Academic literature on the topic 'Interaction Peephole'

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Journal articles on the topic "Interaction Peephole"

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Araki, Tomohiro, and Takashi Komuro. "On-mouse projector: Peephole interaction using a mouse with a mobile projector." Pervasive and Mobile Computing 50 (October 2018): 124–36. http://dx.doi.org/10.1016/j.pmcj.2018.09.002.

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Yin, Jibin, Miaomiao Wu, Shujie Bai, Hua Liu, and Shoulin Wei. "A scrolling performance model based on two-dimensional touch peephole interactions." Behaviour & Information Technology, June 20, 2023, 1–11. http://dx.doi.org/10.1080/0144929x.2023.2226777.

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Chen, Chien-Hsiung, and Xiao Li. "Visualizing Off-screen Targets: Effects of Response Time and Visual Cue Design on Users’ Wayfinding Performance Using a Dynamic Peephole Interface." International Journal of Human–Computer Interaction, February 1, 2021, 1–11. http://dx.doi.org/10.1080/10447318.2021.1876356.

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Chen, Xiang, Rubing Huang, Xin Li, Lei Xiao, Ming Zhou, and Linghao Zhang. "A Novel User Emotional Interaction Design Model Using Long and Short-Term Memory Networks and Deep Learning." Frontiers in Psychology 12 (April 20, 2021). http://dx.doi.org/10.3389/fpsyg.2021.674853.

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Emotional design is an important development trend of interaction design. Emotional design in products plays a key role in enhancing user experience and inducing user emotional resonance. In recent years, based on the user's emotional experience, the design concept of strengthening product emotional design has become a new direction for most designers to improve their design thinking. In the emotional interaction design, the machine needs to capture the user's key information in real time, recognize the user's emotional state, and use a variety of clues to finally determine the appropriate user model. Based on this background, this research uses a deep learning mechanism for more accurate and effective emotion recognition, thereby optimizing the design of the interactive system and improving the user experience. First of all, this research discusses how to use user characteristics such as speech, facial expression, video, heartbeat, etc., to make machines more accurately recognize human emotions. Through the analysis of various characteristics, the speech is selected as the experimental material. Second, a speech-based emotion recognition method is proposed. The mel-Frequency cepstral coefficient (MFCC) of the speech signal is used as the input of the improved long and short-term memory network (ILSTM). To ensure the integrity of the information and the accuracy of the output at the next moment, ILSTM makes peephole connections in the forget gate and input gate of LSTM, and adds the unit state as input data to the threshold layer. The emotional features obtained by ILSTM are input into the attention layer, and the self-attention mechanism is used to calculate the weight of each frame of speech signal. The speech features with higher weights are used to distinguish different emotions and complete the emotion recognition of the speech signal. Experiments on the EMO-DB and CASIA datasets verify the effectiveness of the model for emotion recognition. Finally, the feasibility of emotional interaction system design is discussed.
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Dissertations / Theses on the topic "Interaction Peephole"

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Simon, Sebastian. "Collaborative learning in mobile settings : conceptual framework and design of an innovative device to augment flat visual representations." Electronic Thesis or Diss., Le Mans, 2024. http://www.theses.fr/2024LEMA1019.

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Cette thèse de doctorat est centrée sur la conception et l'expérimentation d'un outil pour soutenir l'apprentissage collaboratif, en petits groupes autonomes, lors de sorties sur le terrain. À cette fin, nous avons développé SPART, un dispositif d'augmentation de surfaces planes, par exemple des cartes ou des images, qui peut être utilisé avec des smartphones ou des tablettes standards. Il offre un grand espace de travail et des interactions intuitives similaires aux tables interactives. Ce dispositif a été testé dans le cadre d'une activité en classe, d'une sortie pédagogique et d'une exposition scientifique. Cette thèse propose également des contributions plus théoriques comme la définition d’un cadre conceptuel pour mieux comprendre les éléments et les mécanismes inhérents à l’apprentissage collaboratif instrumenté. Le cadre de conception, nommé PAC Framework, a été construit en considérant un grand nombre de travaux scientifiques, dans le but de devenir un artefact collaboratif pour la communauté CSCL (Computer Supported Collaborative Learning). Nous proposons également une méta-analyse des fonctionnalités collaboratives existantes et de leurs impacts sur les activités et les apprentissages pour guider la conception de logiciels CSCL
This PhD thesis focuses on the design and experimentation of a tool to support collaborative learning, in small autonomous groups, during field trips. To this end, we have developed SPART, a device for augmenting flat surfaces, such as maps or images, which can be used with standard smartphones or tablets. It provides a large workspace and intuitive interaction affordances similar to those offered by interactive tabletops. The device has been tested during a classroom activity, a field-trip and a science fair. This thesis also offers more theoretical contributions, such as a definition of a conceptual framework, to better understand the elements and mechanisms inherent to collaborative learning. The PAC conceptual framework was built with the aim of becoming a collaborative artifact for the CSCL (Computer Supported Collaborative Learning) community. We also propose a meta-analysis of existing collaborative functionalities and their impacts to facilitate the design of CSCL software
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Book chapters on the topic "Interaction Peephole"

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Li, Xiao, and Chien-Hsiung Chen. "The Effect of Peephole Interaction Mode and User Experience on Wayfinding Performance." In Advances in Intelligent Systems and Computing, 29–36. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51828-8_5.

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Conference papers on the topic "Interaction Peephole"

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Ens, Barrett, David Ahlström, and Pourang Irani. "Moving Ahead with Peephole Pointing." In SUI '16: Symposium on Spatial User Interaction. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2983310.2985756.

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Yee, Ka-Ping. "Interaction techniques and applications for peephole displays." In CHI '03 extended abstracts. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/765891.765902.

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Miyazaki, Masashi, and Takashi Komuro. "Augmented Reality-Based Peephole Interaction using Real Space Information." In 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2019. http://dx.doi.org/10.1109/ismar-adjunct.2019.00017.

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Kaufmann, Bonifaz, and Martin Hitz. "X-large virtual workspaces for projector phones through peephole interaction." In the 20th ACM international conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2393347.2396441.

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McNally, Brenna, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, and Leah Findlater. "Incorporating peephole interactions into children's second language learning activities on mobile devices." In IDC'14: Interaction Design and Children 2014. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2593968.2593982.

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Huber, Jochen, Jürgen Steimle, and Max Mühlhäuser. "A Model of Embodied Dynamic Peephole Pointing for Hidden Targets." In Proceedings of HCI 2011 The 25th BCS Conference on Human Computer Interaction. BCS Learning & Development, 2011. http://dx.doi.org/10.14236/ewic/hci2011.61.

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Hasan, Khalad, David Ahlström, and Pourang P. Irani. "Comparing Direct Off-Screen Pointing, Peephole, and Flick & Pinch Interaction for Map Navigation." In SUI '15: Symposium on Spatial User Interaction. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2788940.2788957.

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Kaufmann, Bonifaz, and David Ahlström. "Studying spatial memory and map navigation performance on projector phones with peephole interaction." In CHI '13: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2470654.2466434.

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Kerber, Frederic, Antonio Krüger, and Markus Löchtefeld. "Investigating the effectiveness of peephole interaction for smartwatches in a map navigation task." In the 16th international conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2628363.2628393.

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Dindler, Christian. "Peepholes as Means of Engagement in Interaction Design." In Nordes 2009: Engaging Artifacts. Nordes, 2009. http://dx.doi.org/10.21606/nordes.2009.019.

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