International Journal of Human-Computer Studies

Papers
(The TQCC of International Journal of Human-Computer Studies is 12. 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
The effects of explainability and causability on perception, trust, and acceptance: Implications for explainable AI483
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots297
My Chatbot Companion - a Study of Human-Chatbot Relationships218
Almost human? A comparative case study on the social media presence of virtual influencers180
Tailored gamification: A review of literature169
The effect of challenge-based gamification on learning: An experiment in the context of statistics education145
Human-centered XAI: Developing design patterns for explanations of clinical decision support systems105
“It wouldn't happen to me”: Privacy concerns and perspectives following the Cambridge Analytica scandal91
Understanding the user experience of customer service chatbots: An experimental study of chatbot interaction design75
Older adults' perspectives of smart home technology: Are we developing the technology that older people want?72
Memory of virtual experiences: Role of immersion, emotion and sense of presence58
A design methodology for affective Virtual Reality58
Introduction of human-centric AI assistant to aid radiologists for multimodal breast image classification58
A comparison of the effects of haptic and visual feedback on presence in virtual reality58
Do you feel safe with your robot? Factors influencing perceived safety in human-robot interaction based on subjective and objective measures57
Effects of gender and personality differences on students’ perception of game design elements in educational gamification55
Modeling adoption of intelligent agents in medical imaging54
A longitudinal study of human–chatbot relationships53
Measuring Mental Workload Variations in Office Work Tasks using fNIRS49
The impact of serious games with humanoid robots on mild cognitive impairment older adults49
Sweet escape: The role of empathy in social media engagement with human versus virtual influencers45
Social interactions and relationships with an intelligent virtual agent44
Talking datasets – Understanding data sensemaking behaviours43
Physiological indicators of task demand, fatigue, and cognition in future digital manufacturing environments43
Automated and Personalized Nutrition Health Assessment, Recommendation, and Progress Evaluation using Fuzzy Reasoning42
Cognitive support for assembly operations by means of augmented reality: an exploratory study41
Drivers’ acceptance of mobile navigation applications: An extended technology acceptance model considering drivers’ sense of direction, navigation application affinity and distraction perception40
Perseverations of the academy: A survey of wearable technologies applied to autism intervention40
How the different explanation classes impact trust calibration: The case of clinical decision support systems39
The effects of domain knowledge on trust in explainable AI and task performance: A case of peer-to-peer lending37
Interpretable confidence measures for decision support systems36
Investigating the effect of gamification elements on bank customers to personalize gamified systems35
How Linguistic Framing Affects Factory Workers' Initial Trust in Collaborative Robots: The Interplay Between Anthropomorphism and Technological Replacement35
Who needs explanation and when? Juggling explainable AI and user epistemic uncertainty34
Can we trust a chatbot like a physician? A qualitative study on understanding the emergence of trust toward diagnostic chatbots34
Automated prediction of visual complexity of web pages: Tools and evaluations31
Challenge types in gaming validation of video game challenge inventory (CHA)29
Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions29
Immersive virtual reality news: A study of user experience and media effects29
Experimenters' Influence on Mental-Imagery based Brain-Computer Interface User Training29
Exploiting linguistic information from Nepali transcripts for early detection of Alzheimer's disease using natural language processing and machine learning techniques28
Making it Real: A Study of Augmented Virtuality on Presence and Enhanced Benefits of Study Stress Reduction Sessions28
A graspable olfactory display for virtual reality28
UX information in the daily work of an agile team: A distributed cognition analysis26
Bridging narrative and locality in mobile-based augmented reality educational activities: Effects of semantic coupling on students’ immersion and learning gains26
Questionnaire experience and the hybrid System Usability Scale: Using a novel concept to evaluate a new instrument26
Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results25
The need to move away from agential-AI: Empirical investigations, useful concepts and open issues24
Anxious and frustrated but still competent: Affective aspects of interactions with personal information management24
Shocking advantage! Improving digital game performance using non-invasive brain stimulation23
Interpersonal Haptic Communication: Review and Directions for the Future23
Human-machine symbiosis: A multivariate perspective for physically coupled human-machine systems23
Gender in the making: An empirical approach to understand gender relations in the maker movement22
Using the computer mouse for stress measurement – An empirical investigation and critical review22
Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment22
Psychological distance in mobile telepresence21
Social domestication of service robots: The secret lives of Automated Guided Vehicles (AGVs) at a Norwegian hospital21
“I felt her company”: A qualitative study on factors affecting closeness and emotional support seeking with an embodied conversational agent21
A systematic review of functions and design features of in-vehicle agents20
Development and validation of the fluency in human-robot interaction scale. A two-wave study on three perspectives of fluency20
Towards understanding the design of bodily integration19
Observing and predicting knowledge worker stress, focus and awakeness in the wild19
Raising Awareness of Stereotyping Through Collaborative Digital Storytelling: Design for Change with and for Children19
Manipulating music to communicate automation reliability in conditionally automated driving: A driving simulator study19
Uses and gratifications of photo sharing on Instagram19
Who Owns What? Psychological Ownership in Shared Augmented Reality19
Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training19
Human values and digital citizen science interactions19
POMA: A tangible user interface to improve social and cognitive skills of Sri Lankan children with ASD18
The cupboard task: An immersive virtual reality-based system for everyday memory assessment18
“Instant Happiness”: Smartphones as tools for everyday emotion regulation18
The methodology of studying fairness perceptions in Artificial Intelligence: Contrasting CHI and FAccT18
Teleoperated mobile robot with two arms: the influence of a human-machine interface, VR training and operator age18
A user-derived mapping for mid-air haptic experiences17
Personal informatics and negative emotions during commuter driving: Effects of data visualization on cardiovascular reactivity & mood17
Developing Future Wearable Interfaces for Human-Drone Teams through a Virtual Drone Search Game17
Design for social digital well-being with young generations: Engage them and make them reflect17
Examining the impact of varying levels of AI teammate influence on human-AI teams17
The Interactive Virtual Training for Teachers (IVT-T) to Practice Classroom Behavior Management16
Automated affect classification and task difficulty adaptation in a competitive scenario based on physiological linkage: An exploratory study16
User experience framework for understanding user experience in blockchain services16
Meet me in VR! Can VR space help remote teams connect: A seven-week study with Horizon Workrooms16
User-defined walking-in-place gestures for VR locomotion16
A low-cost predictive display for teleoperation: Investigating effects on human performance and workload16
Evaluation of locomotion methods in virtual reality navigation environments: An involuntary position shift and task performance16
Self-report measure of dispositional flow experience in the video game context: Conceptualisation and scale development16
DeepThInk: Designing and probing human-AI co-creation in digital art therapy16
Influence of cultural factors on freehand gesture design16
The design, development, and evaluation of telepresence interfaces for aging adults: Investigating user perceptions of privacy and usability15
Qi2He: A co-design framework inspired by eastern epistemology15
Perception of perspective in augmented reality head-up displays15
The influence of human factors on 360∘ mulsemedia QoE15
The effects of virtual human’s verbal persuasion strategies on user intention and behavior15
Virtual reality art-making for stroke rehabilitation: Field study and technology probe15
Evaluation of haptic virtual reality user interfaces for medical marking on 3D models15
Modeling and mitigating human annotation errors to design efficient stream processing systems with human-in-the-loop machine learning15
Augmented assistive technology: the importance of tailoring technology solutions for people living with dementia at home15
A principlist-based study of the ethical design and acceptability of artificial social agents15
So far yet so near: Exploring the effects of immersion, presence, and psychological distance on empathy and prosocial behavior15
Personality segmentation of users through mining their mobile usage patterns14
Brain training with the body in mind: Towards gamified approach-avoidance training using virtual reality14
‘Address and command’: Two-handed mid-air interactions with multiple home devices14
How to Make chatbots productive – A user-oriented implementation framework14
Enhanced cognitive workload evaluation in 3D immersive environments with TOPSIS model14
A new perspective on personas and customer journey maps: Proposing systemic UX14
Managing healthcare conflicts when living with multiple chronic conditions14
Head-worn displays for healthcare and industry workers: A review of applications and design14
Cognitive load increases anthropomorphism of humanoid robot. The automatic path of anthropomorphism14
Derivation of young children's interaction strategies with digital educational games from gaze sequences analysis14
The impact of assistive software application to facilitate people with dementia through participatory research13
Visual aesthetics and user experience: A multiple-session experiment13
Convergence of Virtual Reality and Digital Twin technologies to enhance digital operators’ training in industry 4.013
Design of a toolkit for real-time executive function assessment in custom-made virtual experiences and interventions13
Mitigating knowledge imbalance in AI-advised decision-making through collaborative user involvement13
Why people choose Apps: An evaluation of the ecology and user experience of mobile applications13
Foregrounding data in co-design – An exploration of how data may become an object of design13
Real-time posture feedback for effective motor learning in table tennis in virtual reality13
A social robot to deliver a psychotherapeutic treatment: Qualitative responses by participants in a randomized controlled trial and future design recommendations13
The Influence of User Culture on Website Usability13
Effects of visual and auditory cues on haptic illusions for active and passive touches in mixed reality13
Towards augmented reality coaching for daily routines: Participatory design with individuals with cognitive disabilities and their caregivers12
Designing gamified rewards to encourage repeated app selection: Effect of reward placement12
Evaluating a gamification proposal for learning usability heuristics: Heureka12
Building blocks for creating enjoyable games—A systematic literature review12
Usability evaluation of multimodal interactive virtual environments for learners who are blind: An empirical investigation12
How compliance with web accessibility standards shapes the experiences of users with and without disabilities12
The ability of personas: An empirical evaluation of altering incorrect preconceptions about users12
How do people experience the temporality of everyday life changes? Towards the exploration of existential time in HCI12
Acquisition and retention of spatial knowledge through virtual reality experiences: Effects of VR setup and locomotion technique12
The Goldilocks level of support: Using user reviews, ratings, and installation numbers to investigate digital self-control tools12
Leveraging a collaborative augmented reality serious game to promote sustainability awareness, commitment and adaptive problem-management12
The influence of audio effects and attention on the perceived duration of interaction12
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