine learning techniques18
LeviSense: A platform for the multisensory integration in levitating food and insights into its effect on flavour perception18
UX information in the daily work of an agile team: A distributed cognition analysis18
How the different explanation classes impact trust calibration: The case of clinical decision support systems17
Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results17
Using the computer mouse for stress measurement – An empirical investigation and critical review17
Questionnaire experience and the hybrid System Usability Scale: Using a novel concept to evaluate a new instrument17
Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools17
Making it Real: A Study of Augmented Virtuality on Presence and Enhanced Benefits of Study Stress Reduction Sessions17
Adaptive feature guidance: Modelling visual search with graphical layouts17
Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training17
Gender in the making: An empirical approach to understand gender relations in the maker movement16
POMA: A tangible user interface to improve social and cognitive skills of Sri Lankan children with ASD16
Social domestication of service robots: The secret lives of Automated Guided Vehicles (AGVs) at a Norwegian hospital16
Intentional acceptance of social robots: Development and validation of a self-report measure for children16
Linking students’ emotions to engagement and writing performance when learning Japanese letters with a pen-based tablet: An investigation based on individual pen pressure parameters16
A graspable olfactory display for virtual reality16
Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment16
Detecting usability problems in mobile applications on the basis of dissimilarity in user behavior16
User perspectives in the design of interactive everyday objects for sustainable behaviour16
Teleoperated mobile robot with two arms: the influence of a human-machine interface, VR training and operator age16
Development and validation of the fluency in human-robot interaction scale. A two-wave study on three perspectives of fluency15
Observing and predicting knowledge worker stress, focus and awakeness in the wild15
Personal informatics and negative emotions during commuter driving: Effects of data visualization on cardiovascular reactivity & mood15
Intimacy perception : Does the artificial or human nature of the interlocutor matter ?15
Psychological distance in mobile telepresence15
Augmented visualization cues on primary flight display facilitating pilot's monitoring performance15
The need to move away from agential-AI: Empirical investigations, useful concepts and open issues15
Data-driven vibrotactile rendering of digital buttons on touchscreens15
The cupboard task: An immersive virtual reality-based system for everyday memory assessment15
Computer games as distraction from PAIN: Effects of hardware and difficulty on pain tolerance and subjective IMMERSION15
Towards understanding the design of bodily integration14
Virtual reality art-making for stroke rehabilitation: Field study and technology probe14
Human values and digital citizen science interactions14
Evaluating the effect of gamification on the deployment of digital cultural probes for children14
Automated affect classification and task difficulty adaptation in a competitive scenario based on physiological linkage: An exploratory study14
A physical learning companion for Mental-Imagery BCI User Training14
Developing Future Wearable Interfaces for Human-Drone Teams through a Virtual Drone Search Game14
The Interactive Virtual Training for Teachers (IVT-T) to Practice Classroom Behavior Management14
Evaluation of haptic virtual reality user interfaces for medical marking on 3D models14
Manipulating music to communicate automation reliability in conditionally automated driving: A driving simulator study13
Who needs explanation and when? Juggling explainable AI and user epistemic uncertainty13
Self-report measure of dispositional flow experience in the video game context: Conceptualisation and scale development13
User-defined walking-in-place gestures for VR locomotion13
A systematic review of functions and design features of in-vehicle agents13
Enhanced cognitive workload evaluation in 3D immersive environments with TOPSIS model13
The effects of virtual human’s verbal persuasion strategies on user intention and behavior12
A social robot to deliver a psychotherapeutic treatment: Qualitative responses by participants in a randomized controlled trial and future design recommendations12
The influence of human factors on 360∘ mulsemedia QoE12
Using social interaction trace data and context to predict collaboration quality and creative fluency in collaborative design learning environments12
Personality segmentation of users through mining their mobile usage patterns12
Design of a toolkit for real-time executive function assessment in custom-made virtual experiences and interventions12
User experience framework for understanding user experience in blockchain services12
A low-cost predictive display for teleoperation: Investigating effects on human performance and workload12
Human-machine symbiosis: A multivariate perspective for physically coupled human-machine systems12
Evaluation of locomotion methods in virtual reality navigation environments: An involuntary position shift and task performance12
Perception of perspective in augmented reality head-up displays12
The Influence of User Culture on Website Usability12
Influence of cultural factors on freehand gesture design12
“I felt her company”: A qualitative study on factors affecting closeness and emotional support seeking with an embodied conversational agent11
The impact of assistive software application to facilitate people with dementia through participatory research11
The effects of redundancy in user-interface design on older users11
Modeling and mitigating human annotation errors to design efficient stream processing systems with human-in-the-loop machine learning11
A new perspective on personas and customer journey maps: Proposing systemic UX11
Derivation of young children's interaction strategies with digital educational games from gaze sequences analysis11
The design, development, and evaluation of telepresence interfaces for aging adults: Investigating user perceptions of privacy and usability11
A principlist-based study of the ethical design and acceptability of artificial social agents11
Exploring public wearable display of wellness tracker data11
Effects of visual and auditory cues on haptic illusions for active and passive touches in mixed reality11
Meet Malexa, Alexa’s malicious twin: Malware-induced misperception through intelligent voice assistants10
Visual aesthetics and user experience: A multiple-session experiment10
Brain training with the body in mind: Towards gamified approach-avoidance training using virtual reality10
The influence of audio effects and attention on the perceived duration of interaction10
From hot-spots towards experience-spots: Leveraging on users’ sociocultural experiences to enhance security in cued-recall graphical authentication10
Building blocks for creating enjoyable games—A systematic literature review10
Interpersonal Haptic Communication: Review and Directions for the Future10
Effects of holding postures on user-defined touch gestures for tablet interaction10
Different platforms for different patients’ needs: Automatic content analysis of different online health information platforms10
Cognitive load increases anthropomorphism of humanoid robot. The automatic path of anthropomorphism10
The impact of the physical and social embodiment of voice user interfaces on user distraction10
Raising Awareness of Stereotyping Through Collaborative Digital Storytelling: Design for Change with and for Children10
Real-time posture feedback for effective motor learning in table tennis in virtual reality9
Head-worn displays for healthcare and industry workers: A review of applications and design9
Managing healthcare conflicts when living with multiple chronic conditions9
Foregrounding data in co-design – An exploration of how data may become an object of design9
Designing gamified rewards to encourage repeated app selection: Effect of reward placement9
The ability of personas: An empirical evaluation of altering incorrect preconceptions about users9
Usability evaluation of multimodal interactive virtual environments for learners who are blind: An empirical investigation9
Effect of target distance on controllability for myocontrol9
How to Make chatbots productive – A user-oriented implementation framework9
A virtual tourist counselor expressing intimacy behaviors: A new perspective to create emotion in visitors and offer them a better user experience?9
Reasoning about privacy in mobile application install decisions: Risk perception and framing9
Modeling micro-interactions in self-regulated learning: A data-driven methodology9
Human accuracy in mobile data collection9
Qi2He: A co-design framework inspired by eastern epistemology9
Moving and improving in safety-critical systems: Impacts of head-mounted displays on operator mobility, performance, and situation awareness8
Information flow and cognition affect each other: Evidence from digital learning8
A visual editing tool supporting the production of 3D interactive graphics assets for public exhibitions8
Understanding and Streamlining App Switching Experiences in Mobile Interaction8
An empirical investigation of domestic energy data visualizations8
A cognitive decomposition to empirically study human performance in control room environments8
A user-derived mapping for mid-air haptic experiences8
The methodology of studying fairness perceptions in Artificial Intelligence: Contrasting CHI and FAccT8
Augmented Reality as a research tool: investigating cognitive-motor dual-task during outdoor navigation8
Evaluating a gamification proposal for learning usability heuristics: Heureka8
EyeTAP: Introducing a multimodal gaze-based technique using voice inputs with a comparative analysis of selection techniques8
‘Address and command’: Two-handed mid-air interactions with multiple home devices8
Device-based manipulation technique with separated control structures for 3D object translation and rotation in handheld mobile AR8
Omnis Prædictio: Estimating the full spectrum of human performance with stroke gestures8
Augmented assistive technology: the importance of tailoring technology solutions for people living with dementia at home8
Enriching teachers’ assessments of rhythmic Forró dance skills by modelling motion sensor data8
Unobtrusive arousal detection on the web using pupillary response8
The Goldilocks level of support: Using user reviews, ratings, and installation numbers to investigate digital self-control tools8
How do people experience the temporality of everyday life changes? Towards the exploration of existential time in HCI8
Measuring subjectively experienced time in usability and user experience testing scenarios8
User-Centered Privacy-by-Design: Evaluating the Appropriateness of Design Prototypes8
Olly: A tangible for togetherness8
What can “drag & drop” tell? Detecting mild cognitive impairment by hand motor function assessment under dual-task paradigm7
Crafting, connecting, and commoning in everyday maker projects7
Think before you speak: An investigation of eye activity patterns during conversations using eyewear7
The advantages of virtual dogs over virtual people: Using augmented reality to provide social support in stressful situations7
A framework and serious game for decision making in stressful situations; a fire evacuation scenario7
Tablets for deeply disadvantaged older adults: Challenges in long-term care facilities7
A novel user-based gesture vocabulary for conceptual design7
FaceMe: An agent-based social game using augmented reality for the emotional development of children with autism spectrum disorder7
Development of a speed protector to optimize user experience in 3D virtual environments7
Emotion trajectories in smartphone use: Towards recognizing emotion regulation in-the-wild7
So far yet so near: Exploring the effects of immersion, presence, and psychological distance on empathy and prosocial behavior7
Interactive Technologies for Emotion Regulation Training: A Scoping Review7
Investigating cognitive workload in concurrent speech-based information communication7
Who Owns What? Psychological Ownership in Shared Augmented Reality7
How compliance with web accessibility standards shapes the experiences of users with and without disabilities7
Uses and gratifications of photo sharing on Instagram7
Human-machine sense of agency7
“Instant Happiness”: Smartphones as tools for everyday emotion regulation7
The impact of handedness on user performance in touchless input7
Towards augmented reality coaching for daily routines: Participatory design with individuals with cognitive disabilities and their caregivers7
Conversational agents for fostering curiosity-driven learning in children6
Quantifying the impact of making and breaking interface habits6
Workout connections: Investigating social interactions in online group exercise classes6
Design patterns for human-AI co-learning: A wizard-of-Oz evaluation in an urban-search-and-rescue task6
Technology futures: Towards understanding how to design awe-inspiring futures6
Fostering engagement in technology-mediated stress management: A comparative study of biofeedback designs6
Escaping unsustainable digital interactions: Toward “more meaningful” and “moderate” online experiences6
Website interactivity and processing: Menu customization and sense of agency are keys to better interaction design6
A multiple warning and smart monitoring system using wearable devices for home care6
Understanding differences between combinations of 2D and 3D input and output devices for 3D data visualization6
Mitigating knowledge imbalance in AI-advised decision-making through collaborative user involvement6
Multitasking while driving: A time use study of commuting knowledge workers to assess current and future uses6
Examining the impact of varying levels of AI teammate influence on human-AI teams6
I just wanna blame somebody, not something! Reactions to a computer agent giving negative feedback based on the instructions of a person6
Smash the dichotomy of Skeuomorphism and flat design: Designing an affordable interface to correspond with the human perceptuomotor process6
FAT-CAT—Explainability and augmentation for an AI system: A case study on AI recruitment-system adoption6
The Digital Lives of Student Mothers: A Consideration of Technologies That Support or Erode the Student/Parent Boundary5
Investigating user-defined flipping gestures for dual-display phones5
“Just Follow the Lights”: A Ubiquitous Framework for Low-Cost, Mixed Fidelity Navigation in Indoor Built Environments5
Design and assessment of a personal breathalyzer intervention to support responsible drinking5
“Bring me sunshine, bring me (physical) strength”: The case of dementia. Designing and implementing a virtual reality system for physical training during the COVID-19 pandemic5
Design for social digital well-being with young generations: Engage them and make them reflect5
Development and validation of a social robot anthropomorphism scale (SRA) in a french sample5
Exploring staircases as architectural cues in virtual vertical navigation5
Virtual nature experiences and mindfulness practices while working from home during COVID-19: Effects on stress, focus, and creativity5
Investigating the use of speech-based conversational agents for life coaching5
Comparing hand gestures and a gamepad interface for locomotion in virtual environments5
Sonification of the self vs. sonification of the other: Differences in the sonification of performed vs. observed simple hand movements5
Let's replay the political debate: Hypervideo technology for visual sensemaking of televised election debates5
Emotions toward cognitive enhancement technologies and the body – Attitudes and willingness to use5
Why people choose Apps: An evaluation of the ecology and user experience of mobile applications5
Exploration strategies for tactile graphics displayed by electrovibration on a touchscreen5
Acquisition and retention of spatial knowledge through virtual reality experiences: Effects of VR setup and locomotion technique5
CODA: Mobile interface for enabling safer navigation of unmanned aerial vehicles in real-world settings4
Transparent robots: How children perceive and relate to a social robot that acknowledges its lack of human psychological capacities and machine status4
How does varying the number of personas affect user perceptions and behavior? Challenging the ‘small personas’ hypothesis!4
Tablet for two: How do children collaborate around single player tablet games?4
Development and validation of a practical instrument for evaluating players’ familiarity with exergames4
Turns vs consensus: Learning mathematics in multi-touch surfaces4
“It's not Paul, it's a robot”: The impact of linguistic framing and the evolution of trust and distrust in a collaborative robot during a human-robot interaction4
Designing an XAI interface for BCI experts: A contextual design for pragmatic explanation interface based on domain knowledge in a specific context4
A technology-aided multi-modal training approach to assist abdominal palpation training and its assessment in medical education4
Convergence of Virtual Reality and Digital Twin technologies to enhance digital operators’ training in industry 4.04
Understanding the effects of real-time sentiment analysis and morale visualisation in backchannel systems: A case study4
The other-race effect in the uncanny valley4
Preparedness nudging for warning apps? A mixed-method study investigating popularity and effects of preparedness alerts in warning apps4
Recognising Intrinsic Motivation using Smartphone Trajectories4
Designing Universal and Intuitive Pictograms (UIPP) – A Detailed Process for More Suitable Visual Representations4
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