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 2020-04-01 to 2024-04-01.)
ArticleCitations
The effects of explainability and causability on perception, trust, and acceptance: Implications for explainable AI377
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots206
My Chatbot Companion - a Study of Human-Chatbot Relationships147
Tailored gamification: A review of literature142
The effect of challenge-based gamification on learning: An experiment in the context of statistics education118
Design Features of Embodied Conversational Agents in eHealth: a Literature Review111
Almost human? A comparative case study on the social media presence of virtual influencers103
“It wouldn't happen to me”: Privacy concerns and perspectives following the Cambridge Analytica scandal73
Human-centered XAI: Developing design patterns for explanations of clinical decision support systems70
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?57
Apps That Motivate: a Taxonomy of App Features Based on Self-Determination Theory50
Narrative and gaming experience interact to affect presence and cybersickness in virtual reality50
Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)47
Introduction of human-centric AI assistant to aid radiologists for multimodal breast image classification46
Effects of gender and personality differences on students’ perception of game design elements in educational gamification44
Extending Fitts’ law in three-dimensional virtual environments with current low-cost virtual reality technology43
Memory of virtual experiences: Role of immersion, emotion and sense of presence43
Understanding the user experience of customer service chatbots: An experimental study of chatbot interaction design41
Measuring Mental Workload Variations in Office Work Tasks using fNIRS41
A comparison of the effects of haptic and visual feedback on presence in virtual reality40
A design methodology for affective Virtual Reality40
Do you feel safe with your robot? Factors influencing perceived safety in human-robot interaction based on subjective and objective measures40
Pursuing pleasance: Interrogating energy-intensive visions for the smart home38
Automated and Personalized Nutrition Health Assessment, Recommendation, and Progress Evaluation using Fuzzy Reasoning38
The impact of serious games with humanoid robots on mild cognitive impairment older adults37
Fitbit for learning: Towards capturing the learning experience using wearable sensing37
Impacts of Touch Screen Size, User Interface Design, and Subtask Boundaries on In-Car Task's Visual Demand and Driver Distraction35
Understanding human-robot teams in light of all-human teams: Aspects of team interaction and shared cognition34
Cognitive support for assembly operations by means of augmented reality: an exploratory study34
Modeling adoption of intelligent agents in medical imaging34
Social interactions and relationships with an intelligent virtual agent34
Physiological indicators of task demand, fatigue, and cognition in future digital manufacturing environments34
Drivers’ acceptance of mobile navigation applications: An extended technology acceptance model considering drivers’ sense of direction, navigation application affinity and distraction perception32
Matter over mind? How the acceptance of digital entities depends on their appearance, mental prowess, and the interaction between both32
Emodash: A dashboard supporting retrospective awareness of emotions in online learning31
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
Interpretable confidence measures for decision support systems27
Perseverations of the academy: A survey of wearable technologies applied to autism intervention27
Investigating the effect of gamification elements on bank customers to personalize gamified systems27
Experimenters' Influence on Mental-Imagery based Brain-Computer Interface User Training26
Simulated thoughts in virtual reality for negotiation training enhance self-efficacy and knowledge26
Talking datasets – Understanding data sensemaking behaviours26
Creating design guidelines for building city dashboards from a user's perspectives26
Automated prediction of visual complexity of web pages: Tools and evaluations25
A longitudinal study of human–chatbot relationships24
How Linguistic Framing Affects Factory Workers' Initial Trust in Collaborative Robots: The Interplay Between Anthropomorphism and Technological Replacement23
Can we trust a chatbot like a physician? A qualitative study on understanding the emergence of trust toward diagnostic chatbots23
The effects of domain knowledge on trust in explainable AI and task performance: A case of peer-to-peer lending23
Bridging narrative and locality in mobile-based augmented reality educational activities: Effects of semantic coupling on students’ immersion and learning gains23
Challenge types in gaming validation of video game challenge inventory (CHA)22
Immersive virtual reality news: A study of user experience and media effects22
Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions22
UX information in the daily work of an agile team: A distributed cognition analysis21
Shocking advantage! Improving digital game performance using non-invasive brain stimulation21
Sweet escape: The role of empathy in social media engagement with human versus virtual influencers20
Anxious and frustrated but still competent: Affective aspects of interactions with personal information management20
Desires for active ageing technology20
The evaluation of a mobile user interface for people on the autism spectrum: An eye movement study20
Making it Real: A Study of Augmented Virtuality on Presence and Enhanced Benefits of Study Stress Reduction Sessions19
Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results19
Using the computer mouse for stress measurement – An empirical investigation and critical review18
Questionnaire experience and the hybrid System Usability Scale: Using a novel concept to evaluate a new instrument18
How the different explanation classes impact trust calibration: The case of clinical decision support systems18
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
Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training17
A graspable olfactory display for virtual reality17
Social domestication of service robots: The secret lives of Automated Guided Vehicles (AGVs) at a Norwegian hospital17
Development and validation of the fluency in human-robot interaction scale. A two-wave study on three perspectives of fluency17
Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools17
The need to move away from agential-AI: Empirical investigations, useful concepts and open issues17
Adaptive feature guidance: Modelling visual search with graphical layouts17
Gender in the making: An empirical approach to understand gender relations in the maker movement16
Teleoperated mobile robot with two arms: the influence of a human-machine interface, VR training and operator age16
Intentional acceptance of social robots: Development and validation of a self-report measure for children16
User perspectives in the design of interactive everyday objects for sustainable behaviour16
The cupboard task: An immersive virtual reality-based system for everyday memory assessment16
Detecting usability problems in mobile applications on the basis of dissimilarity in user behavior16
POMA: A tangible user interface to improve social and cognitive skills of Sri Lankan children with ASD16
Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment16
Psychological distance in mobile telepresence15
Personal informatics and negative emotions during commuter driving: Effects of data visualization on cardiovascular reactivity & mood15
Evaluating the effect of gamification on the deployment of digital cultural probes for children15
Computer games as distraction from PAIN: Effects of hardware and difficulty on pain tolerance and subjective IMMERSION15
Who needs explanation and when? Juggling explainable AI and user epistemic uncertainty15
Towards understanding the design of bodily integration15
Observing and predicting knowledge worker stress, focus and awakeness in the wild15
Human-machine symbiosis: A multivariate perspective for physically coupled human-machine systems15
Developing Future Wearable Interfaces for Human-Drone Teams through a Virtual Drone Search Game15
Intimacy perception : Does the artificial or human nature of the interlocutor matter ?15
Manipulating music to communicate automation reliability in conditionally automated driving: A driving simulator study14
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
A systematic review of functions and design features of in-vehicle agents14
Evaluation of haptic virtual reality user interfaces for medical marking on 3D models14
Influence of cultural factors on freehand gesture design14
The Interactive Virtual Training for Teachers (IVT-T) to Practice Classroom Behavior Management14
Virtual reality art-making for stroke rehabilitation: Field study and technology probe14
Human values and digital citizen science interactions14
User-defined walking-in-place gestures for VR locomotion13
The influence of human factors on 360∘ mulsemedia QoE13
Self-report measure of dispositional flow experience in the video game context: Conceptualisation and scale development13
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
A new perspective on personas and customer journey maps: Proposing systemic UX12
The Influence of User Culture on Website Usability12
Using social interaction trace data and context to predict collaboration quality and creative fluency in collaborative design learning environments12
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
A social robot to deliver a psychotherapeutic treatment: Qualitative responses by participants in a randomized controlled trial and future design recommendations12
User experience framework for understanding user experience in blockchain services12
Effects of visual and auditory cues on haptic illusions for active and passive touches in mixed reality12
The effects of virtual human’s verbal persuasion strategies on user intention and behavior12
Enhanced cognitive workload evaluation in 3D immersive environments with TOPSIS model12
Cognitive load increases anthropomorphism of humanoid robot. The automatic path of anthropomorphism12
A low-cost predictive display for teleoperation: Investigating effects on human performance and workload12
“I felt her company”: A qualitative study on factors affecting closeness and emotional support seeking with an embodied conversational agent12
A principlist-based study of the ethical design and acceptability of artificial social agents11
Exploring public wearable display of wellness tracker data11
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
The impact of assistive software application to facilitate people with dementia through participatory research11
The influence of audio effects and attention on the perceived duration of interaction11
Derivation of young children's interaction strategies with digital educational games from gaze sequences analysis11
Augmented assistive technology: the importance of tailoring technology solutions for people living with dementia at home11
Visual aesthetics and user experience: A multiple-session experiment11
Raising Awareness of Stereotyping Through Collaborative Digital Storytelling: Design for Change with and for Children11
The design, development, and evaluation of telepresence interfaces for aging adults: Investigating user perceptions of privacy and usability11
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