Human-Computer Interaction papers
Pofolia’s corpus holds 78 papers from Human-Computer Interaction (2012–2024), each with a short summary. Below, the 20 most-cited, then the most recently added.
At a glance
- Most cited: Fog computing and its role in the internet of things (2012, 6,003 citations).
- The 20 papers listed have 36,605 citations between them.
- 10 of the 13 with a known journal quartile appeared in a Q1 journal.
- 7 have a free full text (open access).
- Most frequent journals: Choice Reviews Online, Computers & Education, Educational Psychology Review.
- Published between 2012 and 2022.
Most cited
Ranked by citation count. Because citations accumulate over time, this list naturally leans towards work published a few years ago; for where the field is now, see “recently added”. How to read the signals
Fog computing and its role in the internet of things
2012 · 6,003 citations · Open access
Fog computing extends cloud capabilities to the network edge, offering low latency and location awareness crucial for Internet of Things (IoT) applications.
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
Computers & Education · 2019 · Q1 · SJR 4.00 · FWCI 19.40 · 3,169 citations
This systematic review identifies key design elements, learning content domains, and theoretical underpinnings of immersive VR applications in higher education.
Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
International Journal of Information Management · 2022 · Q1 · SJR 5.00 · FWCI 217.42 · 2,602 citations
This paper moves beyond the hype to offer a multidisciplinary analysis of the metaverse, identifying key challenges and opportunities across research, practice, and policy.
Designs for the Pluriverse
2018 · FWCI 49.51 · 2,196 citations
Arturo Escobar proposes a new vision for design theory and practice, termed 'autonomous design,' that shifts focus from capitalist ends to justice and ecological attunement.
Guidelines for Human-AI Interaction
2019 · 2,009 citations
Researchers have proposed 18 general design guidelines for human-AI interaction, validated by a user study with 49 design practitioners evaluating 20 AI-infused products.
Enhancing Our Lives with Immersive Virtual Reality
Frontiers in Robotics and AI · 2016 · Q2 · FWCI 72.04 · 1,859 citations · Open access
This review surveys the diverse applications of virtual reality (VR), highlighting its utility beyond mere reality reproduction to enable novel goal achievement and positive societal impact.
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
Media Psychology · 2015 · Q1 · SJR 1.00 · FWCI 13.40 · 1,651 citations
Technological immersion has a medium-sized effect on user presence, with specific features like user-tracking and stereoscopic visuals being more impactful than others.
The Sense of Embodiment in Virtual Reality
PRESENCE Virtual and Augmented Reality · 2012 · Q3 · FWCI 14.33 · 1,646 citations · Open access
This paper proposes a new working definition of the Sense of Embodiment (SoE) in virtual reality, breaking it down into three distinct subcomponents: self-location, agency, and body ownership.
Routledge International Handbook of Participatory Design
2012 · FWCI 28.54 · 1,578 citations
This handbook provides a comprehensive overview of Participatory Design, a field focused on the direct involvement of users in co-designing technologies and systems.
Virtual reality in the assessment, understanding, and treatment of mental health disorders
Psychological Medicine · 2017 · Q1 · SJR 2.00 · FWCI 69.01 · 1,409 citations · Open access
Virtual reality (VR) shows significant potential to transform mental health assessment and treatment, particularly for anxiety disorders, by simulating problematic situations for exposure therapy.
Enhanced Computer Vision With Microsoft Kinect Sensor: A Review
IEEE Transactions on Cybernetics · 2013 · Q1 · SJR 3.00 · FWCI 185.44 · 1,376 citations
This review surveys recent computer vision algorithms and applications that leverage the Microsoft Kinect sensor's combined depth and RGB data, highlighting its advantages over RGB-only methods.
The impact of virtual, augmented and mixed reality technologies on the customer experience
Journal of Business Research · 2018 · Q1 · SJR 3.00 · FWCI 52.32 · 1,372 citations
This paper introduces the "EPI Cube," a new taxonomy to classify Virtual, Augmented, and Mixed Reality technologies based on embodiment, presence, and interactivity, aiming to clarify their impact on customer experiences.
The Human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications
Choice Reviews Online · 2013 · 1,362 citations
This third edition of The Human-Computer Interaction Handbook is presented as the largest and most comprehensive single-volume compilation of HCI knowledge available.
A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.
eLearning and Software for Education · 2015 · 1,359 citations
Immersive Virtual Reality (VR) is becoming more accessible and user-friendly, offering significant potential to make education more motivating and engaging.
Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model
Journal of Travel Research · 2018 · Q1 · SJR 3.00 · FWCI 30.14 · 1,284 citations
Authentic experiences in virtual reality (VR) tourism significantly influence consumers' cognitive and emotional responses, which in turn drive their attachment and intention to visit destinations presented via VR.
The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality
Educational Psychology Review · 2021 · Q1 · SJR 4.00 · FWCI 62.14 · 1,173 citations · Open access
The Cognitive Affective Model of Immersive Learning (CAMIL) is a new theoretical framework that synthesizes existing research to explain how learning occurs in immersive virtual reality (IVR). It proposes that IVR learning is influenced by general instructional methods, but also by specific IVR affordances like presence and agency, mediated by factors such as immersion and control.
Design, When Everybody Designs
The MIT Press eBooks · 2015 · FWCI 29.40 · 1,157 citations
This book argues that design is no longer solely the domain of experts but a crucial activity for everyone in driving social innovation towards sustainability. It highlights how both expert and non-expert design contribute to creating unprecedented solutions and realizing larger transformations.
Reliability and Inter-rater Reliability in Qualitative Research
Proceedings of the ACM on Human-Computer Interaction · 2019 · Q2 · FWCI 51.33 · 1,150 citations · Open access
Qualitative research in HCI and CSCW rarely uses inter-rater reliability (IRR), with only about 1 in 9 papers reporting it, despite diverse approaches to establishing reliability.
Nonverbal overload: A theoretical argument for the causes of Zoom fatigue.
Technology Mind and Behavior · 2021 · Q1 · SJR 1.00 · FWCI 99.17 · 1,145 citations · Open access
This theoretical paper proposes 'nonverbal overload' as a primary cause of Zoom fatigue, arguing that current videoconferencing interfaces create psychological strain.
The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature
Frontiers in Psychology · 2018 · Q1 · FWCI 49.98 · 1,105 citations
A scientometric analysis of 21,667 VR and 9,944 AR records reveals a shift from computer science to clinical applications and an increase in international collaboration over the past two decades.
Recently added
Gloss-driven Conditional Diffusion Models for Sign Language Production
ACM Transactions on Multimedia Computing Communications and Applications · 2024 · Q1 · FWCI 10.88 · 46 citations
A new Gloss-driven Conditional Diffusion Model (GCDM) generates sign language videos from text by encoding sign gloss sequences with a Transformer and integrating them into a diffusion model's noise via cross-attention.
A Survey on the Metaverse: The State-of-the-Art, Technologies, Applications, and Challenges
IEEE Internet of Things Journal · 2023 · Q1 · SJR 2.00 · FWCI 85.10 · 696 citations
This survey identifies the Metaverse's core characteristics as multitechnology convergence, sociality, and hyper-spatio-temporality, outlining its technological framework and applications.
Metaverse marketing: How the metaverse will shape the future of consumer research and practice
Psychology and Marketing · 2022 · Q1 · SJR 3.00 · FWCI 67.96 · 842 citations · Open access
The metaverse presents transformative opportunities and challenges for marketers, necessitating new research directions and frameworks for understanding consumer interaction with brands in virtual environments.
Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
International Journal of Information Management · 2022 · Q1 · SJR 5.00 · FWCI 217.42 · 2,602 citations
This paper moves beyond the hype to offer a multidisciplinary analysis of the metaverse, identifying key challenges and opportunities across research, practice, and policy.
The Metaverse as a Virtual Form of Smart Cities: Opportunities and Challenges for Environmental, Economic, and Social Sustainability in Urban Futures
Smart Cities · 2022 · Q1 · SJR 1.00 · FWCI 54.70 · 648 citations · Open access
The Metaverse, a virtual world concept, offers potential to enhance smart city functions like service provisioning and urban efficiency using AI, Big Data, IoT, and Digital Twins, but raises ethical and social concerns regarding human interaction and urban life quality.
What is XR? Towards a Framework for Augmented and Virtual Reality
Computers in Human Behavior · 2022 · Q1 · SJR 3.00 · FWCI 67.53 · 870 citations
XR should represent 'xReality' (unknown variable) rather than 'extended reality', and AR/VR are distinct experiences, with AR existing on an assisted-to-mixed reality continuum and VR on an atomistic-to-holistic telepresence continuum.
Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective
Computers and Education Artificial Intelligence · 2022 · Q1 · SJR 7.00 · FWCI 62.03 · 727 citations
This position paper defines the metaverse and outlines its potential applications and research issues in education, emphasizing the roles of AI.
Educational applications of metaverse: possibilities and limitations
Journal of Educational Evaluation for Health Professions · 2021 · FWCI 93.85 · 1,049 citations
The metaverse, categorized into augmented reality, lifelogging, mirror world, and virtual reality, offers new educational possibilities including enhanced social communication, creative freedom, and immersive experiences, but faces limitations like weaker social connections, privacy risks, and potential maladaptation.
Journals in this field
The journals that publish most of this field’s papers. Quartile (Q1–Q4), SJR and h-index are from SCImago Journal Rank; “in this field” is how many of the journal’s pooled papers belong here. What is a Q1 journal? · What is the h-index?
| Journal | Quartile | SJR | h-index | In this field | Summaries |
|---|---|---|---|---|---|
| Frontiers in Psychology | Q1 | — | 241 | 3 | 35 |
| British Journal of Psychology | Q1 | 1.00 | 115 | 2 | 4 |
| Computers and Education: Artificial Intelligence | Q1 | 7.00 | 86 | 1 | 6 |
| Accounts of Chemical Research | Q1 | 5.00 | 495 | 1 | 19 |
| International Journal of Information Management | Q1 | 5.00 | 215 | 1 | 5 |
| ACM Computing Surveys | Q1 | 5.00 | 260 | 1 | 17 |
| ACM Transactions on Graphics | Q1 | 5.00 | 279 | 1 | 27 |
| Educational Psychology Review | Q1 | 4.00 | 172 | 1 | 3 |
Every journal in Human-Computer Interaction (Q1–Q4) →
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Open the appOther subfields in Computer Science
- Computer Networks and Communications
- Computer Science Applications
- Computer Graphics and Computer-Aided Design
- Computer Vision and Pattern Recognition
- Information Systems
- Hardware and Architecture
- Computational Theory and Mathematics
- Signal Processing
- Artificial Intelligence
- Software