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1

Ward, David James. "Adaptive computer interfaces". Thesis, University of Cambridge, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.620273.

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2

Rihan, Jonathan. "Computer vision based interfaces for computer games". Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.

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Interacting with a computer game using only a simple web camera has seen a great deal of success in the computer games industry, as demonstrated by the numerous computer vision based games available for the Sony PlayStation 2 and PlayStation 3 game consoles. Computational efficiency is important for these human computer inter- action applications, so for simple interactions a fast background subtraction approach is used that incorporates a new local descriptor which uses a novel temporal coding scheme that is much more robust to noise than the standard formulations. Results are presented that demonstrate the effect of using this method for code label stability. Detecting local image changes is sufficient for basic interactions, but exploiting high-level information about the player's actions, such as detecting the location of the player's head, the player's body, or ideally the player's pose, could be used as a cue to provide more complex interactions. Following an object detection approach to this problem, a combined detection and segmentation approach is explored that uses a face detection algorithm to initialise simple shape priors to demonstrate that good real-time performance can be achieved for face texture segmentation. Ultimately, knowing the player's pose solves many of the problems encountered by simple local image feature based methods, but is a difficult and non-trivial problem. A detection approach is also taken to pose estimation: first as a binary class problem for human detection, and then as a multi-class problem for combined localisation and pose detection. For human detection, a novel formulation of the standard chamfer matching algo- rithm as an SVM classifier is proposed that allows shape template weights to be learnt automatically. This allows templates to be learnt directly from training data even in the presence of background and without the need to pre-process the images to extract their silhouettes. Good results are achieved when compared to a state of the art human detection classifier. For combined pose detection and localisation, a novel and scalable method of ex- ploiting the edge distribution in aligned training images is presented to select the most potentially discriminative locations for local descriptors that allows a much higher space of descriptor configurations to be utilised efficiently. Results are presented that show competitive performance when compared to other combined localisation and pose detection methods.
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3

Hawthorn, Dan. "Designing Effective Interfaces for Older Users". The University of Waikato, 2006. http://hdl.handle.net/10289/2538.

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The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed.
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4

Halder, Sebastian [Verfasser]. "Prediction of Brain-Computer Interface Performance: For P300 and Motor Imagery Brain-Computer Interfaces / Sebastian Halder". München : Verlag Dr. Hut, 2011. http://d-nb.info/1015607330/34.

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5

Hobro, Mark, e Marcus Heine. "Natural Language Interfaces in Computer Games". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166592.

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Natural language processing is a complex area of computer science whichhas been under discussion for more than forty years. During recent yearsnatural language interfaces have been established in conjunction withspeech recognition. This report will cover the theory behind naturallanguage processing and evaluate the weaknesses and strengths of implementingand using a natural language interface in a text-based gameenvironment using the Natural Language Toolkit for Python. The resultsshow that the Natural Language Toolkit has great potential forimplementing a natural language interface for a text-based game, butthe library alone is not sufficient to get good results when the scope oflanguage is increased.
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6

Zajicek, Mary Pamela. "The usability of alternative computer interfaces". Thesis, Oxford Brookes University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.251356.

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7

Wong, Shu-Fai. "Motion recognition for human-computer interfaces". Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.613368.

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8

Yeung, C. "Spectroscopic analysis of nanodielectric interfaces". Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/358897/.

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Polymeric nanocomposites have received an exceptional amount of attention over the recent years as they have the ability to possess enhanced properties. The use of nanosized phases in composite materials, as opposed to their microsized counterpart, delivers characteristics which allow nanodielectric systems to operate at an increased performance and improved efficiency. The requirements of the polymeric system can easily be tailored to suit speci�c applications with as little as 2 wt.% filler loading, whilst maintaining the typical weight of the virgin material. With the transition from micrometric to nanomeric phases, the volume of the interfacial region increases dramatically and this is where the mechanisms behind nanocomposite behaviour are believed to occur. As the potential for nanodielectrics is endless, the importance of in-depth studies into the �ller-matrix interface is fundamental. Many studies have already partaken in research which uses organosilanes as a coupling agent, however few the quantity of organosilane as a variable parameter, or compared the use of hydrous and anhydrous functionalisation methods. This study investigates the consequences of introducing differently functionalised nanosilicas into epoxy systems; a number of spectroscopic techniques (Raman spectroscopy, Fourier transform infrared spectroscopy and combustion analysis) were employed to quantify the level of surface modification on the surface of silica nanoparticles, before mixing methods were developed in an attempt to reach nanoparticle homogeneity in an epoxy matrix. Scanning electron microscopy was employed to investigate the dispersion state of the filler with respect to the degree of functionalisation, whilst data from AC breakdown studies, differential scanning calorimetry and dielectric spectroscopy were analysed to determine the effects of differently functionalised nanosilica in a dielectric system. Theinvestigation shows how condensation reactions within the interphase has an infuence dielectric behaviour, and highlights how changes in the stoichiometry of the epoxy system alters the polymerarchitecture to have an effect on the electrical properties of the nanocomposites. Further studies explore the use of confocal Raman spectroscopy as a tool in probing the nanofiller-matrix interface. A simulation based on the scattering of incident photons was compared with empirical data from a range of dielectric �lms; modi�cations to the scattering photon approach relates physically obtained values for bulk attenuation directly to those observed in confocal Raman depth profiles. Although it was found that the revised model was able to produce confocal Raman depth profiles that closely match experimental data from the nanocomposite films, the nature of nanoparticle agglomeration during functionalisation and the typical resolution of confocal Raman systems do not allow for the detection of chemical changes on the filler.
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9

Mynatt, Elizabeth D. "Transforming graphical interfaces into auditory interfaces". Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9209.

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10

Sebastián, Romagosa Marc. "Brain computer interfaces for brain acquired damage". Doctoral thesis, Universitat Autònoma de Barcelona, 2020. http://hdl.handle.net/10803/670835.

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El terme Interfície Cervell-Ordinador (ICC), va sorgir als anys 70 pel Dr. Jacques J. Vidal, que mitjançant l’ús de l’electroencefalografia (EEG) fou el primer a intentar proporcionar una sortida alternativa als senyals cerebrals per controlar un dispositiu extern. L’objectiu principal d’aquesta fita era ajudar als pacients amb problemes de moviment i comunicació a relacionar-se amb el seu entorn. Des de llavors, molts neurocientífics han emprat aquesta idea i han intentat posar-la en pràctica utilitzant diferents mètodes d’adquisició i processament del senyal, nous dispositius d’interacció, noves metes i objectius. Tot això ha facilitat l’aplicació d’aquesta tecnologia en moltes àrees, i actualment les ICC s’utilitzen per jugar a videojocs, moure cadires de rodes, facilitar l’escriptura en persones sense mobilitat, definir criteris i preferències en el món del comerç i el consum, o inclús poden servir com a detector de mentides. Tot i així, el sector que presenta un major avenç en el desenvolupament de les ICC, és el sector biomèdic. A grans trets, podem utilitzar les ICC amb dues finalitats diferents dins de la neurorehabilitació; substituint una funció perduda o induint canvis en la plasticitat neuronal amb l’objectiu de restaurar o compensar la funció perduda. Existeixen diferents principis per al registre dels senyals del cervell; de manera invasiva, col·locant els elèctrodes de registre dintre de la cavitat cranial, o de manera no invasiva, col·locant els elèctrodes de registre fora de la cavitat cranial. El mètode més conegut i difós és l’EEG. El seu ús és molt adequat en entorns clínics, té una resolució temporal molt precisa i és possible obtenir una retroalimentació en temps real que pot induir la plasticitat cortical i el restabliment de la funció motora normal. En aquesta tesi presentem tres objectius diferents: (1) avaluar els afectes clínics de la rehabilitació mitjançant les ICC en pacients amb ictus, ja sigui realitzant un meta-anàlisi dels estudis publicats o avaluant els canvis funcionals dels pacients amb ictus després de la teràpia d’ICC; (2) explorar paràmetres alternatius per quantificar els efectes de les ICC en pacients amb ictus, avaluant diferents biomarcadors de l’EEG en pacients amb aquesta patologia i correlacionant aquests marcadors amb els resultats de les escales funcionals; (3) optimitzar el sistema ICC mitjançant la gamificació d’un avatar.
El término Interfaz Cerebro-Computadora (ICC) surgió en los años 70 por el Dr. Jacques J. Vidal, que mediante el uso de la electroencefalografía (EEG) trató de dar una salida alternativa a las señales del cerebro para controlar un dispositivo externo. El objetivo principal de esta hazaña era ayudar a los pacientes con problemas de movimiento o comunicación a relacionarse con el entorno. Desde entonces, muchos neurocientíficos han utilizado esta idea y han tratado de ponerla en práctica utilizando diferentes métodos de adquisición y procesamiento de señales, nuevos dispositivos de interacción y nuevas metas y objetivos. Todo ello ha facilitado la aplicación de esta tecnología en muchas áreas y actualmente las ICC se utilizan para jugar a videojuegos, mover sillas de ruedas, facilitar la escritura en personas sin movilidad, establecer criterios y preferencias de compra en el mundo del comercio y el consumo, o incluso pueden servir como detector de mentiras. Sin embargo, el sector que presenta un mayor avance y desarrollo de las ICC es el sector biomédico. A grandes rasgos podemos utilizar las ICC con dos finalidades distintas dentro de la neurorehabilitación; sustituir una función perdida o inducir cambios en la plasticidad neuronal con el objetivo de restaurar o compensar dicha función perdida. Hay diferentes principios para el registro de las señales del cerebro; de forma invasiva, colocando los electrodos de registro dentro de la cavidad craneal, o no invasiva, colocando los electrodos de registro fuera de la cavidad craneal. El método más conocido y difundido es la EEG. Su uso es adecuado para entornos clínicos, tiene una resolución temporal muy precisa y su retroalimentación en tiempo real puede inducir la plasticidad cortical y el restablecimiento de la función motora normal. En esta tesis presentamos tres objetivos diferentes: (1) evaluar los efectos clínicos de la rehabilitación mediante las ICC en pacientes con ictus, ya sea realizando un meta-análisis de los estudios publicados o evaluando los cambios funcionales en los pacientes con ictus después de la terapia de ICC; (2) explorar parámetros alternativos para cuantificar los efectos de las ICC en pacientes con ictus, evaluando diferentes biomarcadores de electroencefalografía en pacientes con esta patología y correlacionando los posibles cambios en estos parámetros con los resultados en las escalas funcionales; (3) optimizar el sistema ICC utilizando mediante la gamificación de un avatar.
The term Brain Computer Interface (BCI) emerged in the 70's by Dr. Jacques J Vidal, who by using electroencephalography (EEG) tried to give an alternative output to the brain signals in order to control an external device. The main objective of this feat was to help patients with impaired movement or communication to relate themselves to the environment. Since then many neuroscientists have used this idea and have tried to implement it using different methods of signal acquisition and processing, new interaction devices, new goals and objectives. All this has facilitated the implementation of this technology in many areas and currently BCI is used to play video games, move wheelchairs, facilitate writing in people without mobility, establish criteria and purchase preferences in the world of marketing and consumption, or even serve as a lie detector. However, the sector that presents the most marked progress and development of BCI is the biomedical sector. In rough outlines we can use BCI with two different purposes within the neurorehabilitation; to substitute a lost function or to induce neural plasticity changes with the aim to restore or compensate the lost function. To restore a lost function by inducing neuroplastic changes in the brain is undoubtedly a challenging strategy but a feasible goal through BCI technology. This type of intervention requires that the patient invests time and effort in a therapy based on the practice of motor image and feedback mechanisms in real time. There are different principles to record the brain signals; invasively, placing the recording electrodes inside the cranial cavity, or non-invasive, placing the recording electrodes outside of the cranial cavity. The best known and most widespread one is EEG, since they are suitable for clinical environments, have a highly accurate temporal resolution and their real-time feedback can induce cortical plasticity and the restoration of normal motor function. On this thesis we present three different objectives: (1) to evaluate the clinical effects of rehabilitation based on BCI system in stroke patients, either by performing a meta-analysis of published studies or by evaluating functional changes in stroke patients after BCI training; (2) to explore alternative parameters to quantify effects of BCI in stroke patients, by evaluating different electroencephalography biomarkers in stroke patients and correlating potential changes in these parameters with functional scales; (3) to optimize the BCI system by using a new gamified avatar.
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11

Williams, Stephen D. "Improving usability of pedagogical computer emulation interfaces". Thesis, American University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1545764.

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Computer emulations, simulating real or imagined computer systems, are a valuable tool to quickly gain understanding of computer architecture and software. Existing computer emulation systems offer useful but limited visualization and interaction. This paper addresses improving usability of pedagogical computer emulator interfaces with the application of published design principles informed by research into visuospatial ability. The results include a survey of promising techniques addressing similar problems and suggestions for application. Along with supporting work extending a publicly available Java-based PC emulator to enable use of the popular Processing visualization development environment, this provides a well-developed design and implementation framework for future improvements by interested parties.

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12

Lamont, Charles. "Human-computer interfaces to reactive graphical images". Thesis, Teesside University, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358387.

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13

Stander, Adrie. "Computer user interfaces in a multicultural society". Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.

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Thesis (MTech(Information Technology))--Cape Technikon, Cape Town, 1997
This research discusses some of the cultural issues that could influence the human computer encounter in a multicultural community. The results of research to determine differences in computer usage caused by cultural differences when using computer user interfaces in simulated and real-world environments are also discussed. Various cultural aspects could possibly influence the effectiveness of the user interface in a multicultural society. Language is an important factor and studies have shown that simple translation will increase productivity (Bodley, 1993:23). However all languages do not contain the necessary technical vocabulary. Mothers from a lower social class typically use a limited language code when communicating with their children (Mussen et aI.,1984:206). As this causes the children to think in more concrete and less conceptual terms, it may influence the human computer interaction, particularly where a high degree of abstraction, such as in graphical interfaces, is used. Symbolism is problematic as symbols like light bulbs, recycle bins and VCR controls do not feature in the life of users living in slum and backward rural conditions. Lack of exposure to technology might negatively influence user attitude (Downton, 1991:25) with a corresponding inhibition of learning and performance. All external locus of control is common among disadvantaged groups due to the high degree of rejection, hostile control and criticism they experience. As the sense of being out of control is largely associated with the indication to avoid stressful situations, users from these groups might prefer to avoid situations where they do not feel in control. The strong differentiation between the roles of the sexes in certain cultures can also influence the encounter with the computer (Downton, 1991:10) It has been shown that the different gender orientations towards problem solving in these cultures can have an important influence on computer usage. The intracultural factors of social class play a significant role in determining how a person acts and thinks (Baruth & Manning, 1991 :9-1 0). Such differences may sometimes be more pronounced than those resulting from cultural diversity and may influence the orientation of the user towards abstraction and generalization.
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Shenoy, Pradeep. "Brain-computer interfaces for control and computation /". Thesis, Connect to this title online; UW restricted, 2008. http://hdl.handle.net/1773/6898.

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ESPOSITO, ANTONIO. "Instrumentation for daily-life brain-computer interfaces". Doctoral thesis, Politecnico di Torino, 2022. http://hdl.handle.net/11583/2960757.

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16

Reeves, Stuart. "Designing interfaces in public settings". Thesis, University of Nottingham, 2009. http://etheses.nottingham.ac.uk/652/.

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The rapidly increasing reach of computation into our everyday public settings presents new and significant challenges for the design of interfaces. One key feature of these settings is the increased presence of third parties to interaction, watching or passing-by as conduct with an interface takes place. This thesis assumes a performative perspective on interaction in public, presenting a framework derived from four empirical studies of interaction in a diverse series of public places---museums and galleries, city streets and funfairs---as well as observations on a variety of computer science, art and sociological literatures. As these settings are explored, a number of basic framework concepts are built up: * The first study chapter presents a deployment of an interactive exhibit within an artistic installation, introducing a basic division of roles and the ways in which visitors may be seen as `audience to manipulations of interactive devices by `participants . It also examines how visitors in an audience role may transition to active participant and vice versa. * The second study chapter describes a storytelling event that employed a torch-based interface. This chapter makes a distinction between non-professional and professional members of settings, contrasting the role of `actor with that of participants. * The third study chapter examines a series of scientific and artistic performance events that broadcast live telemetry data from a fairground ride to a watching audience. The study expands the roles introduced in previous chapters through making a further distinction between `behind-the-scenes ---in which `orchestrators operate---and `centre-stage settings---in which actors present the rider s experience to the audience. * The final study chapter presents a performance art game conducted on city streets, in which participants follow a series of often ambiguous clues in order to lead them to their goal. This chapter introduces a further `front-of-house setting, the notion of a circumscribing performance `frame in which the various roles are situated, and the additional role of the `bystander as part of this. These observations are brought together into a design framework which analyses other literature to complement the earlier studies. This framework seeks to provide a new perspective on and language for human-computer interaction (HCI), introducing a series of sensitising concepts, constraints and strategies for design that may be employed in order to approach the various challenges presented by interaction in public settings.
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Witt, Hendrik. "Human computer interfaces for wearable computers a systematic approach to development and evaluation /". kostenfrei kostenfrei, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?idn=987607065.

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18

Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design". Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.

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The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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Almeida, Luís Filipe Martinho de. "Brain computer interface". Master's thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/21618.

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Mestrado em Engenharia Eletrónica e Telecomunicações
A investigação e desenvolvimento de sistemas BCI, Brain Computer Interface tem crescido de ano para ano, com resultados cada vez melhores. Uma das principais vertentes para a qual estes sistemas têm sido usados é na área da neuroprostética. Desta forma tem-se demonstrado em vários estudos e investiga ções a possibilidade de controlar membros completos ou parciais robóticos por nós seres humanos, dando assim uma liberdade e conquista de movimentos perdidos a pessoas incapacitadas. No entanto uma grande parte dos melhores resultados obtidos envolve a utilização de BCI invasivos, o que necessita de ser implantado diretamente no cérebro humano, através de uma operação cirúrgica. Isto é ainda um dos grandes inconvenientes que esta abordagem implica e também o facto de uma grande parte destes estudos ainda estarem na fase de testes. Este trabalho teve como objetivo tentar comprovar que os BCI não invasivos também conseguem obter bons resultados apesar das suas limitações e pior aquisição de resultados devido à inclusão de ruído por parte do nosso crânio e cabelo, assim como a inclusão dos Parâmetros Hjorth proporciona melhores resultados na identificação das classes desejadas. Dividiu-se o trabalho em duas partes, uma para a identificação das classes de “Piscar de Olho” e outra para identificação das classes de “Ações Pensadas” . Os resultados foram todos obtidos tendo em conta apenas um utilizador. Relativamente à deteção do “Piscar de Olho” comprovou-se que ́e facilmente conseguido com resultados quase perfeitos, com uma precisção de 99 . 98%. Relativamente à deteção de “Ações Pensadas” não foi possível comprovar a sua deteçãao usando sessções de gravação diferentes, no entanto verificou-se que a classificação das classes tendo em conta a mesma sessão de gravação, obtém resultados muito bons com valores acima dos 99% para o melhor m ́etodo preditivo. A inclusão dos Parâmetros Hjorth foi em todos os casos de estudo, a opção em que os resultados foram sempre melhores, demonstrando assim que a inclusão dos mesmos é uma opção aconselhável, pois em alguns casos, a precisão na deteção das classes aumento para duas ou mais vezes. Os resultados são promissores e apesar de não ter conseguido obter os melhores resultados para sessões de gravação independentes na classificação de “Ações Pensadas” , indico nas análises os passos necessáios para a obtenção de melhores resultados e a possibilidade de generalização do processo para diversos utilizadores.
The research and development of BCI systems, Brain Computer Interface has grown from year to year, with better and better results. One of the main areas for which these systems have been used is the neuroprosthetic. Several studies and investigations have shown the possibility of controlling complete or partial robotic members by people, thus giving a freedom and conquest of lost movements to incapacitated persons. However, a great part of the best results obtained involves the use of invasive BCI, which needs to be implanted directly into the human brain through a sirurgical operation. This is still one of the great drawbacks that this approach entails and also the fact that a large part of these studies are still in the testing phase. The aim of this study was to try and prove that non-invasive BCI can also achieve good results despite their limitations and inferior quality on the acquisition of data due to the inclusion of noise from our skull and hair, and also that the inclusion of the Hjorth Parameters on the analysis provides better results in identifying the desired classes. The work was split into two parts, one for the identification of “Eye Blinking” classes and the other for “Thought Actions” classes. The results were all obtained with only one user in mind. Regarding the detection of “Eye Blinking” it has been found that it is easily achieved with near-perfect results, with an accuracy of 99 . 98%. Regarding the detection of “Thought Actions” it was not possible to verify its detection using different recording sessions, however it was verified that the classification of classes taking into account the same recording session, obtains very good results with values above 99% for the best predictive method. The inclusion of Hjorth Parameters was in all study cases, the option in which the results were always better, thus demonstrating that their inclusion is an advisable option, since in some cases, the accuracy in detecting classes doubled or more. The results are promising and although I haven’t been able to obtain the best results for independent recording sessions in the classification of “Thought actions” , I indicate in the analysis some steps necessary to obtain better results and the possibility of generalizing the process for several users.
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Janakiraman, Muralidharan. "Abstract Index Interfaces". PDXScholar, 1996. https://pdxscholar.library.pdx.edu/open_access_etds/5288.

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An index in a database system interacts with many of the software modules in the system. For systems supporting a wide range of index structures, interfacing the index code with the rest of the system poses a great problem. The problems are an order of magnitude more for adding new access methods to the system. These problems could be reduced manifold if common interfaces could be specified for different access methods. It would be even better, if these interfaces could be made database-system independent. This thesis addresses the problem of defining generic index interfaces for access methods in database systems. It concentrates on two specific issues: First, specification of a complete set of abstract interfaces that would work for all access methods and for all database systems. Second, optimized query processing for all data types including userdefined data types. An access method in a database system can be considered to be made up of three specific parts: Upper interfaces, lower interfaces, and type interfaces. An access method interacts with a database system through its upper interfaces, lower interfaces and type interfaces. Upper interfaces consist of the functions an index provides to a database system. Lower interfaces are the database-system dependent software modules an index has to interact with, to accomplish any system related functions. Type interfaces consist of the set of functions an index uses, which interpret the data type. These three parts together characterize an access method in a database system. This splitting of an access method makes it possible to define generic interfaces. In this thesis, we will discuss each of these three different interfaces in detail, identify functionalities and design clear interfaces. The design of these interfaces promote development of type-independent and database-system independent access methods.
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21

Condon, Chris. "A semiotic approach to the use of metaphor in human-computer interfaces". Thesis, Brunel University, 1999. http://bura.brunel.ac.uk/handle/2438/4800.

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Although metaphors are common in computing, particularly in human-computer interfaces, opinion is divided on their usefulness to users and little evidence is available to help the designer in choosing or implementing them. Effective use of metaphors depends on understanding their role in the computer interface, which in tum means building a model of the metaphor process. This thesis examines some of the approaches which might be taken in constructing such a model before choosing one and testing its applicability to interface design. Earlier research into interface metaphors used experimental psychology techniques which proved useful in showing the benefits or drawbacks of specific metaphors, but did not give a general model of the metaphor process. A cognitive approach based on mental models has proved more successful in offering an overall model of the process, although this thesis questions whether the researchers tested it adequately. Other approaches which have examined the metaphor process (though not in the context of human-computer interaction) have come from linguistic fields, most notably semiotics, which extends linguistics to non-verbal communication and thus could cover graphical user interfaces (GUls). The main work described in this thesis was the construction of a semiotic model of human-computer interaction. The basic principle of this is that even the simplest element of the user interface will signify many simultaneous meanings to the user. Before building the model, a set of assertions and questions was developed to check the validity of the principles on which the model was based. Each of these was then tested by a technique appropriate to the type of issue raised. Rhetorical analysis was used to establish that metaphor is commonplace in command-line languages, in addition to its more obvious use in GUIs. A simple semiotic analysis, or deconstruction, of the Macintosh user interface was then used to establish the validity of viewing user interfaces as semiotic systems. Finally, an experiment was carried out to test a mental model approach proposed by previous researchers. By extending their original experiment to more realistically complex interfaces and tasks and using a more typical user population, it was shown that users do not always develop mental models of the type proposed in the original research. The experiment also provided evidence to support the existence of multiple layers of signification. Based on the results of the preliminary studies, a simple means of testing the semiotic model's relevance to interface design was developed, using an interview technique. The proposed interview technique was then used to question two groups of users about a simple interface element. Two independent researchers then carried out a content analysis of the responses. The mean number of significations in each interview, as categorised by the researchers, was 15. The levels of signification were rapidly revealed, with the mean time for each interview being under two minutes, providing effective evidence that interfaces signify many meanings to users, a substantial number of which are easily retrievable. It is proposed that the interview technique could provide a practical and valuable tool for systems analysis and interface designers. Finally, areas for further research are proposed, in particular to ascertain how the model and the interview technique could be integrated with other design methods.
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22

Villar, Nicolas. "Flexible physical interfaces". Thesis, Lancaster University, 2007. http://eprints.lancs.ac.uk/42425/.

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Human-computer interface devices are rigid, and afford little or no opportunity for end-user adaptation. This thesis proposes that valuable new interaction possibilities can be generated through the development of user interface hardware that is increasingly flexible, and allows end-users to physically shape, construct and modify physical interfaces for interactive systems. The work is centred around the development of a novel platform for flexible user interfaces (called VoodooIO) that allows end-users to compose and adapt physical control structures in a manner that is both versatile and simple to use. VoodooIO has two main physical elements: a pliable material (called the substrate), and a set of physical user interface controls, which can be arranged on the surface of the substrate.The substrate can be shaped, applied to existing surfaces, attached to objects and placed on walls and furniture to designate interface areas on which users can spatially lay out controls. From a technical perspective, the design of VoodooIO is based on a novel architecture for user interfaces as networks of controls, where each control is implemented as a network node with physical input and output capabilities. The architecture overcomes the inflexibility that is usually imposed by hard-wired circuitry in traditional interface devices, by enabling individual control elements that can be connected and disconnected ad hoc from a shared network bus. The architecture includes support for a wide and extensible range of control types; fast control identification and presence detection, and an application-level interface that abstracts from low level implementation details and network management processes. The concrete contributions to the field of human-computer interaction include a motivation for the development of flexible physical interfaces, a fully working example of such a technology, and insights gathered from its application and study.
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23

González, Astudillo Juliana. "Development of Network Features for Brain-Computer Interfaces". Electronic Thesis or Diss., Sorbonne université, 2022. http://www.theses.fr/2022SORUS286.

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Une interface cerveau-machine (ICM) est un système capable de traduire les modèles d’activité cérébrale en messages pour une application. Il permet à un sujet d’envoyer des commandes à un appareil à travers l’activité cérébrale, sans nécessiter d’activité musculaire périphérique. Ces systèmes sont de plus en plus explorés pour le contrôle et la communication, ainsi que pour le traitement des troubles neurologiques, notamment via la capacité des sujets à moduler volontairement leur activité cérébrale grâce à l’imagerie mentale (IM). Pour contrôler une ICM, l’utilisateur doit produire différents types de signaux cérébraux que le système identifiera et traduira en commandes. Même si cette technique a été largement utilisée, la performance des sujets, mesurée comme la correcte classification de l’intention de l’utilisateur, affiche toujours de faibles scores. Une grande partie des efforts pour résoudre ce problème s’est concentrée sur la classification. Alors que la recherche de features alternatives a été peu explorée. Dans la plupart des systèmes mis en œuvre, la reconnaissance des états mentaux repose sur la puissance spectrale d’un nombre réduit de sources, en se concentrant sur les caractérisation d’une seule région du cerveau. Cependant, le cerveau n’est pas un ensemble de pièces isolées travaillant de manière indépendante. Il s’agit plutôt d’un réseau complexe qui intègre des informations dans des régions différemment spécialisées. Il s’avère que l’examen des signaux d’une région spécifique, tout en négligeant ses interactions avec les autres, simplifie à l’extrême le phénomène. Il serait préférable de comprendre le comportement collectif du système pour bien saisir le fonctionnement cérébral. Ainsi, nous pensons que l’étude à travers la connectivité fonctionnelle pourraient être plus représentatives de la complexité des processus neurophysiologiques, puisqu’elles mesurent les interactions entre différentes aires cérébrales, reflétant l’échange d’informations qui est essentiel pour décoder l’organisation cérébrale. Ensuite, ces interactions peuvent être synthétisées à l’aide d’estimateurs des réseaux complexes, modélisant le cerveau humain comme un réseau. Certes, l’analyse de réseau peut présenter une performance plus précise car elle optimise le coût de calcul et la dimensionnalité. Néanmoins, la simple extraction des propriétés topologiques du réseau, sans tenir compte de la nature spatiale intrinsèque du cerveau, pourrait manquer des informations cruciales pour comprendre le fonctionnement du cerveau. Des études récentes ont démontré que la connectivité cérébrale révèle la latéralisation des hémisphères lors de tâches liées à l’IM moteur. Couvrant ces deux concepts, nous avons exploré la double contribution de la topologie et de l’espace dans la modélisation des états mentaux moteurs par la latéralisation fonctionnelle. Plus précisément, nous avons introduit de nouvelles métriques pour quantifier la ségrégation et l’intégration au sein et entre les hémisphères, et nous avons montré qu’il s’agit de caractéristiques très pertinentes pour décoder une tâche mentale d’imagerie motrice. Ces propriétés de réseau donnent non seulement des précisions de classification compétitives, mais ont également l’avantage d’être interprétables sur le plan neurophysiologique, par rapport aux approches de pointe qui sont plutôt aveugles au mécanisme sous-jacent
A Brain-Computer Interface (BCI) is a system that can translate brain activity patterns into messages or commands for an interactive application. It enables a subject to send commands to a device only by means of brain activity, without requiring any peripherical muscular activity. These systems are increasingly explored for control and communication, as well as for treatment of neurological disorders, especially via the ability of subjects to voluntarily modulate their brain activity through mental imagery (MI). To control a BCI, the user must produce different brain signal patterns that the system will identify and translate into commands. Even though this technique has been widely used, subjects performance, measured as the correct classification of the user’s intent, still shows low scores. Much of the efforts to solve this problem have focused on the BCI classification block. While, the research of alternative features has been poorly explored. In most implemented systems, pattern recognition relies on power spectrum density (PSD) of a reduced number of sources, focusing on features that characterize a single brain region. However, the brain is not a collection of isolated pieces working independently. It rather consists of a distributed complex network that integrates information across differently specialized regions. It turns out that examining signals from one specific region, while neglecting its interactions with others, oversimplifies the phenomenon. It would be preferable to have an understanding of the system’s collective behaviour to fully capture the brain functioning. Thus, we hypothesize that functional connectivity (FC) features could be more representative of the complexity of neurophysiological processes, since they measure interactions between different brain areas, reflecting the information exchange that is essential to decode brain organization. Then, these interactions can be quantified using network theoretic approaches, extracting few summary properties of the entire complex brain network. Thus, network analysis may also be more efficient by reducing the problem dimension and optimizing the computational cost. Nevertheless, extracting topological properties of the network, while disregarding the intrinsic spatial nature of the brain, could overlook crucial information for understanding brain functioning. Recent neuroimaging studies demonstrated that brain connectivity reveals hemisphere lateralization during motor MI-related tasks. Covering these two concepts, we explored the dual contribution of brain network topology and space in modelling motor-related mental states through the concept of functional lateralization. Specifically, we introduced new metrics to quantify segregation and integration within and between the hemispheres, and we showed that they are highly relevant features for decoding a motor imagery mental task. These network properties not only give competitive classification accuracy but also have the advantage of being neurophysiologically interpretable, compared to state-of-the-art approaches that are instead blind to the underlying mechanism
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24

Xiao, Cheng. "Computer simulation of fluid systems". Thesis, University of Oxford, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386636.

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25

McCormack, Michelle Mary. "The design and evaluation of computer music interfaces". Thesis, City University London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.339694.

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26

Costanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes bibliographical references (p. 113-122).
The mobile phone is always carried with the user and is always active: it is a very personal device. It fosters and satisfies a need to be constantly connected to one's significant other, friends or business partners. At the same time, mobile devices are often used in public, where one is surrounded by others not involved in the interaction. This private interaction in public is often a cause of unnecessary disruption and distraction, both for the bystanders and even for the user. Nevertheless, mobile devices do fulfill an important function, informing of important events and urgent communications, so turning them off is often not practical nor possible. This thesis introduces Intimate Interfaces: discreet interfaces that allow subtle private interaction with mobile devices in order to minimize disruption in public and gain social acceptance. Intimate Interfaces are inconspicuous to those around the users, while still allowing them to communicate. The concept is demonstrated through the design, implementation and evaluation of two novel devices: * Intimate Communication Armband - a wearable device, embedded in an armband, that detects motionless gestures through electromyographic (EMG) sensing for subtle input and provides tactile output;
(cont.) * Notifying Glasses - a wearable notification display embedded in eyeglasses; it delivers subtle cues to the peripheral field of view of the wearer, while being invisible to others. The cues can convey a few bits of information and can be designed to meet specific levels of visibility and disruption. Experimental results show that both interfaces can be reliably used for subtle input and output. Therefore, Intimate Interfaces can be profitably used to improve mobile human-computer interaction.
by Enrico Costanza.
S.M.
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27

Johnson, Deborah H. "The structure and development of human-computer interfaces". Diss., Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/54305.

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The Dialogue Management System (DMS), the setting for this research, is a system for designing, implementing, testing, and modifying interactive human-computer systems. As in the early stages of software engineering development, current approaches to human-computer interface design are ad hoc, unstructured, and incomplete. The primary goal of this research has been to develop a structural, descriptive, language-oriented model of human-computer interaction, based on a theory of human-computer interaction. This model is a design and implementation model, serving as the framework for a dialogue engineering methodology for human-computer interface design and interactive tools for human-computer interface implementation. This research has five general task areas, each building on the previous task. The theory of human-computer interaction is a characterization of the inherent properties of human-computer interaction. Based on observations of humans communicating with computers using a variety of interface types, it addresses the fundamental question of what happens when humans interact with computers. Formalization of the theory has led to a muIti-dimensional dialogue transaction model, which encompasses the set of dialogue components and relationships among them. The model is based on three traditional levels of language: semantic, syntactic, and lexical. Its dimensions allow tailoring of an interface to specific states of the dialogue, based on the sequence of events that might occur during human-computer interaction. This model has two major manifestations: a dialogue engineering methodology and a set of interactive dialogue implementation tools. The dialogue engineering methodology consists of a set of procedures and a specification notation for the design of human-computer interfaces. The interactive dialogue implementation tools of AIDE provide automated support for implementing human-computer interfaces. The AIDE interface is based on a "what you see is what you get" concept, allowing the dialogue author to implement interfaces without writing programs. Finally, an evaluation of work has been conducted to determine its efficacy and usefulness in developing human-computer interfaces. A group of subject dialogue authors using AIDE created and modified a prespecified interface in a mean time of just over one hour, while a group of subject application programmers averaged nearly four hours to program the identical interface. Theories, models, methodologies, and tools such as those addressed by this research promise to contribute greatly to the ease of production and evaluation of human-computer interfaces.
Ph. D.
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28

Huang, Dandan. "Electroencephalography (EEG)-based brain computer interfaces for rehabilitation". VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/2761.

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Objective: Brain-computer interface (BCI) technologies have been the subject of study for the past decades to help restore functions for people with severe motor disabilities and to improve their quality of life. BCI research can be generally categorized by control signals (invasive/non-invasive) or applications (e.g. neuroprosthetics/brain-actuated wheelchairs), and efforts have been devoted to better understand the characteristics and possible uses of brain signals. The purpose of this research is to explore the feasibility of a non-invasive BCI system with the combination of unique sensorimotor-rhythm (SMR) features. Specifically, a 2D virtual wheelchair control BCI is implemented to extend the application of previously designed 2D cursor control BCI, and the feasibility of the prototype is tested in electroencephalography (EEG) experiments; guidance on enhancing system performance is provided by a simulation incorporating intelligent control approaches under different EEG decoding accuracies; pattern recognition methods are explored to provide optimized classification results; and a hybrid BCI system is built to enhance the usability of the wheelchair BCI system. Methods: In the virtual wheelchair control study, a creative and user friendly control strategy was proposed, and a paradigm was designed in Matlab, providing a virtual environment for control experiments; five subjects performed physical/imagined left/right hand movements or non-control tasks to control the virtual wheelchair to move forward, turn left/right or stop; 2-step classification methods were employed and the performance was evaluated by hit rate and control time. Feature analysis and time-frequency analysis were conducted to examine the spatial, temporal and frequency properties of the utilized SMR features, i.e. event-related desynchronization (ERD) and post-movement event-related synchronization (ERS). The simulation incorporated intelligent control methods, and evaluated navigation and positioning performance with/without obstacles under different EEG decoding accuracies, to better guide optimization. Classification methods were explored considering different feature sets, tuned classifier parameters and the simulation results, and a recommendation was provided to the proposed system. In the steady state visual evoked potential (SSVEP) system for hybrid BCI study, a paradigm was designed, and an electric circuit system was built to provide visual stimulus, involving SSVEP as another type of signal being used to drive the EEG BCI system. Experiments were conducted and classification methods were explored to evaluate the system performance. Results: ERD was observed on both hemispheres during hand's movement or motor imagery; ERS was observed on the contralateral hemisphere after movement or motor imagery stopped; five subjects participated in the continuous 2D virtual wheelchair control study and 4 of them hit the target with 100% hit rate in their best set with motor imagery. The simulation results indicated that the average hit rate with 10 obstacles can get above 95% for pass-door tests and above 70% for positioning tests, with EEG decoding accuracies of 70% for Non-Idle signals and 80% for idle signals. Classification methods showed that with properly tuned parameters, an average of about 70%-80% decoding accuracy for all the classifiers could be reached, which reached the requirements set by the simulation test. Initial test on the SSVEP BCI system exhibited high classification accuracy, which may extend the usability of the wheelchair system to a larger population when finally combined with ERD/ERS BCI system. Conclusion: This research investigated the feasibility of using both ERD and ERS associated with natural hand's motor imagery, aiming to implement practical BCI systems for the end users in the rehabilitation stage. The simulation with intelligent controls provided guides and requirements for EEG decoding accuracies, based on which pattern recognition methods were explored; properly selected features and adjusted parameters enabled the classifiers to exhibit optimal performance, suitable for the proposed system. Finally, to enlarge the population for which the wheelchair BCI system could benefit for, a SSVEP system for hybrid BCI was designed and tested. These systems provide a non-invasive, practical approach for BCI users in controlling assistive devices such as a virtual wheelchair, in terms of ease of use, adequate speed, and sufficient control accuracy.
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29

Grosse-Wentrup, Moritz. "Feature extraction in non-invasive brain-computer interfaces". kostenfrei, 2008. http://mediatum2.ub.tum.de/doc/649232/649232.pdf.

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30

Madritsch, Franz. "Optical beacon tracking for human computer interfaces : Dissertation /". Wien ; München : Oldenbourg, 1997. http://www.gbv.de/dms/goettingen/224593714.pdf.

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31

Meech, John Foster. "Contextualising user interfaces for complex systems". Thesis, University of Birmingham, 2000. http://etheses.bham.ac.uk//id/eprint/250/.

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This thesis addresses the difficulties that people have in interacting with complex, computer-based systems. The fields of intelligent and adaptive interfaces and agent-based systems are surveyed and critiqued to identify how intelligent human-computer interfaces can be used to improve interaction. The need to manage context is identified as a key element in intelligent interfaces used to manage complexity. A model of contextualization is developed to encompass a range of interface design and implementation paradigms, with the objective of improving the design of dynamic interactive systems. Viewing the process of contextualization as part of the interaction process provides a powerful conceptual methodology for the design of agent-based intelligent user interfaces. A model of contextualization is developed consisting of several components that are intended to promote contextualization in user and interface. An experimental evaluation of these components shows that elements of dialogue instigation and adaptation of the user interface via user preferences provide the expected performance advantages in both objective and subjective evaluations. In addition, the experiments show that contextualization is affected by factors such as the personality of the user. The interaction of the various components of the model of contextualization is discussed and proposals for future work are presented.
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32

Évain, Andéol. "Optimizing the use of SSVEP-based brain-computer interfaces for human-computer interaction". Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S083/document.

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Cette thèse porte sur la conception et l'évaluation de systèmes interactifs utilisant des interfaces cerveau-machine (BCI pour Brain-Computer Interfaces). Ce type d'interfaces s'est développé dans les années récentes tout d'abord dans le domaine du handicap, afin de fournir aux grands handicapés des moyens d'interaction et de communication, et plus récemment dans d'autres domaines comme celui des jeux vidéo. Néanmoins, la plupart des travaux ont porté sur l'identification des signaux du cerveau susceptibles de porter une information utile, et sur les traitements nécessaires à l'extraction de cette information. Peu de travaux ont porté sur les aspects d'utilisabilité et de prise en compte des facteurs humains dans l'ensemble du système interactif. Cette thèse se concentre sur les systèmes basées sur SSVEP (steady-state visually evoked potentials), et se propose d'étudier l'ensemble du système interactif cerveau-machine, selon les critères de l'interaction homme-machine (IHM). Plus précisément, les points étudiés portent sur la demande cognitive, la frustration de l'utilisateur, les conditions de calibration, et les BCI hybrides
This PhD deals with the conception and evaluation of interactive systems based on Brain-Computer Interfaces (BCI). This type of interfaces has developed in recent years, first in the domain of handicaps, in order to provide disabled people means of interaction and communication, and more recently in other fields as video games. However, most of the research so far focused on the identification of cerebral pattern carrying useful information, a on signal processing for the detection of these patterns. Less attention has been given to usability aspects. This PhD focuses on interactive systems based on Steady-State Visually Evoked Potentials (SSVEP), and aims at considering the interactive system as a whole, using the concepts of Human-Computer Interaction. More precisely, a focus is made on cognitive demand, user frustration, calibration conditions, and hybrid BCIs
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33

Dunlap, Susan L. "A toolkit for designing user interfaces". Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA231558.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, March 1990.
Thesis Advisor(s): Zyda, Michael J. Second Reader: Bradbury, Leigh W. "March 1990." Description based on signature page as viewed on August 25, 2009. DTIC Descriptor(s): Interfaces, Silicon, Graphics, Iris, Work Stations, Generators, Writing, Coding, User Needs. DTIC Identifier(s): Software engineering, interfaces, computer graphics, theses. Author(s) subject terms: Interface, graphics. Includes bibliographical references (p. 66). Also available online.
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34

Terwilliger, James Felger. "Graphical User Interfaces as Updatable Views". PDXScholar, 2009. https://pdxscholar.library.pdx.edu/open_access_etds/2671.

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In contrast to a traditional setting where users express queries against the database schema, we assert that the semantics of data can often be understood by viewing the data in the context of the user interface (UI) of the software tool used to enter the data. That is, we believe that users will understand the data in a database by seeing the labels, dropdown menus, tool tips, help text, control contents, and juxtaposition or arrangement of controls that are built in to the user interface. Our goal is to allow domain experts with little technical skill to understand and query data. In this dissertation, we present our GUi As View (Guava) framework and describe how we use forms-based UIs to generate a conceptual model that represents the information in the user interface. We then describe how we generate a query interface from the conceptual model. We characterize the resulting query language using a subset of relational algebra. Since most application developers want to craft a physical database to meet desired performance needs independent of the schema used by the user interface, we subsequently present a general-purpose schema mapping tool called a channel that can be configured by instantiating a sequence of discrete transformations. Each transformation is an encapsulation of a physical design decision or business logic process. The channel, once configured, automatically transforms queries from our query interface into queries that address the underlying physical database, similar to a view. The channel also transforms data updates, schema updates, and constraint definitions posed against the channel’s input schema into equivalent forms against the physical schema. We present formal definitions of each transformation and properties that must be true of transformations, and prove that our definitions respect the properties.
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35

Gustafson, Sean. "Imaginary Interfaces". Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6896/.

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The size of a mobile device is primarily determined by the size of the touchscreen. As such, researchers have found that the way to achieve ultimate mobility is to abandon the screen altogether. These wearable devices are operated using hand gestures, voice commands or a small number of physical buttons. By abandoning the screen these devices also abandon the currently dominant spatial interaction style (such as tapping on buttons), because, seemingly, there is nothing to tap on. Unfortunately this design prevents users from transferring their learned interaction knowledge gained from traditional touchscreen-based devices. In this dissertation, I present Imaginary Interfaces, which return spatial interaction to screenless mobile devices. With these interfaces, users point and draw in the empty space in front of them or on the palm of their hands. While they cannot see the results of their interaction, they obtain some visual and tactile feedback by watching and feeling their hands interact. After introducing the concept of Imaginary Interfaces, I present two hardware prototypes that showcase two different forms of interaction with an imaginary interface, each with its own advantages: mid-air imaginary interfaces can be large and expressive, while palm-based imaginary interfaces offer an abundance of tactile features that encourage learning. Given that imaginary interfaces offer no visual output, one of the key challenges is to enable users to discover the interface's layout. This dissertation offers three main solutions: offline learning with coordinates, browsing with audio feedback and learning by transfer. The latter I demonstrate with the Imaginary Phone, a palm-based imaginary interface that mimics the layout of a physical mobile phone that users are already familiar with. Although these designs enable interaction with Imaginary Interfaces, they tell us little about why this interaction is possible. In the final part of this dissertation, I present an exploration into which human perceptual abilities are used when interacting with a palm-based imaginary interface and how much each accounts for performance with the interface. These findings deepen our understanding of Imaginary Interfaces and suggest that palm-based Imaginary Interfaces can enable stand-alone eyes-free use for many applications, including interfaces for visually impaired users.
Die Größe mobiler Geräte ist vornehmlich bestimmt durch die Größe des Berührungsbildschirms. Forscher haben daher erkannt, dass der Weg zur äußersten Mobilität in der kompletten Aufgabe des Bildschirms liegt. Solche tragbaren Geräte werden durch Handgesten, Sprachbefehle oder eine kleine Anzahl physikalischer Tasten gesteuert. Mit der Aufgabe des Bildschirms geben diese Geräte allerdings auch den momentan weitverbreiteten Stil räumlicher Interaktion auf (zum Beispiel das Betätigen von Tasten), da scheinbar nichts existiert, das man betätigen kann. Leider verhindert diese Entwicklung, dass Benutzer Interaktionswissen, welches sie sich auf herkömmlichen berührungsempflindlichen Geräten angeeignet haben, anwenden können. In dieser Doktorarbeit stelle ich Imaginary Interfaces vor, imaginäre Benutzerschnittstellen, die räumliche Interaktionen auf bildschirmlosen mobilen Geräten ermöglichen. Diese Schnittstellen erlauben Benutzern, im leeren Raum vor ihnen oder auf ihren Handfläche zu zeigen und zu zeichnen. Zwar können Benutzer die Ergebnisse ihrer Interaktion nicht sehen, sie erhalten jedoch visuelle und taktile Rückmeldung dadurch, dass sie ihre Hände während der Interaktion beobachten und fühlen. Nach der Einführung des Imaginary Interfaces Konzepts stelle ich zwei Hardware-Prototypen vor, die zwei verschiedene Arten von Interaktionen mit Imaginary Interfaces demonstrieren, jeweils mit ihren eigenen Vorteilen: Imaginary Interfaces in der Luft können groß und ausdrucksstark sein, während Imaginary Interfaces basierend auf Handflächen eine Fülle von taktilen Merkmalen aufweisen, die das Erlernen unterstützen. Die fehlende visuelle Ausgabe führt zu einer der Hauptherausforderungen von Imaginary Interfaces, nämlich Benutzern zu ermöglichen, die Anordnung der Benutzerschnittstellen herauszufinden. Diese Doktorarbeit stellt drei Lösungen vor: vorheriges Lernen mit Koordinaten, Durchsuchen mit Tonrückmeldung und Lernen durch Transfer. Letztere demonstriere ich mit Imaginary Phone, einem Imaginary Interface basierend auf Handflächen, das die den Benutzern schon vertraute Anordnung eines physikalischen Mobiltelefons imitiert. Obwohl diese Lösungen die Interaktion mit Imaginary Interfaces ermöglichen, können sie keine Aussage darüber treffen, warum eine solche Interaktion möglich ist. Im letzten Teil dieser Doktorarbeit untersuche ich, welche menschlichen Wahrnehmungsfähigkeiten während der Interaktion mit Imaginary Interface basierend auf Handflächen genutzt werden und zu welchem Ausmaß jede dieser Wahrnehmungsfähigkeiten zur Effizienz bei der Benutzung beiträgt. Diese Ergebnisse vertiefen unser Verständnis von Imaginary Interfaces und legen nahe, dass Imaginary Interfaces basierend auf Handflächen die eigenständige und blickfreie Benutzung von vielen Anwendungen ermöglichen können, eingeschlossen Benutzerschnittstellen für sehbehinderte Benutzer.
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36

Mitchelmore, Robert Eurig. "The usefulness of case in plastic user interfaces". Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/34367/.

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This thesis addresses a problem that faces developers of applications for mobile devices. There is an ever-increasing number of mobile platforms and form factors in the world, and mobile developers have to build applications that can be used on as many of these as possible while still retaining usability. Furthermore, because of constraints put on the development process by the companies that develop the mobile platforms, there is an absolute requirement that the applications produced by the tool conform to the user interface guidelines for each platform. To address this problem, this thesis uses the concept of “case”, which is a phe- nomenon from natural language. In natural languages, case has many functions and plays a part in many systems. This thesis engages with case in one of these functions: it permits flexible word ordering. Case is used here to allow flexible or- dering of elements within the user’s dialogue with the machine. Case may either be useful because of some analogical process in the developer’s head or because of deeper ideas in linguistic theory. To evaluate this idea, a suitable case system was embedded in a tool and this tool was used in three distinct contexts. First, applications were built for three external companies. Second, a workshop study was done with external developers. Third, more external developers were given the tool for a longer period to produce an application of their choosing. These three contexts gave an excellent view into the use of the case system during the development of applications. This evaluation showed that the kinds of functions that case describes are rel- evant to describing user interfaces; that it is possible to implement a plausible case system usefully in a software tool, at least for mobile development; that the case system when embedded within the tool can be used to build useful applications; and that case can be used and understood by developers other than the author.
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37

Witt, Hendrik. "User Interfaces for Wearable Computers Development and Evaluation /". Wiesbaden : Vieweg+Teubner Verlag / GWV Fachverlage GmbH, Wiesbaden, 2008. http://sfx.ethz.ch/sfx_locater?sid=ALEPH:EBI01&genre=book&isbn=9783835192324&id=doi:10.1007/978-3-8351-9232-4.

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38

Salander, Anders. "Designing Search User Interfaces". Thesis, Umeå universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-43694.

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Searching for information has become a natural task in today's society. Nowadays more than 2 billion people are connected to the Internet and using some kind of search functionality for finding information is a central activity. The amount of digital information that is produced puts high constraints on the design of search interfaces.This master thesis report presents a proof-of-concept design and implementation of a search user interface. The main focus of the project is usability, especially in the aspects of navigation and content presentation. There are many features that can support the user during the search activity and this interface has been developed on the basis of these features. The report describes an iterative user-centered design process that served as the foundation during the proof-of-concept development. The target user group has been involved throughout the project and the design has been evaluated on several stages in the design process and the proposed interface was well received by the target users. An interactive high- delity prototype was implemented in Adobe Flex 3 for the purpose of evaluation and demonstration.
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39

Scott, David A. (David Archie) Carleton University Dissertation Computer Science. "Speculative computation for user interfaces". Ottawa, 1992.

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40

Valeriani, D. "Improving group decision making with collaborative brain-computer interfaces". Thesis, University of Essex, 2017. http://repository.essex.ac.uk/19981/.

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Groups are generally superior to individuals in making decisions. However, time constraints and authoritarian leaders could nullify the potential advantages provided by groups. This thesis proposes a hybrid collaborative Brain-Computer Interface (cBCI) for improving performance in group decision-making. Neural signals recorded via electroencephalography are integrated with other physiological and behavioural measures to predict the likelihood of the user being correct in a decision, i.e., decision confidence. Behavioural responses from multiple users are then weighed according to these confidence estimates to obtain group decisions. The proposed cBCI has been tested with a variety of decision-making tasks, including visual matching, visual search with traditional and realistic stimuli, face recognition from multiple viewpoints, and speech perception. Groups assisted by the cBCI were significantly superior in making decisions than both individuals and traditional equally-sized groups making decisions using the majority method. This thesis also investigates the impact that a constrained form of communication has on individual and group performance in a visual-search experiment. When decision makers are able to exchange information during the experiment, their performance dramatically decreases. However, the cBCI yields superior group decisions even in this context. The confidence estimated by the cBCI is also a more reliable predictor of correctness than the confidence reported by participants after making a decision. When group members were allowed to communicate during visual search, their reported confidence was totally unrelated to the decision correctness, while in a speech perception task reported confidences were very good predictors of correctness. On the contrary, the cBCI?s confidence estimates correlated with correctness in all experiments. When critical decisions involving substantial risks have to be made (e.g., in defence), the proposed cBCI could be a useful tool to reduce the number of erroneous group decisions, thereby saving money and lives.
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41

Olatidoye, Olugbemiga A. "Design-oriented graphic-user-interface". Diss., Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/23110.

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42

Levi, Meir H. "Intelligent reflexive interfaces and their applications". Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=65931.

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Gray, Geoffrey Richard. "An automated marking system for graphical user interfaces". Thesis, University of Nottingham, 2008. http://eprints.nottingham.ac.uk/12361/.

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This research investigates the feasibility and effectiveness of assessing students programming solutions to Graphical User Interface exercises in an automated fashion. Automated marking systems ease the burden on the staff involved in running a course and allow students to get results and feedback in a timely fashion. Several automated marking systems exist but are currently unable to mark GUIs. The inherent complexity of GUIs and the need for aesthetic analysis has rendered GUIs beyond the scope of most marking systems. The marking approach described in this thesis implements a number of novel concepts. By exploiting language design properties such as the hierarchical relationship between components, it was possible to develop a framework capable of testing and marking students' GUI programs. Introspectively analysing the interface enables the marking system to obtain access to the intrinsic elements contained within the GUI. Once access has been obtained, the tests can be performed on the actual interface components themselves rather than a mere representation. GUI assessment is more than functional testing, aesthetics play a major role in the creation of an interface. Existing aesthetic metrics do not provide the analytical capabilities required due to their failure to include colour. The distractive effects that colours have were quantified and incorporated into the metrics. The results of the dynamic and aesthetic testing show that through the implementation of the novel components detailed, the creation of a GUI marking system is feasible and its marking both consistent and effective. The design enables the system to return results in a timely fashion and the effects that colour has can be seen in the results of basic aesthetic testing.
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Pettitt, Michael Andrew. "Visual demand evaluation methods for in-vehicle interfaces". Thesis, University of Nottingham, 2008. http://eprints.nottingham.ac.uk/10436/.

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Advancements in computing technology have been keenly felt in the automotive industry. Novel in-car systems have the potential to substantially improve the safety, efficiency and comfort of the driving experience. However, they must be carefully designed, so their use does not dangerously distract drivers from fundamental, safety-critical driving tasks. Distraction is a well-established causal factor in road accidents. A concern is that the introduction of new in-vehicle technology may increase exposure to distraction, and lead to an increase in distraction-related accidents. The range of systems often termed In-Vehicle Information Systems (IVIS), encompassing navigation and entertainment systems, in-car email and Internet, are the focus of this thesis, since they are commonly associated with long tasks that are not considered fundamentally relevant to driving. A variety of Human-Computer Interaction (HCI) and Human Factors methods has been employed to assess the potential distraction of IVIS task engagement. These include on-road evaluations, driving simulator studies, and surrogate methods, such as peripheral detection tasks and static task time assessments. The occlusion technique is one such surrogate, where task performance is assessed under intermittent vision conditions. Participants complete a task with 1.5-second vision periods, followed by a period where their vision is occluded. In this way, the technique evaluates how visually demanding a task is, mimicking the behaviour of glancing to and from the forward road scene when driving and performing IVIS tasks. An evaluation of the technique's validity is presented. Sixteen participants performed two tasks on two systems under three conditions: static (full-vision), static (occlusion), and, whilst driving. Results confirmed other research, concluding that the technique is valid. However, the method's assessment through user-trials based on measures of human performance is problematic. Such trials require robust, reliable prototype systems, and can therefore only take place in later design stages. Consequently, the economic effectiveness of the technique is questionable. The keystroke-level model (KLM), which predicts task times for error-free performance by expert users in routine tasks, provides an alternative quantitative assessment method to user-trials. Tasks are decomposed into their most primitive actions, termed operators, which are associated with empirically assessed time values. These values are then summed to predict performance times. An evaluation of the technique in a vehicle environment is presented; twelve participants performed eleven tasks on two in-car entertainment systems, and task times were compared with KLM predictions. Results demonstrate the technique remains valid beyond its original, desktop computing based context. However, the traditional KLM predicts static task time only, and an extended procedure is required to consider occluded task performance. Two studies are presented, seeking to extend the KLM in order to model task performance under the interrupted vision conditions of occlusion trials. In the first, predictions of occlusion metrics are compared with results from the earlier occlusion assessment. In the second, twelve participants performed three tasks on two IVIS systems under occlusion conditions. Results were subsequently compared with predicted values. Both studies conclude that the extended KLM approach produces valid predictions of occlusion methods, with error rates generally within 20% of observed values, in line with expectations for KLM predictions. Subsequently, a case study is presented, to demonstrate the technique's reliability. The results of an independent occlusion study of two IVIS tasks are compared with predictions made by a HCI expert trained in the application of the extended KLM. Error rates for this study were equally low, leading to the conclusion that the extended KLM appears reliable, though further studies are required. It is concluded that the extended-KLM technique is a valid, reliable and economical method for assessing the visual demand of IVIS tasks. In contrast to many user-trial methods, the technique can be applied in early design stages. In addition, future work areas are identified, which could serve to further enhance the validity, reliability and economy of the technique. These include, automating the extended KLM procedure with a software tool, and, the development of new cognitive and physical operators, and new assumptions, specific to IVIS and/or occlusion conditions. For example, it will be useful to develop new cognitive operators that consider the time taken to visually reorient to complex displays following occluded periods.
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45

Ji, Ze. "Development of tangible acoustic interfaces for human computer interaction". Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.

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Tangible interfaces, such as keyboards, mice, touch pads, and touch screens, are widely used in human computer interaction. A common disadvantage with these devices is the presence of mechanical or electronic devices at the point of interaction with the interface. The aim of this work has been to investigate and develop new tangible interfaces that can be adapted to virtually any surface, by acquiring and studying the acoustic vibrations produced by the interaction of the user's finger on the surface. Various approaches have been investigated in this work, including the popular time difference of arrival (TDOA) method, time-frequency analysis of dispersive velocities, the time reversal method, and continuous object tracking. The received signal due to a tap at a source position can be considered the impulse response function of the wave propagation between the source and the receiver. With the time reversal theory, the signals induced by impacts from one position contain the unique and consistent information that forms its signature. A pattern matching method, named Location Template Matching (LTM), has been developed to identify the signature of the received signals from different individual positions. Various experiments have been performed for different purposes, such as consistency testing, acquisition configuration, and accuracy of recognition. Eventually, this can be used to implement HCI applications on any arbitrary surfaces, including those of 3D objects and inhomogeneous materials. The resolution with the LTM method has been studied by different experiments, investigating factors such as optimal sensor configurations and the limitation of materials. On plates of the same material, the thickness is the essential determinant of resolution. With the knowledge of resolution for one material, a simple but faster search method becomes feasible to reduce the computation. Multiple simultaneous impacts are also recognisable in certain cases. The TDOA method has also been evaluated with two conventional approaches. Taking into account the dispersive properties of the vibration propagation in plates, time-frequency analysis, with continuous wavelet transformation, has been employed for the accurate localising of dispersive signals. In addition, a statistical estimation of maximum likelihood has been developed to improve the accuracy and reliability of acoustic localisation. A method to measure and verify the dispersive velocities has also been introduced. To enable the commonly required "drag & drop" function in the operation of graphical user interface (GUI) software, the tracking of a finger scratching on a surface needs to be implemented. To minimise the tracking error, a priori knowledge of previous measurements of source locations is needed to linearise the state model that enables prediction of the location of the contact point and the direction of movement. An adaptive Kalman filter has been used for this purpose.
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46

Martin, Nicolas. "Materials and interfaces in computer-machined ceramic dental restorations". Thesis, University of Liverpool, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.337137.

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White, Tom 1971. "Introducing liquid haptics in high bandwidth human computer interfaces". Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62938.

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Marchesi, Marco <1977&gt. "Advanced Technologies for Human-Computer Interfaces in Mixed Reality". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7522/1/marchesi_marco_tesi.pdf.

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As human beings, we trust our five senses, that allow us to experience the world and communicate. Since our birth, the amount of data that every day we can acquire is impressive and such a richness reflects the complexity of humankind in arts, technology, etc. The advent of computers and the consequent progress in Data Science and Artificial Intelligence showed how large amounts of data can contain some sort of “intelligence” themselves. Machines learn and create a superimposed layer of reality. How data generated by humans and machines are related today? To give an answer we will present three projects in the context of “Mixed Reality”, the ideal place where Reality, Virtual Reality and Augmented Reality are increasingly connected as long as data enhance the digital experiences, making them more “real”. We will start with BRAVO, a tool that exploits the brain activity to improve the user’s learning process in real time by means of a Brain-Computer Interface that acquires EEG data. Then we will see AUGMENTED GRAPHICS, a framework for detecting objects in the reality that can be captured easily and inserted in any digital scenario. Based on the moments invariants theory, it looks particularly designed for mobile devices, as it assumes a light concept of object detection and it works without any training set. As third work, GLOVR, a wearable hand controller that uses inertial sensors to offer directional controls and to recognize gestures, particularly suitable for Virtual Reality applications. It features a microphone to record voice sequences that then are translated in tasks by means of a natural language web service. For each project we will summarize the main results and we will trace some future directions of research and development.
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49

Marchesi, Marco <1977&gt. "Advanced Technologies for Human-Computer Interfaces in Mixed Reality". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7522/.

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As human beings, we trust our five senses, that allow us to experience the world and communicate. Since our birth, the amount of data that every day we can acquire is impressive and such a richness reflects the complexity of humankind in arts, technology, etc. The advent of computers and the consequent progress in Data Science and Artificial Intelligence showed how large amounts of data can contain some sort of “intelligence” themselves. Machines learn and create a superimposed layer of reality. How data generated by humans and machines are related today? To give an answer we will present three projects in the context of “Mixed Reality”, the ideal place where Reality, Virtual Reality and Augmented Reality are increasingly connected as long as data enhance the digital experiences, making them more “real”. We will start with BRAVO, a tool that exploits the brain activity to improve the user’s learning process in real time by means of a Brain-Computer Interface that acquires EEG data. Then we will see AUGMENTED GRAPHICS, a framework for detecting objects in the reality that can be captured easily and inserted in any digital scenario. Based on the moments invariants theory, it looks particularly designed for mobile devices, as it assumes a light concept of object detection and it works without any training set. As third work, GLOVR, a wearable hand controller that uses inertial sensors to offer directional controls and to recognize gestures, particularly suitable for Virtual Reality applications. It features a microphone to record voice sequences that then are translated in tasks by means of a natural language web service. For each project we will summarize the main results and we will trace some future directions of research and development.
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50

Mondini, Valeria <1990&gt. "EEG-based Brain-Computer Interfaces for neurorehabilitation and control". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amsdottorato.unibo.it/9054/1/valeriamondini_phd_tesis.pdf.

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The research fieldof this dissertation are noninvasive, electroencephalography (EEG)-based, Brain-Computer Interfaces (BCIs), and their use for neurorehabilitation and control purposes.Brain-Computer Interfaces are systems enabling a straightforwardcommunication between the brain and the outside, by recording the neural activity and directly translating it into control signals for a particulardevice(likea robotic arm, a machine, or a computer).Given their independence from thenaturalneuromuscularpathways, BCIs are envisioned as tools to restore communication and control in patients with severe motor impairments. Also, BCIshave recently emerged inneurorehabilitation, where they are employed to objectify thedesiredmodulations of the neural features, toguidethe practiceand boost rehabilitation.This dissertation includes several research activities fromthe two above-mentioned contexts. Each studybuilds up on the advancementsof the previous researchand introducesa furtherstep, either by investigatingnew configurationsof theavailabletechnology(chapter 2), introducing some novel design elements(chapter 3), contributing into the practical implementation of new approaches(chapter 4), or improving the efficiency of available algorithms (chapter 5).The work is organized into five chapters. Chapter 1serves as introduction toEEG-based BCIsand their use inneurorehabilitation and control. In chapter 2, a novel combination of two neurorehabilitation tools is investigated,namelyi) BCI-guided motor imagery training and ii) transcranial direct current stimulation (tDCS). The work in chapter 3falls within the context of co-adaptive BCIs based on the modulationof sensorimotor rhythms, suggestingsome novel elements to improve the flexibility and tailoring of user training. In chapter 4real-time, continuous control of a robotic arm by means of continuously EEG-decoded movements is enabled for the first time. Chapter 5finally closes the thesis, with proposing two simple but effective ways to significantly improve SSVEP recognition based on Canonical Correlation Analysis (CCA).
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