Interacting in various application domains

eLearning and Education.- Arab Children's Reading Preference for Different Online Fonts.- Adaptation Decisions and Profiles Exchange among Open Learning Management Systems Based on Agent Negotiations and Machine Learning Techniques.- Accessing e-Learning Systems via Screen Reader: An Example.- Using Tablet PCs and Pen-Based Technologies to Support Engineering Education.- Optimal Affective Conditions for Subconscious Learning in a 3D Intelligent Tutoring System.- Computer-Based Learning to Improve Breast Cancer Detection Skills.- Virtual Classroom and Communicability: Empathy and Interaction for All.- Communicability for Virtual Learning: Evaluation.- Attention and Motivation in Hypermedia Systems.- A Web-Based, Interactive Annotation Editor for the eCampus Development Environment for SCORM Compliant E-Learning Modules.- An Innovative Way of Understanding Learning Processes: Eye Tracking.- A Set of Rules and Strategies for UNSAM Virtual Campus.- HCI Professional Involvement in k-12 Education: On Target or Missing the Mark?.- A Language Learning System Utilizing RFID Technology for Total Physical Response Activities.- Promoting Metacognition in Immersive Cultural Learning Environments.- The Application of the Flexilevel Approach for the Assessment of Computer Science Undergraduates.- Development of Ubiquitous On-Demand Study Support Environment for Nursing Students.- The Effects of Prior Knowledge on the Use of Adaptive Hypermedia Learning Systems.- Supporting Learners in Adaptive Learning Environments through the Enhancement of the Student Model.- The Concept of IMPRESSION: An Interactive Instruction System and Its Practice for Real-Time Distance Lessons between U.S. and Japan.- Improving Children's Writing Ability.- From Paper to Module - An Integrated Environment for Generating SCORM Compliant Moodle Courses Out of Text and Multimedia Elements.- Development of a Simulator of Abacus: Ancient Analog Calculator on a Mobile Phone as a Teaching Material.- A Proposal for a Framework for an e-Alumni Program Using SNS.- Supporting End-User Development of Personalized Mobile Learning Tools.- Didactic Models as Design Representations.- Interactive Learning Panels.- WebELS: A Content-Centered E-Learning Platform for Postgraduate Education in Engineering.- A Pen-Based Teaching System for Children and Its Usability Evaluation.- Development of a Visualised Sound Simulation Environment: An e-Approach to a Constructivist Way of Learning.- Games and Entertainment.- Causal Links of Presence.- Games Design Principles for Improving Social Web Applications.- A Multiple-Level 3D-LEGO Game in Augmented Reality for Improving Spatial Ability.- An Online Survey System on Computer Game Enjoyment and Personality.- Playability Testing of Web-Based Sport Games with Older Children and Teenagers.- Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces.- Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases.- Analyzing Human Behaviors in an Interactive Art Installation.- The Effects of Quest Types and Gaming Motivations on Players' Knowledge Acquisitions in an Online Role-Playing Game Environment.- Self-movement Feeling Generation in Sports Watching with Screen Movement via Pan-Tilt Steerable Projector.- Design of Interactive Emotional Sound Edutainment System.- Understanding Online Game Addiction: Connection between Presence and Flow.- The Experience of Presence in 3D Web Environment: An Analysis of Korean Second Life.- Influence of Real-World Ten-Pin Bowling Experience on Performance during First-Time Nintendo Wii Bowling Practice.- Emotionally Adapted Games - An Example of a First Person Shooter.- DiamondTheater: A System for Reproducing Theater and Supporting Creative Activities.- Work, Collaboration and Business.- New Health Information Systems (HIS) Quality-in-Use Model Based on the GQM Approach and HCI Principles.- An Information Visualization Approach to Hospital Shifts Scheduling.- Designed to Fit: Challenges of Interaction Design for Clothes Fitting Room Technologies.- Usability for Poll Workers: A Voting System Usability Test Protocol.- CAD and Communicability: A System That Improves the Human-Computer Interaction.- A Novel Visualization Tool for Evaluating Medication Side-Effects in Multi-drug Regimens.- Design of a Web Intervention to Change Youth Smoking Habits.- Smart Makeup Mirror: Computer-Augmented Mirror to Aid Makeup Application.- Studying Reactive, Risky, Complex, Long-Spanning, and Collaborative Work: The Case of IT Service Delivery.- Human Computer Interaction in Virtual Standardized Patient Systems.- Towards Standardized Pen-Based Annotation of Breast Cancer Findings.- ImproV: A System for Improvisational Construction of Video Processing Flow.- E-Assessment: A Suitable Alternative for Measuring Competences?.- Green Advocate in E-Commerce.- Gesture-Based Sharing of Documents in Face-to-Face Meetings.- Developing, Deploying and Assessing Usage of a Movie Archive System among Students of Film Studies.- Using Activity Descriptions to Generate User Interfaces for ERP Software.- Developing a Nomenclature for EMR Errors.- Mapping for Multi-source Visualization: Scientific Information Retrieval Service (SIRS).- Client-Side Visualization of Internet Forums for Information Retrieval.- Social-Technical Tools for Collaborative Sensemaking and Sketching.- Developing Some User Interfaces of TV under Enormous Channels Environment.- Electronic Glassboard - Conception and Implementation of an Interactive Tele-presence Application.- A New Automatic Teller Machine (ATM) Proposal through the Analysis of ATMs of Three Banks.- Advanced Applications.- Designing Usable Bio-information Architectures.- Run-Time Adaptation of a Universal User Interface for Ambient Intelligent Production Environments.- Heuristic Evaluation of Mission-Critical Software Using a Large Team.- Interface Development for Early Notification Warning System: Full Windshield Head-Up Display Case Study.- Reflections on the Interdisciplinary Collaborative Design of Mapping the Universe.- Distilling Support Opportunities to Improve Urban Search and Rescue Missions.- A New Approach to Design an Interactive System for Molecular Analysis.- The Differences of Aviation Human Factors between Individualism and Collectivism Culture.- Web-Based Training System for Improving Aviation Maintenance Performance.- Allocating Human-System Interfaces Functions by Levels of Automation in an Advanced Control Room.- Development of an Expert System as a User Interface for an RFID Application.- Developing a Validation Methodology for Educational Driving Simulators and a Case Study.- Developing a Usable Mobile Flight Case Learning System in Air Traffic Control Miscommunications.

[1]  Rolf T. Wigand,et al.  Electronic leisure: video game usage and the communication climate of video arcades. , 1986 .

[2]  Donghun Chung,et al.  Something for Nothing: Understanding Purchasing Behaviors in Social Virtual Environments , 2005, Cyberpsychology Behav. Soc. Netw..

[3]  Mary Adams,et al.  Nursing Home Nurses' Attitudes, Empathy, and Ideologic Orientation , 1986, International journal of aging & human development.

[4]  Mark D. Griffiths,et al.  Home video game playing in schoolchildren: a study of incidence and patterns of play , 1995 .

[5]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[6]  Regan L. Mandryk,et al.  Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..

[7]  Griffiths Are computer games bad for children , 1993 .

[8]  F. Ascione Enhancing Children's Attitudes About the Humane Treatment of Animals: Generalization to Human-Directed Empathy , 1992 .

[9]  Hayeon Song,et al.  Effects of a Robot's Long-Term Cognitive Developments on Its Social Presence and People's Social Responses Toward It , 2005 .

[10]  James Begole,et al.  An intelligent fitting room using multi-camera perception , 2008, IUI '08.

[11]  P. Vorderer,et al.  Enjoyment: At the Heart of Media Entertainment , 2004 .

[12]  John L. Sherry,et al.  Narrative and interactivity in computer games , 2006 .

[13]  Jeroen Jansz,et al.  Gaming at a LAN event: the social context of playing video games , 2005, New Media Soc..

[14]  Paul Skalski,et al.  Hostile Thoughts, Presence and Violent Virtual Video Games , 2001 .

[15]  T. Grodal Video Games and the Pleasure of Control , 2000 .

[16]  Kristine L. Nowak,et al.  Examining the relationship between violent video games, presence, and aggression. , 2006 .

[17]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[18]  Yang Song,et al.  Context-Aided Human Recognition - Clustering , 2006, ECCV.

[19]  Christoph Klimmt,et al.  Explaining the enjoyment of playing video games: the role of competition , 2003, ICEC.

[20]  Paul Skalski,et al.  Effects of Humor on Presence and Recall of Persuasive Messages , 2009 .

[21]  Richard L. Hazlett,et al.  Measuring emotional valence during interactive experiences: boys at video game play , 2006, CHI.

[22]  G. Selnow Playing Videogames: The Electronic Friend , 1984 .

[23]  D. Horton,et al.  Mass communication and para-social interaction; observations on intimacy at a distance. , 1956, Psychiatry.