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 y Hamid Aghajan. "Human Computer Interaction Activity Based User Identification". International Journal of Machine Learning and Computing 4, n.º 4 (2014): 354–58. http://dx.doi.org/10.7763/ijmlc.2014.v4.436.

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Bulling, Andreas y Kai Kunze. "Eyewear computers for human-computer interaction". Interactions 23, n.º 3 (26 de abril de 2016): 70–73. http://dx.doi.org/10.1145/2912886.

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Swartout, William, Ron Artstein, Eric Forbell, Susan Foutz, H. Chad Lane, Belinda Lange, Jacquelyn Ford Morie, Albert Skip Rizzo y David Traum. "Virtual Humans for Learning". AI Magazine 34, n.º 4 (15 de diciembre de 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 y 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, n.º 2 (31 de octubre de 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 y Jaiteg Singh. "Role of Eye Tracking in Human Computer Interaction". ECS Transactions 107, n.º 1 (24 de abril de 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 y Rabindra Ratan. "Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm". Human-Machine Communication 1 (1 de febrero de 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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Cheng, Yuyang, Benjamin Fang, Kai Lu, Xingyu Wei, Yifan Wang, Michael Yang, Xingchen Zhou y Zhenrong Zhang. "Overview of key technologies of human-computer interaction". BCP Business & Management 18 (13 de abril de 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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Ali, Miss Aliya Anam Shoukat y Dr V. K. Shandilya. "A Review Paper on Retina Based Cursor Movement Control". International Journal for Research in Applied Science and Engineering Technology 10, n.º 3 (31 de marzo de 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, n.º 2 (abril de 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, Zewei Liu, Zirui Luo, Yaxin Li, Chuanpu Liu, Kunxuan Lu y Hanxia Li. "The Development Status and Market Analysis of Human-computer Interaction". BCP Business & Management 13 (16 de noviembre de 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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Tesis sobre el tema "Human computer interactio"

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Frisk, Henrik. "Improvisation, computers and interaction : rethinking human-computer interaction through music /". Malmö : Malmö Academy of Music, Lund University, 2008. http://www.lu.se/o.o.i.s?id=12588&postid=1239899.

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Luff, Paul. "Computers and interaction : the social organisation of human-computer interaction in the workplace". Thesis, University of Surrey, 1997. http://epubs.surrey.ac.uk/742233/.

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Mohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction". Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.

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Jackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design". Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.

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Sustainability is a growing concern in a world where climate change threatens to inflict massive environmental and human damage in the coming decades. As climate change becomes a global issue, researchers and professionals from many pursuits are beginning to rally around the cause of bringing about an economically and environmentally sustainable future. Computer science and the related fields of human-computer interaction and interaction design have both a moral obligation and profound opportunity to contribute to environmental sustainability. In this thesis, I will examine the efforts of computer scientists and interaction designers in sustainability so far in order to form an understanding of what computer science has contributed to the effort of curbing damage to the environment to date. While the contributions of computer science and related fields to sustainability are significant, there are many ways in which they are deficient. Therefore, I will look to the future possibilities for academic and industrial developments and improvements in sustainable technology from the perspective of computer scientists and practitioners of related disciplines, and make recommendations as to the direction these fields should take in order to best serve the global thrust toward a sustainable human civilization.
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Fleury, Rosanne. "Gender and human-computer interaction". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ50310.pdf.

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Li, QianQian. "Human-Computer Interaction: Security Aspects". Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3427166.

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Along with the rapid development of intelligent information age, users are having a growing interaction with smart devices. Such smart devices are interconnected together in the Internet of Things (IoT). The sensors of IoT devices collect information about users' behaviors from the interaction between users and devices. Since users interact with IoT smart devices for the daily communication and social network activities, such interaction generates a huge amount of network traffic. Hence, users' behaviors are playing an important role in the security of IoT smart devices, and the security aspects of Human-Computer Interaction are becoming significant. In this dissertation, we provide a threefold contribution: (1) we review security challenges of HCI-based authentication, and design a tool to detect deceitful users via keystroke dynamics; (2) we present the impact of users' behaviors on network traffic, and propose a framework to manage such network traffic; (3) we illustrate a proposal for energy-constrained IoT smart devices to be resilient against energy attack and efficient in network communication. More in detail, in the first part of this thesis, we investigate how users' behaviors impact on the way they interact with a device. Then we review the work related to security challenges of HCI-based authentication on smartphones, and Brain-Computer Interfaces (BCI). Moreover, we design a tool to assess the truthfulness of the information that users input using a computer keyboard. This tool is based on keystroke dynamics and it relies on machine learning technique to achieve this goal. To the best of our knowledge, this is the first work that associates the typing users' behaviors with the production of deceptive personal information. We reached an overall accuracy of 76% in the classification of a single answer as truthful or deceptive. In the second part of this thesis, we review the analysis of network traffic, especially related to the interaction between mobile devices and users. Since the interaction generates a huge amount of network traffic, we propose an innovative framework, GolfEngine, to manage and control the impact of users behavior on the network relying on Software Defined Networking (SDN) techniques. GolfEngine provides users a tool to build their security applications and offers Graphical User Interface (GUI) for managing and monitoring the network. In particular, GolfEngine provides the function of checking policy conflicts when users design security applications and the mechanism to check data storage redundancy. GolfEngine not only prevents the malicious inputting policies but also it enforces the security about network management of network traffic. The results of our simulation underline that GolfEngine provides an efficient, secure, and robust performance for managing network traffic via SDN. In the third and last part of this dissertation, we analyze the security aspects of battery-equipped IoT devices from the energy consumption perspective. Although most of the energy consumption of IoT devices is due to user interaction, there is still a significant amount of energy consumed by point-to-point communication and IoT network management. In this scenario, an adversary may hijack an IoT device and conduct a Denial of Service attack (DoS) that aims to run out batteries of other devices. Therefore, we propose EnergIoT, a novel method based on energetic policies that prevent such attacks and, at the same time, optimizes the communication between users and IoT devices, and extends the lifetime of the network. EnergIoT relies on a hierarchical clustering approach, based on different duty cycle ratios, to maximize network lifetime of energy-constrained smart devices. The results show that EnergIoT enhances the security and improves the network lifetime by 32%, compared to the earlier used approach, without sacrificing the network performance (i.e., end-to-end delay).
Insieme al rapido sviluppo dell'era dell'informazione, gli utenti stanno avendo una crescente interazione con i dispositivi intelligenti. Tali dispositivi intelligenti sono interconnessi tra loro nell'Internet of Things (IoT). I sensori dei dispositivi IoT raccolgono informazioni sui comportamenti degli utenti dall'interazione tra utenti e dispositivi. Poiché gli utenti interagiscono con i dispositivi intelligenti IoT per le attività quotidiane di comunicazione e social network, tale interazione genera un'enorme quantità di traffico di rete. Quindi, i comportamenti degli utenti stanno giocando un ruolo importante nella sicurezza dei dispositivi intelligenti IoT e gli aspetti di sicurezza dell'interazione uomo-macchina stanno diventando significativi. In questa tesi, forniamo un triplice contributo: (1) esaminiamo le sfide alla sicurezza dell'autenticazione basata su HCI e progettiamo uno strumento per rilevare utenti ingannevoli tramite la dinamica dei tasti; (2) presentiamo l'impatto dei comportamenti degli utenti sul traffico di rete e proponiamo un framework per gestire tale traffico di rete; (3) illustriamo una proposta per dispositivi intelligenti IoT con vincoli energetici per essere resilienti contro attacchi energetici ed efficienti nella comunicazione di rete. Più in dettaglio, nella prima parte di questa tesi, analizziamo il modo in cui i comportamenti degli utenti influiscono sul modo in cui essi interagiscono con un dispositivo. Quindi, esaminiamo il lavoro relativo alle sfide di sicurezza dell'autenticazione basata su HCI su smartphone e Brain-Computer Interfaces (BCI). Inoltre, progettiamo uno strumento per valutare la veridicità delle informazioni che gli utenti inseriscono usando la tastiera di un computer. Questo strumento si basa sulla dinamica dei tasti e si basa sulla tecnica di apprendimento automatico per raggiungere tale obiettivo. Per quanto siamo a conoscenza, questo è il primo lavoro che associa i comportamenti degli utenti di digitazione alla produzione di informazioni personali ingannevoli. Abbiamo raggiunto un'accuratezza complessiva del 76% nella classificazione di una singola risposta come veritiera o mendace. Nella seconda parte di questa tesi, esaminiamo l'analisi del traffico di rete, in particolare in relazione all'interazione tra dispositivi mobili e utenti. Poiché l'interazione genera un'enorme quantità di traffico di rete, proponiamo un framework innovativo, GolfEngine, per gestire e controllare l'impatto del comportamento degli utenti sulla rete facendo affidamento sulle tecniche di Software Defined Networking (SDN). GolfEngine fornisce agli utenti uno strumento per costruire le loro applicazioni di sicurezza e offre una GUI (Graphical User Interface) per la gestione e il monitoraggio della rete. In particolare, GolfEngine fornisce la funzione di controllare i conflitti di policy quando gli utenti progettano applicazioni di sicurezza e il meccanismo per controllare la ridondanza dell'archiviazione dei dati. GolfEngine non solo previene le politiche di inserimento malizioso, ma impone anche la sicurezza sulla gestione della rete del traffico di rete. I risultati della nostra simulazione sottolineano che GolfEngine fornisce prestazioni efficienti, sicure e robuste per la gestione del traffico di rete tramite SDN. Nella terza e ultima parte di questa tesi, analizziamo gli aspetti di sicurezza dei dispositivi IoT dotati di batteria dal punto di vista del consumo energetico. Sebbene la maggior parte del consumo di energia dei dispositivi IoT sia dovuta all'interazione dell'utente, c'è ancora una quantità significativa di energia consumata dalla comunicazione point-to-point e dalla gestione della rete IoT. In questo scenario, un avversario può compromettere un dispositivo IoT e condurre un attacco Denial of Service (DoS) che punta a esaurire le batterie di altri dispositivi. Pertanto, proponiamo EnergIoT, un nuovo metodo basato su politiche energetiche che prevengono tali attacchi e, allo stesso tempo, ottimizza la comunicazione tra utenti e dispositivi IoT ed estende la durata della rete. EnergIoT si basa su un approccio di clustering gerarchico, basato su diversi rapporti di duty cycle, per massimizzare la durata della rete di dispositivi intelligenti con vincoli energetici. I risultati mostrano che EnergIoT migliora la sicurezza e la durata della rete del 32%, rispetto agli approcci utilizzati in precedenza, senza sacrificare le prestazioni della rete (cioè, ritardo end-to-end).
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Sayago, Barrantes Sergio. "Human-computer interaction with older people". Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7560.

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L'envelliment de la població i la importància de les TIC a la societat actual han motivat la necessitat d'integrar més a les persones grans en la interacció persona-ordinador. La investigació actual es centra en factors individuals de l'envelliment i l'aproximació més generalitzada és dissenyar interfícies considerant les persones grans com a conjunt de factors. Aquesta tesi doctoral planteja un paradigma diferent: de factors a persones grans com a actors. En aquest paradigma, prestar atenció als canvis en capacitats funcionals no és l'únic que importa, cal que interacció i ús real estiguin més fortament relacionats. En aquest marc, aquesta tesi presenta els resultats d'un treball etnogràfic extens sobre el correu electrònic i la web. Mètodes quantitatius i mixtes s'han utilitzat en altres aspectes, que recolzen aquest estudi de camp. Altres capítols presenten contribucions metodològiques en avaluació en entorns reals. La tesi acaba proposant estratègies per a investigar amb persones grans com a actors socials, insistint en considerar l'experiència de vida de la gent gran i estudiar més l'ús i les interaccions en entorns reals combinant etnografia i treball més experimental.
El envejecimiento de la población y la importancia de las TIC en la sociedad actual han motivado la necesidad de integrar más a las personas mayores en la interacción persona-ordenador. La investigación actual se centra en factores individuales del envejecimiento y la aproximación más generalizada es diseñar interfaces considerando a las personas mayores como un conjunto de factores. Esta tesis doctoral plantea un paradigma diferente: de factores a personas mayores como actores. En este paradigma, prestar atención a los cambios en capacidades funcionales no es lo único que importa, sino que interacción y uso real deberían estar más fuertemente relacionados. En este marco, esta tesis presenta los resultados de un trabajo etnográfico extenso sobre el correo electrónico y la web. Métodos cuantitativos y mixtos se han utilizado en otros aspectos, que apoyan este estudio de campo. Otros capítulos presentan contribuciones metodológicas en evaluación en entornos reales. La tesis acaba proponiendo estrategias para investigar con personas mayores como actores sociales, insistiendo en considerar la experiencia de vida de la gente mayor y estudiar más el uso y las interacciones en entornos reales combinando etnografía y trabajo más experimental.
Population ageing and the role of computers in current society have created a need to strengthen HCI with older people. The current paradigm considers them as a set of factors and central to it is compensation for age-related changes in functional abilities. This dissertation proposes a different paradigm: from factors towards interaction based on older people as social actors. Within this paradigm, compensating for diminishing abilities is not the cornerstone of research. Instead, interaction and real-life use should be closely intertwined. Against this framework, the thesis presents the results of an extensive ethnographic work on e-mail and web use. Quantitative and mixed methods are employed in other aspects related to use and interaction which complement this major study. Other chapters include methodological contributions to real-life evaluation. The dissertation discusses strategies for approaching HCI with older people. Central to them is the concept of life experience and the need to turn to everyday interactions by combining classical ethnography with experimentations.
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Laberge, Dominic. "Visual tracking for human-computer interaction". Thesis, University of Ottawa (Canada), 2003. http://hdl.handle.net/10393/26504.

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The purpose of this master's thesis project is to design, implement and evaluate vision-based user interfaces for use in the context of virtual environments. Three interfaces are treated. The first one is a 4 degrees of freedom (DOF) mouse that can track the position and 1 DOF or rotation (roll) of a user's hand. The second one is a 6 DOF mouse that can track both the position and the orientation of a user's hand in 3D space. Finally the third one is a laser pointing interface used to track the laser spot of a standard laser pointer, in order to interact with a large screen display. The two latter interfaces use an auto-calibrated approach based on planar homography, that distinguish them from the standard computer-vision based approach which requires a previous step of calibration.
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Abowd, Gregory Dominic. "Formal aspects of human-computer interaction". Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.232812.

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Ramsay, Judith Easton. "Measuring and facilitating human-computer interaction". Thesis, University of Glasgow, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.281957.

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Libros sobre el tema "Human computer interactio"

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Ardito, Carmelo, Rosa Lanzilotti, Alessio Malizia, Helen Petrie, Antonio Piccinno, Giuseppe Desolda y Kori Inkpen, eds. Human-Computer Interaction – INTERACT 2021. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85610-6.

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Ardito, Carmelo, Rosa Lanzilotti, Alessio Malizia, Helen Petrie, Antonio Piccinno, Giuseppe Desolda y Kori Inkpen, eds. Human-Computer Interaction – INTERACT 2021. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85623-6.

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Ardito, Carmelo, Rosa Lanzilotti, Alessio Malizia, Helen Petrie, Antonio Piccinno, Giuseppe Desolda y Kori Inkpen, eds. Human-Computer Interaction – INTERACT 2021. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85613-7.

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Ardito, Carmelo, Rosa Lanzilotti, Alessio Malizia, Helen Petrie, Antonio Piccinno, Giuseppe Desolda y Kori Inkpen, eds. Human-Computer Interaction – INTERACT 2021. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85616-8.

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Baranauskas, Cécilia, Philippe Palanque, Julio Abascal y Simone Diniz Junqueira Barbosa, eds. Human-Computer Interaction – INTERACT 2007. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74796-3.

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Baranauskas, Cécilia, Philippe Palanque, Julio Abascal y Simone Diniz Junqueira Barbosa, eds. Human-Computer Interaction – INTERACT 2007. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74800-7.

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Bernhaupt, Regina, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill y Marco Winckler, eds. Human-Computer Interaction - INTERACT 2017. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67684-5.

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Bernhaupt, Regina, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill y Marco Winckler, eds. Human-Computer Interaction – INTERACT 2017. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67687-6.

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Bernhaupt, Regina, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill y Marco Winckler, eds. Human-Computer Interaction - INTERACT 2017. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67744-6.

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Campos, Pedro, Nicholas Graham, Joaquim Jorge, Nuno Nunes, Philippe Palanque y Marco Winckler, eds. Human-Computer Interaction – INTERACT 2011. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23774-4.

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Capítulos de libros sobre el tema "Human computer interactio"

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Bérard, François, Joëlle Coutaz y James L. Crowley. "Robust Computer Vision for Computer Mediated Communication". En Human-Computer Interaction INTERACT ’97, 581–82. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35175-9_92.

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Bravo-Lillo, Cristian, Lorrie Faith Cranor, Julie Downs, Saranga Komanduri y Manya Sleeper. "Improving Computer Security Dialogs". En Human-Computer Interaction – INTERACT 2011, 18–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_2.

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Maciel, Cristiano, Elizabeth Furtado, Marco Winckler, Milene Silveira y Raquel Prates. "Overview of the Brazilian Computer Society’s Council for Human-Computer Interaction (CEIHC)". En Human-Computer Interaction – INTERACT 2011, 679–80. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_112.

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Denef, Sebastian. "Human-Computer Interaction Techniques in Firefighting". En Human-Computer Interaction – INTERACT 2009, 864–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03658-3_97.

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Mancilla-Caceres, Juan F. y Eyal Amir. "Evaluating Commonsense Knowledge with a Computer Game". En Human-Computer Interaction – INTERACT 2011, 348–55. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23774-4_28.

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O’Hare, Kylie y Ron Henderson. "Acceptance of computers in human roles". En Human-Computer Interaction INTERACT ’97, 579–80. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35175-9_91.

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Riggan, Benjamin S., Wesley E. Snyder y Cliff Wang. "Human-Computer Interaction". En Fundamentals of Sketch-Based Passwords, 43–50. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-13629-5_5.

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O’Regan, Gerard. "Human–Computer Interaction". En World of Computing, 147–54. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75844-2_7.

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Dix, Alan. "Human-Computer Interaction". En Encyclopedia of Database Systems, 1–6. New York, NY: Springer New York, 2016. http://dx.doi.org/10.1007/978-1-4899-7993-3_192-2.

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Rada, Roy. "Human-Computer Interaction". En Interactive Media, 12–20. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_2.

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Actas de conferencias sobre el tema "Human computer interactio"

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Butler, Keith A., Robert J. K. Jacob y Bonnie E. John. "Human-computer interaction". En CHI '99 extended abstracts. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/632716.632781.

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Joshi, Anirudha. "Human-Computer Interaction". En 2008 IEEE Region 10 and the Third international Conference on Industrial and Information Systems (ICIIS). IEEE, 2008. http://dx.doi.org/10.1109/iciinfs.2008.4798328.

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Sinha, G., R. Shahi y M. Shankar. "Human Computer Interaction". En Third International Conference on Emerging Trends in Engineering and Technology (ICETET 2010). IEEE, 2010. http://dx.doi.org/10.1109/icetet.2010.85.

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Butler, Keith A. y Robert J. K. Jacob. "Human-computer interaction". En CHI '97 extended abstracts. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/1120212.1120311.

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Butler, Keith A., Robert J. K. Jacob y Bonnie E. John. "Human-computer interaction". En CHI98: ACM Conference on Human Factors and Computing Systems. New York, NY, USA: ACM, 1998. http://dx.doi.org/10.1145/286498.286556.

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Borkotoky, Chandragupta, Swapil Galgate y S. B. Nimbekar. "Human computer interaction". En the 1st Bangalore annual Compute conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1341771.1341797.

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Kinley, Khamsum, Dian Tjondronegoro, Helen Partridge y Sylvia Edwards. "Human-computer interaction". En the 24th Australian Computer-Human Interaction Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2414536.2414586.

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"Human computer interaction". En Proceedings of the ITI 2009 31st International Conference on Information Technology Interfaces (ITI). IEEE, 2009. http://dx.doi.org/10.1109/iti.2009.5196095.

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Hossain, Md Sohorab, M. Nahid Reza y Mohiuddin Ahmad. "Designing interactive surface for human computer interaction using webcam". En 2014 9th International Forum on Strategic Technology (IFOST). IEEE, 2014. http://dx.doi.org/10.1109/ifost.2014.6991068.

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Schummer, Till, Jan Borchers, John C. Thomas y Uwe Zdun. "Human-computer-human interaction patterns". En Extended abstracts of the 2004 conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/985921.986200.

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Informes sobre el tema "Human computer interactio"

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Ambardar, Anita K. Individual Difference Effects in Human-Computer Interaction. Fort Belvoir, VA: Defense Technical Information Center, octubre de 1991. http://dx.doi.org/10.21236/ada243172.

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Smith, Sidney C. Impact of Cognitive Architectures on Human-Computer Interaction. Fort Belvoir, VA: Defense Technical Information Center, septiembre de 2014. http://dx.doi.org/10.21236/ada610093.

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Brock, Derek P. A Language Use Approach to Human-Computer Interaction. Fort Belvoir, VA: Defense Technical Information Center, enero de 2001. http://dx.doi.org/10.21236/ada389099.

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Carroll, John M. Evaluation, Description and Invention: Paradigms for Human-Computer Interaction. Fort Belvoir, VA: Defense Technical Information Center, agosto de 1988. http://dx.doi.org/10.21236/ada204617.

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SMALL, DANIEL E., JASON P. LUCK y JEFFREY J. CARLSON. Volumetric Video Motion Detection for Unobtrusive Human-Computer Interaction. Office of Scientific and Technical Information (OSTI), abril de 2002. http://dx.doi.org/10.2172/800789.

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Graesser, Arthur C. Questioning Mechanisms During Tutoring, Conversation, and Human-Computer Interaction. Fort Belvoir, VA: Defense Technical Information Center, junio de 1993. http://dx.doi.org/10.21236/ada266420.

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Repperger, D. W. y Ling Rothrock. A Dual Haptic Interface Investigation for Improved Human-Computer Interaction. Fort Belvoir, VA: Defense Technical Information Center, octubre de 2002. http://dx.doi.org/10.21236/ada412247.

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McFarlane, Daniel C. Interruption of People in Human-Computer Interaction: A General Unifying Definition of Human Interruption and Taxonomy. Fort Belvoir, VA: Defense Technical Information Center, diciembre de 1997. http://dx.doi.org/10.21236/ada333587.

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Jones, David W., Max H. Miller, James A. Ballas y Janet I. Olsonbaker. Analysis of Human-Computer Interaction in the Expeditionary Warfare Decision Support System (EDSS). Fort Belvoir, VA: Defense Technical Information Center, septiembre de 2004. http://dx.doi.org/10.21236/ada427048.

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Hoover, Carol L. Human-Computer Interaction (HCI) Specialization Track Masters of Software Engineering (MSE) Program. Revision. Fort Belvoir, VA: Defense Technical Information Center, marzo de 1995. http://dx.doi.org/10.21236/ada292895.

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