Dissertationen zum Thema „Computer interfaces“
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Ward, David James. „Adaptive computer interfaces“. Thesis, University of Cambridge, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.620273.
Der volle Inhalt der QuelleRihan, Jonathan. „Computer vision based interfaces for computer games“. Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.
Der volle Inhalt der QuelleHawthorn, Dan. „Designing Effective Interfaces for Older Users“. The University of Waikato, 2006. http://hdl.handle.net/10289/2538.
Der volle Inhalt der QuelleHalder, Sebastian [Verfasser]. „Prediction of Brain-Computer Interface Performance: For P300 and Motor Imagery Brain-Computer Interfaces / Sebastian Halder“. München : Verlag Dr. Hut, 2011. http://d-nb.info/1015607330/34.
Der volle Inhalt der QuelleHobro, Mark, und Marcus Heine. „Natural Language Interfaces in Computer Games“. Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166592.
Der volle Inhalt der QuelleZajicek, Mary Pamela. „The usability of alternative computer interfaces“. Thesis, Oxford Brookes University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.251356.
Der volle Inhalt der QuelleWong, Shu-Fai. „Motion recognition for human-computer interfaces“. Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.613368.
Der volle Inhalt der QuelleYeung, C. „Spectroscopic analysis of nanodielectric interfaces“. Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/358897/.
Der volle Inhalt der QuelleMynatt, Elizabeth D. „Transforming graphical interfaces into auditory interfaces“. Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9209.
Der volle Inhalt der QuelleSebastián, Romagosa Marc. „Brain computer interfaces for brain acquired damage“. Doctoral thesis, Universitat Autònoma de Barcelona, 2020. http://hdl.handle.net/10803/670835.
Der volle Inhalt der QuelleEl término Interfaz Cerebro-Computadora (ICC) surgió en los años 70 por el Dr. Jacques J. Vidal, que mediante el uso de la electroencefalografía (EEG) trató de dar una salida alternativa a las señales del cerebro para controlar un dispositivo externo. El objetivo principal de esta hazaña era ayudar a los pacientes con problemas de movimiento o comunicación a relacionarse con el entorno. Desde entonces, muchos neurocientíficos han utilizado esta idea y han tratado de ponerla en práctica utilizando diferentes métodos de adquisición y procesamiento de señales, nuevos dispositivos de interacción y nuevas metas y objetivos. Todo ello ha facilitado la aplicación de esta tecnología en muchas áreas y actualmente las ICC se utilizan para jugar a videojuegos, mover sillas de ruedas, facilitar la escritura en personas sin movilidad, establecer criterios y preferencias de compra en el mundo del comercio y el consumo, o incluso pueden servir como detector de mentiras. Sin embargo, el sector que presenta un mayor avance y desarrollo de las ICC es el sector biomédico. A grandes rasgos podemos utilizar las ICC con dos finalidades distintas dentro de la neurorehabilitación; sustituir una función perdida o inducir cambios en la plasticidad neuronal con el objetivo de restaurar o compensar dicha función perdida. Hay diferentes principios para el registro de las señales del cerebro; de forma invasiva, colocando los electrodos de registro dentro de la cavidad craneal, o no invasiva, colocando los electrodos de registro fuera de la cavidad craneal. El método más conocido y difundido es la EEG. Su uso es adecuado para entornos clínicos, tiene una resolución temporal muy precisa y su retroalimentación en tiempo real puede inducir la plasticidad cortical y el restablecimiento de la función motora normal. En esta tesis presentamos tres objetivos diferentes: (1) evaluar los efectos clínicos de la rehabilitación mediante las ICC en pacientes con ictus, ya sea realizando un meta-análisis de los estudios publicados o evaluando los cambios funcionales en los pacientes con ictus después de la terapia de ICC; (2) explorar parámetros alternativos para cuantificar los efectos de las ICC en pacientes con ictus, evaluando diferentes biomarcadores de electroencefalografía en pacientes con esta patología y correlacionando los posibles cambios en estos parámetros con los resultados en las escalas funcionales; (3) optimizar el sistema ICC utilizando mediante la gamificación de un avatar.
The term Brain Computer Interface (BCI) emerged in the 70's by Dr. Jacques J Vidal, who by using electroencephalography (EEG) tried to give an alternative output to the brain signals in order to control an external device. The main objective of this feat was to help patients with impaired movement or communication to relate themselves to the environment. Since then many neuroscientists have used this idea and have tried to implement it using different methods of signal acquisition and processing, new interaction devices, new goals and objectives. All this has facilitated the implementation of this technology in many areas and currently BCI is used to play video games, move wheelchairs, facilitate writing in people without mobility, establish criteria and purchase preferences in the world of marketing and consumption, or even serve as a lie detector. However, the sector that presents the most marked progress and development of BCI is the biomedical sector. In rough outlines we can use BCI with two different purposes within the neurorehabilitation; to substitute a lost function or to induce neural plasticity changes with the aim to restore or compensate the lost function. To restore a lost function by inducing neuroplastic changes in the brain is undoubtedly a challenging strategy but a feasible goal through BCI technology. This type of intervention requires that the patient invests time and effort in a therapy based on the practice of motor image and feedback mechanisms in real time. There are different principles to record the brain signals; invasively, placing the recording electrodes inside the cranial cavity, or non-invasive, placing the recording electrodes outside of the cranial cavity. The best known and most widespread one is EEG, since they are suitable for clinical environments, have a highly accurate temporal resolution and their real-time feedback can induce cortical plasticity and the restoration of normal motor function. On this thesis we present three different objectives: (1) to evaluate the clinical effects of rehabilitation based on BCI system in stroke patients, either by performing a meta-analysis of published studies or by evaluating functional changes in stroke patients after BCI training; (2) to explore alternative parameters to quantify effects of BCI in stroke patients, by evaluating different electroencephalography biomarkers in stroke patients and correlating potential changes in these parameters with functional scales; (3) to optimize the BCI system by using a new gamified avatar.
Williams, Stephen D. „Improving usability of pedagogical computer emulation interfaces“. Thesis, American University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1545764.
Der volle Inhalt der QuelleComputer emulations, simulating real or imagined computer systems, are a valuable tool to quickly gain understanding of computer architecture and software. Existing computer emulation systems offer useful but limited visualization and interaction. This paper addresses improving usability of pedagogical computer emulator interfaces with the application of published design principles informed by research into visuospatial ability. The results include a survey of promising techniques addressing similar problems and suggestions for application. Along with supporting work extending a publicly available Java-based PC emulator to enable use of the popular Processing visualization development environment, this provides a well-developed design and implementation framework for future improvements by interested parties.
Lamont, Charles. „Human-computer interfaces to reactive graphical images“. Thesis, Teesside University, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358387.
Der volle Inhalt der QuelleStander, Adrie. „Computer user interfaces in a multicultural society“. Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.
Der volle Inhalt der QuelleThis research discusses some of the cultural issues that could influence the human computer encounter in a multicultural community. The results of research to determine differences in computer usage caused by cultural differences when using computer user interfaces in simulated and real-world environments are also discussed. Various cultural aspects could possibly influence the effectiveness of the user interface in a multicultural society. Language is an important factor and studies have shown that simple translation will increase productivity (Bodley, 1993:23). However all languages do not contain the necessary technical vocabulary. Mothers from a lower social class typically use a limited language code when communicating with their children (Mussen et aI.,1984:206). As this causes the children to think in more concrete and less conceptual terms, it may influence the human computer interaction, particularly where a high degree of abstraction, such as in graphical interfaces, is used. Symbolism is problematic as symbols like light bulbs, recycle bins and VCR controls do not feature in the life of users living in slum and backward rural conditions. Lack of exposure to technology might negatively influence user attitude (Downton, 1991:25) with a corresponding inhibition of learning and performance. All external locus of control is common among disadvantaged groups due to the high degree of rejection, hostile control and criticism they experience. As the sense of being out of control is largely associated with the indication to avoid stressful situations, users from these groups might prefer to avoid situations where they do not feel in control. The strong differentiation between the roles of the sexes in certain cultures can also influence the encounter with the computer (Downton, 1991:10) It has been shown that the different gender orientations towards problem solving in these cultures can have an important influence on computer usage. The intracultural factors of social class play a significant role in determining how a person acts and thinks (Baruth & Manning, 1991 :9-1 0). Such differences may sometimes be more pronounced than those resulting from cultural diversity and may influence the orientation of the user towards abstraction and generalization.
Shenoy, Pradeep. „Brain-computer interfaces for control and computation /“. Thesis, Connect to this title online; UW restricted, 2008. http://hdl.handle.net/1773/6898.
Der volle Inhalt der QuelleESPOSITO, ANTONIO. „Instrumentation for daily-life brain-computer interfaces“. Doctoral thesis, Politecnico di Torino, 2022. http://hdl.handle.net/11583/2960757.
Der volle Inhalt der QuelleReeves, Stuart. „Designing interfaces in public settings“. Thesis, University of Nottingham, 2009. http://etheses.nottingham.ac.uk/652/.
Der volle Inhalt der QuelleWitt, Hendrik. „Human computer interfaces for wearable computers a systematic approach to development and evaluation /“. kostenfrei kostenfrei, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?idn=987607065.
Der volle Inhalt der QuelleYang, Grant. „WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design“. Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.
Der volle Inhalt der QuelleAlmeida, Luís Filipe Martinho de. „Brain computer interface“. Master's thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/21618.
Der volle Inhalt der QuelleA investigação e desenvolvimento de sistemas BCI, Brain Computer Interface tem crescido de ano para ano, com resultados cada vez melhores. Uma das principais vertentes para a qual estes sistemas têm sido usados é na área da neuroprostética. Desta forma tem-se demonstrado em vários estudos e investiga ções a possibilidade de controlar membros completos ou parciais robóticos por nós seres humanos, dando assim uma liberdade e conquista de movimentos perdidos a pessoas incapacitadas. No entanto uma grande parte dos melhores resultados obtidos envolve a utilização de BCI invasivos, o que necessita de ser implantado diretamente no cérebro humano, através de uma operação cirúrgica. Isto é ainda um dos grandes inconvenientes que esta abordagem implica e também o facto de uma grande parte destes estudos ainda estarem na fase de testes. Este trabalho teve como objetivo tentar comprovar que os BCI não invasivos também conseguem obter bons resultados apesar das suas limitações e pior aquisição de resultados devido à inclusão de ruído por parte do nosso crânio e cabelo, assim como a inclusão dos Parâmetros Hjorth proporciona melhores resultados na identificação das classes desejadas. Dividiu-se o trabalho em duas partes, uma para a identificação das classes de “Piscar de Olho” e outra para identificação das classes de “Ações Pensadas” . Os resultados foram todos obtidos tendo em conta apenas um utilizador. Relativamente à deteção do “Piscar de Olho” comprovou-se que ́e facilmente conseguido com resultados quase perfeitos, com uma precisção de 99 . 98%. Relativamente à deteção de “Ações Pensadas” não foi possível comprovar a sua deteçãao usando sessções de gravação diferentes, no entanto verificou-se que a classificação das classes tendo em conta a mesma sessão de gravação, obtém resultados muito bons com valores acima dos 99% para o melhor m ́etodo preditivo. A inclusão dos Parâmetros Hjorth foi em todos os casos de estudo, a opção em que os resultados foram sempre melhores, demonstrando assim que a inclusão dos mesmos é uma opção aconselhável, pois em alguns casos, a precisão na deteção das classes aumento para duas ou mais vezes. Os resultados são promissores e apesar de não ter conseguido obter os melhores resultados para sessões de gravação independentes na classificação de “Ações Pensadas” , indico nas análises os passos necessáios para a obtenção de melhores resultados e a possibilidade de generalização do processo para diversos utilizadores.
The research and development of BCI systems, Brain Computer Interface has grown from year to year, with better and better results. One of the main areas for which these systems have been used is the neuroprosthetic. Several studies and investigations have shown the possibility of controlling complete or partial robotic members by people, thus giving a freedom and conquest of lost movements to incapacitated persons. However, a great part of the best results obtained involves the use of invasive BCI, which needs to be implanted directly into the human brain through a sirurgical operation. This is still one of the great drawbacks that this approach entails and also the fact that a large part of these studies are still in the testing phase. The aim of this study was to try and prove that non-invasive BCI can also achieve good results despite their limitations and inferior quality on the acquisition of data due to the inclusion of noise from our skull and hair, and also that the inclusion of the Hjorth Parameters on the analysis provides better results in identifying the desired classes. The work was split into two parts, one for the identification of “Eye Blinking” classes and the other for “Thought Actions” classes. The results were all obtained with only one user in mind. Regarding the detection of “Eye Blinking” it has been found that it is easily achieved with near-perfect results, with an accuracy of 99 . 98%. Regarding the detection of “Thought Actions” it was not possible to verify its detection using different recording sessions, however it was verified that the classification of classes taking into account the same recording session, obtains very good results with values above 99% for the best predictive method. The inclusion of Hjorth Parameters was in all study cases, the option in which the results were always better, thus demonstrating that their inclusion is an advisable option, since in some cases, the accuracy in detecting classes doubled or more. The results are promising and although I haven’t been able to obtain the best results for independent recording sessions in the classification of “Thought actions” , I indicate in the analysis some steps necessary to obtain better results and the possibility of generalizing the process for several users.
Janakiraman, Muralidharan. „Abstract Index Interfaces“. PDXScholar, 1996. https://pdxscholar.library.pdx.edu/open_access_etds/5288.
Der volle Inhalt der QuelleCondon, Chris. „A semiotic approach to the use of metaphor in human-computer interfaces“. Thesis, Brunel University, 1999. http://bura.brunel.ac.uk/handle/2438/4800.
Der volle Inhalt der QuelleVillar, Nicolas. „Flexible physical interfaces“. Thesis, Lancaster University, 2007. http://eprints.lancs.ac.uk/42425/.
Der volle Inhalt der QuelleGonzález, Astudillo Juliana. „Development of Network Features for Brain-Computer Interfaces“. Electronic Thesis or Diss., Sorbonne université, 2022. http://www.theses.fr/2022SORUS286.
Der volle Inhalt der QuelleA Brain-Computer Interface (BCI) is a system that can translate brain activity patterns into messages or commands for an interactive application. It enables a subject to send commands to a device only by means of brain activity, without requiring any peripherical muscular activity. These systems are increasingly explored for control and communication, as well as for treatment of neurological disorders, especially via the ability of subjects to voluntarily modulate their brain activity through mental imagery (MI). To control a BCI, the user must produce different brain signal patterns that the system will identify and translate into commands. Even though this technique has been widely used, subjects performance, measured as the correct classification of the user’s intent, still shows low scores. Much of the efforts to solve this problem have focused on the BCI classification block. While, the research of alternative features has been poorly explored. In most implemented systems, pattern recognition relies on power spectrum density (PSD) of a reduced number of sources, focusing on features that characterize a single brain region. However, the brain is not a collection of isolated pieces working independently. It rather consists of a distributed complex network that integrates information across differently specialized regions. It turns out that examining signals from one specific region, while neglecting its interactions with others, oversimplifies the phenomenon. It would be preferable to have an understanding of the system’s collective behaviour to fully capture the brain functioning. Thus, we hypothesize that functional connectivity (FC) features could be more representative of the complexity of neurophysiological processes, since they measure interactions between different brain areas, reflecting the information exchange that is essential to decode brain organization. Then, these interactions can be quantified using network theoretic approaches, extracting few summary properties of the entire complex brain network. Thus, network analysis may also be more efficient by reducing the problem dimension and optimizing the computational cost. Nevertheless, extracting topological properties of the network, while disregarding the intrinsic spatial nature of the brain, could overlook crucial information for understanding brain functioning. Recent neuroimaging studies demonstrated that brain connectivity reveals hemisphere lateralization during motor MI-related tasks. Covering these two concepts, we explored the dual contribution of brain network topology and space in modelling motor-related mental states through the concept of functional lateralization. Specifically, we introduced new metrics to quantify segregation and integration within and between the hemispheres, and we showed that they are highly relevant features for decoding a motor imagery mental task. These network properties not only give competitive classification accuracy but also have the advantage of being neurophysiologically interpretable, compared to state-of-the-art approaches that are instead blind to the underlying mechanism
Xiao, Cheng. „Computer simulation of fluid systems“. Thesis, University of Oxford, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386636.
Der volle Inhalt der QuelleMcCormack, Michelle Mary. „The design and evaluation of computer music interfaces“. Thesis, City University London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.339694.
Der volle Inhalt der QuelleCostanza, Enrico. „Subtle, intimate interfaces for mobile human computer interaction“. Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.
Der volle Inhalt der QuelleIncludes bibliographical references (p. 113-122).
The mobile phone is always carried with the user and is always active: it is a very personal device. It fosters and satisfies a need to be constantly connected to one's significant other, friends or business partners. At the same time, mobile devices are often used in public, where one is surrounded by others not involved in the interaction. This private interaction in public is often a cause of unnecessary disruption and distraction, both for the bystanders and even for the user. Nevertheless, mobile devices do fulfill an important function, informing of important events and urgent communications, so turning them off is often not practical nor possible. This thesis introduces Intimate Interfaces: discreet interfaces that allow subtle private interaction with mobile devices in order to minimize disruption in public and gain social acceptance. Intimate Interfaces are inconspicuous to those around the users, while still allowing them to communicate. The concept is demonstrated through the design, implementation and evaluation of two novel devices: * Intimate Communication Armband - a wearable device, embedded in an armband, that detects motionless gestures through electromyographic (EMG) sensing for subtle input and provides tactile output;
(cont.) * Notifying Glasses - a wearable notification display embedded in eyeglasses; it delivers subtle cues to the peripheral field of view of the wearer, while being invisible to others. The cues can convey a few bits of information and can be designed to meet specific levels of visibility and disruption. Experimental results show that both interfaces can be reliably used for subtle input and output. Therefore, Intimate Interfaces can be profitably used to improve mobile human-computer interaction.
by Enrico Costanza.
S.M.
Johnson, Deborah H. „The structure and development of human-computer interfaces“. Diss., Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/54305.
Der volle Inhalt der QuellePh. D.
Huang, Dandan. „Electroencephalography (EEG)-based brain computer interfaces for rehabilitation“. VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/2761.
Der volle Inhalt der QuelleGrosse-Wentrup, Moritz. „Feature extraction in non-invasive brain-computer interfaces“. kostenfrei, 2008. http://mediatum2.ub.tum.de/doc/649232/649232.pdf.
Der volle Inhalt der QuelleMadritsch, Franz. „Optical beacon tracking for human computer interfaces : Dissertation /“. Wien ; München : Oldenbourg, 1997. http://www.gbv.de/dms/goettingen/224593714.pdf.
Der volle Inhalt der QuelleMeech, John Foster. „Contextualising user interfaces for complex systems“. Thesis, University of Birmingham, 2000. http://etheses.bham.ac.uk//id/eprint/250/.
Der volle Inhalt der QuelleÉvain, Andéol. „Optimizing the use of SSVEP-based brain-computer interfaces for human-computer interaction“. Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S083/document.
Der volle Inhalt der QuelleThis PhD deals with the conception and evaluation of interactive systems based on Brain-Computer Interfaces (BCI). This type of interfaces has developed in recent years, first in the domain of handicaps, in order to provide disabled people means of interaction and communication, and more recently in other fields as video games. However, most of the research so far focused on the identification of cerebral pattern carrying useful information, a on signal processing for the detection of these patterns. Less attention has been given to usability aspects. This PhD focuses on interactive systems based on Steady-State Visually Evoked Potentials (SSVEP), and aims at considering the interactive system as a whole, using the concepts of Human-Computer Interaction. More precisely, a focus is made on cognitive demand, user frustration, calibration conditions, and hybrid BCIs
Dunlap, Susan L. „A toolkit for designing user interfaces“. Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA231558.
Der volle Inhalt der QuelleThesis Advisor(s): Zyda, Michael J. Second Reader: Bradbury, Leigh W. "March 1990." Description based on signature page as viewed on August 25, 2009. DTIC Descriptor(s): Interfaces, Silicon, Graphics, Iris, Work Stations, Generators, Writing, Coding, User Needs. DTIC Identifier(s): Software engineering, interfaces, computer graphics, theses. Author(s) subject terms: Interface, graphics. Includes bibliographical references (p. 66). Also available online.
Terwilliger, James Felger. „Graphical User Interfaces as Updatable Views“. PDXScholar, 2009. https://pdxscholar.library.pdx.edu/open_access_etds/2671.
Der volle Inhalt der QuelleGustafson, Sean. „Imaginary Interfaces“. Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6896/.
Der volle Inhalt der QuelleDie Größe mobiler Geräte ist vornehmlich bestimmt durch die Größe des Berührungsbildschirms. Forscher haben daher erkannt, dass der Weg zur äußersten Mobilität in der kompletten Aufgabe des Bildschirms liegt. Solche tragbaren Geräte werden durch Handgesten, Sprachbefehle oder eine kleine Anzahl physikalischer Tasten gesteuert. Mit der Aufgabe des Bildschirms geben diese Geräte allerdings auch den momentan weitverbreiteten Stil räumlicher Interaktion auf (zum Beispiel das Betätigen von Tasten), da scheinbar nichts existiert, das man betätigen kann. Leider verhindert diese Entwicklung, dass Benutzer Interaktionswissen, welches sie sich auf herkömmlichen berührungsempflindlichen Geräten angeeignet haben, anwenden können. In dieser Doktorarbeit stelle ich Imaginary Interfaces vor, imaginäre Benutzerschnittstellen, die räumliche Interaktionen auf bildschirmlosen mobilen Geräten ermöglichen. Diese Schnittstellen erlauben Benutzern, im leeren Raum vor ihnen oder auf ihren Handfläche zu zeigen und zu zeichnen. Zwar können Benutzer die Ergebnisse ihrer Interaktion nicht sehen, sie erhalten jedoch visuelle und taktile Rückmeldung dadurch, dass sie ihre Hände während der Interaktion beobachten und fühlen. Nach der Einführung des Imaginary Interfaces Konzepts stelle ich zwei Hardware-Prototypen vor, die zwei verschiedene Arten von Interaktionen mit Imaginary Interfaces demonstrieren, jeweils mit ihren eigenen Vorteilen: Imaginary Interfaces in der Luft können groß und ausdrucksstark sein, während Imaginary Interfaces basierend auf Handflächen eine Fülle von taktilen Merkmalen aufweisen, die das Erlernen unterstützen. Die fehlende visuelle Ausgabe führt zu einer der Hauptherausforderungen von Imaginary Interfaces, nämlich Benutzern zu ermöglichen, die Anordnung der Benutzerschnittstellen herauszufinden. Diese Doktorarbeit stellt drei Lösungen vor: vorheriges Lernen mit Koordinaten, Durchsuchen mit Tonrückmeldung und Lernen durch Transfer. Letztere demonstriere ich mit Imaginary Phone, einem Imaginary Interface basierend auf Handflächen, das die den Benutzern schon vertraute Anordnung eines physikalischen Mobiltelefons imitiert. Obwohl diese Lösungen die Interaktion mit Imaginary Interfaces ermöglichen, können sie keine Aussage darüber treffen, warum eine solche Interaktion möglich ist. Im letzten Teil dieser Doktorarbeit untersuche ich, welche menschlichen Wahrnehmungsfähigkeiten während der Interaktion mit Imaginary Interface basierend auf Handflächen genutzt werden und zu welchem Ausmaß jede dieser Wahrnehmungsfähigkeiten zur Effizienz bei der Benutzung beiträgt. Diese Ergebnisse vertiefen unser Verständnis von Imaginary Interfaces und legen nahe, dass Imaginary Interfaces basierend auf Handflächen die eigenständige und blickfreie Benutzung von vielen Anwendungen ermöglichen können, eingeschlossen Benutzerschnittstellen für sehbehinderte Benutzer.
Mitchelmore, Robert Eurig. „The usefulness of case in plastic user interfaces“. Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/34367/.
Der volle Inhalt der QuelleWitt, Hendrik. „User Interfaces for Wearable Computers Development and Evaluation /“. Wiesbaden : Vieweg+Teubner Verlag / GWV Fachverlage GmbH, Wiesbaden, 2008. http://sfx.ethz.ch/sfx_locater?sid=ALEPH:EBI01&genre=book&isbn=9783835192324&id=doi:10.1007/978-3-8351-9232-4.
Der volle Inhalt der QuelleSalander, Anders. „Designing Search User Interfaces“. Thesis, Umeå universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-43694.
Der volle Inhalt der QuelleScott, David A. (David Archie) Carleton University Dissertation Computer Science. „Speculative computation for user interfaces“. Ottawa, 1992.
Den vollen Inhalt der Quelle findenValeriani, D. „Improving group decision making with collaborative brain-computer interfaces“. Thesis, University of Essex, 2017. http://repository.essex.ac.uk/19981/.
Der volle Inhalt der QuelleOlatidoye, Olugbemiga A. „Design-oriented graphic-user-interface“. Diss., Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/23110.
Der volle Inhalt der QuelleLevi, Meir H. „Intelligent reflexive interfaces and their applications“. Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=65931.
Der volle Inhalt der QuelleGray, Geoffrey Richard. „An automated marking system for graphical user interfaces“. Thesis, University of Nottingham, 2008. http://eprints.nottingham.ac.uk/12361/.
Der volle Inhalt der QuellePettitt, Michael Andrew. „Visual demand evaluation methods for in-vehicle interfaces“. Thesis, University of Nottingham, 2008. http://eprints.nottingham.ac.uk/10436/.
Der volle Inhalt der QuelleJi, Ze. „Development of tangible acoustic interfaces for human computer interaction“. Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.
Der volle Inhalt der QuelleMartin, Nicolas. „Materials and interfaces in computer-machined ceramic dental restorations“. Thesis, University of Liverpool, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.337137.
Der volle Inhalt der QuelleWhite, Tom 1971. „Introducing liquid haptics in high bandwidth human computer interfaces“. Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62938.
Der volle Inhalt der QuelleMarchesi, Marco <1977>. „Advanced Technologies for Human-Computer Interfaces in Mixed Reality“. Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7522/1/marchesi_marco_tesi.pdf.
Der volle Inhalt der QuelleMarchesi, Marco <1977>. „Advanced Technologies for Human-Computer Interfaces in Mixed Reality“. Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7522/.
Der volle Inhalt der QuelleMondini, Valeria <1990>. „EEG-based Brain-Computer Interfaces for neurorehabilitation and control“. Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amsdottorato.unibo.it/9054/1/valeriamondini_phd_tesis.pdf.
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