yusuke1997/dblp-id-title huggingface dataset:
A Study on VR Training of Baseball Athletes
The Evaluation of a Mid-Air Based Natural Interactive Installation on Cultural Heritage Learning
In-Car Information Systems: Matching and Mismatching Personality of Driver with Personality of Car Voice
From Hieroglyphs to Emoji, to IKON: The Search of the (Perfect?) Visual Language
The Expertise Level
A Practical Approach to Icon Taxonomy
Development of Urban Air Mobility (UAM) Vehicles for Ease of Operation
A Visualization Solution for the Analysis and Identification of Workforce Expertise
Engagement as Leadership-Practice for Today's Global Wicked Problems: Leadership Learning for Artificial Intelligence
Making Multimedia Internet Content Accessible and Usable
Instrumenting a Perceptual Training Environment to Support Dynamic Tailoring
Dance Through Visual Media: The Influence of COVID-19 on Dance Artists
POLVO - Software for Prototyping of Low-Fidelity Interfaces in Agile Development
iCare: Findings from the Design and Initial Evaluation of a Mental Health App Prototype for Working-Class Women in India
Exploring the Effect of Resolution on the Usability of Locimetric Authentication
Digital Heritage Technology at the Archaeological Museum of Heraklion
An Adaptive Semantic Mobile Application for Individual Touristic Exploration
The Design of Transparency Communication for Human-Multirobot Teams
Multimodal access to vector graphics on the web by computer users with print disabilities
Smart Clothes Are New Interactive Devices
On the Understandability of Public Domain Icons: Effects of Gender and Age
A Case Study: Chronic Pain Patients' Preferences for Virtual Reality Games for Pain Distraction
Learning Enhancer Tools: A Theoretical Framework to Use AI Chatbot in Education and Learning Applications
Supporting Motor Skill Rehabilitation in Autism Spectrum Disorder Through an Augmented Reality Piano Exergame
Bringing gaze-based interaction back to basics
Development of the Hearing Communication System in an Individual and the Classroom
IOS Crowd-Sensing Won't Hurt a Bit!: AWARE Framework and Sustainable Study Guideline for iOS Platform
Designing with the User in Mind a Cognitive Category Based Design Methodology
The Zhou Li Paradigm of Active Design
Point and Control: The Intuitive Method to Control Multi-device with Single Remote Control
Risk Analysis in the Process a New Workplace
Comparison of Nature and Office Environments on Creativity- A Field Study -
Study of the Effectiveness of Gamification Design Applied to Chinese Medicine Learning App
Development of Serious Game for the Upper Arms Rehabilitation: "Balance Ball Rhythm Game" Case Study
Human-Computer Interaction - Thematic Area, HCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part II
Implicit Authentication for Mobile Devices Using Typing Behavior
A Vision-Based Method for Evaluating Multi-person Postural Risk Factors
A Study on the Relationships Between Drivers' Emotions and Brain Signals
Adoption of the HTA Technique in the Open Source Software Development Process
A Harmonised Methodology towards Measuring Accessibility
How to Inherit and Innovate Patterns on the Silk Road in Modern Design
Explainable AI in Machine Learning Regression: Creating Transparency of a Regression Model
Research on User Experience Map Construction and Service Optimization of Meituan Takeaway Platform
360 Degree Mixed Reality Environment to Evaluate Interaction Design for Industrial Vehicles Including Head-Up and Head-Down Displays
Accessibility Barriers Faced When Interacting with Digital Teaching Materials: A Case of High School Students with Visual Impairment in Norway
Let Your Hands Talk - Gestures as a Means of Interaction
Viability of Mobile Devices for Training Purposes
Data Acquisition towards Defining a Multimodal Interaction Model for Human - Assistive Robot Communication
Clustering Analysis to Evaluate Usability of Work-Flow Systems and to Monitor Proficiency of Workers
txteagle: Mobile Crowdsourcing
Novel Display Using Percutaneous Electrical Stimulation for Virtual Reality
Assistive Technology for the Visually Impaired: Optimizing Frame Rate (Freshness) to Improve the Performance of Real-Time Objects Detection Application
Methodology of Facility Automation Based on Audiovisual Analysis and Space-Time Structuring of Situation in Meeting Room
Using Information and Communication Technologies to Promote Healthy Aging in Costa Rica: Challenges and Opportunities
Effect of Navigation Methods on Spatial Awareness in Virtual Worlds
Cognitive Model Data Analysis for the Evaluation of Human Computer Interaction
Learner Modeling in the Context of Caring Assessments
Myrobot. Human-Robot Interaction with Older Adults Suffering from Dementia: A Methodological Qualitative Approach
Usability Testing for e-health Application: A Case Study for Sana/Open MRS
Human Cyber Risk Management by Security Awareness Professionals: Carrots or Sticks to Drive Behaviour Change?
Experimental Evaluation of Immersive Feeling in VR System with HMD
Is the Outcome of a Woman's Pregnancy Influenced by her Work at a VDU?
Dynamic Maps for Future Navigation Systems: Agile Design Exploration of User Interface Concepts
A Two-Step Click Interaction for Mobile Internet on Smartphone
Gender-Sensitive Materials and Tools: The Development of a Gender-Sensitive Toolbox Through National Stakeholder Consultations
Categorize Web Sites Based on Design Issues
Interactive Experience Art in Exhibition
Using Real-Pen Specific Features of Active Stylus to Cope with Input Latency
Greater Heart Rate Responses to Acute Stress is Correlated with Worse Performance of Visual Search in Special Police Cadets
The Challenges of Using Scalp-EEG Input Signals for Continuous Device Control
Crowd-Cloud Window to the Past: Constructing a Photo Database for On-Site AR Exhibitions by Crowdsourcing
Kits for Patients with Transtibial Amputation in the Pre- and Post-prosthetic Phases
A Retrospective and Prospective View of Information Technology Professionals' Use of Tools: Maturing the User Experience
Objective and Subjective Measures of Visual Aesthetics of Website Interface Design: The Two Sides of the Coin
Assessing Vision Obstruction and Safety in E-Scooter Accidents: An Integrated Approach Using Digital Human Modeling and Computer Vision
Promoting a Central Learning Management System by Encouraging Its Use for Other Purposes Than Teaching
Do Hedonic and Eudaimonic Well-Being of Online Shopping Come from Daily Life Experience?
Teachers' Attitudes Towards the Use of Augmented Reality and a Socially Assistive Robot in Education
Acceptance Level of Older Chinese People Towards Video Shooting Games
Comparison of a 3-D Expression System and a Standardized IQ Test for Children
Monster Design and Classifier Cognition
The Influence of Background Color and Font Size of Mobile Payment App Interface on Elderly User Experience
High Fives to the Avant-Garde
Cyber Trust in the Norwegian Online Flea Market: An Ethnographic Study on Fraud
From Adaptive Design to Adaptive City-Design in Motion for Taipei City
Meta-design to Face Co-evolution and Communication Gaps Between Users and Designers
A Novel Snowboard Training System Using Visual and Auditory Feedback
Visualizing collaborative filtering results
HCI International 2021 - Late Breaking Papers: HCI Applications in Health, Transport, and Industry - 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021 Proceedings
How to Reduce Input Lag in a Virtual Production Studio
An Input Interface System Using VEP for the Physically Challenged
Enhancing Remote Collaboration Through Drone-Driven Agent and Mixed Reality
A Study on Mobile Fitness Application Usage
Multi-methods Research to Examine External HMI for Highly Automated Vehicles
Design of Virtual Reality for Humanoid Robots with Inspiration from Video Games
Cultural Institutions, Co-creativity and Communities of Interest
Mobile Money Services in Uganda: Design Gaps and Recommendations
Taiwanese People's Wayfinding Personas and Tool Preferences
Understanding the Relations Between Self-concept and Causal Attributions Regarding Computer Use
VELOS: Crowd Modeling for Enhanced Ship Evacuation Analysis
Users Adaptation and Infusion of Smart City App
Multimodal Smart Interactive Presentation System
Satisfaction, Acceptance and Use Patterns of a New E-Cargo Bike Sharing System - First Results from a German Living Lab Study
Methodology for Studying Complex Ergonomic Interventions for HCI Work
Exploring User Experiences in Hybrid Cultural Visits: Insights from a User Study
Perceptibility of Tactile Pictograms with Height Differences
Political Opinions of Us and Them and the Influence of Digital Media Usage
Personal Museum - A New Museum that Focus on Emotional Relationship Between People and Belongings
Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom
An Augmented Reality Approach to 3D Solid Modeling and Demonstration
Promoting Metacognition in Immersive Cultural Learning Environments
Developing a VR Tool to Support Repeat Pattern Design Learning
A Museum Guide Application for Deployment on User-Owned Mobile Devices
Perception of Smart Home Devices and Privacy by Chinese Users
Smart Public Spaces: Global Trends, Design Strategies, and Technological Innovations
A Privacy-Level Model of User-Centric Cyber-Physical Systems
Virtual Reality for Training Diagnostic Skills in Anorexia Nervosa: A Usability Assessment
An Interactive Evolutionary Design System with Feature Extraction
An Evaluation of Information Highlighting Methods on Computer Screens Using an Eye Movement Monitor
Design Requirements for Working with Mobile Smart Devices - a Scoping Review
The Application of Poetic Imagery in the Design of Public Spaces in Rural Scenic Areas and Its Promotion of Mental Health: A Case Study of the Shuanglong Bridge Scenic Area in Jianshui
Harmonic Gait under Primitive DOF for Biped Robot
Human Aspects of IT for the Aged Population. Design for Aging - First International Conference, ITAP 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015. Proceedings, Part I
Modeling Pharmacokinetics and Pharmacodynamics on a Mobile Device to Help Caffeine Users
Gesture-Based User Interfaces for Public Spaces
A Study on User Preference: Influencing App Selection Decision with Privacy Indicator
The Effect of Onomatopoeia to Enhancing User Experience in Virtual Reality
Independent Bathing for Older Adults: The Conceptualization of the iMagic-BOX Portable Walk-In Bathtub
Empirical Study on Listening Effort of Deaf and Hard-of-Hearing for Enhanced Speech in Multispeaker Environments
Determining the Effect of Menu Element Size on Usability of Mobile Applications
Impedances of Memorable Passphrase Design on Augmented Cognition
The Application of Kane Equation in the Impact Prediction of Human Motion
An Analysis of the Origin, Integration and Development of Contemporary Music Composition and Artificial Intelligence and Human-Computer Interaction
Health Technology Use in Germany Among Older Adults (Part I): Short Time Changes in Information and Communication Technology
Forecasting the Chilean Electoral Year: Using Twitter to Predict the Presidential Elections of 2017
An Indoor Navigation System Using Signpost Metaphor for Smartphone Environments
Evaluating Older Adults' User eXperience in Games to Impact Digital Competences: The Case of miOne Islands
Development and Discussion of an Authentic Game to Develop Cleaning Skills
Untangling the Web of e-Health: Multiple Sclerosis Patients' Perceptions of Online Health Information, Information Literacy, and the Impact on Treatment Decision Making
Advances in Design and Technology for Enhanced Avatar Therapy: A Hermeneutic Approach
Leveraging Domain-Specific Databases for Seq2Seq-Based Relation Extraction from Materials Science Texts
Mobile-Application Based Cognitive Behavior Therapy (CBT) for Identifying and Managing Depression and Anxiety
EUREKA: Engineering Usability Research Empirical Knowledge and Artifacts - An Experience-Based Expansive Learning Approach
Hypertext in Mutation: The Mapping of a Mythos
Study on How Fatigue Affects Gait of Older Adult Rolling Walker Users
Co-creation Methods: Informing Technology Solutions for Older Adults
Didactical Design Goes Rogue? Children's Playful Explorations While Engaged in Scaffolded Coding Activities Supported by Robots
Spatial Analysis and Comfort Optimal Experience Design of Rural Landscape in Water Network Area of Southern China
Presence: Where Are We Now?
Design-Based Evidence Collection and Evidence-Based Design (DEED) Model
A Study of Differences in Audience Affective Perceptions of Non-heritage Documentaries
An Architecture for Adaptive and Adaptable Mobile Applications for Physically Handicapped People
Implementation of an Emotional Virtual Creature with a Growth Function Model
Empowering Inclusive UX Design Through the Equitable Design Toolkit
Understanding Older Adults' Safety Perceptions and Risk Mitigation Strategies when Accessing Online Services
System Performance and Empathetic Design Enhance User Experience for Fault Diagnosis Expert System
Potential of Wearable Technology for Super-Aging Societies
Collection and Classification of Gestures from People with Severe Motor Dysfunction for Developing Modular Gesture Interface
Persuasive Web Design in e-Commerce
Using 3D Head and Respirator Shapes to Analyze Respirator Fit
Factors Influencing Acceptance and Continued Use of mHealth Apps
Studying Distributed Collaborations Using the Resource Allocation Negotiation Task (RANT)
An Overview of the Use of Chatbots in Medical and Healthcare Education
Multiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces
Designing Ethical Agency for Adaptive Instructional Systems: The FATE of Learning and Assessment
Cybersecurity Compliance Requirements for USA Department of Defense Contractors - Dragons at the Gate
Influence of Mobile ICT on the Adherence of Elderly People with Chronic Diseases
The Heuristic Design Innovation Approach for Data-Integrated Large Language Model
Self Soothing by Reviewing Favorite Memories: An Exploration of Mobile Application Prototypes, Which Facilitate Positive Wellbeing via Reminiscing
Collaborative Mixed-Reality Platform for the Design Assessment of Cars Interior
Challenges and Opportunities of Automotive HMI
The Impact of Block-Chain on Collaborative Product Innovation of Manufacturing Supply Chain
Future Convergences: Time Matters
Global Implications of Human Tendencies Towards Automated Driving and Human Driver Availability in Autonomous Vehicles
Product Interventions and User Performance: Implications for Public Design to Achieve Sustainable Practice
Crafting Contemporary Enterprise Application User Experiences
Designing Accessible Videos for People with Disabilities
Building an Ontology for Eldercare Service in China with a Hierarchical Clustering Method
The Comparative Study of Emotional Interaction Design of Empty Nesters in Urban and Rural Areas in China
Achieving Universal Design: One if by Product, Two if by Process, Three if by Panacea
Extended, Distributed, and Predictive: Sketches of a Generative Theory of Interaction for HCI
Zika Outbreak of 2016: Insights from Twitter
Examining Elements of an Adaptive Instructional System (AIS) Conceptual Model
Emo-View: Convey the Emotion of the Back-Seat Passenger with an Emoji in Rear-View Mirror to the Driver
Markov Chain and Classification of Difficulty Levels Enhances the Learning Path in One Digit Multiplication
Annotation References for Facilitation Analysis in Intercultural Collaboration
Documentation Tasks with Tablet or Smartphone in the Workplace: A Study with Respect to OSH
Human Computer Interaction Aspects of Enterprise Social Networks: An Empirical Validation of Adoption Model in a Developing Country
Does Gamification Work? Analyzing Effects of Game Features on Learning in an Adaptive Scenario-Based Trainer
Smartphone Overuse in the Old Age: A Qualitative Exploration on Actual Smartphone Use and Perceptions Among Italian Older Heavy Users
OBDEnergy - Making Metrics Meaningful in Eco-driving Feedback
Gesture-Driven AR for Industrial Production Lines: Insights from a Field Trial
Urban Interactive Installation Art as Pseudo-Environment Based on the Frame of the Shannon-Weaver Model
GlassNage: Layout Recognition for Dynamic Content Retrieval in Multi-Section Digital Signage
Supporting Complex Decisions Through Selection of Appropriate Graphical Layout
The Impact of Different Icon Sets on the Usability of a Word Processor
Heuristic Evaluation of Mobile Usability: A Mapping Study
Organizational Culture and Ideology in the Design of Complex Computer System Interfaces
The Semiotics of Toilet Signs
Using Storytelling to Support the Education of Deaf Children: A Systematic Literature Review
Mental Effort and Usability of Assistance Systems in Manual Assembly - A Comparison of Pick-to-Light and AR Contours Through VR Simulation
Interactive Medical Volume Visualizations for Surgical Online Applications
Privacy Design Strategies and the GDPR: A Systematic Literature Review
Analysis on the Characteristics of Advocating Business in the Decorative Art of ShanShaanGan Guild Hall from the Perspective of Image Semiotics
A User-Centric Framework for Educational Chatbots Design and Development
Active Supervision in a Remote Tower Center: Rethinking of a New Position in the ATC Domain
Do Engineering Students Know How to Use Generative Artificial Intelligence? A Case Study
Exploring the Role of Chatbots and Messaging Applications in Higher Education: A Teacher's Perspective
Synneure: Intelligent Human-Machine Teamwork in Virtual Space
A LivingLab Approach to Involve Elderly in the Design of Smart TV Applications Offering Communication Services
Culture and Computing. Design Thinking and Cultural Computing - 9th International Conference, C&C 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part II
Usability of Mobile Consumer Applications for Individuals Aging with Multiple Sclerosis
Designing Simulation-Based Training for Prehospital Emergency Care: Participation from a Participant Perspective
Articulating the Design Process: TheEffects of Verbalisation Upon Design Strategies
Research on the Design of Personalized Exercise Recommendation System Based on Health Management of Middle-Aged and Elderly People
The OPENLang Network Pedagogical Framework: Designing an Open and Collaborative Language Learning Environment for Erasmus+ KA1 Mobility Participants
Older Adults' Online Shopping Behavior in China
The Effect of Screen Size of Mobile Devices on Reading Efficiency
"fluXkin" Generative Genderless XR Virtual Fashion
Incorporating Situational Information with Varying Context Accessibility for Designing Advanced Takeover Requests
A Conceptual Research Agenda and Quantification Framework for the Relationship Between Science-Fiction Media and Human-Computer Interaction
Methods and Strategies for Involving Older Adults in Branding an Online Community: The miOne Case Study
Research on Competency Model of Flight Operations Quality Assurance Personnel
Closing the Gap Between Long Distance Couples via Asynchronous Remote Touch Communication
A Pilot Study on Gaze-Based Control of a Virtual Camera Using 360°-Video Data
Creating Universal Designed and Trustworthy Objects for the Internet of Things
Gesture query for the sentient map
Designing a Virtual Exchange Intervention for the Development of Global Competence: An Exploratory Study
Improving Control Room State Awareness through Complex Sonification Interfaces
Wordhyve: A MALL Innovation to Support Incidental Vocabulary Learning
Effects of Age, Motivation, and Hindrance Factors on Douyin Usage
Sundial: Assist Children Learning Time with a Shining Ball Shaped Device
Towards an Integrated Approach for Task Modeling and Human Behavior Recognition
A Disability-Oriented Analysis Procedure for Leisure Rehabilitation Product Design
Multimodal Impact on Consumer Purchase Decisions: Initial Results
Altruism in Design: Conveying Designers' Thoughtfulness to Users Through Artifacts
Universal access of DOS-like information systems
Design Mobile Exergames to Large-Scalely Promote Adolescent Physical Activity Based on Interval Training Theory
Methodologies to Understand the Road User Needs When Interacting with Automated Vehicles
Virtual Reality is Better Than Desktop for Training a Spatial Knowledge Task, but Not for Everyone
Grasp Synthesis for the Hands of Elderly People with Reduced Muscular Force, Slippery Skin, and Limitation in Range of Motion
Lightweight Collaborative Activity Patterns in Project Management
Exploring the Impact of Virtual Avatars in V-Clinic on Male Health Information Disclosure and Information Acquisition
I Just Want to Help: SMEs Engaging with Cybersecurity Technology
Impact of Performance and Subjective Appraisal of Performance on the Assessment of Technical Systems
A Human Computer Interface Using SSVEP-Based BCI Technology
Mindfulness and Asynchronous Neurofeedback: Coping with Mind Wandering
A Creation of Music-Like Melody by Interactive Genetic Algorithm with User's Intervention
Virtual Kayaking: A Local Culture-Based Virtual Reality Paddling Experience
Gameful Tale-Telling and Place-Making from Tourists' Generation to Generation: A Review
Environmental Affordances as a Way to Help in the Design of Videogame Worlds
My Personal User Interface: A Semantic User-Centric Approach to Manage and Share User Information
Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content
Technology Readiness of e-Government in the Use of Poverty Data for Social Assistance in Indonesia
Evaluating the Post-pandemic Tourist Experience: A Scale for Tourist Experience in Valparaíso, Chile
A Qualitative Study for Parametric Designed Custom-Fit Eyewear Frames: Fit Test Evaluation and User Insights
Investigation of Quantification of the Suitable Photos for Conversation Assistance for Elderly and Youth
The Relationship Between Ming-Style Chair Form Attributes and GenY Emotion by Kansei Engineering in China
Perceptions on Interaction Design in Malaysia
Hearing Method Considering Cognitive Aspects on Evidence Based Design
The Influence of Interaction Channel and Difficulty Level of In-Vehicle Information System on Driver's Reading Behavior in Fully Autonomous Vehicle
The Maintenance of Habituation to Virtual Simulation Sickness
Knowledge Graph-Based Machining Process Route Generation Method
Effects of Multimodal Feedback on the Usability of Mobile Diet Diary for Older Adults
Universal Access in Human-Computer Interaction - 18th International Conference, UAHCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part II
Partner's Gaze with Duchenne Smile in Social Interaction Promotes Successive Cooperative Decision
Research on the Interactive Design of Children's Digital Picture Books Under the Concept of Healing
A Comparative Analysis of the Educational Effectiveness of Leaflet and Website for Low-Literate Patients - A Case Study of Immigrant Mothers in Taipei
The Glare Evaluation Method Using Digital Camera for Civil Airplane Flight Deck
Integrating Perception, Cognition and Action for Digital Human Modeling
Does the Form of Attachment Have an Impact on Occupational Thermal Comfort? A Study on the Spinal Exoskeleton
Developing a Framework for Trustworthy AI-Supported Knowledge Management in the Governance of Risk and Change
Real-Time Video Stream Reduction on Mobile Devices for Generation of Ground Truth Data for Indoor Localization
A Direct Manipulation User Interface for a Telerobot on the Internet
Common Understanding of Graphic Image Enhance "Emotional Design"
How to Define the Passenger's Hazard Perception Level by Combining Subjective and Objective Measures?
How to Beautify the Elderly?: A Study on the Facial Preference of Senior Citizens
Tags for Citizens: Integrating Top-Down and Bottom-Up Classification in the Turin Municipality Website
Optimizing Training Paths Using Bellman Equations to Improve E-Learning with Q-Learning
Mobile QWERTY User Research