International Journal of Human-Computer Studies

Papers
(The TQCC of International Journal of Human-Computer Studies is 10. 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 2021-04-01 to 2025-04-01.)
ArticleCitations
Confronting verbalized uncertainty: Understanding how LLM’s verbalized uncertainty influences users in AI-assisted decision-making341
Item-level implicit affective measures reveal the uncanny valley of robot faces266
Towards understanding the design of playful bodily extensions via body schema and body image229
Orchestrating ubiquitous learning situations about Cultural Heritage with Casual Learn mobile application123
How to Make chatbots productive – A user-oriented implementation framework92
Modeling and mitigating human annotation errors to design efficient stream processing systems with human-in-the-loop machine learning80
Tongue control of a five-DOF upper-limb exoskeleton rehabilitates drinking and eating for individuals with severe disabilities77
Transparent robots: How children perceive and relate to a social robot that acknowledges its lack of human psychological capacities and machine status74
Modeling operator self-assessment in human-autonomy teaming settings69
The impact of out-the-window size on air traffic controllers’ visual behaviours and response time on digital tower operations68
BackTracer: Improving ray-casting 3D target acquisition by backtracking the interaction history64
“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 interaction63
What makes IM users (un)responsive: An empirical investigation for understanding IM responsiveness58
Ladderbot—A conversational agent for human-like online laddering interviews53
Story-based authentication for mobile devices using semantically-linked images52
User speech rates and preferences for system speech rates51
Design with myself: A brain–computer interface design tool that predicts live emotion to enhance metacognitive monitoring of designers46
Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing46
Factor Structure and Psychometric Properties of the Digital Communication Empathy Scale (DCES)42
Challenges in starting to design and make together: Examining family engagement in Fab Labs41
A new dynamic spatial information design framework for AR-HUD to evoke drivers’ instinctive responses and improve accident prevention41
Comparing typing methods for uppercase input in virtual reality: Modifier Key vs. alternative approaches41
ContractMind: Trust-calibration interaction design for AI contract review tools37
Comprehension is a double-edged sword: Over-interpreting unspecified information in intelligible machine learning explanations35
User Interaction Patterns and Breakdowns in Conversing with LLM-Powered Voice Assistants33
AniBalloons: Animated chat balloons as affective augmentation for social messaging and chatbot interaction31
DIRA: A model of the user interface30
Using animation to develop a usability questionnaire: Scale development and psychological measurements29
Editorial Board27
A gaze-based driver distraction countermeasure: Comparing effects of multimodal alerts on driver's behavior and visual attention27
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Investigating cognitive workload in concurrent speech-based information communication24
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Exergames for hand rehabilitation in elders using Leap Motion Controller: A feasibility pilot study23
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HaptStarter: Designing haptic stimulus start system for deaf and hard of hearing sprinters23
A longitudinal study of human–chatbot relationships23
Estimating human sensitivity to curving of segmented paths within room-size environment23
When more is less: Finding the optimal balance of intelligent agents’ transparency in level 3 automated vehicles22
The other-race effect in the uncanny valley22
Editorial Board22
Towards augmented reality coaching for daily routines: Participatory design with individuals with cognitive disabilities and their caregivers22
HMMCF:A human-computer collaboration algorithm based on multimodal intention of reverse active fusion22
Ergonomic assessment of mid-air interaction and device-assisted interactions under vibration environments based on task performance, muscle activity and user perceptions21
Automatic generation of virtual architecture using user activities in metaverse21
Effects of various in-vehicle human–machine interfaces on drivers’ takeover performance and gaze pattern in conditionally automated vehicles21
Effects of visual and auditory cues on haptic illusions for active and passive touches in mixed reality21
Connecting audiences with climate change: Towards humanised and action-focused data interactions21
Seeking information about assistive technology: Exploring current practices, challenges, and the need for smarter systems21
Effects of secondary task eccentricity and visual salience on attention allocation in multitasking across screens20
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Keeping Fit & Staying Safe: A Systematic Review of Women's Use of Social Media for Fitness20
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Machine learning systems as mentors in human learning: A user study on machine bias transmission in medical training19
Predicting the need for XAI from high-granularity interaction data19
Loving-kindness and walking meditation with a robot: Countering negative mood by stimulating creativity19
Augmenting outdated museum exhibits with embodied and tangible interactions for prolonged use and learning enhancement19
Priming users with babies’ gestures: Investigating the influences of priming with different development origin of image schemas in gesture elicitation study19
Social domestication of service robots: The secret lives of Automated Guided Vehicles (AGVs) at a Norwegian hospital19
Acquisition and retention of spatial knowledge through virtual reality experiences: Effects of VR setup and locomotion technique18
Do videogame rewards influence players’ subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning18
Improving user experience of color palette extraction by using interactive visualization based on hierarchical color model18
Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment18
Making sense of the pandemic: Multiple functions of commercial video games during one year and a half of COVID-19 crisis18
Human-machine symbiosis: A multivariate perspective for physically coupled human-machine systems18
Workout connections: Investigating social interactions in online group exercise classes18
Multi-scent olfactory display with visual and sound interaction18
The design, development, and evaluation of telepresence interfaces for aging adults: Investigating user perceptions of privacy and usability17
Editorial Board17
Imagining future digital assistants at work: A study of task management needs17
Understanding preference: A meta-analysis of user studies17
Co-designing opportunities for Human-Centred Machine Learning in supporting Type 1 diabetes decision-making17
Busting the one-voice-fits-all myth: Effects of similarity and customization of voice-assistant personality17
“Transported to a better place”: The influence of virtual reality on the behavioural and psychological symptoms of dementia16
Design for social digital well-being with young generations: Engage them and make them reflect16
How the different explanation classes impact trust calibration: The case of clinical decision support systems16
Improving older adults’ accessibility to the web using real-time online interactive guides15
Can we trust a chatbot like a physician? A qualitative study on understanding the emergence of trust toward diagnostic chatbots15
Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results15
Beyond digital privacy: Uncovering deeper attitudes toward privacy in cameras among older adults15
Speaking in front of cartoon avatars: A behavioral and psychophysiological study on how audience design impacts on public speaking anxiety in virtual environments15
“I felt her company”: A qualitative study on factors affecting closeness and emotional support seeking with an embodied conversational agent15
The cupboard task: An immersive virtual reality-based system for everyday memory assessment15
A critical reflection on the use of toxicity detection algorithms in proactive content moderation systems14
Usability evaluation of multimodal interactive virtual environments for learners who are blind: An empirical investigation14
Object manipulation based on the head manipulation space in VR14
3D Ternary-Gaussian model: Modeling pointing uncertainty of 3D moving target selection in virtual reality14
Cognitive abilities predict performance in everyday computer tasks14
Multitasking while driving: A time use study of commuting knowledge workers to assess current and future uses13
Teleoperated mobile robot with two arms: the influence of a human-machine interface, VR training and operator age13
A virtual object manipulation method based on eye-gaze selection and head-eye coordination movement13
Emotional and sensory ratings of vibration Tactons in the lab and crowdsourced settings13
Aesthetic semantics: Affect rating of atomic visual web aesthetics for use in affective user experience design13
EEBA: Efficient and ergonomic Big-Arm for distant object manipulation in VR13
The more-than-human turn in human-plant interaction design: From utilitarian object to living co-inhabitant13
InstaTrust or InstaTrap: How relationships and developmental tasks affect young adults’ phishing susceptibility on Instagram13
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design13
Personalized explanations for clinician-AI interaction in breast imaging diagnosis by adapting communication to expertise levels13
A field experiment on gamification of physical activity – Effects on motivation and steps13
Spatio-temporal and contextual cues to support reflection in physical activity tracking12
Growing together: An analysis of measurement transparency across 15 years of player motivation questionnaires12
“Should I Introduce myself?”: Asynchronous semi-guided professional introductions for enhanced perceived team effectiveness in new virtual dyadic teams12
“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 pandemic12
“It’s a little bit like cardiomyopathy Tinder”: Toward designing to facilitate locating peers and learning self-care ideas in online health communities12
Effects of in-vehicle auditory interactions on takeover performance in SAE L2 semi-automated vehicles12
A graspable olfactory display for virtual reality12
Exploration strategies for tactile graphics displayed by electrovibration on a touchscreen12
Audio augmented reality using sonification to enhance visual art experiences: Lessons learned12
The Effects of Contrast on Correlation Perception in Scatterplots12
MaterialSense: Estimating and utilizing material properties of contact objects in multi-touch interaction11
Editorial Board11
Foraging-based optimization of menu systems11
Turn Left Turn Right - Delving type and modality of instructions in navigation assistant systems for people with visual impairments11
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Comparing hand gestures and a gamepad interface for locomotion in virtual environments11
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The impact of handedness on user performance in touchless input11
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“Give me happy pop songs in C major and with a fast tempo”: A vocal assistant for content-based queries to online music repositories10
The third party will make a difference — A study on the impact of dyadic and triadic social situations on the relationship with a voice-based personal agent10
Understanding experiences and expectations from active, independent older women in Chile towards technologies to manage their health10
Leyenes: A gaze-based text entry method using linear smooth pursuit and target speed10
Understanding user performance of acquiring targets with motion-in-depth in virtual reality10
How to teach a blind person to hear colours? Multi-method training for a colour-to-sound sensory substitution device – design and evaluation10
An empirical investigation of domestic energy data visualizations10
User experience framework for understanding user experience in blockchain services10
Trails, rails, and over-reliance: How navigation assistance affects route-finding and spatial learning in virtual environments10
Embedding equality, diversity and inclusion in usability testing: Recommendations and a research agenda10
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The advantages of virtual dogs over virtual people: Using augmented reality to provide social support in stressful situations10
Modeling micro-interactions in self-regulated learning: A data-driven methodology10
Questionnaire experience of the pictorial usability inventory (PUI) – a comparison of pictorial and hybrid usability scales10
The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences10
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