All Stories

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