All Stories

  1. Using a Secondary Channel to Display the Internal Empathic Resonance of LLM-Driven Agents for Mental Health Support
  2. Workshop on Societal Effects of AI in Mobile Social Media
  3. European Users' In-Depth Privacy Concerns with Smartphone Data Collection MHCI038
  4. Using Nonverbal Cues in Empathic Multi-Modal LLM-Driven Chatbots for Mental Health Support MHCI039
  5. The Effects of AMD Severities on Eye Movements in Virtual Environments
  6. A Systematic and Validated Translation of the Perceived Empathy of Technology Scale from English to German
  7. Contextualizing Smartphone-Typed Language With User Input Intention
  8. An explainable segmentation decision tree model for enhanced decision support in roundwood sorting
  9. Engineering Interactive Systems Embedding AI Technologies (3rd workshop on)
  10. Designing and Evaluating an Adaptive Virtual Reality System using EEG Frequencies to Balance Internal and External Attention States
  11. An Immersive and Interactive VR Dataset to Elicit Emotions
  12. Searching Across Realities: Investigating ERPs and Eye-Tracking Correlates of Visual Search in Mixed Reality
  13. An Investigation of How Software Developers Read Machine Learning Code
  14. Less Typing, More Tagging: Investigating Tag-based Interfaces in Online Accommodation Review Creation and Perception
  15. Exploring Users' Mental Models and Privacy Concerns During Interconnected Interactions
  16. Uncovering labeler bias in machine learning annotation tasks
  17. Usability and Adoption of Graphical Tools for Data-Driven Development
  18. Multimodal Detection of External and Internal Attention in Virtual Reality using EEG and Eye Tracking Features
  19. Hands-free Selection in Scroll Lists for AR Devices
  20. Crossing Mixed Realities: A Review for Transitional Interfaces Design
  21. Second Workshop on Engineering Interactive Systems Embedding AI Technologies
  22. Learning in the wild – exploring interactive notifications to foster organic retention of everyday media content
  23. Significant Productivity Gains through Programming with Large Language Models
  24. Extending Jupyter with Multi-Paradigm Editors
  25. Investigating the Effects of Eye-Tracking Interpolation Methods on Model Performance of LSTM
  26. Optimizing Visual Complexity for Physiologically-Adaptive VR Systems: Evaluating a Multimodal Dataset using EDA, ECG and EEG Features
  27. Uncovering and Addressing Blink-Related Challenges in Using Eye Tracking for Interactive Systems
  28. Perceived Empathy of Technology Scale (PETS): Measuring Empathy of Systems Toward the User
  29. Sitting Posture Recognition and Feedback: A Literature Review
  30. PhysioCHI: Towards Best Practices for Integrating Physiological Signals in HCI
  31. Investigating Opportunities for Active Smart Assistants to Initiate Interactions With Users
  32. Developing an Emoji-based User Experience Questionnaire: UEQ-Emoji
  33. SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality
  34. The Actuality-Time Continuum: Visualizing Interactions and Transitions Taking Place in Cross-Reality Systems
  35. SensCon: Embedding Physiological Sensing into Virtual Reality Controllers
  36. A Mixed-Method Exploration into the Mobile Phone Rabbit Hole
  37. Adapting Visual Complexity Based on Electrodermal Activity Improves Working Memory Performance in Virtual Reality
  38. A Scoping Survey on Cross-Reality Systems
  39. Supporting Software Developers Through a Gaze-Based Adaptive IDE
  40. Engineering Interactive Systems Embedding AI Technologies
  41. Exploring Smart Standing Desks to Foster a Healthier Workplace
  42. Highlighting the Challenges of Blinks in Eye Tracking for Interactive Systems
  43. Deep Learning Super-Resolution Network Facilitating Fiducial Tangibles on Capacitive Touchscreens
  44. Understanding and Mitigating Technology-Facilitated Privacy Violations in the Physical World
  45. Using Pseudo-Stiffness to Enrich the Haptic Experience in Virtual Reality
  46. Exploring Physiological Correlates of Visual Complexity Adaptation: Insights from EDA, ECG, and EEG Data for Adaptation Evaluation in VR Adaptive Systems
  47. A Database for Kitchen Objects: Investigating Danger Perception in the Context of Human-Robot Interaction
  48. The Impact of Expertise in the Loop for Exploring Machine Rationality
  49. Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR
  50. ThumbPitch: Enriching Thumb Interaction on Mobile Touchscreens using Deep Learning
  51. Extended Mid-air Ultrasound Haptics for Virtual Reality
  52. A survey of digitally augmented piano prototypes across the decades.
  53. The Influence of Transparency and Control on the Willingness of Data Sharing in Adaptive Mobile Apps
  54. Conductive Fiducial Tangibles for Everyone
  55. The Skewed Privacy Concerns of Bystanders in Smart Environments
  56. A Touch of Realities: Car-Interior-Based Haptic Interaction Supports In-Car VR Recovery from Interruptions
  57. A Survey of Natural Design for Interaction
  58. The Human in the Infinite Loop: A Case Study on Revealing and Explaining Human-AI Interaction Loop Failures
  59. Cobity: A Plug-And-Play Toolbox to Deliver Haptics in Virtual Reality
  60. Tangible Interfaces Support Young Children’s Goal Interdependence
  61. Adapting visualizations and interfaces to the user
  62. Complementary interfaces for visual computing
  63. Designing Tangible Tools to Engage Silent Students in Group Discussion
  64. Designing a Tangible Interface to “Force” Children Collaboration
  65. Virtual Reality Adaptation Using Electrodermal Activity to Support the User Experience
  66. VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality
  67. User Perceptions of Extraversion in Chatbots after Repeated Use
  68. Designing Tangible as an Orchestration Tool for Collaborative Activities
  69. Designing a Physiological Loop for the Adaptation of Virtual Human Characters in a Social VR Scenario
  70. A Meta-Analysis of Tangible Learning Studies from the TEI Conference
  71. Flyables: Haptic Input Devices for Virtual Reality using Quadcopters
  72. ConAn: A Usable Tool for Multimodal Conversation Analysis
  73. Neural Photofit: Gaze-based Mental Image Reconstruction
  74. 3D Hand Pose Estimation on Conventional Capacitive Touchscreens
  75. A Design Space for User Interface Elements using Finger Orientation Input
  76. Introduction to Intelligent User Interfaces
  77. Super-Resolution Capacitive Touchscreens
  78. Pose-on-the-Go: Approximating User Pose with Smartphone Sensor Fusion and Inverse Kinematics
  79. Vibrosight++: City-Scale Sensing Using Existing Retroreflective Signs and Markers
  80. Revisited: Comparison of Empirical Methods to Evaluate Visualizations Supporting Crafting and Assembly Purposes
  81. Investigating User Perceptions Towards Wearable Mobile Electromyography
  82. Deep learning for human-computer interaction
  83. Imprint-Based Input Techniques for Touch-Based Mobile Devices
  84. Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones
  85. VibroComm: Using Commodity Gyroscopes for Vibroacoustic Data Reception
  86. Enhancing Mobile Voice Assistants with WorldGaze
  87. Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
  88. Audio VR
  89. POST
  90. Finding the Sweet Spot
  91. Notification in VR
  92. Force Touch Detection on Capacitive Sensors using Deep Neural Networks
  93. Investigating Unintended Inputs for One-Handed Touch Interaction Beyond the Touchscreen
  94. EyePointing
  95. KnuckleTouch
  96. Text Analysis Using Large High-Resolution Displays
  97. Effect of Orientation on Unistroke Touch Gestures
  98. Improving the Input Accuracy of Touchscreens using Deep Learning
  99. Investigating the Effect of Orientation and Visual Style on Touchscreen Slider Performance
  100. Online, VR, AR, Lab, and In-Situ
  101. Investigating the feasibility of finger identification on capacitive touchscreens using deep learning
  102. Up to the Finger Tip
  103. How to communicate new input techniques
  104. The Effect of Road Bumps on Touch Interaction in Cars
  105. Demonstrating palm touch
  106. Designing finger orientation input for mobile touchscreens
  107. Evaluating the Disruptiveness of Mobile Interactions
  108. Pac-Many
  109. PalmTouch
  110. The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments
  111. Understanding Large Display Environments
  112. Fingers' Range and Comfortable Area for One-Handed Smartphone Interaction Beyond the Touchscreen
  113. InfiniTouch
  114. Mobile Interactions Augmented by Wearable Computing
  115. Interaction techniques for window management on large high-resolution displays
  116. Machine learning with tensorflow for mobile and ubiquitous interaction
  117. Teach Me How! Interactive Assembly Instructions Using Demonstration and In-Situ Projection
  118. Estimating the Finger Orientation on Capacitive Touchscreens Using Convolutional Neural Networks
  119. Using Variable Movement Resistance Sliders for Remote Discrete Input
  120. A smartphone prototype for touch interaction on the whole device surface
  121. Feasibility analysis of detecting the finger orientation with depth cameras
  122. Improving software-reduced touchscreen latency
  123. Machine learning for intelligent mobile user interfaces using TensorFlow
  124. Understanding the ergonomic constraints in designing for touch surfaces
  125. RunMerge
  126. Interaction Methods and Use Cases for a Full-Touch Sensing Smartphone
  127. Towards Supporting Remote Cheering during Running Races with Drone Technology
  128. Understanding Work in Public Transport Management Control Rooms
  129. Mobile Interactions Augmented by Wearable Computing
  130. Microgesture detection for remote interaction with mobile devices
  131. Mobile In-Situ Pick-by-Vision
  132. Automatic projection positioning based on surface suitability
  133. Screen arrangements and interaction areas for large display work places
  134. Design Guidelines for Notifications on Smart TVs
  135. Finger Placement and Hand Grasp during Smartphone Interaction
  136. RAMPARTS
  137. From Mobile to Wearable
  138. Modeling Distant Pointing for Compensating Systematic Displacements
  139. Subjective and Objective Effects of Tablet's Pixel Density
  140. TUIs in the Large
  141. Using Space
  142. Pick from here!
  143. Using In-Situ Projection to Support Cognitively Impaired Workers at the Workplace