Literatura académica sobre el tema "Human computer interactio"

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Artículos de revistas sobre el tema "Human computer interactio"

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Zhang, Tongda, Xiao Sun, Yueting Chai, and Hamid Aghajan. "Human Computer Interaction Activity Based User Identification." International Journal of Machine Learning and Computing 4, no. 4 (2014): 354–58. http://dx.doi.org/10.7763/ijmlc.2014.v4.436.

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Bulling, Andreas, and Kai Kunze. "Eyewear computers for human-computer interaction." Interactions 23, no. 3 (2016): 70–73. http://dx.doi.org/10.1145/2912886.

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Swartout, William, Ron Artstein, Eric Forbell, et al. "Virtual Humans for Learning." AI Magazine 34, no. 4 (2013): 13–30. http://dx.doi.org/10.1609/aimag.v34i4.2487.

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Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.
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Toledo, Guadalupe Toledo, J. Jesús Arellano Pimentel, Francisco Aguilar Acevedo, and Edwin Williams Molina Rodriguez. "Aprendizaje Basado en Proyectos Dentro de un Curso Universitario de Interacción Humano Computadora." RECIBE, REVISTA ELECTRÓNICA DE COMPUTACIÓN, INFORMÁTICA, BIOMÉDICA Y ELECTRÓNICA 7, no. 2 (2018): C3–1—C3–27. http://dx.doi.org/10.32870/recibe.v7i2.101.

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Hablar de un software de calidad involucra tratar con dos disciplinas importantes, la ingeniería de software y la interacción humano computadora, esta segunda atiende el desarrollo bajo el acompañamiento de los usuarios finales, por lo que resulta atractivo integrar el aprendizaje basado en proyectos como seguimiento de un curso universitario, los cuales estarán diseñados a largo plazo resolviendo una problemática real y afín al estudiante con la intensión que éste se comprometa en proporcionar su solución, tomando como guía curricular el diseño centrado en el usuario. La determinación de los puntos de control bajo esta metodología ha permitido relacionar con éxito los conceptos de la asignatura con proyectos que ofrezcan un beneficio a la sociedad, al cierre de las actividades y productos solicitados se espera que los estudiantes puedan desarrollar artículos de divulgación.
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Modi, Nandini, and Jaiteg Singh. "Role of Eye Tracking in Human Computer Interaction." ECS Transactions 107, no. 1 (2022): 8211–18. http://dx.doi.org/10.1149/10701.8211ecst.

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With the invention of computers arises the need of an interface for users and interacting with a computer has become a natural practice. For all the opportunities a machine can bring, it is now a limiting factor for humans and their interaction with machines. This has given rise to a significant amount of research in the area of human computer interaction to make it more intuitive, simpler, and efficient. Human interaction with computers is no longer confined to printers and keyboards. Traditional input devices give way to natural inputs like voice, gestures, and visual computing using eye tracking. This paper provides useful insights in understanding the use of eye gaze tracking technology for human-machine interaction. A case study was conducted with 15 participants to analyze eye movements on an educational website. Visual attention was measured using eye gaze fixations data and heat maps were utilized to illustrate the results.
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Gambino, Andrew, Jesse Fox, and Rabindra Ratan. "Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm." Human-Machine Communication 1 (February 1, 2020): 71–86. http://dx.doi.org/10.30658/hmc.1.5.

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The computers are social actors framework (CASA), derived from the media equation, explains how people communicate with media and machines demonstrating social potential. Many studies have challenged CASA, yet it has not been revised. We argue that CASA needs to be expanded because people have changed, technologies have changed, and the way people interact with technologies has changed. We discuss the implications of these changes and propose an extension of CASA. Whereas CASA suggests humans mindlessly apply human-human social scripts to interactions with media agents, we argue that humans may develop and apply human-media social scripts to these interactions. Our extension explains previous dissonant findings and expands scholarship regarding human-machine communication, human-computer interaction, human-robot interaction, human-agent interaction, artificial intelligence, and computer-mediated communication.
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7

Cheng, Yuyang, Benjamin Fang, Kai Lu, et al. "Overview of key technologies of human-computer interaction." BCP Business & Management 18 (April 13, 2022): 414–21. http://dx.doi.org/10.54691/bcpbm.v18i.579.

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In the 21st century, computers are developing faster and faster. Human-computer interaction(HCL) is defined as a multidisciplinary field of study which focuses on the interaction between humans and computer technology. The advancement of HCL makes a great contribution to nowadays’ society as human beings gradually perceive themselves in a technological world that is in a time of high-speed development.The situation of human-computer interaction is becoming more and more common, and computers have more and more intelligent factors. The latest computer technology has been applied to various disciplines, which have developed rapidly and achieved remarkable research results. In this paper, we summarizes the core technologies involved in human-computer interaction (HCI), mainly including human-computer interaction psychology, flexible screen technology, target recognition and classification, and expounds the current situation and development trend of these technologies.
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8

Ali, Miss Aliya Anam Shoukat, and Dr V. K. Shandilya. "A Review Paper on Retina Based Cursor Movement Control." International Journal for Research in Applied Science and Engineering Technology 10, no. 3 (2022): 185–87. http://dx.doi.org/10.22214/ijraset.2022.40590.

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Abstract: In this paper a new system exists which uses human iris for computer interaction. With vast development in recent technologies, modern computing systems are becoming more flexible. Modern computers are capable of processing millions of instructions per second. In such situation, traditional input devices such as mouse or keyboard are relatively slow. This can overcome by human interaction with the computers. With the innovation and development in technologies, motion sensors are capable of capturing positions and natural movement of human body. Due to this a new way for interacting with computers is possible. Hence keeping all this in mind, we propose a system, which is untouched & fast communication system. The system would be capable of capturing eyeball movements which is responsible for Controlling the cursor. The system processes the data from the camera feed, and calibrates the parameter interfaces in accordance to the user. The system then performs computer vision related algorithms to determine the location of the use’s pupils and eyeballs so as to implement Natural eye-computer Interaction Keywords: Human Iris, Cursor Control, Electro-oculography, CAMSHIFT algorithm, Limbus Limbus Tracking, Pupile Pupil tracking.
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Kobayashi, Hill Hiroki. "Research in Human-Computer-Biosphere Interaction." Leonardo 48, no. 2 (2015): 186–87. http://dx.doi.org/10.1162/leon_a_00982.

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Currently human-computer interaction (HCI) is primarily focused on human-centric interactions. However, people experience many non-human-centric interactions every day. Interactions with nature can reinforce the importance of our relationship with nature. This paper presents the author’s vision of human-computer-biosphere interaction (HCBI) to facilitate non-human-centric interaction with the goal of moving society towards environmental sustainability.
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Hu, Jiayi, Qianchen Ma, Sizhou Liu, et al. "The Development Status and Market Analysis of Human-computer Interaction." BCP Business & Management 13 (November 16, 2021): 154–59. http://dx.doi.org/10.54691/bcpbm.v13i.79.

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Human-computer interaction is one of the main branches of computer science, which aims to study how computers, robots and other systems interact with users in a reasonable manner. In this paper, we reviewed the development history and current situation of Human-computer interaction. And, the current application of Human-computer interaction in vertical industry is introduced. Finally, we analyze the market development prospect of Human-computer interaction in the future.
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