All Stories

  1. AI as Modality in Human Augmentation: Toward New Forms of Multimodal Interaction with AI-Embodied Modalities
  2. Engineering Touchscreen Input for 3-Way Displays: Taxonomy, Datasets, and Classification
  3. Beyond Radar Waves: The First Workshop on Radar-Based Human-Computer Interaction
  4. The Age-Reward Perspective: A Systematic Review of Reward Mechanisms in Serious Games for Older People
  5. Expanding V2X with V2DUIs: Distributed User Interfaces for Media Consumption in the Vehicle-to-Everything Era
  6. ChairMX: On-Chair Input for Interactive Media Consumption Experiences for Everyone, Everywhere
  7. Embracing Non-Natural Design in Human-Computer Interaction
  8. Take a Seat, Make a Gesture: Charting User Preferences for On-Chair and From-Chair Gesture Input
  9. The Eclectic User Experience of Combined On-Screen and On-Wrist Vibrotactile Feedback in Touchscreen Input
  10. Might as Well Be on Mars: Insights on the Extraterrestrial Applicability of Interaction Design Frameworks from Earth
  11. What Is the User Experience of Eyes-Free Touch Input with Vibrotactile Feedback Decoupled from the Touchscreen?
  12. Lifelogging in Mixed Reality
  13. A Systematic Literature Review of Gestures and Referents in Gesture Elicitation Studies
  14. From Natural to Non-Natural Interaction: Embracing Interaction Design Beyond the Accepted Convention of Natural
  15. Leveraging Sensorimotor Realities for Assistive Technology Design Bridging Smart Environments and Virtual Worlds
  16. Accessibility Research in Digital Audiovisual Media: What Has Been Achieved and What Should Be Done Next?
  17. An Expressivity-Complexity Tradeoff?: User-Defined Gestures from the Wheelchair Space are Mostly Deictic
  18. New Insights into User-Defined Smart Ring Gestures with Implications for Gesture Elicitation Studies
  19. Understanding Wheelchair Users’ Preferences for On-Body, In-Air, and On-Wheelchair Gestures
  20. iFAD Gestures: Understanding Users’ Gesture Input Performance with Index-Finger Augmentation Devices
  21. Fingerhints: On-Finger Kinesthetic Notifications
  22. “I Could Wear It All of the Time, Just Like My Wedding Ring:” Insights into Older People’s Perceptions of Smart Rings
  23. RadarSense: Accurate Recognition of Mid-Air Hand Gestures with Radar Sensing and Few Training Examples
  24. The User Experience of Journeys in the Realm of Augmented Reality Television
  25. Scenario-based Exploration of Integrating Radar Sensing into Everyday Objects for Free-Hand Television Control
  26. Informing Future Gesture Elicitation Studies for Interactive Applications that Use Radar Sensing
  27. RepliGES and GEStory: Visual Tools for Systematizing and Consolidating Knowledge on User-Defined Gestures
  28. Transhumanism as a Philosophical and Cultural Framework for Extended Reality Applied to Human Augmentation
  29. Tap4Light: Smart Lighting Interactions by Tapping with a Five-Finger Augmentation Device
  30. Understanding Gesture Input Articulation with Upper-Body Wearables for Users with Upper-Body Motor Impairments
  31. Designing Interactive Experiences in the Interplay between Ambient Intelligence and Mixed Reality
  32. Measuring the User Experience of Vibrotactile Feedback on the Finger, Wrist, and Forearm for Touch Input on Large Displays
  33. Are Ambient Intelligence and Augmented Reality Two Sides of the Same Coin? Implications for Human-Computer Interaction
  34. WearSkill
  35. Personalized wearable interactions with WearSkill
  36. Clarifying Agreement Calculations and Analysis for End-User Elicitation Studies
  37. How Do HCI Researchers Describe Their Software Tools? Insights From a Synopsis Survey of Tools for Multimodal Interaction
  38. Demonstration of GestuRING, a Web Tool for Ring Gesture Input
  39. GestuRING: A Web-based Tool for Designing Gesture Input with Rings, Ring-Like, and Ring-Ready Devices
  40. Accessibility of Interactive Television and Media Experiences: Users with Disabilities Have Been Little Voiced at IMX and TVX
  41. Taking That Perfect Aerial Photo: A Synopsis of Interactions for Drone-based Aerial Photography and Video
  42. AR-TV and AR-Diànshì: Cultural Differences in Users’ Preferences for Augmented Reality Television
  43. MR4ISL: A Mixed Reality System for Psychological Experiments Focused on Social Learning and Social Interactions
  44. Software Architecture Based on Web Standards for Gesture Input with Smartwatches and Smartglasses
  45. Challenges in Designing Inclusive Immersive Technologies
  46. XR4ISL: Enabling Psychology Experiments in Extended Reality for Studying the Phenomenon of Implicit Social Learning
  47. Uncovering Practical Security and Privacy Threats for Connected Glasses with Embedded Video Cameras
  48. A Research Agenda Is Needed for Designing for the User Experience of Augmented and Mixed Reality: A Position Paper
  49. From Do You See What I See? to Do You Control What I See? Mediated Vision, From a Distance, for Eyewear Users
  50. Design Space and Users’ Preferences for Smartglasses Graphical Menus: A Vignette Study
  51. Addressing Inattentional Blindness with Smart Eyewear and Vibrotactile Feedback on the Finger, Wrist, and Forearm
  52. Aggregating Life Tags for Opportunistic Crowdsensing with Mobile and Smartglasses Users
  53. A Newcomer's Guide to EICS, the Engineering Interactive Computing Systems Community
  54. Life-Tags