yusuke1997/dblp-id-title huggingface dataset:
Empowering People in Human-Robot Collaboration: Bringing Together and Synthesising Perspectives
Barriers to engagement with a personal informatics productivity tool
Epistemic Injustice in and through AI
Cataloguing Physicality Values Using Physical Quantitative Evaluation Method
But it doesn't go with the décor: domesticating a telemedicine diabetes intervention in the home
Having fun at home: interleaving fieldwork and goal models
InstInt: enacting a small-scale interactive installation through co-design
Designing for reflection on sender effort in close personal communication
Exploratory development and evaluation of user interfaces for exposure therapy treatment
Exploring callout design in selection task for ultra-small touch screen devices
Felt-sensing archetypes: analysing patterns of accessing tacit meaning in design
A table tennis game for three players
Pathways & paws(es): engaging human-animal partnerships for community building and slow cities
Using augmented reality to assist forklift operation
Designing Tangible Interactions with Children for Pre-school Music Education
HCI in the Garden: Current Trends and Future Directions
Action Design Research Shaping University-Industry Collaborations for Wicked Problems
Measuring passers-by engagement with AmPost: a printed interactive audio poster
Meet Eater: affectionate computing, social networks and human-plant interaction
Virtual object specification for usable virtual environments
MuSS-bits: sensor-display blocks for deaf people to explore musical sounds
Mobile phone use in Australian indigenous communities: future pathways for HCI4D
Interactivated rehabilitation device
Designing navigation and wayfinding in 3D virtual learning spaces
A student-facing dashboard for supporting sensemaking about the brainstorm process at a multi-surface space
Using sticky light technology for projected guidance
AUXie: initial evaluation of a blind-accessible virtual museum tour
Automatic recognition of affective cues in the speech of car drivers to allow appropriate responses
Distinction system of left and right hands placed on a keyboard of laptop computers
"I think i can see it now!": evidence of learning in video transcripts of a collaborative virtual reality surgical training trial
Understanding Confidence of Older Adults for Embracing Mobile Technologies
From Micro to Macro Challenges: Advancing Geological Field Mapping Skills through VR Immersion and Scale
Understanding Older Adult Values through Technologies Used for Crafting
What We Learned from TransitionMate: A Mobile App Designed to Support Young People with Chronic Illness
Animal personas: acknowledging non-human stakeholders in designing for sustainable food systems
"Help me help you": a human-assisted social robot in paediatric rehabilitation
Brute force as input for networked gaming
Agree to disagree: on labelling helpful app reviews
Building Bridges in Robotics - Ideation and Design of a B2B-Platform to Connect Robotics Providers and Enquirers
Where is the "I" in iPad?: The Role of Interest in Older Adults' Learning of Mobile Touch Screen Technologies
An interactive and adaptive building layer: strategies for allowing people to become advanced building-users
Applying reach in direct manipulation user interfaces
An Immersive Fold Instruction Module for Training Undergraduate Geologists
Considerations for designing technology with and for persons with aphasia
To search or to explore -- that is the question: a study in mindful engagement
Engaging Older Adults in Community Health Exercise Programs through VR and Exergaming
Spreading word: author frequency of app user reviews
Proceedings of the 2007 Australasian Computer-Human Interaction Conference, OZCHI 2007, Adelaide, Australia, November 28-30, 2007
Reducing Perceived Waiting Time with Peripheral Visual Motion: Directional and Device-Specific Effects
Towards an Immersive Auditory-based Journey Planner for the Visually Impaired
MolyPoly: A 3D Immersive Gesture Controlled Approach to Visuo-Spatial Learning of Organic Chemistry
"Everything goes into or out of the iPad": the iPad, information scraps and personal information management
Pedestrian navigation and GPS deteriorations: user behavior and adaptation strategies
Towards a better video comparison: comparison as a way of browsing the video contents
Geovisualisation: sense-making and knowledge discovery with location-based data
Fear and danger in nocturnal urban environments
Stop annoying me!: an empirical investigation of the usability of app privacy notifications
Designing for diversity: connecting people, places, and technologies in creative community hubs
Activated: designing for collective participation in media architecture
Stories with emotions and conflicts drive development of better interactions in industrial software projects
Evaluating tangible objects for multimodal interaction design
From the certainty of information transfer to the ambiguity of intuition
Retrieving radio news broadcasts in Danish: accuracy and categorization of unrecognized words
Viewer Arousal Display System Using Eye-Tracking and Skin Conductance Data
Theoretical foundations for user-controlled forgetting in scrutable long term user models
Working the contract
Designing Interaction with AI for Human Learning: Towards Human-Machine Teaming in Radiology Training
How do older Chinese immigrants use mobile apps for digital storytelling? An exploratory study
An evaluation of advanced user interface customization
The Role of XR, Spatial, and Physical Interaction in Remote Multimodal Communication: Emotional Well-Being in Older Adults
Exploring Smart Cooling Garments for Endurance Cycling Athletes
Investigating EV Driving as Meaningful Practice
Action Units: Exploring the Use of Directorial Cues for Effective Storytelling with Swivel-chair Virtual Reality
A Wheelchair Simulator Using Limited-Motion Patterns and Vection-Inducing Movies
How probes work
Collecting cross-cultural user data with internationalized storyboard survey
Identifying Factors of Young Children's Engagement in Active Play to Inform the Design of TEIs
Body-map: visualising exertion in virtual reality games
Playful Hacking within Research-through-Design
HaTS: large-scale in-product measurement of user attitudes & experiences with <u>ha</u>ppiness <u>t</u>racking <u>s</u>urveys
Data-Task-Visualisation Analysis based on Top mHealth Apps
Scenarios for embracing errorful automatic speech recognition
Ability-based Optimization: Design and Evaluation of Touchscreen Keyboards for Older Adults with Dyslexia
Remote Gaze and Gesture Tracking on the Microsoft Kinect: Investigating the Role of Feedback
Typing over autocomplete: cognitive load in website use by older adults
How can social robots spark collaboration and engagement among people with intellectual disability?
Large scale multiuser digital mind mapping tool: a study in usability
A methodology to evaluate creative design methods: a study with the BadIdeas method
eParticipation as an information ecology: a micro-scale examination of two cases in Helsinki
The Leap Motion controller: a view on sign language
Touch to access the mobile internet
Fostering Children's Stewardship of Local Nature Through Game Co-design
Designing for citizen-centric smart cities: supporting people's needs of a community garden
Designing for refugees: insights from design workshop
Mr.LfD: A Mixed Reality Interface for Robot Learning from Demonstration
Investigating emotional interaction with a robotic dog
Better Health Explorer: Designing for Health Information Seekers
Dilemmas in situating participation in rural ways of saying
Night shifts: some situated dimensions of student technology use
Statistical analysis and implications of SNS search in under-developed countries
Designing Shared Cultural Activities to Connect Generations: A Scoping Review
Palmap: designing the future of maps
Adapting HCI techniques for the design and evaluation of canine training technologies
A usability study of short message service on middle-aged users
Research on how to present images showing uneven foundation application that do not cause unfavorable impressions to the viewer
Quantitative evaluation of media space configuration in a task-oriented remote conference system
Designing for technicians working in the field: 8 usability heuristics for mobile application design
Older Adults' Perception and Use of Voice User Interfaces: A Preliminary Review of the Computing Literature
Artography: mapping social experiences as public art
Using diaries for evaluating interactive products: the relevance of form and context
The pile of least effort: supporting lived document management practices
Scenario-Based Design to Envision How GenAI Can Support Sound Design Practices
Perceived and objective usability and visual appeal in a website domain with a less developed mental model
Approaching a human-centred internet of things
1st Workshop on Human Technologies and Interaction Design in Outer Space: SpaceUX'19
Learning in the Panopticon: Examining the Potential Impacts of AI Monitoring on Students
A player engagement model for an augmented reality game: a case of pokémon go
Case study for OZCHI 2005
Voice recognition technology for visual artists with disabilities in their upper limbs
Simulated influence of user interaction with mobile devices amongst pedestrians
What's my name again?: sociotechnical considerations for author name management in research databases
Can SAL Support Self Reflection for Health and Nutrition?
Four factors informing design judgement at a hackathon
Implementing ethics for a mobile app deployment
Semantic emails: agent technology in email systems
How it feels, not just how it looks: when bodies interact with technology
Teaching Software Developers to Perform UX Tasks
GeoHealth: a location-based service for nomadic home healthcare workers
Surfing in the crowd: feasibility study of experience sharing in a Taiwanese night market
Working in the clouds: a study of contemporary practices
SmartFinger: connecting devices, objects and people seamlessly
Insights from people with ID on a transport application
Picture navigation using an ambient display and implicit interactions
Planning travel as everyday design
Back to the Future: Identifying Interface Trends from the Past, Present and Future in Immersive Applications
Acoustic sound localisation: visualisations of a 1 st order ambisonic microphone array
Using an action research approach to design a telemedicine system for critical care: a reflection
Empowerment Approaches in Digital Civics
Computer-Human Interaction. Cognitive Effects of Spatial Interaction, Learning, and Ability - 25th Australian Computer-Human Interaction Conference, OzCHI 2013, Adelaide, SA, Australia, November 25-29, 2013. Revised and Extended Papers
Implications of different feedback types on error perception and psychological reactance
A tool support for the adaptation of user interfaces based on a business rules management system
CO 2 nfession: engaging with values through urban conversations
Help Me Keep My Stuff Safe: Designing a Collaborative Online Repository for Young People in Care
Exploring the Usage of Digital Technology for Active Play During the COVID-19 Pandemic Among Families with Young Children
Worlds Apart, Together: Discovering Players' Placemaking Priorities in Cooperative Terraforming Games
Autonomous mobile digital signage: persuasiveness of life-like behaviors on daily zodiac horoscope
Conversational management of network trouble perturbations in personal videoconferencing
Head or gaze?: controlling remote camera for hands-busy tasks in teleoperation: a comparison
Teaching interaction design by research through design
Positive Ageing: Elements and factors for design
Natural interactions between augmented virtual objects
The Human Side of Hand Dysfunction: Challenges and Experiences in Home-based Rehabilitation
Training wheels for older users
OZCHI 2005: doctoral consortium submission
Measuring audience experience in social videogaming
#naorobot: exploring Nao discourse on Twitter
How screen size influences Chinese readability
Multi-touch technology in a higher-education classroom: lessons in-the-wild
Evaluation of shape I/O controller for video games
Open innovation voices and choices: case studies of designing interactive virtual reality experiences in Australian public hospitals
Interpersonal awareness in the domestic realm
Robots in the Wild: Methodological Explorations of Robots in Everyday Environments
To be (me) or not to be?: photorealistic avatars and older adults
Participatory design at the museum: inquiring into children's everyday engagement in cultural heritage
Revisiting creative behaviour as an epistemic process: lessons from 12 computational artists and designers
Using critical-cue inventories to advance virtual patient technologies in psychological assessment
The impacts of deaf culture on designing with deaf children
Effect of presentation on reading behaviour
Robots in the Wild: Contextually-Adaptive Human-Robot Interactions in Urban Public Environments
Kitchen kinesics: situating gestural interaction within the social contexts of family cooking
Mixing quantitative with qualitative methods: current practices in designing experiments, gathering data and analysis with mixed methods reporting
Beyond the user: use and non-use in HCI
Development of a VR Controller Representing Full Cycle of a Length-Adjustable Game Item
Overlays and Goggles and Projections, Oh My!: Exploring Public Perceptions of Augmented Reality Technologies
Online Dating Meets Artificial Intelligence: How the Perception of Algorithmically Generated Profile Text Impacts Attractiveness and Trust
One-key keyboard: a very small QWERTY keyboard supporting text entry for wearable computing
A haptic interface for mobile devices
Designing situations
Stop procrastinating: TILT, time is life time, a persuasive application
User participation in pilot implementation: porters and nurses coordinating patient transports
Supporting problem identification in usability evaluations
Lumen: A Case Study of Designing for Sustainable Energy Communities through Ambient Feedback
Understanding awareness in mixed presence collaboration
New directions in designing exergames for the whole family
The effects of cognitive ageing on use of complex interfaces
Best practices in an online community for blind, partly sighted and fully sighted children
Fostering commonfare. strategies and tactics in a collaborative project
iDoc: a technology tool as a platform for exploring data
The transition of stroke survivors from hospital to home: understanding work and design opportunities
Armbeta: towards accessible wearable technology to quantify upper limb movement and activities
Investigating interactive search behaviour of medical students: an exploratory survey
Augmented Reality Enhanced Analytics to Monitor Emotional Engagement in Young Students
Older adults and their acquisition of digital skills: A review of current research evidence
Foundations for infrastructure and interfaces to support user control in long-term user modelling
Infostudio: teaching ambient display design using home automation
Accessibility Moonshots Workshop
Voluntary participation in discussion forums as an engagement indicator: an empirical study of teaching first-year programming
MolyPoly: immersive gesture controlled chemistry teaching system
Exploring journalistic values through design: a student perspective
Alleviating communication challenges in film scoring: an interaction design approach
Pairing Technology and Meals: A Contextual Enquiry in the Family Household
Voice, Embodiment, and the Relational Roles of AI Agents in Sci-Fi Films: Implications for Representing the More-than-Human
Apathetic Villagers and the Trolls Who Love Them: Player Amorality in Online Multiplayer Games
Animal computer interaction (ACI) & designing for animal interaction (AXD): OzACI, an Australian chapter
Press & tilt: one-handed text selection and command execution on smartphone
Interact: web and android-based backchannel system to aggregate student feedback
Voice art: a novel mode for creating visual art
Handheld versus wearable interaction design for professionals: a case study of hospital service work
Being immersed: avatar similarity and self-awareness
An Assistive Technology Prescription Tool for Novice Occupational Therapy Practitioners
Carbon copy metaphor: combining absolute and relative coordinates inputs for trackpad
Interaction techniques for unreachable objects on the touchscreen
The role of immersion during situated memory recall within virtual worlds
Designing spatial story-telling software
Re-examining TEIs using provocations
Using galvanic skin response for cognitive load measurement in arithmetic and reading tasks
Proceedings of the 21st Australasian Computer-Human Interaction Conference, OZCHI 2009: Open 24/7, Melbourne, Australia, November 23-27, 2009
Trust and cognitive load in the text-chat environment: the role of mouse movement
Interactive tabletops with non-interactive rims
Requirements for Adaptive User Interfaces for Industrial Maintenance Procedures: A discussion of context, requirements and research opportunities
But what's here is mine: materialities of physical personal workspaces
Systems Intelligence Design Opportunities for Esports Teams
Making Cents of CBDC: Perceptions, Drivers, and Barriers to CBDC Adoption in New Zealand
Development and Initial Evaluation of an Assisting Display Concept for Driving Wizards
Transient visualizations
Owning Her Story: Exploring Attitudes towards Gender Diversity in STEM through Augmented Reality Fictions
Window Watcher: a visualisation tool for understanding windowing activities
It's on the Cards: Designing Technology Instructions for People Living with Dementia
Supporting interactive visual analytics of energy behavior in buildings through affine visualizations
EarPut: augmenting ear-worn devices for ear-based interaction
Social XR: Designing An Extended Reality Application for Interaction in Long-Distance Relationships
Interactive Mood Mapping: A Playful Tabletop Game for Shared Environments
Use of music streaming platforms for emotion regulation by international students
Novel interface for first person shooting games on PDAs
Slowing down: introducing calm persuasive technology to increase wellbeing at work
Large Language Models for Automatic Detection of Sensitive Topics
The antiusability manifesto
To Dwell or Not to Dwell: An Evaluation of Mid-Air Gestures for Large Information Displays
Favoured attributes of in-air gestures in the home environment
FaceSwitch - Low-Cost Accessibility Software for Computer Control Combining Gaze Interaction and Face Gestures
Convergent location-based messaging: design for the future email ecosystem
Designing Drone Interfaces to Assist Pedestrians Crossing Non-Signalised Roads
Collective sensor networks and future communities: designing interaction across multiple scales
Co-Design with People Who Have Had a Stroke to Better Understand the Transition from Hospital to Home: A Narrative Account
Previsualization with computer animation (Previs): communicating research to interaction design practice
'Hop-to-select' traverse with gestural input in an eye-off interaction
Designing an app for pregnancy care for a culturally and linguistically diverse community
Towards optimization of mid-air gestures for in-vehicle interactions
Technical report on a haptic interface for learning anatomy
Data in the garden: a framework for exploring provocative prototypes as part of research in the wild
Storytelling Before or After Prototyping with a Toolkit for Designing Classroom Robots
Kinesthetic interaction: revealing the bodily potential in interaction design
Relating to the Environment Through Photography: The Smartphone Camera as a Tool in Urban Farming
Interacting with laughter: a case study on audio-based interactivity of public projections
Operationalising and Measuring Flow in Video Games
Visual juggling: reflective recommendations for observers working with deaf children in design research
"I wouldn't choose that key ring; it's not me": a design study of cherished possessions and the self
Grids and networks: two exploratory approaches for visualising bibliometric data on very large displays
Evaluation of a new error prevention technique for mobile touchscreen text entry
Opening keynote
Closing the human-AI team-mate gap: how changes to displayed information impact player behavior towards computer teammates
Proceedings of the 2006 Australasian Computer-Human Interaction Conference, OZCHI 2006, Sydney, Australia, November 20-24, 2006
Uncovering traces of mobile practices: 'the bag study'
Beyond Independence: Enabling Richer Participation through Relational Technologies
Augmenting Remote Interviews through Virtual Experience Prototypes
Digitisation of maintenance work management - a work design perspective: Lessons Learned in an Industry Study
Exploring tangible interaction for map-based feedback
Design of mobile wellness applications: identifying cross-cultural factors
Optimising visual and textual in search user interfaces
Supporting Social Interaction: Insights for Technology Designs to Foster Community Participant in Mild Dementia
MultiPointing: Supporting Multiple Users' Pointing in Hybrid Meetings
Rethinking Urban Safety: Exploring The Design of Safety Robots from Women's Perspectives
Exploring Eye Visibility and Mutual Gaze in Augmented Reality Glasses
Evaluation of eye-gaze interaction methods for security enhanced PIN-entry
Mentoring collaborative user centred design
User interface design for social web theme and opinion analysis
Surfacing Tensions in Digital Inclusion: A World Café Synthesis
Designing for mobility: using a mixed ideation approach for mobile service concept
Bleed Between the Lines: Barriers and Approaches to Personalisation in Menstrual Tracking for Marginalised Users
Page Navigation on Paper Books and Electronic Media in Reading to Answer Questions
Curbing paper wastage using flavoured feedback
Challenges and opportunities in user centric shipping: developing a human centred design approach for navigation systems
An approach to user interface design with two indigenous groups in Namibia
LifeView: a lifelog visualization tool for supporting sentimental recall and sharing
Unleashing creative writers: situated engagement with mobile narratives
Opportunities for Technology to Support Facilitation of Group Exercise in Aged Care: An Ethnographic Study
Addressing the Education Gap in Aged Care Technology
Designing for reducing procrastination on side projects
Age-Based Differences in Drone Control Gestures: An Exploratory Study
Designing locative and social media technologies for community collaboration and social benefit: PetSearch
Design for Older People: Improving the Usability of Mobile Apps through Targeted Design Recommendations
Companions: objects accruing value and memories by being a part of our lives
Designing cultural probes for children
Design space and opportunities for physical movement participation in everyday life
Harvesting versus creating: effective web design rationale
A human-centred context-aware approach to develop open-standard agile ridesharing using mobile social networks
Rove n Rave™ development: a partnership between the university and the disability service provider to build a social website for people with an intellectual disability
The emergence of the indigenous field of practice: factors affecting Australian Indigenous household ICT adoption
Multitouch finger registration and its applications
Location-based storytelling in the urban environment
Exploration of Passive Haptics Based Learning Support Method for Touch Typing
Cross-platform usability and eye-tracking measurement and analysis model
Proceedings of the 20th Australasian Computer-Human Interaction Conference, OZCHI 2008: Designing for Habitus and Habitat, Cairns, Australia, December 8-12, 2008
Hands-free mouse-pointer manipulation using motion-tracking and speech recognition
Wine and interaction design
Strive: exploring assistive haptic feedback on the run
Educational virtuality: cognitive benefits, design processes and new frontiers
Moving Together with Robotics: A Workshop on Co-Embodied Human-Robot Interaction to Inspire Movement