Journal articles on the topic 'Computer interface'

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1

Vadza, Kejal Chintan. "Brain Gate & Brain Computer Interface." International Journal of Scientific Research 2, no. 5 (June 1, 2012): 45–49. http://dx.doi.org/10.15373/22778179/may2013/19.

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BABUŠIAK, Branko, and Martin KNOCIK. "BIO-AMPLIFIER FOR BRAIN COMPUTER INTERFACE." Acta Electrotechnica et Informatica 14, no. 3 (September 1, 2014): 11–15. http://dx.doi.org/10.15546/aeei-2014-0022.

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3

Bartz, Christina. "Der Computer in der Küche." Zeitschrift für Medien- und Kulturforschung 9, no. 2 (2018): 13–26. http://dx.doi.org/10.28937/1000108172.

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Der Honeywell Kitchen Computer von 1969 ist einer der ersten Rechner, der für den Heimgebrauch hergestellt wurde. Schon allein aufgrund seines wenig benutzerfreundlichen Interfaces, das im Widerspruch zur nicht-professionellen Nutzung in der häuslichen Sphäre steht, stellt er eine Kuriosität dar. Zugleich weist er Aspekte auf, die die Idee eines Computers zu Hause plausibilisieren. Dazu gehört u.a. die Gestaltung des Interfaces, aber auch die Küche als Ort der heimischen Arbeit. In 1969, the Honeywell Kitchen Computer was the first data processor that was built explicitly for home use. Resembling something of an oddity, most of all because of its non-user-friendly interface that conflicts with the conditions of non-professional domestic use, the Honeywell Kitchen Computer at the same time shows some aspects which make the use of a computer at home plausible, i. a. the design of the interface and the factor of a kitchen being the place of domestic work
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Williams, Evelyn, and Evelyn Hewlett-Packard. "Panel on Visual Interface Design." Proceedings of the Human Factors Society Annual Meeting 33, no. 5 (October 1989): 323–24. http://dx.doi.org/10.1177/154193128903300519.

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User interface design has many components. Usable computer interfaces should be easy to learn, result in high user productivity and high user satisfaction. There are a number of components in user interface design that affect the usability of the interface. Within the human factors community we tend to emphasize the ergonomic and cognitive components of the computer interface. There is another component that is frequently ignored, the visual interface design. This panel will present information on the visual component in various user-computer interfaces and will discuss the contributions of the visual designer to the interfaces and usability.
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ELLENBOGEN, RICHARD G., and TIMOTHY H. LUCAS. "Brain Computer Interface." Neurosurgery 58, no. 6 (June 2006): N6. http://dx.doi.org/10.1227/01.neu.0000310229.79613.24.

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Dingra Ruchika Khaitan, Spardha Taneja Jyotika. "Brain Computer Interface." IOSR Journal of Computer Engineering 16, no. 2 (2014): 41–47. http://dx.doi.org/10.9790/0661-162124147.

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Arbel, Yael. "Brain-Computer Interface." ASHA Leader 12, no. 12 (September 2007): 14–15. http://dx.doi.org/10.1044/leader.ftr5.12122007.14.

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Berger, Nevin. "Computer humor interface." Interactions 12, no. 5 (September 2005): 72. http://dx.doi.org/10.1145/1082369.1082423.

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ELLENBOGEN, RICHARD G., and TIMOTHY H. LUCAS. "Brain Computer Interface." Neurosurgery 58, no. 6 (June 1, 2006): N6. http://dx.doi.org/10.1227/00006123-200606000-00031.

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Yoon, Joongsun. "A Brain-Computer Interface Based Human-Robot Interaction Platform." Journal of the Korea Academia-Industrial cooperation Society 16, no. 11 (November 30, 2015): 7508–12. http://dx.doi.org/10.5762/kais.2015.16.11.7508.

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Nurse, David R., and Timothy J. James. "An Adaptable Computer Interface for Radioimmunoassay." Annals of Clinical Biochemistry: International Journal of Laboratory Medicine 30, no. 3 (May 1993): 298–303. http://dx.doi.org/10.1177/000456329303000312.

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To assist data handling of results derived from radioimmunoassay the RIACalc Multigamma counter package was interfaced to a laboratory information system. The interface was bidirectional and allowed transfer of worklists and results. A suite of programs was written for the laboratory information system that enabled flexible data processing to meet a range of laboratory requirements. One utility within the suite contained a simple user definable rule based routine for automatically requesting additional tests. Use of the interface and new software improved laboratory efficiency and illustrated the potential benefits of decision making systems.
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MANARIS, BILL Z. "AN ENGINEERING ENVIRONMENT FOR NATURAL LANGUAGE INTERFACES TO INTERACTIVE COMPUTER SYSTEMS." International Journal on Artificial Intelligence Tools 03, no. 04 (December 1994): 557–79. http://dx.doi.org/10.1142/s0218213094000303.

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This paper discusses the development of natural language interfaces to interactive computer systems using the NALIGE user interface management system. The task of engineering such interfaces is reduced to producing a set of well-formed specifications which describe lexical, syntactic, semantic, and pragmatic aspects of the selected application domain. These specifications are converted by NALIGE to an autonomous natural language interface that exhibits the prescribed linguistic and functional behavior. Development of several applications is presented to demonstrate how NALIGE and the associated development methodology may facilitate the design and implementation of practical natural language interfaces. This includes a natural language interface to Unix and its subsequent porting to MS-DOS, VAX/VMS, and VM/CMS; a natural language interface for Internet navigation and resource location; a natural language interface for text pattern matching; a natural language interface for text editing; and a natural language interface for electronic mail management. Additionally, design issues and considerations are identified/addressed, such as reuse and portability, content coupling, morphological processing, scalability, and habitability.
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Hix, Deborah. "Assessment of an Interactive Environment for Developing Human-Computer Interfaces." Proceedings of the Human Factors Society Annual Meeting 30, no. 14 (September 1986): 1349–53. http://dx.doi.org/10.1177/154193128603001401.

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The goal of this research was to empirically evaluate the usefulness of an interactive environment for developing human-computer interfaces. In particular, it focused on a set of interactive tools, called the Author's Interactive Dialogue Environment (AIDE), for human-computer interface implementation. AIDE is used by an interface design specialist, called a dialogue author, to implement an interface by directly manipulating and defining its objects, rather than by the traditional method of writing source code. In a controlled experiment, a group of dialogue author subjects used AIDE 1.0 to implement a predefined interface, and a group of application programmer subjects implemented the identical interface using programming code. Dialogue author subjects performed the task more than three times faster than the application programmer subjects. This study empirically supports, possibly for the first time, the long-standing claim that interactive tools for interface development can improve productivity and reduce frustration in developing interfaces over traditional programming techniques for interface development.
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Fish, R. S., K. Gandy, D. L. Imhoff, and R. A. Virzi. "Tool Sharpening: Designing a Human-Computer Interface." Proceedings of the Human Factors Society Annual Meeting 29, no. 5 (October 1985): 475–79. http://dx.doi.org/10.1177/154193128502900516.

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In software engineering the argument in favor of using software tools to produce robust code is widely accepted. We maintain that the use of such tools is key to the engineering of effective user interfaces as well. Here we report on our experiences using a variety of tools to design a user interface, including cases where it was necessary to alter (sharpen) the tool in order to do the job properly. In addition to producing an effective interface, this approach led to shortened development time and far greater adherence to human systems engineering requirements. We believe that the long-term success of human interface specialists will depend on their ability to use and sharpen software tools to expedite the interface design process.
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Peters, Gabriele. "Criteria for the Creation of Aesthetic Images for Human-Computer Interfaces A Survey for Computer Scientists." International Journal of Creative Interfaces and Computer Graphics 2, no. 1 (January 2011): 68–98. http://dx.doi.org/10.4018/jcicg.2011010105.

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Interaction in modern human-computer interfaces is most intuitively initiated in an image-based way. Often images are the key components of an interface. However, too frequently, interfaces are still designed by computer scientists with no explicit education in the aesthetic design of interfaces and images. This article develops a well-defined system of criteria for the aesthetic design of images, motivated by principles of visual information processing by the human brain and by considerations of the visual arts. This theoretic disquisition establishes a framework for the evaluation of images in terms of aesthetics and it serves as a guideline for interface designers by giving them a collection of criteria at hand; how to deal with images in terms of aesthetics for the purpose of developing better user interfaces. The proposed criteria are exemplified by an analysis of the images of the web interfaces of four well known museums.
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Lu, Junshi, and Yujia Peng. "Brain-Computer Interface for Cyberpsychology." International Journal of Cyber Behavior, Psychology and Learning 4, no. 1 (January 2014): 1–14. http://dx.doi.org/10.4018/ijcbpl.2014010101.

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As a new way of implementing human-computer interface, brain-computer interfaces (BCI) dramatically change the user experiences and have broad applications in cyber behavior research. This methodological review attempts to provide an overall picture of the BCI science and its role in cyberpsychology. After an introduction of BCI and the literature search methods used in this review, we offer an overview of terms, history, components, methods and signals used in BCI. Different applications of BCI on both the clinical population and the healthy population are summarized in detail, with a conclusion of the future directions of BCI.
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Bakay, Roy A. E. "Limits of brain–computer interface." Neurosurgical Focus 20, no. 5 (May 2006): 1–4. http://dx.doi.org/10.3171/foc.2006.20.5.7.

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✓Most patients who are candidates for brain–computer interface studies have an injury to their central nervous system and therefore may not be ideal for rigorous testing of the full abilities and limits of the interface. This is a report on a quadriplegic patient who appeared to be a reasonable candidate for intracranial implantation of neurotrophic electrodes. He had significant cortical atrophy in both the motor and parietal cortical areas but was able to generate signal changes on functional magnetic resonance images by thinking about hand movements. Only a few low-amplitude action potentials were obtained, however, and he was unable to achieve single-unit control. Despite this failure, the use of field potentials offered an alternative method of control and allowed him some limited computer interactions. There are clearly limits to what can be achieved with brain–computer interfaces, and the presence of cortical atrophy should serve as a warning for future investigators that less invasive techniques may be a more prudent approach for this type of patient.
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18

Gao, Xiaorong, Yijun Wang, Xiaogang Chen, and Shangkai Gao. "Interface, interaction, and intelligence in generalized brain–computer interfaces." Trends in Cognitive Sciences 25, no. 8 (August 2021): 671–84. http://dx.doi.org/10.1016/j.tics.2021.04.003.

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Brockmann, R. John. "A Homunculus in the Computer?" Journal of Technical Writing and Communication 27, no. 2 (April 1997): 119–45. http://dx.doi.org/10.2190/e7hl-a1v3-rtuy-8pe2.

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The 1995 appearance of Microsoft's Bob interface directly poses the question of how anthropomorphic the human computer interface design should be. A historical approach to the question offers three important observations to designers: 1) that the impulse to anthropomorphicize technology has been longstanding and has been employed with artifacts other than computers; 2) that the normal evolution of technologies proceeds through an introductory phase during which a culture becomes acclimatized to the new technology; moreover, one of the methods by which cultures have traditionally become acclimatized to new technologies is through anthropomorphization; and 3) the perception of anthropomorphism in the human computer interface has been complicated by the fact that “computers” were, in fact, first people not machines. An historical approach to answering the interface design question posed by Microsoft's Bob interface suggests that designers productively accommodate the longstanding human impulse to anthropomorphicize new technologies.
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20

Lindsay, R. P., and R. T. Friedmann. "CADS/Computer Wiring Interface." IEEE Transactions on Energy Conversion EC-1, no. 2 (June 1986): 82–87. http://dx.doi.org/10.1109/tec.1986.4765704.

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21

Riggs, Leland S., and Choong-Hee Han. "A Computer simulatin Interface." Computer-Aided Civil and Infrastructure Engineering 6, no. 1 (January 1991): 27–33. http://dx.doi.org/10.1111/j.1467-8667.1991.tb00395.x.

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Lindsay, R. P., and R. T. Friedmann. "CADS/Computer Wiring Interface." IEEE Power Engineering Review PER-6, no. 6 (June 1986): 44. http://dx.doi.org/10.1109/mper.1986.5528009.

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23

Morris, D. "Human-Computer Interface Recording." Computer Journal 31, no. 5 (May 1, 1988): 437–44. http://dx.doi.org/10.1093/comjnl/31.5.437.

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24

Kieras, David. "The Human–Computer Interface." Contemporary Psychology: A Journal of Reviews 32, no. 5 (May 1987): 435–36. http://dx.doi.org/10.1037/027124.

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25

Ryan, Christopher D. "The human-computer interface." ACM SIGCSE Bulletin 33, no. 4 (December 2001): 51–54. http://dx.doi.org/10.1145/572139.572170.

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Langmoen, Iver A., and Jon Berg-Johnsen. "The Brain-Computer Interface." World Neurosurgery 78, no. 6 (December 2012): 573–75. http://dx.doi.org/10.1016/j.wneu.2011.10.021.

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27

Büyükgöze, Selma. "THE BRAIN-COMPUTER INTERFACE." International Conference on Technics, Technologies and Education, ICTTE 2019 (2019): 133–38. http://dx.doi.org/10.15547/ictte.2019.02.094.

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The Brain-Computer Interface (BCI), defined as systems that allow people to use a computer, an electromechanical arm or various neuroprostheses without the use of motor nervous systems, is a communication pathway used to establish direct communication between the brain and a peripheral interface. The brain-computer interface is often used to help or repair human cognitive or sensory motor functions. However, with today's developing technology, it hasn’t only been used for this purpose and has started to be used in many different areas from advertising, to smart peripheral systems, to games, even authentication and security applications. The increase in access to BCI devices, together with the increase in their usage, has led to an increase in the number of applications that have been developed in health, engineering, and education. We hope that in the near future BCI devices will allow us to communicate without talking and will understand our thoughts and act accordingly.
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Friedman, Doron, Robert Leeb, Gert Pfurtscheller, and Mel Slater. "Human-Computer Interface Issues in Controlling Virtual Reality With Brain-Computer Interface." Human-Computer Interaction 25, no. 1 (January 2010): 67–94. http://dx.doi.org/10.1080/07370020903586688.

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Bogdanova, Nellija. "PRINCIPLES OF USER-CENTERED DESIGN." Environment. Technology. Resources. Proceedings of the International Scientific and Practical Conference 1 (June 20, 2001): 245. http://dx.doi.org/10.17770/etr2001vol1.1921.

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Good user interfaces are essential for any successful product. A process of the user interface creation is not available include in the algorithmic scheme. In this articles will formulate principles principles o f user-centered design, criteria o f ergonomics interfaces and efficient interface’s rules of project. These principles are based usability computer training courses.
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Pineda, Roger Gacula. "Where the Interaction Is Not." International Journal of Art, Culture and Design Technologies 5, no. 1 (January 2016): 1–12. http://dx.doi.org/10.4018/ijacdt.2016010101.

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The concept of interaction is foundational in technology interface design with its presuppositions being taken for granted. But the interaction metaphor has become ambiguous to the extent that its application to interface design contributes to misalignments between people's expected and actual experience with computers. This article re-examines the presuppositions governing human-computer interaction with the motivation of strengthening weaknesses in their foundational concepts. It argues for abandoning the interaction metaphor to refocus design discourse toward the mediation roles of technology interfaces. ‘Remediation', i.e. representation of one medium in another, is proposed as a conceptual model that more precisely describes the human-to-computer actions.
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Sasne, Ajinkya, Ashutosh Banait, Apurva Raut, and Vishal Raut. "Brain Machine Interface." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 3641–42. http://dx.doi.org/10.22214/ijraset.2022.43218.

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Abstract— Brain Machine Interface is also known as ‘A brain-computer inteface’.A brain-computer interface (BCI), sometimes called a direct neural interface or a brain-machine interface, is a direct communication pathway between a human or animal brain and an external device. In one-way BCIs, computers either accept commands from the brain or send signals to it (for example, to restore vision) but not both. Two-way BCIs would allow brains and external devices to exchange information in both directions but have yet to be successfully implanted in animals or humans. In this definition, the word brain means the brain or nervous system of an organic life form rather than the mind. Computer means any processing or computational device, from simple circuits to silicon chips. Research on BCIs began in the 1970s, but it wasn't until the mid1990s that the first working experimental implants in humans appeared. Following years of animal experimentation, early working implants in humans now exist, designed to restore damaged hearing, sight and movement. With recent advances in technology and knowledge, pioneering researchers could now conceivably attempt to produce BCIs that augment human functions rather than simply restoring them, previously only a possibility in science fiction.
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Mróz, Katarzyna, and Małgorzata Plechawska-Wójcik. "Analysis of the application of brain-computer interfaces of a selected paradigm in everyday life." Journal of Computer Sciences Institute 23 (June 30, 2022): 118–22. http://dx.doi.org/10.35784/jcsi.2906.

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The main objective of this paper is to carry out a research on the analysis of the use of brain-computer interface in everyday life. In this paper, various methods of recording brain activity are presented. Special attention is given to electroencephalography, which was used in the study. The brain activity used in the brain-computer interface and the general principle of brain-computer interface design are also described. The performed study allowed to develop an analysis of the obtained results in the matter of evaluating the usability of brain-computer interfaces using motor imagery. In the final stage, it was possible to evaluate the usability of the brain-computer interface in everyday life.
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Li, Wei Wei, and Xiang Li. "Computer Digital Technology on the Development of Graphical Interfaces." Advanced Materials Research 171-172 (December 2010): 468–72. http://dx.doi.org/10.4028/www.scientific.net/amr.171-172.468.

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graphic user interface and digital products as a user interface for interactive operations, will undoubtedly become the key to improving the user experience. "Man-machine interface design" as a new and important subject, in a profound impact on computers, mobile phones, PDA, tablet touch device development, the rapid development of computer digital technology and new products are emerging also graphics interface of the far-reaching change.
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Lee, Matias, and Pedro R. D'Argenio. "Describing Secure Interfaces with Interface Automata." Electronic Notes in Theoretical Computer Science 264, no. 1 (August 2010): 107–23. http://dx.doi.org/10.1016/j.entcs.2010.07.008.

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SU, MU-CHUN, SHI-YONG SU, and GWO-DONG CHEN. "A LOW-COST VISION-BASED HUMAN-COMPUTER INTERFACE FOR PEOPLE WITH SEVERE DISABILITIES." Biomedical Engineering: Applications, Basis and Communications 17, no. 06 (December 25, 2005): 284–92. http://dx.doi.org/10.4015/s1016237205000433.

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The object of this paper is to present a low-lost vision-based computer interface which allows people with disabilities to use their head movements to manipulate computers. Our system requires only one low-cost web camera and a personal computer. Several experiments were conducted to test the performance of the proposed human-computer interface.
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Reilly, Ralph T. "Gender Specific User Design Face vs. Interface." International Journal of Management & Information Systems (IJMIS) 13, no. 1 (July 11, 2011): 9. http://dx.doi.org/10.19030/ijmis.v13i1.4937.

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Human factors research has shown that the design and display of computer graphics plays a crucial role in the user operability of computer applications. In the future people will communicate with a face on the computer display screen. Already, advancements in artificial intelligence allow humans to communicate with computers through voice pattern recognition. Current work in artificial intelligence will allow the computer and user to read each others facial expressions, understanding what can be communicated through facial mechanics. Research in facial emotion processing has suggested that gender plays a major role in the ability to correctly process human facial emotion.
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Evans, P. T., J. M. Vance, and V. J. Dark. "Assessing the Effectiveness of Traditional and Virtual Reality Interfaces in Spherical Mechanism Design." Journal of Mechanical Design 121, no. 4 (December 1, 1999): 507–14. http://dx.doi.org/10.1115/1.2829490.

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Virtual reality (VR) interfaces have the potential to enhance the engineering design process, but before industry embraces them, the benefits must be understood and documented. The current research compared two software applications, one which uses a traditional human-computer interface (HCI) and one which uses a virtual reality HCI, that were developed to aid engineers in designing complex three-dimensional spherical mechanisms. Participants used each system to design a spherical mechanism and then evaluated the different interfaces. Participants rated their ability to interact with the computer images, their feelings about each interface, and their preferences for which interface device to use for certain tasks. The results indicated that participants preferred a traditional interface for interaction tasks and a VR interface for visual tasks. These results provide information about how to improve implementation of VR technology, specifically for complex three-dimensional design applications.
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Zhao, Xue Mei. "Realization of Serial Port Expansion Circuit." Applied Mechanics and Materials 271-272 (December 2012): 1597–601. http://dx.doi.org/10.4028/www.scientific.net/amm.271-272.1597.

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This article describes the design of a interface chip with serial port expansion circuit of computer in industrial applications. It is used to connect with 422 and RS232 interfaces. Circuits involved several major chip such as the interface of 422 and RS232 and UART(Universal Asynchronous Receiver Transmitter)16C550 Inside the computer. Paper describes the composition of the hardware circuit, theory and implementation and initialization programming of URAT interface chip. We use interface chip with the FIFO to the circuit, It improves the efficiency of the application software, And it solves the problem of insufficient of computer serial port.
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Mikołajewska, Emilia, and Dariusz Mikołajewski. "The prospects of brain — computer interface applications in children." Open Medicine 9, no. 1 (February 1, 2014): 74–79. http://dx.doi.org/10.2478/s11536-013-0249-3.

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AbstractThe restoring of motor functions in adults through brain-computer interface applications is widely studied in the contemporary literature. But there is a lack of similar analyses and research on the application of brain-computer interfaces in the neurorehabilitation of children. There is a need for expanded knowledge in the aforementioned area. This article aims at investigating the extent to which the available opportunities in the area of neurorehabilitation and neurological physiotherapy of children with severe neurological deficits using brain-computer interfaces are being applied, including our own concepts, research and observations.
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Jylhä, Henrietta, and Juho Hamari. "Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): a test in the context of mobile game icons." User Modeling and User-Adapted Interaction 30, no. 5 (May 17, 2020): 949–82. http://dx.doi.org/10.1007/s11257-020-09263-7.

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Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.
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Zhao, Yiyi. "Interaction Design System for Artificial Intelligence User Interfaces Based on UML Extension Mechanisms." Mobile Information Systems 2022 (June 16, 2022): 1–8. http://dx.doi.org/10.1155/2022/3534167.

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With the rapid development of computer network technology in recent years, more and more demands have been placed on the functionality and attributes of the user interface. In the development of many computer projects, the variability and flexibility of user interface requirements have greatly increased the complexity of program development for researchers. In addition, the poor reusability of page access control writing has created a pressing need for a highly standardized and flexible way of developing software. Thus, the development and design of user interfaces for application software systems occupy an important position and have been a hot topic of research in the field of human-computer interaction. The traditional methods of describing user interaction, such as state transitions and data flow diagrams, are not based on global and intuitive concepts. Moreover, there is little support for the design of user interface interaction behavior, resulting in user interfaces being ignored at design time and left to implementers to grasp at coding time. It is therefore an issue that needs to be addressed in order to integrate traditional methods and intuitive descriptions from the user’s perspective into a new interface development model and methodology. This research creates a user interface framework based on interaction behavior from the user’s perspective. Furthermore, UML extension mechanisms are used to enable the user interface framework to better support UML-based modelling environments. In addition, the UML is structured and extended to include structural elements that support interface generation, and a structured use case model is proposed, which drives the analysis and design of the individual submodels. The extracted abstract interface elements and their mapping to concrete interface elements are documented in a way that explores the generation of different target languages under different platforms. This study incorporates user requirements and provides a scientific reference for the development and design of user interfaces.
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Gong, Qing, and Gavriel Salvendy. "Design of Skill-Based Adaptive Interface: The Effect of a Gentle Push." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 38, no. 4 (October 1994): 295–99. http://dx.doi.org/10.1177/154193129403800423.

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To accommodate individual skill differences in using a computer interface, a skill adaptive interface was designed and tested. Current human-computer interaction modes can be classified into two types, recall and recognition based interfaces. They have different memory requirements and generally allow different operating speeds and learning time. However, a static combination of the two interface modes has drawbacks. The dynamic skill adaptive interface introduced in this study tries to eliminate these problems without sacrificing the advantages from either interface modes by gently ‘pushing’ users to switch to the appropriate interface mode. Experiment showed that the adaptive interface can yield significant better performances than the static hybrid interface for certain groups of users.
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Лунев, Д. В., С. К. Полетыкин, and Д. О. Кудрявцев. "Brain-computer interfaces: technology overview and modern solutions." Современные инновации, системы и технологии - Modern Innovations, Systems and Technologies 2, no. 3 (July 12, 2022): 0117–26. http://dx.doi.org/10.47813/2782-2818-2022-2-3-0117-0126.

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The purpose of this study is to provide an overview of the current state of neural interface technology and to compare their various modern implementations with each other, highlighting their advantages and features. The article considers the essence of the concept of "neural interface", its purpose, disassembled the structure of this technology and the principles underlying it, as well as classification according to various criteria. Examples of areas of activity in which this technology is currently used or can potentially be applied in the future are given. In addition, the most commonly used modern solutions are collected and analyzed in order to identify the most promising option in terms of functionality and convenience of everyday use. It has been established that the Emotiv Epoc neural interface has the widest functionality with comfortable everyday wear. It was also concluded that the areas of application in which solutions based on neural interfaces currently show the best results are medical diagnostics and remote control of electronic devices, as evidenced by the large number of projects involving neural interfaces in this area and a large number of articles, dedicated to them.
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Xue, Jiachi. "Handwriting with Brain Computer Interface." Journal of Physics: Conference Series 1865, no. 4 (April 1, 2021): 042026. http://dx.doi.org/10.1088/1742-6596/1865/4/042026.

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Palmer, Chris. "Brain–Computer Interface Speaks Up." Engineering 9 (February 2022): 3–5. http://dx.doi.org/10.1016/j.eng.2021.12.004.

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Elqady, A. F., A. A. A. Nasser, and M. A. Sharkas. "MARKOV-BASED BRAIN COMPUTER INTERFACE." JES. Journal of Engineering Sciences 40, no. 2 (March 1, 2012): 557–66. http://dx.doi.org/10.21608/jesaun.2012.113129.

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Donald, J. H. "Engineering the Human-Computer Interface." Computing & Control Engineering Journal 3, no. 4 (1992): 193. http://dx.doi.org/10.1049/cce:19920048.

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ELLENBOGEN, RICHARD G. "EEG Driven Brain Computer Interface." Neurosurgery 55, no. 3 (September 2004): N7. http://dx.doi.org/10.1227/01.neu.0000309671.48828.dd.

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Sharma, R., V. I. Pavlovic, and T. S. Huang. "Toward multimodal human-computer interface." Proceedings of the IEEE 86, no. 5 (May 1998): 853–69. http://dx.doi.org/10.1109/5.664275.

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CHAPANIS, ALPHONSE, and WILLIAM J. BUDURKA. "Specifying human-computer interface requirements†." Behaviour & Information Technology 9, no. 6 (November 1990): 479–92. http://dx.doi.org/10.1080/01449299008924261.

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