Journal articles on the topic 'Interactive computer systems'

To see the other types of publications on this topic, follow the link: Interactive computer systems.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Interactive computer systems.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

R, Pushpakumar, Karun Sanjaya, S. Rathika, Ahmed Hussein Alawadi, Khamdamova Makhzuna, S. Venkatesh, and B. Rajalakshmi. "Human-Computer Interaction: Enhancing User Experience in Interactive Systems." E3S Web of Conferences 399 (2023): 04037. http://dx.doi.org/10.1051/e3sconf/202339904037.

Full text
Abstract:
Enhancing user experience (UX) in interactive systems requires effective human-computer interaction (HCI). The relationship between people and computers has grown in significance as technology progresses, having an impact on many areas of our life. The main ideas and tactics used in HCI to enhance the user experience in interactive systems are examined in this abstract. Understanding the capabilities and constraints of both humans and computers forms the basis of HCI. HCI researchers and designers may develop interactive systems that complement users' mental models and cognitive processes by researching human behavior, cognition, and psychology. Additionally, taking into account the features of the computer system, such as its responsiveness, processing capacity, and interface design, enables the development of systems that are more user-friendly and effective. As a result, the discipline of human-computer interaction works to improve the user experience in interactive systems. Researchers and designers in the field of human-computer interaction (HCI) can produce interactive systems that are simple, effective, entertaining, and satisfying for users by comprehending human capabilities, applying user-centered design principles, utilizing interactive techniques and interfaces, integrating multimodal interfaces, and embracing emerging technologies. The continued development of HCI will continue to influence and enhance how people use computers, enhancing user experiences and creating new opportunities for interactive systems in the future.
APA, Harvard, Vancouver, ISO, and other styles
2

Allanson, J. "Electrophysiologically interactive computer systems." Computer 35, no. 3 (March 2002): 60–65. http://dx.doi.org/10.1109/2.989931.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Petty, Linda C., and Ellen F. Rosen. "Computer-based interactive video systems." Behavior Research Methods, Instruments, & Computers 19, no. 2 (March 1987): 160–66. http://dx.doi.org/10.3758/bf03203780.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Hirskyj-Douglas, Ilyena. "Systematic iterative design of interactive devices for animals." Interaction Studies 24, no. 2 (November 3, 2023): 225–56. http://dx.doi.org/10.1075/is.22045.hir.

Full text
Abstract:
Abstract The numerous systems designed to facilitate animals’ use of computers often are specific to the animals involved, their unique context, and the applications – enrichment among them. Hence, several development methods have arisen in parallel, largely transposed from the human-computer interaction (HCI) domain. In light of that prior work, the paper presents a step-by-step guide for iteratively designing and constructing interactive computers for animals, informed by the rich history of HCI yet applying animal-centred principles, to enrich animal-computer interaction. For each stage in the iterative design (requirements, ideation, prototyping, and testing), the author reflects on real-world experience of building interactive devices for various animals. The paper concludes with overarching considerations vital for future practice of developing interactive computers for animals. Thus, it serves as a valuable reference and information source for researchers designing novel computer systems for animals.
APA, Harvard, Vancouver, ISO, and other styles
5

Nestler, Simon. "Safety-critical human computer interaction." it - Information Technology 61, no. 1 (February 25, 2019): 67–70. http://dx.doi.org/10.1515/itit-2018-0037.

Full text
Abstract:
Abstract Dealing with usability issues of safety-critical interactive systems is essential for an efficient, effective and joyful use of these systems. This paper describes a prototypical safety-critical environment and discusses the HCI (human computer interaction) challenges of different interactive systems for safety-critical environments. We designed, developed and evaluated various interactive systems which solve different challenges in so-called mass casualty incidents (MCIs). In summary, we made contributions to three different areas of application: Mobile computing in safety-critical environments, simulation of safety-critical environments and social media in safety-critical environments. Finally, this paper gives further insights how all these research results can to be brought together in the future in order to be able to build usable interactive systems for safety-critical environments.
APA, Harvard, Vancouver, ISO, and other styles
6

Kheder, Harem Ali. "HUMAN-COMPUTER INTERACTION: ENHANCING USER EXPERIENCE IN INTERACTIVE SYSTEMS." Kufa Journal of Engineering 14, no. 4 (October 31, 2023): 23–41. http://dx.doi.org/10.30572/2018/kje/140403.

Full text
Abstract:
In this research, we investigate how human-computer interaction (HCI) can be used to improve the user experience (UX) of interactive systems. Studies in cognitive psychology, information processing, and human factors are examined as they relate to the development of HCI. It highlights how HCI has shifted its focus from functionality to user-friendliness, teaching ability, efficiency, enjoyment, and emotion. To better understand the current state of HCI and UX research, practice, and theory, a systematic literature study is performed. Focusing on users' goals wants, and characteristics at every stage of the design process is central to user-centered design (UCD) ideas and approaches, which are discussed at length in this article. We investigate usability testing as a crucial technique for bettering HCI, focusing on its advantages in pinpointing usability problems, boosting system efficacy, and boosting user pleasure. Methods for creating tests, finding participants, collecting data, and analyzing results are discussed. The importance of prototype methods in HCI and user-centric design is also emphasized in the study. This article delves into the practice of creating prototypes to collect user feedback, iterate designs, and perfect interactive systems. Techniques covered include paper prototyping, interactive wireframes, and high-fidelity prototypes. We propose interaction design frameworks like the User-Centered Design Process (UCDP) and the Double Diamond model to help designers prioritize users when developing interactive systems. The study also delves into how technologies like augmented reality, virtual reality, natural language processing, machine learning, and gesture-based interfaces have revolutionized HCI in recent years. The paper defends user-centric design's place in HCI, pointing out how UX affects user happiness, participation, and output. Researchers and practitioners in HCI and software engineering can greatly benefit from this paper's findings.
APA, Harvard, Vancouver, ISO, and other styles
7

Bury, Kevin F., and Michael J. Darnell. "WINDOW MANAGEMENT IN INTERACTIVE COMPUTER SYSTEMS." ACM SIGCHI Bulletin 18, no. 2 (October 1986): 65–66. http://dx.doi.org/10.1145/15683.1044097.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Bent, Dale H. "Interactive computer systems: Videotex and multimedia." Information Processing & Management 31, no. 3 (May 1995): 451. http://dx.doi.org/10.1016/0306-4573(95)90011-x.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Hoa Tat Thang. "Computer control in human-machine interaction systems by hand movements." Journal of Military Science and Technology, CSCE5 (December 15, 2021): 42–48. http://dx.doi.org/10.54939/1859-1043.j.mst.csce5.2021.42-48.

Full text
Abstract:
Computers have become popular in recent years. The forms of human-computer interaction are increasingly diverse. In many cases, controlling the computer is not only through the mouse and keyboard, but humans must control the computer through body language and representation. For some people with physical disabilities, controlling the computer through hand movements is essential to help them interact with the computer. The field of simulation also needs these interactive applications. This paper studies a solution to build a hand tracking and gesture recognition system that allows cursor movement and corresponding actions with mouse and keyboard. The research team confirms that the system works stably, accurately and can control the computer instead of a conventional mouse and keyboard through the implementation and evaluation.
APA, Harvard, Vancouver, ISO, and other styles
10

Fukushima, Thoru, and Nobuyuki Sakai. "Altanatives Evaluation Model for Interactive Computer Systems." INFRASTRUCTURE PLANNING REVIEW 8 (1990): 289–96. http://dx.doi.org/10.2208/journalip.8.289.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Bedewy, M. K., A. O. Sherif, and A. Y. Abdallah. "An interactive computer program for maintenance systems." Reliability Engineering & System Safety 25, no. 4 (January 1989): 349–64. http://dx.doi.org/10.1016/0951-8320(89)90063-x.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Sánchez-Segura, Marı́a-Isabel, Angélica de Antonio, and Antonio de Amescua. "Interaction patterns for future interactive systems components." Interacting with Computers 16, no. 2 (April 2004): 331–50. http://dx.doi.org/10.1016/j.intcom.2003.11.008.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Sebrechts, Marc M., and Joseph G. Deck. "Techniques for Acquiring Computer Procedures: Some Restrictions on “Interaction”." Proceedings of the Human Factors Society Annual Meeting 30, no. 3 (September 1986): 275–79. http://dx.doi.org/10.1177/154193128603000317.

Full text
Abstract:
Although many current theories emphasize the interactive and exploratory nature of learning, computer-aided training systems that use these principles often appear ineffective. A series of four experiments examined two kinds of interaction that are available in a number of commercial systems: (1) interactively reading instructions and then performing the indicated steps; (2) interactively selecting the order in which to explore the instructions. The data suggest that although interaction leads to better performance initially, this advantage is lost after a short delay. Likewise, unstructured access to training materials can actually inhibit subsequent performance. The consequences for the design and use of training materials is discussed.
APA, Harvard, Vancouver, ISO, and other styles
14

Santoro, Carmen, and Anke Dittmar. "PACMHCI - Engineering Interactive Computing Systems, June 2024: Editorial Introduction." Proceedings of the ACM on Human-Computer Interaction 8, EICS (June 17, 2024): 1. http://dx.doi.org/10.1145/3664470.

Full text
Abstract:
Welcome to this issue of the Proceedings of the ACM on Human-Computer Interaction, bringing together contributions from the community on Engineering Interactive Computing Systems (EICS). The EICS track of the PACM-HCI is the primary venue for research contributions at the intersection of Human-Computer Interaction (HCI) and Software Engineering.
APA, Harvard, Vancouver, ISO, and other styles
15

Vorobev, Andrey, Anatoly Soloviev, Vyacheslav Pilipenko, and Gulnara Vorobeva. "Interactive computer model for aurora forecast and analysis." Solar-Terrestrial Physics 8, no. 2 (June 30, 2022): 84–90. http://dx.doi.org/10.12737/stp-82202213.

Full text
Abstract:
An interactive computer model of a short-term (with a horizon 30–70 min) forecast of aurora intensity has been developed in the form of a web-based geoinformation system. The OVATION-Prime empirical model is used as the basic software, which establishes statistical relationships between parameters of the solar wind, the interplanetary magnetic field, and auroral particle fluxes. On the basis of this model, a system has been built which simulates the spatial planetary distribution of the probability of observing auroras and a number of accompanying quantities. Data visualization is carried out on the basis of the virtual globe technology and is provided to the end user via a specialized web service. The forecast has been verified by comparing the model predictions with the data from 16 cameras conducting continuous observations of the auroras in the visible spectrum. The proportion of coincidences between the predicted and observed auroras was 86 %. The developed service enables both forecasting and analysis of past events. The system allows us to compare the spatial distribution of probability of auroras with railway transport systems for the territory of the Russian Federation.
APA, Harvard, Vancouver, ISO, and other styles
16

Ferreira, Alessandro Luiz Stamatto, Leonardo Cunha de Miranda, Erica Esteves Cunha de Miranda, and Sarah Gomes Sakamoto. "A Survey of Interactive Systems based on Brain-Computer Interfaces." Journal on Interactive Systems 4, no. 1 (August 28, 2013): 1. http://dx.doi.org/10.5753/jis.2013.623.

Full text
Abstract:
Brain-Computer Interface (BCI) enables users to interact with a computer only through their brain biological signals, without the need to use muscles. BCI is an emerging research area but it is still relatively immature. However, it is important to reflect on the different aspects of the Human-Computer Interaction (HCI) area related to BCIs, considering that BCIs will be part of interactive systems in the near future. BCIs most attend not only to handicapped users, but also healthy ones, improving interaction for end-users. Virtual Reality (VR) is also an important part of interactive systems, and combined with BCI could greatly enhance user interactions, improving the user experience by using brain signals as input with immersive environments as output. This paper addresses only noninvasive BCIs, since this kind of capture is the only one to not present risk to human health. As contributions of this work we highlight the survey of interactive systems based on BCIs focusing on HCI and VR applications, and a discussion on challenges and future of this subject matter.
APA, Harvard, Vancouver, ISO, and other styles
17

Sommerer, Christa, and Laurent Mignonneau. "Art as a Living System: Interactive Computer Artworks." Leonardo 32, no. 3 (June 1999): 165–73. http://dx.doi.org/10.1162/002409499553190.

Full text
Abstract:
The authors design computer installations that integrate artificial life and real life by means of human-computer interaction. While exploring real-time interaction and evolutionary image processes, visitors to their interactive installations become essential parts of the systems by transferring the individual behaviors, emotions and personalities to the works' image processing. Images in these installations are not static, pre-fixed or predictable, but “living systems” themselves, representing minute changes in the viewers' interactions with the installations' evolutionary image processes.
APA, Harvard, Vancouver, ISO, and other styles
18

Funk, Mathias, Rong-Hao Liang, Philippe Palanque, Jun Hu, and Panos Markopoulos. "Designing and Engineering Interactive Computing Systems." Proceedings of the ACM on Human-Computer Interaction 5, EICS (May 27, 2021): 1–4. http://dx.doi.org/10.1145/3457140.

Full text
Abstract:
This issue of the Proceedings of the ACM on Human-Computer Interaction features contributions in the intersection of human-computer interaction and software engineering, with further disciplines blending into a rich set of scientific works. 2021 is the first time the annual conference on Engineering Interactive Computing Systems (EICS) is hosted in the Netherlands and in the context of an Industrial Design department. We take this opportunity to focus on the relations and influence of the design discipline on the work of the EICS community. This resulted in a new set of topics for EICS, which were already partly reflected in the many submissions we received in three extensive review rounds throughout 2020 and the beginning of 2021. In this editorial we offer a perspective on what EICS is not yet, looking at the inclusion of and interplay with design as a related discipline.
APA, Harvard, Vancouver, ISO, and other styles
19

Rowe, Robert. "Representations, Affordances, and Interactive Systems." Multimodal Technologies and Interaction 5, no. 5 (May 1, 2021): 23. http://dx.doi.org/10.3390/mti5050023.

Full text
Abstract:
The history of algorithmic composition using a digital computer has undergone many representations—data structures that encode some aspects of the outside world, or processes and entities within the program itself. Parallel histories in cognitive science and artificial intelligence have (of necessity) confronted their own notions of representations, including the ecological perception view of J.J. Gibson, who claims that mental representations are redundant to the affordances apparent in the world, its objects, and their relations. This review tracks these parallel histories and how the orientations and designs of multimodal interactive systems give rise to their own affordances: the representations and models used expose parameters and controls to a creator that determine how a system can be used and, thus, what it can mean.
APA, Harvard, Vancouver, ISO, and other styles
20

Hayes, Gillian R. "Interactive systems for health." Interactions 20, no. 3 (May 2013): 20–23. http://dx.doi.org/10.1145/2451856.2451863.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Le Roux, Sébastien, and Valeri Petkov. "ISAACS– interactive structure analysis of amorphous and crystalline systems." Journal of Applied Crystallography 43, no. 1 (January 12, 2010): 181–85. http://dx.doi.org/10.1107/s0021889809051929.

Full text
Abstract:
ISAACS(interactive structure analysis of amorphous and crystalline systems) is a cross-platform program developed to analyze the structural characteristics of three-dimensional structure models built by computer simulations. The models may have any degree of periodicity (i.e.crystallinity) and local symmetry. The following structural information is computed from the models: total and partial radial distribution functions and structure factors for X-ray or neutron scattering, coordination numbers, bond-angle and near atomic neighbor distributions, bond-valence sums, ring statistics, and spherical harmonics invariants. The information may be visualized conveniently and stored for further use.
APA, Harvard, Vancouver, ISO, and other styles
22

Paterno, F. "Support for Reasoning about Interactive Systems through Human-Computer Interaction Designers' Representations." Computer Journal 46, no. 4 (April 1, 2003): 340–57. http://dx.doi.org/10.1093/comjnl/46.4.340.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Hou, Junyi, Lei Yu, Yifan Fang, and Shumin Fei. "Switching filtering method for interactive systems." Proceedings of the Institution of Mechanical Engineers, Part I: Journal of Systems and Control Engineering 233, no. 10 (March 19, 2019): 1340–50. http://dx.doi.org/10.1177/0959651819836304.

Full text
Abstract:
Aiming at the problem that the mixed noise interference caused by the mixed projection noise system is not accurate and the real-time performance is poor, this article proposes an adaptive system switching filtering method based on Bayesian estimation switching rules. The method chooses joint bilateral filtering and improved adaptive median filtering as the filtering subsystems and selects the sub-filtering system suitable for the noise by switching rules to achieve the purpose of effectively removing noise. The simulation experiment was carried out by the self-developed human–computer interactive projection image system platform. Through the subjective evaluation, objective evaluation, and running time comparison analysis, a better filtering effect was achieved, and the balance between the filtering precision and the real-time performance of the interactive system was well obtained. Therefore, the proposed method can be widely applied to various human–computer interactive image filtering systems.
APA, Harvard, Vancouver, ISO, and other styles
24

Mandel, Louis, and Florence Plateau. "Interactive Programming of Reactive Systems." Electronic Notes in Theoretical Computer Science 238, no. 1 (June 2009): 21–36. http://dx.doi.org/10.1016/j.entcs.2008.01.004.

Full text
APA, Harvard, Vancouver, ISO, and other styles
25

Spaulding, Aaron, and Julie Sage Weber. "Usability Engineering Methods for Interactive Intelligent Systems." AI Magazine 30, no. 4 (September 18, 2009): 41. http://dx.doi.org/10.1609/aimag.v30i4.2272.

Full text
Abstract:
The field of Human-Computer Interaction (HCI) offers designers and developers of interactive systems a large repertoire of methods for ensuring that their systems will be both usable and useful. This article offers a brief introduction to these methods, focusing on the ways in which they sometimes need to be adapted and extended to take into account the characteristic properties of systems that include some sort of AI. The discussion is organized around three types of activity: understanding users needs, interaction design, and evaluation.
APA, Harvard, Vancouver, ISO, and other styles
26

Chamberlain, Alan, Mads Bødker, Adrian Hazzard, David McGookin, David De Roure, Pip Willcox, and Konstantinos Papangelis. "Audio Technology and Mobile Human Computer Interaction." International Journal of Mobile Human Computer Interaction 9, no. 4 (October 2017): 25–40. http://dx.doi.org/10.4018/ijmhci.2017100103.

Full text
Abstract:
Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.
APA, Harvard, Vancouver, ISO, and other styles
27

Ramadoss, Janarthanan, J. Venkatesh, Shubham Joshi, Piyush Kumar Shukla, Sajjad Shaukat Jamal, Majid Altuwairiqi, and Basant Tiwari. "Computer Vision for Human-Computer Interaction Using Noninvasive Technology." Scientific Programming 2021 (November 3, 2021): 1–15. http://dx.doi.org/10.1155/2021/3902030.

Full text
Abstract:
Computer vision is a significant component of human-computer interaction (HCI) processes in interactive control systems. In general, the interaction between humans and computers relies on the flexibility of the interactive visualization system. Electromyography (EMG) is a bioelectric signal used in HCI that can be captured noninvasively by placing electrodes on the human hand. Due to the impact of complex background, accurate recognition and analysis of human motion in real-time multitarget scenarios are considered challenging in HCI. Further, EMG signals of human hand motions are exceedingly nonlinear, and it is important to utilize a dynamic approach to address the noise problem in EMG signals. Hence, in this paper, the Optimized Noninvasive Human-Computer Interaction (ONIHCI) model has been proposed to predict human motion recognition. Average Intrinsic Mode Function (AIMF) has been used to reduce the noise factor in EMG signals. Furthermore, this paper introduces spatial thermographic imaging to overcome the conventional sensor problem, such as gesture recognition and human target identification in multitarget scenarios. The human motion behavior in spatial thermographic images is examined by target trajectory, and body movement kinematics is employed to classify human targets and objects. The experimental findings demonstrate that the proposed method reduces noise by 7.2% and improves accuracy by 97.2% in human motion recognition and human target identification.
APA, Harvard, Vancouver, ISO, and other styles
28

Luyten, Kris, and Carmen Santoro. "PACMHCI - Engineering Interactive Computing Systems, June 2023: Editorial Introduction." Proceedings of the ACM on Human-Computer Interaction 7, EICS (June 14, 2023): 1–2. http://dx.doi.org/10.1145/3593222.

Full text
Abstract:
Welcome to this issue of the Proceedings of the ACM on Human-Computer Interaction, bringing together contributions from the community on Engineering Interactive Computing Systems (EICS). The EICS track of the PACM-HCI is the primary venue for research contributions at the intersection of Human-Computer Interaction (HCI) and Software Engineering. This year, over the three rounds of submissions, for the issue of PACM-HCI we received 68 valid submissions (out of 90 submissions in total), of which we carefully selected 19 papers, bringing our acceptance rate to 27.9%. The result of this selection process is presented in this issue of the Proceedings of the ACM.
APA, Harvard, Vancouver, ISO, and other styles
29

Skowron, Andrzej, and Andrzej Jankowski. "Interactive computations: toward risk management in interactive intelligent systems." Natural Computing 15, no. 3 (February 11, 2015): 465–76. http://dx.doi.org/10.1007/s11047-015-9486-5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
30

Cipolla, Roberto, Nicholas Hollinghurst, Andrew Gee, and Robert Dowland. "Computer vision in interactive robotics." Assembly Automation 16, no. 1 (March 1996): 18–24. http://dx.doi.org/10.1108/01445159610110642.

Full text
APA, Harvard, Vancouver, ISO, and other styles
31

Winkler, Todd. "Technical and aesthetic considerations in interactive computer music systems." Journal of the Acoustical Society of America 96, no. 5 (November 1994): 3302. http://dx.doi.org/10.1121/1.410819.

Full text
APA, Harvard, Vancouver, ISO, and other styles
32

Nahvi, Mahmood. "Interactive Computer Modules for Signals, Systems and Control Education." IFAC Proceedings Volumes 33, no. 31 (December 2000): 337–41. http://dx.doi.org/10.1016/s1474-6670(17)37885-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

Martin, Merle P., and William L. Fuerst. "Using computer knowledge in the design of interactive systems." International Journal of Man-Machine Studies 26, no. 3 (March 1987): 333–42. http://dx.doi.org/10.1016/s0020-7373(87)80067-6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
34

Marovac, Nenad. "Architecture of application-oriented systems using interactive computer graphics." Computers & Graphics 10, no. 4 (January 1986): 371–77. http://dx.doi.org/10.1016/0097-8493(86)90028-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
35

Max Croft, F., and Roy T. Cantrell. "Performance measurement applied to large scale interactive computer systems." Computers & Industrial Engineering 12, no. 2 (January 1987): 117–29. http://dx.doi.org/10.1016/0360-8352(87)90005-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
36

Aït-Ameur, Yamine, Judy Bowen, José Campos, Philippe Palanque, and Benjamin Weyers. "Heterogeneous Models and Modelling Approaches for Engineering of Interactive Systems." Interacting with Computers 33, no. 1 (January 2021): 1–2. http://dx.doi.org/10.1093/iwc/iwab005.

Full text
Abstract:
Abstract This editorial introduces the special issue of Interacting with Computer on Heterogeneous Models and Modelling Approaches for Engineering of Interactive Systems. This special issue was proposed to gather the best contributions from a series of workshops organized alongside conferences such as FM’19 (3rd World Congress on Formal Methods) and EICS’19 (11th ACM SIGCHI Symposium on Engineering Interactive Computing Systems). It also encompasses papers submitted directly to this special issue.
APA, Harvard, Vancouver, ISO, and other styles
37

Reddy, Madhu, Lena Mamykina, and Andrea Grimes Parker. "Designing interactive systems in healthcare." Interactions 19, no. 1 (January 2012): 24–27. http://dx.doi.org/10.1145/2065327.2065334.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Yarnold, Paul R., Michael J. Stewart, F. Conrad Stille, and Gary J. Martin. "Assessing Functional Status of Elderly Adults via Microcomputer." Perceptual and Motor Skills 82, no. 2 (April 1996): 689–90. http://dx.doi.org/10.2466/pms.1996.82.2.689.

Full text
Abstract:
Geriatric adults (at least 65 years of age) completed the Functional Status Questionnaire twice, first using the original paper-and-pencil format and again using one of six computer-based interactive methods. Scoring via original and computer-based methods was identical. Satisfaction with computers was high. Of the interactive methods, touchscreen required least training and questionnaire completion time and was rated most useful.
APA, Harvard, Vancouver, ISO, and other styles
39

Felipe Duarte, Emanuel, Luiz Ernesto Merkle, and M. Cecília C. Baranauskas. "The Interface between Interactive Art and Human-Computer Interaction: Exploring Dialogue Genres and Evaluative Practices." Journal of Interactive Systems 10 (December 20, 2019): 20. http://dx.doi.org/10.5753/jis.2019.551.

Full text
Abstract:
The mutual efforts of joining art and science have been an important source of innovation in many fields throughout history. In this article, we investigate the relatively common origins, differences, and similarities between the Interactive Art and Human-Computer Interaction (HCI) areas of knowledge. We also investigate what kind of human-computer interactions are sought by artists or emerge in Interactive Art examples, as well as what kind of frameworks, evaluation criteria or methodologies are reported in the literature to support the design and evaluation of Interactive Art. As a result of our analysis of Interactive Art examples found in the literature and beyond, we derived four genres of dialogue that emerge naturally or are stressed by authors: visual, embodied, tangible and social. These genres, albeit not comprehensive, can inspire the design of novel forms of interaction in computational systems with or without artistic intent. Moreover, frameworks, evaluation criteria, and methodologies may allow a cross-pollination between Interactive Art and HCI. While interactive artists may provide novel ways to look at the design and evaluation of interactive systems, these artists may also benefit from appropriating traditional HCI methods, tools, and technologies for new purposes. Lastly, we draw on our findings and learned lessons to outline a research agenda with the main objectives of 1) encouraging Interactive Art research, 2) studying Interactive Art examples, 3) practicing Interactive Art design and evaluation, and 4) designing Interactive Art for all.
APA, Harvard, Vancouver, ISO, and other styles
40

Rushinek, Avi, Sara F. Rushinek, and Joel Stutz. "Relationship of Computer Users' Performance to Their Attitudes toward Interactive Software." Journal of Educational Technology Systems 13, no. 4 (June 1985): 255–64. http://dx.doi.org/10.2190/0dxe-v5va-h31b-dmyt.

Full text
Abstract:
The present study suggests a method of integrating user performance and attitudes toward the computer system into the quality control procedures (QCP). The objective of this approach is to enable the decision makers to manage by exceptions (MBE) and thus be more effective and more efficient. Accordingly, this study computes the correlations between performance related variables and users' attitudes. The computer facility management will investigate only systems whose users have demonstrated performance or attitudes below a desirable minimum level and thus manage by exception. Likewise, the relationship between performance and attitude will be investigated.
APA, Harvard, Vancouver, ISO, and other styles
41

Johnston, Andrew. "Conversational Interaction in Interactive Dance Works." Leonardo 48, no. 3 (June 2015): 296–97. http://dx.doi.org/10.1162/leon_a_01017.

Full text
Abstract:
This paper describes an interactive dance/physical theatre work entitled Encoded, which made use of motion capture techniques and real-time fluid simulations to create systems intended to support, stimulate and augment live performance. Preliminary findings from a qualitative study of performers’ experiences with the system raise a number of issues, including the challenges of creating theatrical meaning with interactive systems, using Contact Improvisation as a metaphor for engaging creative systems, and the impact that large-scale projections can have on performers’ engagement.
APA, Harvard, Vancouver, ISO, and other styles
42

Beaudouin-Lafon, Michel, Susanne Bødker, and Wendy E. Mackay. "Generative Theories of Interaction." ACM Transactions on Computer-Human Interaction 28, no. 6 (December 31, 2021): 1–54. http://dx.doi.org/10.1145/3468505.

Full text
Abstract:
Although Human–Computer Interaction research has developed various theories and frameworks for analyzing new and existing interactive systems, few address the generation of novel technological solutions, and new technologies often lack theoretical foundations. We introduce Generative Theories of Interaction , which draw insights from empirical theories about human behavior in order to define specific concepts and actionable principles, which, in turn, serve as guidelines for analyzing, critiquing, and constructing new technological artifacts. After introducing and defining Generative Theories of Interaction, we present three detailed examples from our own work: Instrumental Interaction, Human–Computer Partnerships, and Communities & Common Objects. Each example describes the underlying scientific theory and how we derived and applied HCI-relevant concepts and principles to the design of innovative interactive technologies. Summary tables offer sample questions that help analyze existing technology with respect to a specific theory, critique both positive and negative aspects, and inspire new ideas for constructing novel interactive systems.
APA, Harvard, Vancouver, ISO, and other styles
43

Shen, Ruiqi, Donghee Yvette Wohn, and Michael J. Lee. "Programming Learners’ Perceptions of Interactive Computer Tutors and Human Teachers." International Journal of Emerging Technologies in Learning (iJET) 15, no. 09 (May 15, 2020): 123. http://dx.doi.org/10.3991/ijet.v15i09.12445.

Full text
Abstract:
People often learn programming in face-to-face courses or online tutorials. Interactive computer tutors---systems that provide learning content interactively---are becoming more common in online tools such as those teaching computer programming. Studies have shown that teachers, interactive computer tutors, and the combination of both are efficient and effective in teaching programming. However, there is limited understanding of the comparative perspectives of learners learning from these two different sources. We conducted an exploratory study using semi-structured interviews and recruited 20 participants with programming experience from both teachers and interactive computer tutors. Speaking with our participants, we surfaced factors that learners like and dislike from the two learning resources and discussed the strengths and weaknesses between the two. Based on our findings, we discuss implications for designs that programming educators and interactive computer tutor developers can use to improve their teaching effectiveness.
APA, Harvard, Vancouver, ISO, and other styles
44

Mwombeki, Anthony, Nima Shidende, and Leornard Mselle. "A Framework for Guiding the Design of Interactive Systems for Communication through Activities in Higher Learning Institutions." East African Journal of Information Technology 7, no. 1 (January 5, 2024): 1–22. http://dx.doi.org/10.37284/eajit.7.1.1671.

Full text
Abstract:
Human-computer interaction is paramount in the process of designing interactive-computer systems with high capabilities of guaranteeing users’ satisfaction. However, lack of suitable frameworks complicates their effective design. This study investigated suitable frameworks capable of guiding appropriate design of interactive systems for communication through activities (ISCA) in higher learning institutions in Tanzania. These systems are necessary for augmenting communication thereby overcoming persistent challenges related to their reliance on face-to-face, phone-based, and social networking websites communications. This study used a thorough user centred design approach where a framework for human activity design-centred (HADC) was employed. Authors qualitatively analysed data on communication and interaction issues from participants involved. Design science research was then combined with activity theory to develop a four-phased methodology which was used to design an intended human activity interactive communication (HAIC) framework. The findings confirmed that interactions design techniques based on human-activities undertaken are fundamental in designing communication frameworks capable of guiding suitable design of interactive systems in a particular setting. In the context of this study, and with ISCA need, the obtained HAIC framework was found to be appropriate. This study found out that the current user-centred design approach does not explain precisely how designers can employ activity-based interaction design techniques into the design process. Thus, the study contributes to the literature on users’ involvement in interactive systems’ design through the HADC framework provided
APA, Harvard, Vancouver, ISO, and other styles
45

Brown, Andrew. "Creative Partnerships with Technology: How Creativity Is Enhanced Through Interactions with Generative Computational Systems." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 4 (June 30, 2021): 14–20. http://dx.doi.org/10.1609/aiide.v8i4.12555.

Full text
Abstract:
This paper discusses emerging creative practices that involve interacting with generative computational systems, and the effect of such cybernetic interactions on our conceptions of creativity and agency. As computing systems have become more powerful in recent years, real time interaction with intelligent computational processes and models has emerged as a basis for innovative creative practices. Examples of these practices include interactive digital media installations, generative art works, live coding performances, virtual theatre, interactive cinema, and adaptive processes in computer games. In these types of activities computational systems have assumed a significant level of agency, or autonomy, that provoke questions about shared authorship and originality that are redefining our relationship with technologies and prompting new questions about human capabilities, values and the meaning of productive activities.
APA, Harvard, Vancouver, ISO, and other styles
46

Dong, Liang, Ding Gangyi, Yan Dapeng, and Huang Kexiang. "Multithreshold Image Segmentation and Computer Simulation Based on Interactive Processing System." Mobile Information Systems 2022 (July 8, 2022): 1–9. http://dx.doi.org/10.1155/2022/8091701.

Full text
Abstract:
With the increasing application of interactive processing systems at all levels, in order to better and efficiently spread the application range of interactive processing systems, this study has researched and developed an application system for interactive online processing of DVB-SMODIS data. In addition, correct and improved algorithms are proposed for most of the problems in DVB-SMODIS data. In order to better improve the overall search ability of the BBO algorithm in multithreshold image segmentation, this study discusses a new BBO algorithm. Image segmentation is an important processing part of digital image processing systems and computer vision systems. The use of computer simulation programming technology can simulate and replace the process of objects to produce simulation maps. According to the original object calculated by the computer system, it can be reconstructed and reproduced by referring to the mathematical formula of light waves and using traditional simulation technology experiments. Therefore, this article uses interactive processing technology to study the multithreshold graph segmentation and computer simulation technology.
APA, Harvard, Vancouver, ISO, and other styles
47

Bell, Peter C. "Techniques of interactive computer graphics." European Journal of Operational Research 31, no. 2 (August 1987): 262. http://dx.doi.org/10.1016/0377-2217(87)90032-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Journal, IJSREM. "Hand Gesture Recognition and Motion Detection System for Interactive Applications." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, no. 10 (October 1, 2023): 1–11. http://dx.doi.org/10.55041/ijsrem26131.

Full text
Abstract:
Security systems and interactive multimedia applications are two examples of the many fields in which Gesture Sense (GS) technology, a significant development in human-computer interaction, has found use. This paper introduces the "Arduino Hand Gesture Identification and Motion Detection System," a revolutionary combination of Python, Arduino Uno R3, and ultrasonic sensors intended to improve interactive apps through accurate gesture identification. Real-time tracking of hand movements is made possible by ultrasonic sensors, which are renowned for their fine-grained motion detection capabilities. Python allows the Arduino Uno R3 to run complex gesture detection algorithms. A user's engagement is improved by an LCD that presents recognized gestures and status updates, which provides immediate visual feedback. The system's outstanding accuracy, responsiveness, and usability are demonstrated by severe testing, which shows that it typically recognizes objects with an accuracy of 93%. In the context of interactive applications, this research study demonstrates how GS technology has the potential to revolutionize user experiences by ensuring seamless and immersive interactions. Key Words: Interactive application, Human-computer interaction, Hand gesture recognition, Motion detection.
APA, Harvard, Vancouver, ISO, and other styles
49

Vishnekov, A. V., E. M. Ivanova, K. E. Basova, and E. O. Vetelina. "Interactive Educational-Research Complex for Processes Simulation in Computer Systems." INFORMACIONNYE TEHNOLOGII 25, no. 8 (August 16, 2019): 490–501. http://dx.doi.org/10.17587/it.25.490-501.

Full text
APA, Harvard, Vancouver, ISO, and other styles
50

Hastings, E. J., R. K. Guha, and K. O. Stanley. "Interactive Evolution of Particle Systems for Computer Graphics and Animation." IEEE Transactions on Evolutionary Computation 13, no. 2 (April 2009): 418–32. http://dx.doi.org/10.1109/tevc.2008.2004261.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography