Literatura académica sobre el tema "Human-computer interest"

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Artículos de revistas sobre el tema "Human-computer interest"

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Wang, Yangyang, Yibo Li y Xiaofei Ji. "Human Action Recognition Based on Normalized Interest Points and Super-Interest Points". International Journal of Humanoid Robotics 11, n.º 01 (marzo de 2014): 1450005. http://dx.doi.org/10.1142/s0219843614500054.

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Visual-based human action recognition is currently one of the most active research topics in computer vision. The feature representation directly has a crucial impact on the performance of the recognition. Feature representation based on bag-of-words is popular in current research, but the spatial and temporal relationship among these features is usually discarded. In order to solve this issue, a novel feature representation based on normalized interest points is proposed and utilized to recognize the human actions. The novel representation is called super-interest point. The novelty of the proposed feature is that the spatial-temporal correlation between the interest points and human body can be directly added to the representation without considering scale and location variance of the points by introducing normalized points clustering. The novelty concerns three tasks. First, to solve the diversity of human location and scale, interest points are normalized based on the normalization of the human region. Second, to obtain the spatial-temporal correlation among the interest points, the normalized points with similar spatial and temporal distance are constructed to a super-interest point by using three-dimensional clustering algorithm. Finally, by describing the appearance characteristic of the super-interest points and location relationship among the super-interest points, a new feature representation is gained. The proposed representation formation sets up the relationship among local features and human figure. Experiments on Weizmann, KTH, and UCF sports dataset demonstrate that the proposed feature is effective for human action recognition.
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Chen, Keh-Hsun. "INCREASING INTEREST". ICGA Journal 26, n.º 1 (1 de marzo de 2003): 2. http://dx.doi.org/10.3233/icg-2003-26102.

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Kawas, Saba, Sarah K. Chase, Jason Yip, Joshua J. Lawler y Katie Davis. "Sparking interest: A design framework for mobile technologies to promote children’s interest in nature". International Journal of Child-Computer Interaction 20 (junio de 2019): 24–34. http://dx.doi.org/10.1016/j.ijcci.2019.01.003.

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Hochheiser, Harry y Rupa S. Valdez. "Human-Computer Interaction, Ethics, and Biomedical Informatics". Yearbook of Medical Informatics 29, n.º 01 (agosto de 2020): 093–98. http://dx.doi.org/10.1055/s-0040-1701990.

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Objectives: To provide an overview of recent work at the intersection of Biomedical Informatics, Human-Computer Interaction, and Ethics. Methods: Search terms for Human-Computer Interaction, Biomedical Informatics, and Ethics were used to identify relevant papers published between 2017 and 2019.Relevant papers were identified through multiple methods, including database searches, manual reviews of citations, recent publications, and special collections, as well as through peer recommendations. Identified articles were reviewed and organized into broad themes. Results: We identified relevant papers at the intersection of Biomedical Informatics, Human-Computer Interactions, and Ethics in over a dozen journals. The content of these papers was organized into three broad themes: ethical issues associated with systems in use, systems design, and responsible conduct of research. Conclusions: The results of this overview demonstrate an active interest in exploring the ethical implications of Human-Computer Interaction concerns in Biomedical Informatics. Papers emphasizing ethical concerns associated with patient-facing tools, mobile devices, social media, privacy, inclusivity, and e-consent reflect the growing prominence of these topics in biomedical informatics research. New questions in these areas will likely continue to arise with the growth of precision medicine and citizen science.
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Costaner, Loneli, Guntoro Guntoro y Lisnawita Lisnawita. "Analysis of Students to Follow Computer Extracurricular Activities using Fuzzy Logic Method". SISTEMASI 12, n.º 1 (31 de enero de 2023): 244. http://dx.doi.org/10.32520/stmsi.v12i1.2211.

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An educational institution will carry out activities for the development of human resources. In improving good human resources, additional lessons are needed to increase students' skills, especially in the computer field. The current obstacle is that schools have difficulty measuring students' interest in participating in computer extracurricular, as a result the development of computer hardware needs is hampered. This study aims to provide knowledge to schools to find out what percentage of students are interested in learning computers. The method used is a Likert scale and fuzzy logic by measuring four variables of student feelings, student attention, student interest and student involvement. Measurement of student interest by compiling a questionnaire filled in by students and students there are 14 questions with a choice of each question 5 answer choices, obtained an average weight on the Likert scale variable feeling 74.0%, attention 76.5%, interest 75.7% and the involvement of 78.0% of the weight was tested with fuzzy inference with a firmness value of 38, where the value is included in the output domain not interested. By measuring student interest, it is hoped that it will be useful for institutions to consider implementing computer extracurricular.
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Hu, Jing, Xiang Qi y Jian Feng Chen. "Fights Behavior Detection Based on Space-Time Interest Points". Applied Mechanics and Materials 577 (julio de 2014): 659–63. http://dx.doi.org/10.4028/www.scientific.net/amm.577.659.

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Human action recognition belongs to the senior visual analysis of computer vision, which involves image processing, artificial intelligence, pattern recognition and so on, is becoming one of the most hot research topic in recent years. In this paper, on the basis of comparative analysis and study towards current methods related to human action recognition, we propose a novel fights behavior detection method which is based on spatial-temporal interest point. Since most information of human action in video are indicated by the space-time interest points of video, we combine spatial-temporal features with motion energy image to describe information of video, and local spatial-temporal features are applied to extract fights behavior model by bags of words. Experimental results show that this method can achieve high accuracy and certain practical value.
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Wang, Fang. "Research of Image Processing Algorithm Based on Region of Interest". Advanced Materials Research 798-799 (septiembre de 2013): 814–17. http://dx.doi.org/10.4028/www.scientific.net/amr.798-799.814.

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With the further development of modern scientific study, it promotes the research of the image based on region of interest. By doing these studies, it satisfies the pressing needs in many fields such as military, production and living areas, etc. meanwhile, it is also the key problem in the fields of computer vision, image processing, artificial intelligence, video communication. Visual attention plays a very important role in the human information processing of the psychological adjustment mechanism. It is a conscious activity which chooses the useful information from large amounts of information. It owns the high efficiency and reliability in the process of human visual perception. Visual attention model, which is based on the visual attention and combined with the computer vision, builds a spatial feature of visual attention architecture. It is helpful not only to find out the visual cognition rule, but also to solve the problem of interested area selection and focus on improving the efficiency of the computer image processing. It has important application value in areas such as image extraction and image zooming. The paper has carried out the deeply study in the interested image region. With the improved visual attention model as a starting point, it combines with graph processing algorithm. And it uses the image extraction algorithm and image zooming algorithm to improve the visual attention model and detect the interested area.
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Sabir, Aafaq, Evan Lafontaine y Anupam Das. "Analyzing the Impact and Accuracy of Facebook Activity on Facebook's Ad-Interest Inference Process". Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (30 de marzo de 2022): 1–34. http://dx.doi.org/10.1145/3512923.

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Social media platforms like Facebook have become increasingly popular for serving targeted ads to their users. This has led to increased privacy concerns due to the lack of transparency regarding how ads are matched against each user profile. Facebook infers user interests through their activities and targets ads based on those interests. Although Facebook provides explanations for why a particular interest is inferred about a user, there is still a gap in understanding what activities lead to interest inferences and the extent to which the sentiment or context of activities is considered in inferring interests. To obtain insights into how Facebook generates interests from a user's Facebook activities, we performed controlled experiments by creating new accounts and systematically executing numerous planned activities. This enabled us to make causal inferences about activities that lead to generating specific interests, many of which were not representative of actual user preferences. We also evaluated which activities resulted in interests and found that very naive activities, such as only viewing/scrolling through a page, lead to an interest inference. We found 33.22% of the inferred interests were inaccurate or irrelevant. We further evaluated the interest inference explanations provided by Facebook and found that these explanations were too generalized and, at times, misleading. To understand if our findings hold for a large and diverse sample, we conducted a user study where we recruited 146 participants (through Amazon Mechanical Turk) from different regions of the world to evaluate the accuracy of interests inferred by Facebook. We developed a browser extension to extract data from their own Facebook accounts and ask questions based on such data. Our participants reported a similar range (29%) of inaccuracy as observed in our controlled experiments. We also found that most of our participants were unaware of the availability of Facebook's ad preference manager, interest inference process, and even interest explanations.
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K., Priyadharshini y R. Aroul Canessane. "Blockchain Concepts on Computer Vision With Human-Computer Interaction and Secured Data-Sharing Framework". International Journal of Fuzzy System Applications 11, n.º 4 (1 de octubre de 2022): 1–21. http://dx.doi.org/10.4018/ijfsa.312240.

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Presently, the technological developments in the field of human-computer interaction (HCI) have shown that developers are developing cognitive vision systems that provide normal and effective operating mechanism for smart sensors, and the privacy should be maintained in the course of data transfer. Blockchain technology received significant interest to remove third-party business providers, to introduce HCI rapidly, and for secure information sharing in the network. Therefore this paper presents blockchain assisted cognitive vision systems for human-computer interaction and secured data sharing (BCVS-DS) framework. Cognitive vision systems use the information from various sensors that is used to handle and joined by blending techniques. The secured data sharing (SDS) method is flexible and efficiently manages permission by spreading various user characteristics to multiple authorization centers. Experimental results are tested for BCVS-DS by AVEC dataset. BCVS-DS achieves the highest classification accuracy of 94.32%.
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Nayar, Narinder. "State of the Art and Current Activities in Human Modelling Technology". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, n.º 9 (octubre de 1995): 516–18. http://dx.doi.org/10.1177/154193129503900916.

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Computer-based human modelling technology has been in existence since the early 1980s. However, most earlier human models were either hard to use or lacked appealing graphics. With rapid developments in 3D computer graphics, it is now possible to interactively manipulate and analyze human models in a virtual environment. This coupled with growing user interest has spurred rapid development and use of human modelling and simulation.
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Tesis sobre el tema "Human-computer interest"

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Liljekvist, Pontus Holmertz y Andreas Zsigmond. "Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2081.

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While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. With each generation of games getting more advanced, the demand for highly detailed models increase. This leads to a higher workload for the GPU. The purpose of this thesis is to research the fi eld of tessellation and develop a prototype to optimize the tessellation pipeline. The prototype is designed to help reduce the number of generated triangles by dividing the mesh into regions, each region with its own tessellation factor. The prototype implementation supports both manual and automatic generation of these regions. A new fi le format was developed to support the region data. The implementation was split into three parts; one Python based Maya plug-in used for preparing the model for exporting, one exporter for Maya that generated the output fi le, and one viewer application capable of rendering the resulting mesh. The geometry output of the proposed technique was evaluated by comparing it to uniformly tessellated reference mesh geometry. Measurements show that the proposed technique is capable of reducing the face count with minor or maintained correlation to the reference geometry.
Medans spelindustrin växer ökar behovet av visuellt tilltalande grafik. Detta driver utvecklingen av hårdvara och nya tekniker framåt. Med den senaste generationens 3D grafik API kom renderingssteget tesselering. Eftersom varje generation av spel blir mer avancerat ökar efterfrågan på detaljerade modeller. Detta leder till en högre arbetsbörda för GPUn. Syftet med denna avhandling är att undersöka tesselering och utveckla en prototyp för att optimera tesseleringspipelinen. Prototypen är utformad för att hjälpa till att minska antalet genererade trianglar genom att dela upp figuren i regioner, varje region med egen tesseleringsfaktor. Prototypen stödjer både manuell och automatisk generering av dessa regioner, ett nytt filformat utvecklades för att stödja dessa. Prototypen delades upp i tre delar, ett Python baserat Maya plug-in som används för att förbereda modellen för export, en Maya exportör som genererar filerna, och ett visningsprogram som kan rendera den färdiga figuren. Figuren från den föreslagna tekniken utvärderades genom att jämföra den med motsvarande figur med universal tesseleringsfaktor. Mätningar visar att den föreslagna tekniken klarar att reducera antalet trianglar med låg felmarginal.
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Eisenmann, Jonathan A. "Interactive Evolutionary Design with Region-of-Interest Selection for Spatiotemporal Ideation & Generation". The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1405610355.

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Chakraborty, Prithwi Raj. "Detecting viewer interest in video using facial and heart rate responses". Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/108023/1/Prithwi%20Raj_Chakraborty_Thesis.pdf.

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This project investigates different methodologies to understand and quantify interest and engagement evoked in viewers. Interest is difficult to measure due to its subtleness, dependence over personal preference and viewed content. This project uses machine intelligence to measure interest in response to sports and movie videos. The findings of this project can be applied and extended in several fields including but not limited to teaching and learning, multimedia, and human computer interaction.
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Pryor, Sally, University of Western Sydney, of Arts Education and Social Sciences College y of Communication Design and Media School. "Extending integrationist theory through the creation and analysis of a multimedia work of art : postcard from Tunis". THESIS_CAESS_CDM_Pryor_S.xml, 2003. http://handle.uws.edu.au:8081/1959.7/746.

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This thesis consists of the production of an inter-active computer-based artwork, an analysis of its research outcomes, and an exploration of the theoretical issues that influenced the artistic practice. The artwork, Postcard from Tunis, is an Integrationist exploration of writing and its transformation at the human-computer interface. It is set in a personal portrait of Tunis, a city with a rich history of writing. The thesis starts with the theory of writing. The conventional view of real writing as representation of speech is shown to have serious limitations.Postcard from Tunis offers users who are not Arabic-literate the perception that there are actually no fixed boundaries between writing and pictures, as both are based on spatial configurations. User interaction with Postcard from Tunis, particularly rollover activity, creates a variety of dynamic signs that cannot be theorised by a bipartate theory of signs and that transcend a distinction between the verbal and the non-verbal altogether. Postcard from Tunis both extends Integrationist theory into writing and human-computer interaction and also uniquely articulates this integration of activities in a way that is impossible with written words on paper. The research asserts the validity of the Integrationist theory of writing, language and human communication and of uncoupling these from spoken words. A framework is outlined for future Integrationist research into icons and human-computer interaction.
Doctor of Philosophy (PhD)
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Pryor, Sally. "Extending integrationist theory through the creation and analysis of a multimedia work of art : postcard from Tunis". Thesis, View thesis, 2003. http://handle.uws.edu.au:8081/1959.7/746.

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This thesis consists of the production of an inter-active computer-based artwork, an analysis of its research outcomes, and an exploration of the theoretical issues that influenced the artistic practice. The artwork, Postcard from Tunis, is an Integrationist exploration of writing and its transformation at the human-computer interface. It is set in a personal portrait of Tunis, a city with a rich history of writing. The thesis starts with the theory of writing. The conventional view of real writing as representation of speech is shown to have serious limitations.Postcard from Tunis offers users who are not Arabic-literate the perception that there are actually no fixed boundaries between writing and pictures, as both are based on spatial configurations. User interaction with Postcard from Tunis, particularly rollover activity, creates a variety of dynamic signs that cannot be theorised by a bipartate theory of signs and that transcend a distinction between the verbal and the non-verbal altogether. Postcard from Tunis both extends Integrationist theory into writing and human-computer interaction and also uniquely articulates this integration of activities in a way that is impossible with written words on paper. The research asserts the validity of the Integrationist theory of writing, language and human communication and of uncoupling these from spoken words. A framework is outlined for future Integrationist research into icons and human-computer interaction.
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Ho, Charlotte Tsz Wing. "AR in the Wild: Designing an Augmented Reality Tour for Preschool Children". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139321.

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The goal of this research was to create an educational, outdoor Augmented Reality tour for preschool children using Minnesmark editor and mobile application. It started with an ethnographic pre-study which aimed understand the children’s abilities, characteristics and interests. It was followed by a bodystorming session which allowed the children to contribute to the design process together with the designer. Based on all the findings, a context scenario was created which showed the concept of a practicable tour. All the functional and data requirements were specified before creating the tour. The design was intended to be user-centred and to have positive effect on the children’s learning of sustainability and biodiversity. The tour was refined and created as a final product. 10 children participated in the tour which was executed in a forest behind the preschool and the preschool garden. The tour was evaluated which identified the design problems and their possible solutions.
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Feng, Mi. "Quantifying, Modeling and Managing How People Interact with Visualizations on the Web". Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-dissertations/518.

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The growing number of interactive visualizations on the web has made it possible for the general public to access data and insights that were once only available to domain experts. At the same time, this rise has yielded new challenges for visualization creators, who must now understand and engage a growing and diverse audience. To bridge this gap between creators and audiences, we explore and evaluate components of a design-feedback loop that would enable visualization creators to better accommodate their audiences as they explore the visualizations. In this dissertation, we approach this goal by quantifying, modeling and creating tools that manage people’s open-ended explorations of visualizations on the web. In particular, we: 1. Quantify the effects of design alternatives on people’s interaction patterns in visualizations. We define and evaluate two techniques: HindSight (encoding a user’s interaction history) and text-based search, where controlled experiments suggest that design details can significantly modulate the interaction patterns we observe from participants using a given visualization. 2. Develop new metrics that characterize facets of people’s exploration processes. Specifically, we derive expressive metrics describing interaction patterns such as exploration uniqueness, and use Bayesian inference to model distributional effects on interaction behavior. Our results show that these metrics capture novel patterns in people’s interactions with visualizations. 3. Create tools that manage and analyze an audience’s interaction data for a given visualization. We develop a prototype tool, ReVisIt, that visualizes an audience’s interactions with a given visualization. Through an interview study with visualization creators, we found that ReVisIt make creators aware of individual and overall trends in their audiences’ interaction patterns. By establishing some of the core elements of a design-feedback loop for visualization creators, the results in this research may have a tangible impact on the future of publishing interactive visualizations on the web. Equipped with techniques, metrics, and tools that realize an initial feedback loop, creators are better able to understand the behavior and user needs, and thus create visualizations that make data and insights more accessible to the diverse audiences on the web.
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Rao, Sushma. "Application of Human-computer Interaction Theories to Information Design on Internet Portals". Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/35756.

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Internet portals are increasingly becoming a primary source of information. A portal is a gateway to information on the Internet or a hub from which users may locate relevant information (Strauss, 2000). Because university Web sites have various user classes, universities are beginning to adopt the portal concept for their Web sites. The study conducted aimed to determine the effect of tailoring information content and presentation style on a university Web portal. User ratings of information design on three metrics and user task performance measures of time and errors were compared for four prototypes. Three prototypes were built on the basis of user requirements and two Human-computer Interaction (HCI) theories and one was a replica of an existing academic information portal. The three metrics were derived from the HCI theories. The contributions of the study are a determination of user acceptance of and user performance with the tailored presentation styles and three metrics derived from HCI theories that can be used to compare alternative information presentation styles for portals. An important contribution is the remote data collection technique that was used in the study and a time-stamping technique that recorded clicks on hyperlinks.
Master of Science
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Ponce, Arturo. "A Dynamic Behavioral Biometric Approach to Authenticate Users Employing Their Fingers to Interact with Touchscreen Devices". NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/46.

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The use of mobile devices has extended to all areas of human life and has changed the way people work and socialize. Mobile devices are susceptible to getting lost, stolen, or compromised. Several approaches have been adopted to protect the information stored on these devices. One of these approaches is user authentication. The two most popular methods of user authentication are knowledge based and token based methods but they present different kinds of problems. Biometric authentication methods have emerged in recent years as a way to deal with these problems. They use an individual’s unique characteristics for identification and have proven to be somewhat effective in authenticating users. Biometric authentication methods also present several problems. For example, they aren’t 100% effective in identifying users, some of them are not well perceived by users, others require too much computational effort, and others require special equipment or special postures by the user. Ultimately their implementation can result in unauthorized use of the devices or the user being annoyed by the implementation. New ways of interacting with mobile devices have emerged in recent years. This makes it necessary for authentication methods to adapt to these changes and take advantage of them. For example, the use of touchscreens has become prevalent in mobile devices, which means that biometric authentication methods need to adapt to it. One important aspect to consider when adopting these new methods is their acceptance of these methods by users. The Technology Acceptance Model (TAM) states that system use is a response that can be predicted by user motivation. This work presents an authentication method that can constantly verify the user’s identity which can help prevent unauthorized use of a device or access to sensitive information. The goal was to authenticate people while they used their fingers to interact with their touchscreen mobile devices doing ordinary tasks like vertical and horizontal scrolling. The approach used six biometric traits to do the authentication. The combination of those traits allowed for authentication at the beginning and at the end of a finger stroke. Support Vector Machines were employed and the best results obtained show Equal Error Rate values around 35%. Those results demonstrate the potential of the approach to verify a person’s identity. Additionally, this works tested the acceptance of the approach among participants, which can influence its eventual adoption. An acceptance level of 80% was obtained which compares favorably against other behavioral biometric approaches.
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Siva, Sahithi Pokala. "Design and delivery : functional colour web pages". Thesis, University of Liverpool, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343620.

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Libros sobre el tema "Human-computer interest"

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1971-, Francq Pascal, ed. Collaborative search and communities of interest: Trends in knowledge sharing and assessment. Hershey, PA: Information Science Reference, 2010.

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European Research Consortium for Informatics and Mathematics y Association for Computing Machinery. Special Interest Group on Human-Computer Interaction., eds. Proceedings: Second International Workshop on User Interfaces to Data Intensive Systems : UIDIS 2001 : 31 May-1 June 2001, Zurich, Switzerland ; sponsored by European Research Consortium on Informatics and Mathematics, Association of Computing Machinery Special Interest Group on Human-Computer Interaction. Los Alamitos, California: IEEE Computer Society, 2001.

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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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Capítulos de libros sobre el tema "Human-computer interest"

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Podpora, M. y J. Sadecki. "Biologically Reasoned Point-of-Interest Image Compression for Mobile Robots". En Human-Computer Systems Interaction, 371–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03202-8_29.

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Deufemia, Vincenzo, Massimiliano Giordano, Giuseppe Polese y Genoveffa Tortora. "Capturing User’s Interest from Human-Computer Interaction Logging". En Lecture Notes in Business Information Processing, 312–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36608-6_20.

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Pimentel, Maria da Graça C., Renan G. Cattelan, Erick L. Melo, Giliard B. Freitas y Cesar A. Teixeira. "Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs". En Human-Computer Interaction Series, 349–68. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-701-1_23.

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Han, Shuang, Wenguang Chen y Heng Wang. "History Based User Interest Modeling in WWW Access". En Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments, 308–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_32.

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Moreno-Llorena, Jaime, Xavier Alamán Roldán y Ruth Cobos Perez. "Modeling of User Interest Based on Its Interaction with a Collaborative Knowledge Management System". En Human-Computer Interaction. Ambient, Ubiquitous and Intelligent Interaction, 330–39. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02580-8_36.

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Kawazu, Kosuke, Masakazu Murao, Takeru Ohta, Masayoshi Mase y Takashi Maeno. "A System to Construct an Interest Model of User Based on Information in Browsed Web Page by User". En Human-Computer Interaction. Ambient, Ubiquitous and Intelligent Interaction, 304–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02580-8_33.

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Yeung, Peter, Oliver Alonzo y Matt Huenerfauth. "Interest and Requirements for Sound-Awareness Technologies Among Deaf and Hard-of-Hearing Users of Assistive Listening Devices". En Universal Access in Human-Computer Interaction. Applications and Practice, 147–58. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49108-6_11.

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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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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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Bourguet, Marie-Luce y Akio Ando. "Speech timing prediction in multimodal human-computer interaction". En Human-Computer Interaction INTERACT ’97, 453–60. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35175-9_70.

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Actas de conferencias sobre el tema "Human-computer interest"

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Brewster, Stephen. "Haptic human-computer interaction". En the 4th Annual Conference of the ACM Special Interest Group. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/2331829.2331830.

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Semertzidis, Nathan Arthur, Michaela Scary, Xiao Fang, Xinyi Wang, Rakesh Patibanda, Josh Andres, Paul Strohmeier et al. "SIGHInt: Special Interest Group for Human-Computer Integration". En CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3411763.3450400.

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Nothdurft, Florian, Felix Richter y Wolfgang Minker. "Probabilistic Human-Computer Trust Handling". En Proceedings of the 15th Annual Meeting of the Special Interest Group on Discourse and Dialogue (SIGDIAL). Stroudsburg, PA, USA: Association for Computational Linguistics, 2014. http://dx.doi.org/10.3115/v1/w14-4307.

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Miehle, Juliana, Koichiro Yoshino, Louisa Pragst, Stefan Ultes, Satoshi Nakamura y Wolfgang Minker. "Cultural Communication Idiosyncrasies in Human-Computer Interaction". En Proceedings of the 17th Annual Meeting of the Special Interest Group on Discourse and Dialogue. Stroudsburg, PA, USA: Association for Computational Linguistics, 2016. http://dx.doi.org/10.18653/v1/w16-3610.

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Gibert, Guillaume, Martin Pruzinec, Tanja Schultz y Catherine Stevens. "Enhancement of human computer interaction with facial electromyographic sensors". En the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1738826.1738914.

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Green, Nancy y David G. Novick. "CHI 99 special interest group on natural language in computer-human interaction". En CHI '99 extended abstracts. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/632716.632934.

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Bhattacharya, Shubhobrata, Anirban Dasgupta, Anwesha Sengupta y Aurobinda Routray. "Interest Indices for Human Computer Interaction Applications based on Facial Image Sequences". En 2019 IEEE 16th India Council International Conference (INDICON). IEEE, 2019. http://dx.doi.org/10.1109/indicon47234.2019.9029016.

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Sedano, Carolina A. Islas, Christian Schweikert, Mikko Vinni y Antony Harfield. "Triggering interest in outdoor gallery exhibitions through touch, sound and games". En AfriCHI '18: 2nd African Conference for Human Computer Interaction. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3283458.3283533.

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Solon, Amelia, Stephen Gordon, Jonathan McDaniel y Vernon Lawhern. "Collaborative Brain-Computer Interface for Human Interest Detection in Complex and Dynamic Settings". En 2018 IEEE International Conference on Systems, Man, and Cybernetics (SMC). IEEE, 2018. http://dx.doi.org/10.1109/smc.2018.00172.

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Sánchez, J. Alfredo, Lizbeth Peralta-Malváez, Ofelia Cervantes y Wanggen Wan. "A platform for experimenting with brain-computer interfaces in points of interest of smart cities". En CLIHC '15: Latin American Conference on Human Computer Interaction. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2824893.2824905.

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Informes sobre el tema "Human-computer interest"

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CIE 245:2021 Optical Safety of Infrared Eye Trackers Applied for Extended Durations. International Commission on Illumination (CIE), 2021. http://dx.doi.org/10.25039/tr.245.2021.

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Resumen
Infrared eye trackers are employed to achieve communication through gaze interaction, which is an important application of modern electro-optics and computer technology to the benefit of persons with disabilities who have major motor impairments, as well as for general use as a human-to-computer interaction device. By tracking eye movements of persons with severe motor disabilities, the individuals can interact with automated equipment through movements of their gaze. In addition to purely passive systems, which may only employ ambient lighting, more typical eye trackers employ active infrared eye-tracking techniques. However, questions have arisen with regard to the potential optical radiation hazards of using infrared eye trackers for the much-extended durations of 10 to 12 hours each day for a lifetime. Conventional eye trackers employed in the research setting would rarely be used for more than an hour. Several exposure guidelines exist today, but the question has arisen whether the chronic nature of exposure for such an infrared illuminator for assistive devices falls outside the assumed conditions of daily exposure. This technical report explores the basis of the current human exposure guidelines, their scientific basis and underlying assumptions in order to determine the direct applicability of these guidelines to this application. It is found that the most limiting exposure criterion is the infrared exposure limit to protect against delayed changes in the crystalline lens of the eye. The Technical Committee also examined some representative eye trackers and found that the day-long average exposure in these typical examples of current technology did not exceed that criterion.
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