International Journal of Human-Computer Studies

Papers
(The TQCC of International Journal of Human-Computer Studies is 11. 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 2020-02-01 to 2024-02-01.)
ArticleCitations
The effects of explainability and causability on perception, trust, and acceptance: Implications for explainable AI343
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots181
Tailored gamification: A review of literature129
My Chatbot Companion - a Study of Human-Chatbot Relationships129
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences123
The effect of challenge-based gamification on learning: An experiment in the context of statistics education111
Design Features of Embodied Conversational Agents in eHealth: a Literature Review102
Almost human? A comparative case study on the social media presence of virtual influencers89
Efficacy of Virtual Reality for Studying People's Pre-evacuation Behavior under Fire66
Human-centered XAI: Developing design patterns for explanations of clinical decision support systems66
“It wouldn't happen to me”: Privacy concerns and perspectives following the Cambridge Analytica scandal66
Older adults' perspectives of smart home technology: Are we developing the technology that older people want?52
Using augmented reality with speech input for non-native children's language learning52
Apps That Motivate: a Taxonomy of App Features Based on Self-Determination Theory46
Introduction of human-centric AI assistant to aid radiologists for multimodal breast image classification44
Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)44
Extending Fitts’ law in three-dimensional virtual environments with current low-cost virtual reality technology42
Effects of gender and personality differences on students’ perception of game design elements in educational gamification41
Understanding human-data interaction: Literature review and recommendations for design41
Memory of virtual experiences: Role of immersion, emotion and sense of presence39
A design methodology for affective Virtual Reality37
Measuring Mental Workload Variations in Office Work Tasks using fNIRS37
Fitbit for learning: Towards capturing the learning experience using wearable sensing37
The impact of serious games with humanoid robots on mild cognitive impairment older adults36
Virtual navigation for blind people: Transferring route knowledge to the real-World35
Pursuing pleasance: Interrogating energy-intensive visions for the smart home35
A comparison of the effects of haptic and visual feedback on presence in virtual reality35
Impacts of Touch Screen Size, User Interface Design, and Subtask Boundaries on In-Car Task's Visual Demand and Driver Distraction34
Physiological indicators of task demand, fatigue, and cognition in future digital manufacturing environments33
Social interactions and relationships with an intelligent virtual agent32
Do you feel safe with your robot? Factors influencing perceived safety in human-robot interaction based on subjective and objective measures31
Understanding the user experience of customer service chatbots: An experimental study of chatbot interaction design31
Modeling adoption of intelligent agents in medical imaging31
Emodash: A dashboard supporting retrospective awareness of emotions in online learning30
Matter over mind? How the acceptance of digital entities depends on their appearance, mental prowess, and the interaction between both30
Understanding human-robot teams in light of all-human teams: Aspects of team interaction and shared cognition30
Automated and Personalized Nutrition Health Assessment, Recommendation, and Progress Evaluation using Fuzzy Reasoning30
Cognitive support for assembly operations by means of augmented reality: an exploratory study30
Persona Perception Scale: Development and Exploratory Validation of an Instrument for Evaluating Individuals’ Perceptions of Personas29
Drivers’ acceptance of mobile navigation applications: An extended technology acceptance model considering drivers’ sense of direction, navigation application affinity and distraction perception29
Comparing selection mechanisms for gaze input techniques in head-mounted displays28
Perseverations of the academy: A survey of wearable technologies applied to autism intervention27
Interpretable confidence measures for decision support systems27
Submitting surveys via a conversational interface: An evaluation of user acceptance and approach effectiveness27
Investigating the effect of gamification elements on bank customers to personalize gamified systems26
Talking datasets – Understanding data sensemaking behaviours25
Creating design guidelines for building city dashboards from a user's perspectives25
Experimenters' Influence on Mental-Imagery based Brain-Computer Interface User Training25
Simulated thoughts in virtual reality for negotiation training enhance self-efficacy and knowledge25
Automated prediction of visual complexity of web pages: Tools and evaluations24
Overcoming compliance bias in self-report studies: A cross-study analysis24
Personal information and public health: Design tensions in sharing and monitoring wellbeing in pregnancy22
Bridging narrative and locality in mobile-based augmented reality educational activities: Effects of semantic coupling on students’ immersion and learning gains21
A longitudinal study of human–chatbot relationships21
Challenge types in gaming validation of video game challenge inventory (CHA)21
Can we trust a chatbot like a physician? A qualitative study on understanding the emergence of trust toward diagnostic chatbots20
The effects of domain knowledge on trust in explainable AI and task performance: A case of peer-to-peer lending20
The evaluation of a mobile user interface for people on the autism spectrum: An eye movement study20
Desires for active ageing technology20
A systematic literature review: What is the current stance towards weight stigmatization in social media platforms?19
Anxious and frustrated but still competent: Affective aspects of interactions with personal information management19
Immersive virtual reality news: A study of user experience and media effects19
Everything you always wanted to know about a dataset: Studies in data summarisation19
How Linguistic Framing Affects Factory Workers' Initial Trust in Collaborative Robots: The Interplay Between Anthropomorphism and Technological Replacement19
Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions18
Shocking advantage! Improving digital game performance using non-invasive brain stimulation18
UX information in the daily work of an agile team: A distributed cognition analysis18
Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results17
Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools17
LeviSense: A platform for the multisensory integration in levitating food and insights into its effect on flavour perception17
How the different explanation classes impact trust calibration: The case of clinical decision support systems17
Sweet escape: The role of empathy in social media engagement with human versus virtual influencers17
Adaptive feature guidance: Modelling visual search with graphical layouts17
Using the computer mouse for stress measurement – An empirical investigation and critical review16
Gender in the making: An empirical approach to understand gender relations in the maker movement16
Questionnaire experience and the hybrid System Usability Scale: Using a novel concept to evaluate a new instrument16
User perspectives in the design of interactive everyday objects for sustainable behaviour16
Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training16
A graspable olfactory display for virtual reality15
Augmented visualization cues on primary flight display facilitating pilot's monitoring performance15
Intentional acceptance of social robots: Development and validation of a self-report measure for children15
Data-driven vibrotactile rendering of digital buttons on touchscreens15
Social domestication of service robots: The secret lives of Automated Guided Vehicles (AGVs) at a Norwegian hospital15
Linking students’ emotions to engagement and writing performance when learning Japanese letters with a pen-based tablet: An investigation based on individual pen pressure parameters15
Intimacy perception : Does the artificial or human nature of the interlocutor matter ?15
Teleoperated mobile robot with two arms: the influence of a human-machine interface, VR training and operator age15
Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment15
Computer games as distraction from PAIN: Effects of hardware and difficulty on pain tolerance and subjective IMMERSION15
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
Exploiting linguistic information from Nepali transcripts for early detection of Alzheimer's disease using natural language processing and machine learning techniques15
The benefits and challenges of using crowdfunding to facilitate community-led projects in the context of digital civics15
Detecting usability problems in mobile applications on the basis of dissimilarity in user behavior15
Development and validation of the fluency in human-robot interaction scale. A two-wave study on three perspectives of fluency15
The cupboard task: An immersive virtual reality-based system for everyday memory assessment15
Towards understanding the design of bodily integration14
Automated affect classification and task difficulty adaptation in a competitive scenario based on physiological linkage: An exploratory study14
Making it Real: A Study of Augmented Virtuality on Presence and Enhanced Benefits of Study Stress Reduction Sessions14
Evaluating the effect of gamification on the deployment of digital cultural probes for children14
POMA: A tangible user interface to improve social and cognitive skills of Sri Lankan children with ASD14
Virtual reality art-making for stroke rehabilitation: Field study and technology probe14
Evaluation of haptic virtual reality user interfaces for medical marking on 3D models14
The need to move away from agential-AI: Empirical investigations, useful concepts and open issues13
User-defined walking-in-place gestures for VR locomotion13
Self-report measure of dispositional flow experience in the video game context: Conceptualisation and scale development13
Human values and digital citizen science interactions13
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
A physical learning companion for Mental-Imagery BCI User Training13
Psychological distance in mobile telepresence12
A social robot to deliver a psychotherapeutic treatment: Qualitative responses by participants in a randomized controlled trial and future design recommendations12
Influence of cultural factors on freehand gesture design12
Personality segmentation of users through mining their mobile usage patterns12
Enhanced cognitive workload evaluation in 3D immersive environments with TOPSIS model12
User experience framework for understanding user experience in blockchain services12
Using social interaction trace data and context to predict collaboration quality and creative fluency in collaborative design learning environments12
The Interactive Virtual Training for Teachers (IVT-T) to Practice Classroom Behavior Management12
Evaluation of locomotion methods in virtual reality navigation environments: An involuntary position shift and task performance12
Design of a toolkit for real-time executive function assessment in custom-made virtual experiences and interventions12
The Influence of User Culture on Website Usability12
The effects of virtual human’s verbal persuasion strategies on user intention and behavior12
Perception of perspective in augmented reality head-up displays11
Exploring public wearable display of wellness tracker data11
The influence of human factors on 360∘ mulsemedia QoE11
Human-machine symbiosis: A multivariate perspective for physically coupled human-machine systems11
Modeling and mitigating human annotation errors to design efficient stream processing systems with human-in-the-loop machine learning11
Developing Future Wearable Interfaces for Human-Drone Teams through a Virtual Drone Search Game11
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
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 systematic review of functions and design features of in-vehicle agents11
A new perspective on personas and customer journey maps: Proposing systemic UX11
A low-cost predictive display for teleoperation: Investigating effects on human performance and workload11
Effects of visual and auditory cues on haptic illusions for active and passive touches in mixed reality11
“I felt her company”: A qualitative study on factors affecting closeness and emotional support seeking with an embodied conversational agent11
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