All Stories

  1. Developing an Emoji-based User Experience Questionnaire: UEQ-Emoji
  2. Supporting Software Developers Through a Gaze-Based Adaptive IDE
  3. Engineering Interactive Systems Embedding AI Technologies
  4. Exploring Smart Standing Desks to Foster a Healthier Workplace
  5. Highlighting the Challenges of Blinks in Eye Tracking for Interactive Systems
  6. Deep Learning Super-Resolution Network Facilitating Fiducial Tangibles on Capacitive Touchscreens
  7. Understanding and Mitigating Technology-Facilitated Privacy Violations in the Physical World
  8. Using Pseudo-Stiffness to Enrich the Haptic Experience in Virtual Reality
  9. Exploring Physiological Correlates of Visual Complexity Adaptation: Insights from EDA, ECG, and EEG Data for Adaptation Evaluation in VR Adaptive Systems
  10. A Database for Kitchen Objects: Investigating Danger Perception in the Context of Human-Robot Interaction
  11. The Impact of Expertise in the Loop for Exploring Machine Rationality
  12. Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR
  13. ThumbPitch: Enriching Thumb Interaction on Mobile Touchscreens using Deep Learning
  14. Extended Mid-air Ultrasound Haptics for Virtual Reality
  15. A survey of digitally augmented piano prototypes across the decades.
  16. The Influence of Transparency and Control on the Willingness of Data Sharing in Adaptive Mobile Apps
  17. Conductive Fiducial Tangibles for Everyone
  18. The Skewed Privacy Concerns of Bystanders in Smart Environments
  19. A Touch of Realities: Car-Interior-Based Haptic Interaction Supports In-Car VR Recovery from Interruptions
  20. A Survey of Natural Design for Interaction
  21. The Human in the Infinite Loop: A Case Study on Revealing and Explaining Human-AI Interaction Loop Failures
  22. Cobity: A Plug-And-Play Toolbox to Deliver Haptics in Virtual Reality
  23. Tangible Interfaces Support Young Children’s Goal Interdependence
  24. Adapting visualizations and interfaces to the user
  25. Complementary interfaces for visual computing
  26. Designing Tangible Tools to Engage Silent Students in Group Discussion
  27. Designing a Tangible Interface to “Force” Children Collaboration
  28. Virtual Reality Adaptation Using Electrodermal Activity to Support the User Experience
  29. VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality
  30. User Perceptions of Extraversion in Chatbots after Repeated Use
  31. Designing Tangible as an Orchestration Tool for Collaborative Activities
  32. Designing a Physiological Loop for the Adaptation of Virtual Human Characters in a Social VR Scenario
  33. A Meta-Analysis of Tangible Learning Studies from the TEI Conference
  34. Flyables: Haptic Input Devices for Virtual Reality using Quadcopters
  35. ConAn: A Usable Tool for Multimodal Conversation Analysis
  36. Neural Photofit: Gaze-based Mental Image Reconstruction
  37. 3D Hand Pose Estimation on Conventional Capacitive Touchscreens
  38. A Design Space for User Interface Elements using Finger Orientation Input
  39. Introduction to Intelligent User Interfaces
  40. Super-Resolution Capacitive Touchscreens
  41. Pose-on-the-Go: Approximating User Pose with Smartphone Sensor Fusion and Inverse Kinematics
  42. Vibrosight++: City-Scale Sensing Using Existing Retroreflective Signs and Markers
  43. Revisited: Comparison of Empirical Methods to Evaluate Visualizations Supporting Crafting and Assembly Purposes
  44. Deep learning for human-computer interaction
  45. Investigating User Perceptions Towards Wearable Mobile Electromyography
  46. Imprint-Based Input Techniques for Touch-Based Mobile Devices
  47. Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones
  48. VibroComm: Using Commodity Gyroscopes for Vibroacoustic Data Reception
  49. Enhancing Mobile Voice Assistants with WorldGaze
  50. Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
  51. Audio VR
  52. POST
  53. Finding the Sweet Spot
  54. Notification in VR
  55. Force Touch Detection on Capacitive Sensors using Deep Neural Networks
  56. Investigating Unintended Inputs for One-Handed Touch Interaction Beyond the Touchscreen
  57. EyePointing
  58. KnuckleTouch
  59. Text Analysis Using Large High-Resolution Displays
  60. Effect of Orientation on Unistroke Touch Gestures
  61. Improving the Input Accuracy of Touchscreens using Deep Learning
  62. Investigating the Effect of Orientation and Visual Style on Touchscreen Slider Performance
  63. Online, VR, AR, Lab, and In-Situ
  64. Investigating the feasibility of finger identification on capacitive touchscreens using deep learning
  65. Up to the Finger Tip
  66. How to communicate new input techniques
  67. The Effect of Road Bumps on Touch Interaction in Cars
  68. Demonstrating palm touch
  69. Designing finger orientation input for mobile touchscreens
  70. Evaluating the Disruptiveness of Mobile Interactions
  71. Pac-Many
  72. PalmTouch
  73. The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments
  74. Understanding Large Display Environments
  75. Fingers' Range and Comfortable Area for One-Handed Smartphone Interaction Beyond the Touchscreen
  76. InfiniTouch
  77. Interaction techniques for window management on large high-resolution displays
  78. Machine learning with tensorflow for mobile and ubiquitous interaction
  79. Teach Me How! Interactive Assembly Instructions Using Demonstration and In-Situ Projection
  80. Estimating the Finger Orientation on Capacitive Touchscreens Using Convolutional Neural Networks
  81. Using Variable Movement Resistance Sliders for Remote Discrete Input
  82. A smartphone prototype for touch interaction on the whole device surface
  83. Feasibility analysis of detecting the finger orientation with depth cameras
  84. Improving software-reduced touchscreen latency
  85. Machine learning for intelligent mobile user interfaces using TensorFlow
  86. Understanding the ergonomic constraints in designing for touch surfaces
  87. RunMerge
  88. Interaction Methods and Use Cases for a Full-Touch Sensing Smartphone
  89. Towards Supporting Remote Cheering during Running Races with Drone Technology
  90. Understanding Work in Public Transport Management Control Rooms
  91. Mobile Interactions Augmented by Wearable Computing
  92. Microgesture detection for remote interaction with mobile devices
  93. Mobile In-Situ Pick-by-Vision
  94. Automatic projection positioning based on surface suitability
  95. Screen arrangements and interaction areas for large display work places
  96. Design Guidelines for Notifications on Smart TVs
  97. Finger Placement and Hand Grasp during Smartphone Interaction
  98. RAMPARTS
  99. From Mobile to Wearable
  100. Modeling Distant Pointing for Compensating Systematic Displacements
  101. Subjective and Objective Effects of Tablet's Pixel Density
  102. TUIs in the Large
  103. Using Space
  104. Pick from here!
  105. Using In-Situ Projection to Support Cognitively Impaired Workers at the Workplace