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1

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

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

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

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

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

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

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

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

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

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

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Computer-based human modelling technology has been in existence since the early 1980s. However, most earlier human models were either hard to use or lacked appealing graphics. With rapid developments in 3D computer graphics, it is now possible to interactively manipulate and analyze human models in a virtual environment. This coupled with growing user interest has spurred rapid development and use of human modelling and simulation.
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Yin, Jing Hai, Zheng Dong Mu e Jian Feng Hu. "The Application of BCI Technology in Android RPG Game". Applied Mechanics and Materials 496-500 (janeiro de 2014): 2015–18. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2015.

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To enhance human interaction with machines, research interest is growing to develop a Brain-Computer Interface (BCI), which allows communication of a human with a machine only by use of brain signals. In this paper, one type of android RPG game was designed for application of brain computer interfaces.
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12

Nakatsuji, Makoto, Makoto Yoshida e Toru Ishida. "Detecting innovative topics based on user-interest ontology". Journal of Web Semantics 7, n.º 2 (abril de 2009): 107–20. http://dx.doi.org/10.1016/j.websem.2009.01.001.

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13

TREU, SIEGFRIED. "RECOGNITION OF LOGICAL INTERFACE STRUCTURES TO ENHANCE HUMAN-COMPUTER INTERACTION". International Journal of Pattern Recognition and Artificial Intelligence 03, n.º 02 (junho de 1989): 217–36. http://dx.doi.org/10.1142/s0218001489000176.

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The objects of pattern recognition have in the past been primarily physical in nature, describable in terms of some physical units of measurement. The patterns of interest in this paper are conceptual or logical. They are to be representative of structures known to be operative in the human mind. A hybrid technique is proposed, involving the use of structural prototypes from pattern recognition combined with production systems from artificial intelligence. The purpose is to enable the computer interface to observe, detect, identify and anticipate conceptual structures. As a result, the interface system should have a more comprehensive “perspective” on what the user is doing and likely to do next. It should therefore be better prepared to provide him/her with adaptive assistance.
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Mao, Xiaoqian, Wei Li, Huidong He, Bin Xian, Ming Zeng, Huihui Zhou, Linwei Niu e Genshe Chen. "Object Extraction in Cluttered Environments via a P300-Based IFCE". Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/5468208.

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One of the fundamental issues for robot navigation is to extract an object of interest from an image. The biggest challenges for extracting objects of interest are how to use a machine to model the objects in which a human is interested and extract them quickly and reliably under varying illumination conditions. This article develops a novel method for segmenting an object of interest in a cluttered environment by combining a P300-based brain computer interface (BCI) and an improved fuzzy color extractor (IFCE). The induced P300 potential identifies the corresponding region of interest and obtains the target of interest for the IFCE. The classification results not only represent the human mind but also deliver the associated seed pixel and fuzzy parameters to extract the specific objects in which the human is interested. Then, the IFCE is used to extract the corresponding objects. The results show that the IFCE delivers better performance than the BP network or the traditional FCE. The use of a P300-based IFCE provides a reliable solution for assisting a computer in identifying an object of interest within images taken under varying illumination intensities.
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Ismanjanov, Akbar. "INTELLECTUAL PROPERTY LAW OF COMPUTER-GENERATED WORKS DERIVING FROM ARTIFICIAL INTELLIGENCE". International Journal of Legal Studies ( IJOLS ) 5, n.º 1 (30 de junho de 2019): 339–48. http://dx.doi.org/10.5604/01.3001.0013.3243.

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With the proliferation of artificial intelligence, the significant domain forming the copy-rightable works autonomously created by the computer, without significant expenditure of human effort and skill. The reality of today is that information content is predominantly coming from the computer, where the idea-expression dichotomy of originality is rather referring to the computer than a human author. However, the copyright is revolving around the human-centered authorship its showing resistance to non-human creativity. In the context of authorship, the artificial category of a corporation owning property in the interest of their shareholders allowing application concerning the artificial intelligence author. Moreover, computer programs exercising independent choice in the unpredictability of the outcome of the operation can objectively approximate artificial intelligence to the qualification of authorship.
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Chen, Xiaojun, Xitong Lin, Deyun Mo, Xiaoqun Xia, Manfeng Gong, Haishan Lian e Yihui Luo. "High-sensitivity, fast-response flexible pressure sensor for electronic skin using direct writing printing". RSC Advances 10, n.º 44 (2020): 26188–96. http://dx.doi.org/10.1039/d0ra04431h.

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Bionic electronic skin with human sensory capabilities has attracted extensive research interest, which has been applied in the fields of medical health diagnosis, wearable electronics, human–computer interaction, and bionic prosthetics.
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Murad, Sharefa, Abdallah Qusef e Muhanna Muhanna. "CHR vs. Human-Computer Interaction Design for Emerging Technologies: Two Case Studies". Advances in Human-Computer Interaction 2023 (14 de fevereiro de 2023): 1–11. http://dx.doi.org/10.1155/2023/8710638.

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Recent years have seen a surge in interest in the multifaceted topic of human-computer interaction (HCI). Since the advent of the Fourth Industrial Revolution, the significance of human-computer interaction in the field of safety risk management has only grown. There has not been a lot of focus on developing human-computer interaction for identifying potential hazards in buildings. After conducting a comprehensive literature review, we developed a study framework for the use of human-computer interaction in the identification of construction-related hazards (CHR-HCI). Future studies will focus on the intersection of computer vision, VR, and ergonomics. In this research, we have built a theoretical foundation for past studies’ findings and connections and offered concrete recommendations for the improvement of HCI in danger identification in the future. Moreover, we analyzed two cases studies related to the domain of CHR-HCI in terms of wearable vibration-based systems and context aware navigation.
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Devi, S. N. Shobha. "Methods to Revive and Revitalize the Interest of Students towards Basic Sciences". Mapana - Journal of Sciences 4, n.º 1 (11 de julho de 2005): 33–35. http://dx.doi.org/10.12723/mjs.6.7.

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India is one of the developing countries with rich human resources. It has proved its achievements in the field of research by launching its space vehicle with the help Of indigenous rocket. The contribution Of scientist and engineers go together in achieving this benchmark. The progress Of science and technology is the result Of human resource development. At this instant one must be aware Of the fact that, the progress of technology clone Without basic science will not bring fruitful result. It is also true that the computer revolution in century has made remarkable changes in social iife_ This was made possible by the semiconductors. The improvement of semiconductors belongs to study of ±sic science.
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Lima, Franklin M. da C., Gabriel A. M. Vasiljevic, Leonardo Cunha De Miranda e M. Cecília C. Baranauskas. "An Analysis of IHC and HCII Publication Titles: Revealing and Comparing the Topics of Interest of their Communities". Journal on Interactive Systems 12, n.º 1 (1 de março de 2021): 1–20. http://dx.doi.org/10.5753/jis.2021.997.

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Analyzing how the conferences of a given research field are evolving contributes to the academic community in that the researchers can better situate their research towards the advancement of knowledge in their area of expertise. Thus, in this work we present the results of a correlation analysis performed within and between-conferences of the field of Human-Computer Interaction, using data from the conference on Human-Computer Interaction International (HCII) and from the Brazilian Symposium on Human Factors in Computing Systems (IHC). More than 209 thousand words from the titles of over 18 thousand publications from both conferences were analyzed in total, using different quantitative, qualitative and visualization methods, including statistical tests. The analysis of words from the tiles of publications from both conferences and the comparison of the ranking of these words indicate, amongst other results, that there is a significant difference in relation to the main and most covered topics for each one of these conferences.
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Miller, Douglas L., Alton J. Volanth, G. Jonathan Wolfman e R. Timothy Mullins. "Electronic Meeting Systems in Computer Human Interface Design: A Case Study". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, n.º 18 (outubro de 1995): 1190–93. http://dx.doi.org/10.1177/154193129503901809.

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The increasing economic and practical necessity of groups or teams of individuals working together to accomplish shared objectives can be observed in many diverse organizations (Alvai and Keen, 1989; Kraemer and King, 1988). This trend is reflected in many ways in complex system development environments. For example, the growing emphasis on concurrent engineering practices, and the application of tools that better organize and coordinate engineering efforts across diverse groups (e.g., CASE tools), both require and reflect the need for coordinated group activities. In turn, the growth of group work environments has led to growing interest and need for tools that can support and enhance the effectiveness of group work activities. Such a tool is an electronic meeting system (EMS). This case study reports the effectiveness of an EMS applied as part of a computer-human interface (CHI) design evaluation methodology, in the design of an air traffic control system.
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Jouandet, Marc L., Mark Jude Tramo, Daniel M. Herron, Allison Hermann, William C. Loftus, Josh Bazell e Michael S. Gazzaniga. "Brainprints: Computer-Generated Two-Dimensional Maps of the Human Cerebral Cortex in vivo". Journal of Cognitive Neuroscience 1, n.º 1 (janeiro de 1989): 88–117. http://dx.doi.org/10.1162/jocn.1989.1.1.88.

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We describe an in vivo method for the quantitative analysis of human necrotical anatomy. The technique allows unfolded regions of functional and morphological interest to be measured planimetrically. Two-dimensional cortical maps and surface area determinations derived from magnetic resonance images of monozygotic twins are presented. In addition, reconstructions and measurements of published post-mortem human and rhesus monkey hemispheres are reported. Potential applications for the study of brain organization in relation to cognitive, motor, and perceptual performance in normal and neurological populations are considered.
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Kurniati, Kurniati. "Pengembangan Digital Library Universitas Bina Darma Menggunakan Pendekatan Human Computer Interaction". Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 2, n.º 2 (15 de julho de 2018): 542–53. http://dx.doi.org/10.29207/resti.v2i2.441.

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Bina Darma University has implemented a digital library which is located in http://digilib.binadarma.ac.id. With this facility, it will be easier for students, faculty, and visitors to obtain information relating to digital documents such as journals, theses or other library activities. However, application of digital library Bina Darma University in Palembang assessed not maximized because of the small number of visitors who use these facilities and prefer to search digital documents such as journals by search engines as a source of information. Human Computer Interaction (HCI) approach method can be used to create a system and within their right to the user. In addition, to facilitate the development, paper prototype method helps in the design of a more complete according to user needs. So, will result in generating a new design that can increase the interest of visitors to access digital library Universitas Bina Darma Palembang as the main alternative in the search for information and as a self-development.
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Miyahara, Shinji, Toru Sadakata, Hidenori Okuda e Masahiro Oku. "Discovery Search System That Supports the User's Interest Using the Referrals of Other Users". International Journal of Human-Computer Interaction 23, n.º 1-2 (29 de junho de 2007): 131–42. http://dx.doi.org/10.1080/10447310701363072.

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Lapshin, V. A. "Determining the term structure of interest rates". Moscow University Computational Mathematics and Cybernetics 33, n.º 4 (dezembro de 2009): 206–13. http://dx.doi.org/10.3103/s0278641909040062.

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Ding, Xueyan, e Yi Zhang. "Human-Computer Interaction System Application in Hotel Management Teaching Practice". Mobile Information Systems 2022 (12 de julho de 2022): 1–8. http://dx.doi.org/10.1155/2022/6215736.

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With the increasing demand for the performance and security of communication networks, the fifth-generation mobile technology has developed rapidly and has attracted unprecedented attention. At the same time, this article analyzes the current research status of visual gesture recognition and human-computer interaction based on the Internet of Things. In view of the current shortcomings of gesture recognition, this article proposes a solution that involves using Biaonect somatosensory sensors to recognize gestures and explore human-computer interaction. Then, we analyze how the Kinea somatosensory sensor works to obtain depth images, study the method of obtaining gesture positions and joint points based on the depth information, and combine the depth information and the skin color model to create a three-dimensional image of the gesture simulation. With the rapid development of China’s tourism industry, China’s hotel industry has entered an era, in which domestic and foreign competitors coexist in the hotel industry. The development of hotels urgently needs high-quality hotel professionals who have received professional training and are familiar with hotel management. In hotel management teaching, human-computer interactive learning can effectively improve learning interest. In this paper, the structure of the human-computer interaction system based on gesture recognition is established, which can effectively improve the recognition accuracy and is of great significance in the hotel management teaching system.
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Byelas, Heorhiy, e Alexandru Telea. "Towards realism in drawing areas of interest on architecture diagrams". Journal of Visual Languages & Computing 20, n.º 2 (abril de 2009): 110–28. http://dx.doi.org/10.1016/j.jvlc.2008.09.001.

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Vijayan, V., e CEL Tan. "A computer-generated three-dimensional view of the developing human biliary system". Proceedings, annual meeting, Electron Microscopy Society of America 54 (11 de agosto de 1996): 626–27. http://dx.doi.org/10.1017/s0424820100165598.

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With the advent of computers, microscopy has entered an exciting new era of computerised three dimensional (3D) reconstruction. Using serial sections, it is now possible to generate complex 3D images, that can be rotated at various angles to study the organ systems of interest. In this project, the first of its kind, we have used computer generated 3D reconstruction to study the developing human biliary system.The human biliary system consists of the extra and intrahepatic components. The extrahepatic system develops from the embryonic hepatic diverticulum and is tubular from the start. The intrahepatic bile ducts arise from the Ductal Plate. The Ductal Plate comprises of sheets of biliary epithelium, with discontinuous luminal spaces, that appear within the mesenchyme along the portal vein branches. The Ductal Plate is remodelled into tubular definitive bile ducts by an orderly process of epithelial deletion and selection which occurs between 11-13 weeks of gestation
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Morse, Katherine L., Lubomir Bic e Michael Dillencourt. "Interest Management in Large-Scale Virtual Environments". Presence: Teleoperators and Virtual Environments 9, n.º 1 (fevereiro de 2000): 52–68. http://dx.doi.org/10.1162/105474600566619.

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Large-scale distributed simulations model the activities of thousands of entities interacting in a virtual environment simulated over wide-area networks. Originally these systems used protocols that dictated that all entities broadcast messages about all activities, including remaining immobile or inactive, to all other entities, resulting in an explosion of incoming messages for all entities, most of which were of no interest. Using a filtering mechanism called interest management, some of these systems now allow entities to express interest in only the subset of information that is relevant to them. This paper surveys ten such systems, describing the purpose of the system, its scope, and the salient characteristics of its interest management scheme. We present the first taxonomy for such systems and classify the ten systems according to the taxonomy. The analysis of the classification reveals the fundamental nature of interest management and points to potential areas of research.
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He, Dacheng, Dafang Zhang, Yanbiao Li, Wei Liang e Meng-Yen Hsieh. "An efficient and DoS-resilient name lookup for NDN interest forwarding". Connection Science 33, n.º 3 (16 de março de 2021): 735–52. http://dx.doi.org/10.1080/09540091.2021.1875988.

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Berretti, Stefano, Naoufel Werghi, Alberto del Bimbo e Pietro Pala. "Matching 3D face scans using interest points and local histogram descriptors". Computers & Graphics 37, n.º 5 (agosto de 2013): 509–25. http://dx.doi.org/10.1016/j.cag.2013.04.001.

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Ahmed, Tanveer, e Abhishek Srivastava. "A Prototype Model to Predict Human Interest: Data Based Design to Combine Humans and Machines". IEEE Transactions on Emerging Topics in Computing 8, n.º 1 (1 de janeiro de 2020): 31–44. http://dx.doi.org/10.1109/tetc.2017.2686487.

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Lam, Wai, e Javed Mostafa. "Modeling user interest shift using a bayesian approach". Journal of the American Society for Information Science and Technology 52, n.º 5 (2001): 416–29. http://dx.doi.org/10.1002/1532-2890(2001)9999:9999<::aid-asi1078>3.0.co;2-o.

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Pervukhina, Svetlana Vladimirovna, Gyulnara Vladimirovna Basenko, Irina Gennadjevna Ryabtseva e Elena Evgenyevna Sakharova. "Approaches to Text Simplification: Can Computer Technologies Outdo a Human Mind?" GEMA Online® Journal of Language Studies 21, n.º 3 (30 de agosto de 2021): 37–51. http://dx.doi.org/10.17576/gema-2021-2103-03.

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Narrowly specialized information is addressed to a limited circle of professionals though it provokes interest among people without specialized education. This gives rise to a need for the popularization of scientific information. This process is carried out through simplified texts as a kind of secondary texts that are directly aimed at the addressee. Age, language proficiency and background knowledge are the main features which are usually taken into consideration by the author of the secondary text who makes changes in the text composition, as well as in its pragmatics, semantics and syntax. This article analyses traditional approaches to text simplification, computer simplification and summarization. The authors compare human-authored simplification of literary texts with the newest trends in computer simplification to promote further development of machine simplification tools. It has been found that the samples of simplified scientific texts seem to be more natural than the samples of simplified literary texts since technical background knowledge can be processed with machine tools. The authors have come to the conclusion that literary and technical texts should imply different approaches for adaptation and simplification. In addition, personal readers’ experience plays a great part in finding the implications in literary texts. In this respect it might be reasonable to create separate engines for simplifying and adapting texts from diverse spheres of knowledge. Keywords Text Simplification; Natural Language Processing (NLP); Pragmatic Adaptation; Professional Communication; Literary Texts
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Menelas, Bob-Antoine J., Lorenzo Picinali, Patrick Bourdot e Brian F. G. Katz. "Non-visual identification, localization, and selection of entities of interest in a 3D environment". Journal on Multimodal User Interfaces 8, n.º 3 (17 de fevereiro de 2014): 243–56. http://dx.doi.org/10.1007/s12193-014-0148-1.

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Agah, Arvin, e Kazuo Tanie. "Multimedia Human-Computer Interaction for Presence and Exploration in a Telemuseum". Presence: Teleoperators and Virtual Environments 8, n.º 1 (fevereiro de 1999): 104–11. http://dx.doi.org/10.1162/105474699566071.

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It is not always feasible or practical to be present at a location of interest. Telepresence makes such possible. This paper presents the design and implementation of a telepresence system in which a mobile manipulator robot is utilized to explore a museum at a remote site, sending live video and audio on demand to a user at the local site. The user's sense of presence is also enhanced through the capability to manipulate objects remotely via the robot's gripper. The display system is a slightly modified, off-the-shelf mediascope, a television display system that can be worn like a pair of glasses. The head movements of the user are monitored using color tracking, and the displayed images are updated according to the motions of the head. This is achieved by interpreting the human head movements and transforming them into control signals for appropriate movements of the robot and its mounted color camera. Novel features of the presented system include utilization of human implicit commands, availability and cost-effectiveness of the system, feeling of presence, and intelligence fusion of the human user (where to go and what to do) with the robot's intelligence (local obstacle avoidance and navigation). The multimedia interface and control of the system are described in detail. Additionally, a number of research issues that require further investigation in order to realize attainable, high fidelity telepresence systems are discussed in this paper.
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Simonnet, Mathieu, e Stéphane Vieilledent. "Accuracy and Coordination of Spatial Frames of Reference during the Exploration of Virtual Maps: Interest for Orientation and Mobility of Blind People?" Advances in Human-Computer Interaction 2012 (2012): 1–14. http://dx.doi.org/10.1155/2012/835246.

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Even if their spatial reasoning capabilities remain quite similar to those of sighted people, blind people encounter difficulties in getting distant information from their surroundings. Thus, whole body displacements, tactile map consultations, or auditory solutions are needed to establish physical contacts with their environment. Therefore, the accuracy of nonvisual spatial representations heavily relies upon the efficiency of exploration strategies and the ability to coordinate egocentric and allocentric spatial frames of reference. This study aims to better understand the mechanisms of this coordination without vision by analyzing cartographic exploration strategies and assessing their influence on mental spatial representations. Six blind sailors were immersed within a virtual haptic and auditory maritime environment. They were required to learn the layout of the map. Their movements were recorded and we identified some exploration strategies. Then they had to estimate the directions of six particular seamarks in aligned and misaligned situations. Better accuracy and coordination were obtained when participants used the “central point of reference” strategy. Our discussion relative to the articulation between geometric enduring representations and salient transient perceptions provides implications on map reading techniques and on mobility and orientation programs for blind people.
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XIE, Songyun, Xiaowei ZHANG, Liuzhi ZHOU, Xianghui LIU e Xinzhou XIE. "A method of brain computer cooperative navigation combined with simultaneous localization and mapping". Xibei Gongye Daxue Xuebao/Journal of Northwestern Polytechnical University 40, n.º 2 (abril de 2022): 330–36. http://dx.doi.org/10.1051/jnwpu/20224020330.

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Introducing human brain intelligence into robot system is an effective means to improve robot's cognition and decision-making ability. Aiming at the problems of human brain fatigue and the need of multi lead information in brain robot control, a brain computer cooperative navigation method combining synchronous localization and mapping (SLAM) is proposed in this paper. Through the steady-state visual evoked potential based on three leads, the image of the target area of interest of human brain is selected, and the brain computer cooperative navigation task is completed by combining SLAM and artificial potential field. The test results show that the average accuracy of the target area image selection method based on steady-state visual evoked potential is 94.17%, which proves that the three leads are effective. On this basis, the brain computer cooperative navigation method combined with SLAM is tested. The results show that the completion rate of navigation task is as high as 92.5%. This method alleviates the fatigue of human brain and reduces the hardware requirements of EEG acquisition.
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Sonali e Ashok Kumar Bathla. "A Review on Classification Techniques for Human Activity Recognition". Journal of Advance Research in Business Management and Accounting (ISSN: 2456-3544) 1, n.º 2 (28 de fevereiro de 2015): 01–06. http://dx.doi.org/10.53555/nnbma.v1i2.131.

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Recognizing human actions from video sequences has many important applications like video surveillance, patient monitoring, human computer interaction, dance choreography analysis, analysis of sports events and entertainment environments. It involves processing the video into frames firstly and finding out the interest points, then extracting the features and lastly specifying and labeling the videos following an appropriate classifying approach like Support Vector Machine, bag of words or nearest neighbor. This paper provides a detailed overview of various state-of-the-art research papers on human activity recognition using different types of classifiers. We surveyed various challenges exhibited by computer vision researchers like the problem of occlusion, 2D/3D pose estimation, variations in viewpoints, human body modeling especially of a person who is paralyzed or injured. From this survey, we can make conclusion of various advantageous and disadvantageous facts about different classifiers used in the detection and classification task.
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Wijnker, Winnifred, Arthur Bakker, Stanislaw Schukajlow e Paul Drijvers. "Modeling the mechanisms of interest raising videos in education". Human Behavior and Emerging Technologies 3, n.º 5 (16 de novembro de 2021): 823–31. http://dx.doi.org/10.1002/hbe2.314.

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Lawalata, Meike Ocktavia, Fredy Leiwakabessy e Alwi Smith. "The effect of web-based blended learning echaced course on cognitive learning outcomes, scientific attitudes and learning interests of class VIII students Junior High Schools of gwamar Dobo and Negeri 1 Dobo". BIOEDUPAT: Pattimura Journal of Biology and Learning 2, n.º 2 (13 de outubro de 2022): 49–53. http://dx.doi.org/10.30598/bioedupat.v2.i2.pp49-53.

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ABSTRACT One of the learning problems is the integration of computer technology into learning activities that can trigger students to be able to develop learning and innovation skills, skills to use technology and information media, and be able to work and survive using life skills. The appropriate learning model that can be applied is the blended learning model that combines traditional face-to-face learning with computer-based learning with web (web enhanced) utilization. This study aims to see the effect of the web-enhanced blended learning model on cognitive learning outcomes, scientific attitudes and student learning interest in the human digestive system material. on the results of scientific attitudes and student interest in learning. The results showed that there was an effect of the web-enhanced blended learning model on cognitive learning outcomes, scientific attitudes and student interest in learning.
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Widyantoro, Dwi H., Thomas R. Ioerger e John Yen. "Learning user interest dynamics with a three-descriptor representation". Journal of the American Society for Information Science and Technology 52, n.º 3 (2001): 212–25. http://dx.doi.org/10.1002/1532-2890(2000)9999:9999<::aid-asi1615>3.0.co;2-o.

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Liu, Xiaozhong, e Howard Turtle. "Real-time user interest modeling for real-time ranking". Journal of the American Society for Information Science and Technology 64, n.º 8 (13 de junho de 2013): 1557–76. http://dx.doi.org/10.1002/asi.22862.

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YANNAKAKIS, GEORGIOS N., e JOHN HALLAM. "MODELING AND AUGMENTING GAME ENTERTAINMENT THROUGH CHALLENGE AND CURIOSITY". International Journal on Artificial Intelligence Tools 16, n.º 06 (dezembro de 2007): 981–99. http://dx.doi.org/10.1142/s0218213007003667.

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This paper presents quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced and a comparative study of the two approaches is presented. Feedforward neural networks (NNs) and fuzzy-NNs are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment. We demonstrate that appropriate non-extreme levels of challenge and curiosity generate high values of entertainment and we project the extensibility of the approach to other genres of digital entertainment (e.g. mixed-reality interactive playgrounds).
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El Merhebi, Souad, Jean-Christophe Hoelt, Patrice Torguet e Jean-Pierre Jessel. "Perception-Based Filtering for MMOGs". International Journal of Computer Games Technology 2008 (2008): 1–9. http://dx.doi.org/10.1155/2008/243107.

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Online games have exploded in the last few years. These games face several problems linked to scalability and interactivity. In fact, online games should provide a quick feedback of users' interactions as well as a coherent view of the shared world. However, the search for enhanced scalability dramatically increases message exchange. Such an increase consumes processing power and bandwidth, and thus limits interactivity, consistency, and scalability. To reduce the rate of message exchange, distributed virtual environment systems use filtering techniques such as interest management that filters messages according to users' interests in the world. These interests are influenced by perceptual facts which we study in this paper in order to build upon them a perception-based filtering technique. This technique satisfies users' needs by precisely providing an exact filtering which is more efficient than other techniques.
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Hu, Xiaowen, Bing Xu e Shangfeng Zhang. "Understanding the Influence of Interest Rate Liberalization on Economic Structure and Monetary Policy". Journal of Advanced Computational Intelligence and Intelligent Informatics 19, n.º 4 (20 de julho de 2015): 500–507. http://dx.doi.org/10.20965/jaciii.2015.p0500.

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In this paper, a dynamic stochastic general equilibrium model with price stickiness is constructed to analyze quantitatively the effect of interest rate liberalization on economic structure and monetary policy. Using parameter calibration and Bayes estimation, we analyze the impulse responses and numerical simulation of the external shocks of technology shocks and monetary policy shock. The empirical results find the following conclusion: Firstly, the interest rate liberalization is conducive to economic restructuring as the investment ratio and capital growth is suppressed and the household and government consumption ratio is promoted. Secondly, the interest rate liberalization can lower economic fluctuation, and enhance the defense ability against external shocks such as technological shocks and monetary policy shocks. Moreover, the interest rate liberalization is help to dredge the monetary policy transmission channels as the interest rate shocks on the real economy is gradually increased.
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Xu, Bing, Qiuqin He, Xiaowen Hu e Shangfeng Zhang. "Interest Rate Liberalization and Fiscal Policy in China: A New Keynesian DSGE Model". Journal of Advanced Computational Intelligence and Intelligent Informatics 18, n.º 6 (20 de novembro de 2014): 985–91. http://dx.doi.org/10.20965/jaciii.2014.p0985.

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By building a new Keynesian dynamic stochastic general equilibrium (DSGE) model, we analyze the effect of interest rate liberalization on fiscal policy. First, we find that when the interest rate increases, technology shocks, monetary policy shocks, and fiscal policy shocks can effectively stabilize economic fluctuations. Second, when the interest rate rises, fiscal policy enhances the positive effect on output first, with decreasing the negative effect on output later. Third, fiscal policy increases the original crowding-out effect on consumption and investment. However, this increase in the crowding-out effect does not restrain the positive effect of fiscal policy on output, which benefits from interest rate liberalization.
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Li, Mingzhao, Zhifeng Bao, Farhana Choudhury, Hanan Samet, Matt Duckham e Timos Sellis. "AOI-shapes: An Efficient Footprint Algorithm to Support Visualization of User-defined Urban Areas of Interest". ACM Transactions on Interactive Intelligent Systems 11, n.º 3-4 (31 de dezembro de 2021): 1–32. http://dx.doi.org/10.1145/3431817.

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Understanding urban areas of interest (AOIs) is essential in many real-life scenarios, and such AOIs can be computed based on the geographic points that satisfy user queries. In this article, we study the problem of efficient and effective visualization of user-defined urban AOIs in an interactive manner. In particular, we first define the problem of user-defined AOI visualization based on a real estate data visualization scenario, and we illustrate why a novel footprint method is needed to support the visualization. After extensively reviewing existing “footprint” methods, we propose a parameter-free footprint method, named AOI-shapes, to capture the boundary information of a user-defined urban AOI. Next, to allow interactive query refinements by the user, we propose two efficient and scalable algorithms to incrementally generate urban AOIs by reusing existing visualization results. Finally, we conduct extensive experiments with both synthetic and real-world datasets to demonstrate the quality and efficiency of the proposed methods.
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Zhou, Chaoran, Jianping Zhao, Xin Zhang e Chenghao Ren. "Entity Alignment Method of Points of Interest for Internet Location-Based Services". Journal of Advanced Computational Intelligence and Intelligent Informatics 24, n.º 7 (20 de dezembro de 2020): 837–45. http://dx.doi.org/10.20965/jaciii.2020.p0837.

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In Internet applications, the description for the same point of interest (POI) entity for different location-based services (LBSs) is not completely identical. The POI entity information in a single LBS data source contains incomplete data and exhibits insufficient objectivity. Aligning and consolidating POI entities from various LBSs can provide users with more comprehensive, objective, and authoritative POI information. We herein propose a multi-attribute measurement-based entity alignment method for Internet LBSs to achieve POI entity alignment and data consolidation. This method is based on multi-attribute information (geographical information, text coincidence information, semantic information) of POI entities and is combined with different measurement methods to calculate the similarity of candidate entity pairs. Considering the demand for computational efficiency, the particle swarm optimization algorithm is used to train the model and optimize the weights of multi-attribute measurements. A consolidation strategy is designed for the LBS text data and user rating data from different sources to obtain more comprehensive and objective information. The experimental results show that, compared with other baseline models, the POI alignment method based on multi-attribute measurement performed the best. Using this method, the information of POI entities in multisource LBS can be integrated to serve netizens.
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Fryer, Luke K., Kaori Nakao e Andrew Thompson. "Chatbot learning partners: Connecting learning experiences, interest and competence". Computers in Human Behavior 93 (abril de 2019): 279–89. http://dx.doi.org/10.1016/j.chb.2018.12.023.

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Zhu, Shao Ping, e Yu Hua Chen. "Human Behavior Recognition Based on Motion Decomposition". Advanced Materials Research 945-949 (junho de 2014): 1780–83. http://dx.doi.org/10.4028/www.scientific.net/amr.945-949.1780.

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Human behavior recognition is an active research field in computer vision and image processing. A novel method is proposed for human behavior recognition in video image sequences. First of all, a video sequence is represented by extracting space-time interest points. Then Human behavior is represented by activities through Motion Decomposition. The activity comprises labeled bags that are composed of unlabeled instances comprising to action. Final labeled activities are used to train a strong classifier which is used to predict the labels of unseen behavior bags. Experimental results show the effectiveness of the proposed method in comparison with other related works in the literature and can also tolerate noise and interference conditions.
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