Advances in Human-Computer Interaction
 Journal metrics
Acceptance rate21%
Submission to final decision42 days
Acceptance to publication49 days
CiteScore2.000
Impact Factor-

An Arabic Grammar Auditor Based on Dependency Grammar

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Advances in Human-Computer Interaction is an interdisciplinary journal that publishes theoretical and applied papers covering the broad spectrum of interactive systems.

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Advances in Human-Computer Interaction maintains an Editorial Board of practicing researchers from around the world, to ensure manuscripts are handled by editors who are experts in the field of study.

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Research Article

Controlling Embedded Systems Remotely via Internet-of-Things Based on Emotional Recognition

Nowadays, much research attention is focused on human–computer interaction (HCI), specifically in terms of biosignal, which has been recently used for the remote controlling to offer benefits especially for disabled people or protecting against contagions, such as coronavirus. In this paper, a biosignal type, namely, facial emotional signal, is proposed to control electronic devices remotely via emotional vision recognition. The objective is converting only two facial emotions: a smiling or nonsmiling vision signal captured by the camera into a remote control signal. The methodology is achieved by combining machine learning (for smiling recognition) and embedded systems (for remote control IoT) fields. In terms of the smiling recognition, GENKl-4K database is exploited to train a model, which is built in the following sequenced steps: real-time video, snapshot image, preprocessing, face detection, feature extraction using HOG, and then finally SVM for the classification. The achieved recognition rate is up to 89% for the training and testing with 10-fold validation of SVM. In terms of IoT, the Arduino and MCU (Tx and Rx) nodes are exploited for transferring the resulting biosignal remotely as a server and client via the HTTP protocol. Promising experimental results are achieved by conducting experiments on 40 individuals who participated in controlling their emotional biosignals on several devices such as closing and opening a door and also turning the alarm on or off through Wi-Fi. The system implementing this research is developed in Matlab. It connects a webcam to Arduino and a MCU node as an embedded system.

Research Article

Estimating Designers’ Performance considering Personal Characteristics and External Factors Together

Design team performance evaluation can occur in different ways, all of them requiring considerations on interactions among team members; in turn, these considerations should count on as many pieces of information as possible about individuals. The literature already explains how personal characteristics and/or external factors influence designers' performance; nevertheless, a way to evaluate performance considering several personal characteristics and external factors together is missing. This research tries to fill the gap by developing the Designer’s Performance Estimator (DPE), a ready-to-use tool for researchers and practitioners who need to make information about team members as richer as possible.

Research Article

Wide Bezel Televisions Decrease Immersive Experiences

This study explored how telepresence could be affected by stimuli from reality that distracts people while they are watching television. The sample comprised of 36 undergraduate and graduate students from a university in South Korea (age range: 18–38 years, M = 22.61, and SD = 4.12). A between-subjects experimental design was employed with two types of viewing equipment (a television screen vs. a television screen with side screens that act as stimuli from reality) and two bezel widths (2 cm vs. 10 cm) to examine how each condition influenced the viewers’ perceived telepresence. The results revealed that participants’ perception of telepresence was not affected by the type of viewing equipment. However, the level of telepresence was affected by the bezel width: the thinner the bezel, the more telepresence felt by the viewers. These findings provide important insights that can guide the future designs of screen bezels for televisions and other devices in order to more effectively create immersive virtual worlds. Future studies are needed to examine the relationship between central vision and telepresence.

Research Article

Surveying the Impact of Authentic and Pragmatic Marketing by Paradigm Shift on Brand Authenticity: A Case Study of Selected Islamic Azad Universities (Anzali, Tehran Markaz, and Tonekabon)

The contextual changes of the present age have altered the former order of personal and social relations in such a way that the creation of a new order is accompanied by an epistemic crisis; the crisis of knowledge of new relationships has rendered past valuations inefficient and invalid. In this regard, Kotler considers authenticity as the most influential element in this era of achieving sustainable development and customer trust, and since the production of university knowledge is the key to sustainable development, today it is faced with quality issues. This study aimed to investigate the effect of two marketing strategies, namely, authentic marketing and pragmatic marketing, through paradigm shifts as a solution to the epistemic crisis of brand authenticity. The research method of this study is based on quantitative and descriptive survey. The case study consists of Iranian students of Islamic Azad Universities (IAUs) stratified random sampling and sample size based on Morgan table were 385 people. Data were collected and distributed by questionnaire. The structural equation modeling technique with partial least squares approach and SmartPLS2 software were used for data analysis. The findings indicate that both authentic marketing and pragmatic marketing are more effective on brand authenticity through paradigm shift.

Research Article

ClothFace: A Passive RFID-Based Human-Technology Interface on a Shirtsleeve

This paper introduces ClothFace, a shirtsleeve-integrated human-technology interface platform, which comprises two wrist antennas and three radio frequency identification (RFID) integrated circuits (ICs), each with a unique ID. The platform prototype, which is created on a shirtsleeve by cutting the antennas and antenna-IC interconnections from copper tape, can be used for push button and swipe controlling. Each IC can be activated, i.e., electrically connected to the two antennas, by touching the IC. These ICs can act as wireless input buttons to the technology around us. Due to the used passive ultrahigh-frequency (UHF) RFID technology, there is no need for clothing-integrated energy sources, but the interface platform gets all the needed energy from an external RFID reader. The platform prototype was found to be readable with an external RFID reader from all directions at distances of 70–80 cm. Further, seven people giving altogether 1400 inputs tested the prototype sleeves on a table and on body. In these first tests, 96–100% (table) and 92–100% (on-body) success rates were achieved in a gamelike testing setup. Further, the platform was proved to be readable with an off-the-shelf handheld RFID reader from a distance of 40 cm. Based on these initial results, this implementation holds the potential to be used as a touch interface blended into daily clothing, as well as a modular touch-based interaction platform that can be integrated into the surfaces of electronic devices, such as home appliances.

Research Article

Schemes of eStories for Children with Social Communication Difficulties

The current paper presents the development and the evaluation of an Arabic application (app) for electronic stories (eStories) that can be used as an assistive tool in the rehabilitation of children with social communication difficulties. The development process involved engineers and researchers and speech and language pathologists (SLPs) from a rehabilitation hospital, who formulated the design methodology of the Arabic app. This process is critical when designing tools for children with communication difficulties since they have a wide range of differences in their abilities. The evaluation of the app from the standpoint of the SLPs at a local school suggests that the app is easy to use, and the involvement of these SLPs helped in developing a better solution. The results of the usability study on twenty-five students showed positive evaluation with an average score that signifies that the app has above-average usability. This paper highlights the importance of the evaluation process in catering the app for successful user experience.

Advances in Human-Computer Interaction
 Journal metrics
Acceptance rate21%
Submission to final decision42 days
Acceptance to publication49 days
CiteScore2.000
Impact Factor-
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