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 2020-05-01 to 2024-05-01.)
ArticleCitations
The Design of Ecological Momentary Assessment Technologies56
Shared Gaze Visualizations in Collaborative Interactions: Past, Present and Future19
Engineering Task-based Augmented Reality Guidance: Application to the Training of Aircraft Flight Procedures16
Effects of the Font Size and Line Spacing of Simplified Chinese Characters on Smartphone Readability14
Embodied Interaction and Spatial Skills: A Systematic Review of Empirical Studies12
Time and Temporality in HCI Research10
There Is More Than One Type of Hoarder: Collecting, Managing and Hoarding Digital Data in the Workplace8
EduRecomSys: An Educational Resource Recommender System Based on Collaborative Filtering and Emotion Detection8
Empirical Results for High-definition Video and Augmented Reality Content Delivery in Hyper-connected Cars8
Systematic Review of Design Guidelines for Full-Body Interactive Games7
Toward Inclusive Digital Mobility Services: a Population Perspective7
Smartwatch User Authentication Based on the Arm-Raising Gesture5
A Longitudinal Study of Self-Disclosure in Human–Chatbot Relationships5
Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis5
Effect of Visual Design on the Evaluation of Technology- vs. Design-Based Novel Interactive Products4
Predicting Human Operator’s Decisions Based on Prospect Theory4
Dead Users’ Profiles on Facebook: Limited Interaction Beyond Human Existence4
Gaps Between Continuous Measurement Methods: A Longitudinal Study of Perceived Usability4
Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform4
Audio-Visual Mixed Reality Representation of Hazard Zones for Safe Pedestrian Navigation of a Space3
Interactive Exploration of Large-Scale UI Datasets with Design Maps3
The Reflection Object: An Activity-Theory Informed Concept for Designing for Reflection3
Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot3
Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality3
Harnessing Virtual Reality Nature to Promote Well-Being3
Use of a Persona to Support the Interdisciplinary Design of an Assistive Technology for Meal Preparation in Traumatic Brain Injury3
Talking with an IoT-CA: Effects of the Use of Internet of Things Conversational Agents on Face-to-Face Conversations3
Validation and Prioritization of Design Options for Accessible Player Experiences3
Designing and Evaluating Iconic Gestures for Child-Robot Second Language Learning2
Can you Hear the Colour? Designing Virtual Worlds for Synaesthetic and Multimodal Experiences2
“Who Wants to Know all this Stuff?!”: Understanding Older Adults’ Privacy Concerns in Aged Care Monitoring Devices2
Behind a Digital Mask: Users’ Subjective Experience of Animated Characters and Its Effect on Source Credibility2
Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling2
Older Adults’ Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games2
Iteratively Digitizing an Analogue Syllable-Based Reading Intervention2
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports2
A Novel Gaze Input System Based on Iris Tracking With Webcam Mounted Eyeglasses2
Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control2
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
The ‘New’ New Normal—Digitalization and Hybridization of Work and Education Before, during and after the Covid-19 Pandemic2
Design Strategies for Collaborative Learning in Tangible Tabletops: Positive Interdependence and Reflective Pauses2
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being2
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
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces2
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