Дисертації з теми "Human computer interactio"
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Frisk, Henrik. "Improvisation, computers and interaction : rethinking human-computer interaction through music /." Malmö : Malmö Academy of Music, Lund University, 2008. http://www.lu.se/o.o.i.s?id=12588&postid=1239899.
Повний текст джерелаLuff, Paul. "Computers and interaction : the social organisation of human-computer interaction in the workplace." Thesis, University of Surrey, 1997. http://epubs.surrey.ac.uk/742233/.
Повний текст джерелаMohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction." Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.
Повний текст джерелаJackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.
Повний текст джерелаFleury, Rosanne. "Gender and human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ50310.pdf.
Повний текст джерелаLi, QianQian. "Human-Computer Interaction: Security Aspects." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3427166.
Повний текст джерелаInsieme al rapido sviluppo dell'era dell'informazione, gli utenti stanno avendo una crescente interazione con i dispositivi intelligenti. Tali dispositivi intelligenti sono interconnessi tra loro nell'Internet of Things (IoT). I sensori dei dispositivi IoT raccolgono informazioni sui comportamenti degli utenti dall'interazione tra utenti e dispositivi. Poiché gli utenti interagiscono con i dispositivi intelligenti IoT per le attività quotidiane di comunicazione e social network, tale interazione genera un'enorme quantità di traffico di rete. Quindi, i comportamenti degli utenti stanno giocando un ruolo importante nella sicurezza dei dispositivi intelligenti IoT e gli aspetti di sicurezza dell'interazione uomo-macchina stanno diventando significativi. In questa tesi, forniamo un triplice contributo: (1) esaminiamo le sfide alla sicurezza dell'autenticazione basata su HCI e progettiamo uno strumento per rilevare utenti ingannevoli tramite la dinamica dei tasti; (2) presentiamo l'impatto dei comportamenti degli utenti sul traffico di rete e proponiamo un framework per gestire tale traffico di rete; (3) illustriamo una proposta per dispositivi intelligenti IoT con vincoli energetici per essere resilienti contro attacchi energetici ed efficienti nella comunicazione di rete. Più in dettaglio, nella prima parte di questa tesi, analizziamo il modo in cui i comportamenti degli utenti influiscono sul modo in cui essi interagiscono con un dispositivo. Quindi, esaminiamo il lavoro relativo alle sfide di sicurezza dell'autenticazione basata su HCI su smartphone e Brain-Computer Interfaces (BCI). Inoltre, progettiamo uno strumento per valutare la veridicità delle informazioni che gli utenti inseriscono usando la tastiera di un computer. Questo strumento si basa sulla dinamica dei tasti e si basa sulla tecnica di apprendimento automatico per raggiungere tale obiettivo. Per quanto siamo a conoscenza, questo è il primo lavoro che associa i comportamenti degli utenti di digitazione alla produzione di informazioni personali ingannevoli. Abbiamo raggiunto un'accuratezza complessiva del 76% nella classificazione di una singola risposta come veritiera o mendace. Nella seconda parte di questa tesi, esaminiamo l'analisi del traffico di rete, in particolare in relazione all'interazione tra dispositivi mobili e utenti. Poiché l'interazione genera un'enorme quantità di traffico di rete, proponiamo un framework innovativo, GolfEngine, per gestire e controllare l'impatto del comportamento degli utenti sulla rete facendo affidamento sulle tecniche di Software Defined Networking (SDN). GolfEngine fornisce agli utenti uno strumento per costruire le loro applicazioni di sicurezza e offre una GUI (Graphical User Interface) per la gestione e il monitoraggio della rete. In particolare, GolfEngine fornisce la funzione di controllare i conflitti di policy quando gli utenti progettano applicazioni di sicurezza e il meccanismo per controllare la ridondanza dell'archiviazione dei dati. GolfEngine non solo previene le politiche di inserimento malizioso, ma impone anche la sicurezza sulla gestione della rete del traffico di rete. I risultati della nostra simulazione sottolineano che GolfEngine fornisce prestazioni efficienti, sicure e robuste per la gestione del traffico di rete tramite SDN. Nella terza e ultima parte di questa tesi, analizziamo gli aspetti di sicurezza dei dispositivi IoT dotati di batteria dal punto di vista del consumo energetico. Sebbene la maggior parte del consumo di energia dei dispositivi IoT sia dovuta all'interazione dell'utente, c'è ancora una quantità significativa di energia consumata dalla comunicazione point-to-point e dalla gestione della rete IoT. In questo scenario, un avversario può compromettere un dispositivo IoT e condurre un attacco Denial of Service (DoS) che punta a esaurire le batterie di altri dispositivi. Pertanto, proponiamo EnergIoT, un nuovo metodo basato su politiche energetiche che prevengono tali attacchi e, allo stesso tempo, ottimizza la comunicazione tra utenti e dispositivi IoT ed estende la durata della rete. EnergIoT si basa su un approccio di clustering gerarchico, basato su diversi rapporti di duty cycle, per massimizzare la durata della rete di dispositivi intelligenti con vincoli energetici. I risultati mostrano che EnergIoT migliora la sicurezza e la durata della rete del 32%, rispetto agli approcci utilizzati in precedenza, senza sacrificare le prestazioni della rete (cioè, ritardo end-to-end).
Sayago, Barrantes Sergio. "Human-computer interaction with older people." Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7560.
Повний текст джерелаEl envejecimiento de la población y la importancia de las TIC en la sociedad actual han motivado la necesidad de integrar más a las personas mayores en la interacción persona-ordenador. La investigación actual se centra en factores individuales del envejecimiento y la aproximación más generalizada es diseñar interfaces considerando a las personas mayores como un conjunto de factores. Esta tesis doctoral plantea un paradigma diferente: de factores a personas mayores como actores. En este paradigma, prestar atención a los cambios en capacidades funcionales no es lo único que importa, sino que interacción y uso real deberían estar más fuertemente relacionados. En este marco, esta tesis presenta los resultados de un trabajo etnográfico extenso sobre el correo electrónico y la web. Métodos cuantitativos y mixtos se han utilizado en otros aspectos, que apoyan este estudio de campo. Otros capítulos presentan contribuciones metodológicas en evaluación en entornos reales. La tesis acaba proponiendo estrategias para investigar con personas mayores como actores sociales, insistiendo en considerar la experiencia de vida de la gente mayor y estudiar más el uso y las interacciones en entornos reales combinando etnografía y trabajo más experimental.
Population ageing and the role of computers in current society have created a need to strengthen HCI with older people. The current paradigm considers them as a set of factors and central to it is compensation for age-related changes in functional abilities. This dissertation proposes a different paradigm: from factors towards interaction based on older people as social actors. Within this paradigm, compensating for diminishing abilities is not the cornerstone of research. Instead, interaction and real-life use should be closely intertwined. Against this framework, the thesis presents the results of an extensive ethnographic work on e-mail and web use. Quantitative and mixed methods are employed in other aspects related to use and interaction which complement this major study. Other chapters include methodological contributions to real-life evaluation. The dissertation discusses strategies for approaching HCI with older people. Central to them is the concept of life experience and the need to turn to everyday interactions by combining classical ethnography with experimentations.
Laberge, Dominic. "Visual tracking for human-computer interaction." Thesis, University of Ottawa (Canada), 2003. http://hdl.handle.net/10393/26504.
Повний текст джерелаAbowd, Gregory Dominic. "Formal aspects of human-computer interaction." Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.232812.
Повний текст джерелаRamsay, Judith Easton. "Measuring and facilitating human-computer interaction." Thesis, University of Glasgow, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.281957.
Повний текст джерелаRoast, Christopher Richard. "Executing models in human computer interaction." Thesis, University of York, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335778.
Повний текст джерелаWesterman, Stephen J. "Individual differences in human-computer interaction." Thesis, Aston University, 1993. http://publications.aston.ac.uk/10853/.
Повний текст джерелаSeymour, Michael. "To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface." Thesis, The University of Sydney, 2019. https://hdl.handle.net/2123/21613.
Повний текст джерелаTRUYENQUE, MICHEL ALAIN QUINTANA. "A COMPUTER VISION APPLICATION FOR HAND-GESTURES HUMAN COMPUTER INTERACTION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=6585@1.
Повний текст джерелаA Visão Computacional pode ser utilizada para capturar gestos e criar dispositivos de interação com computadores mais intuitivos e rápidos. Os dispositivos comerciais atuais de interação baseados em gestos utilizam equipamentos caros (dispositivos de seguimento, luvas, câmeras especiais, etc.) e ambientes especiais que dificultam a difusão para o público em geral. Este trabalho apresenta um estudo sobre a viabilidade de utilizarmos câmeras Web como dispositivo de interação baseado em gestos da Mão. Em nosso estudo consideramos que a mão humana está limpa, isto é, sem nenhum dispositivo (mecânico, magnético ou óptico) colocado nela. Consideramos ainda que o ambiente onde ocorre a interação tem as características de um ambiente de trabalho normal, ou seja, sem luzes ou panos de fundo especiais. Para avaliar a viabilidade deste mecanismo de interação, desenvolvemos alguns protótipos. Neles os gestos da mão e as posições dos dedos são utilizados para simular algumas funções presentes em mouses e teclados, tais como selecionar estados e objetos e definir direções e posições. Com base nestes protótipos apresentamos algumas conclusões e sugestões para trabalhos futuros.
Computer Vision can be used to capture gestures and create more intuitive and faster devices to interact with computers. Current commercial gesture-based interaction devices make use of expensive equipment (tracking devices, gloves, special cameras, etc.) and special environments that make the dissemination of such devices to the general public difficult. This work presents a study on the feasibility of using Web cameras as interaction devices based on hand-gestures. In our study, we consider that the hand is clean, that is, it has no (mechanical, magnetic or optical) device. We also consider that the environment where the interaction takes place has the characteristics of a normal working place, that is, without special lights or backgrounds. In order to evaluate the feasibility of such interaction mechanism, we have developed some prototypes of interaction devices. In these prototypes, hand gestures and the position of fingers were used to simulate some mouse and keyboard functions, such as selecting states and objects, and defining directions and positions. Based on these prototypes, we present some conclusions and suggestions for future works.
Drewes, Heiko. "Eye Gaze Tracking for Human Computer Interaction." Diss., lmu, 2010. http://nbn-resolving.de/urn:nbn:de:bvb:19-115914.
Повний текст джерелаBao, Leiming, and Chunyan Sun. "Human-Computer Interaction in a Smart House." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9475.
Повний текст джерелаBourges-Waldegg, Paula. "Handling cultural factors in human-computer interaction." Thesis, University of Derby, 1998. http://hdl.handle.net/10545/310928.
Повний текст джерелаBär, Nina. "Human-Computer Interaction And Online Users’ Trust." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-149685.
Повний текст джерелаNutzervertrauen in Websites ist sowohl auf informationalen als auch auf transaktionalen Websites nach wie vor ein entscheidender Faktor für erfolgreiche Online-Situationen. In dieser Arbeit wird die Entwicklung des Fragebogens SCOUT (Scale for Online Users’ Trust) beschrieben, mit dem die Vertrauenswürdigkeit von Websites beider Kategorien gleichermaßen erfasst werden kann. Darauf aufbauend wurde die Wirkung des Nutzererlebens auf Vertrauen in mehreren Studien untersucht. Für informationale Websites ergaben sich hedonische Merkmale und Usability als signifikante Prädiktoren von Vertrauenswürdigkeit. Diese Effekte konnten für transaktionale Websites bestätigt werden. Zusätzliche wurde geprüft, wie Kundenbewertungen, fiktive grafische Elemente, Gütesiegel und interaktive sicherheitsrelevante Rückmeldungen auf Nutzervertrauen wirken. Aus insgesamt elf Studien lassen sich Empfehlungen für eine vertrauensförderliche Website-Gestaltung ableiten
Tzanavari, Aimilia. "User modeling for intelligent human-computer interaction." Thesis, University of Bristol, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364961.
Повний текст джерелаSparrell, Carlton James. "Coverbal iconic gesture in human-computer interaction." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/62327.
Повний текст джерелаOliveira, Victor Adriel de Jesus. "Designing tactile vocabularies for human-computer interaction." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/99335.
Повний текст джерелаThis thesis presents a study about tactile languages in human-computer interaction and a novel approach for vibrotactile prefixation. We intended to analyse how the choices made during the design process of tactile vocabularies would affect the user performance on an interactive task. Therefore, we have designed and tested different sets of tactile signals for aid navigation in virtual environments. It leaded us to fashion the concept of Modifier Tactile Pattern for vibrotactile communication which was tested through user experiments. In the assessment of the modifier-based vocabularies we attempted to effects of multisensory stimulation, factors related to the processing of tactile sequences and masking caused by multiple stimuli delivered in a same time. Results show that those participants who used modifier-based vocabularies performed better the navigation task. That and others results related to perception, learning and interpretation of our tactile vocabularies show the validity of the use of modifiers on tactile languages. The statements made from this work will be useful for designing usable tactile interfaces that demand expressive vocabularies.
Farbiak, Peter. "Správa projektů z oblasti Human-Computer Interaction." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236579.
Повний текст джерелаLeiva, Torres Luis Alberto. "Diverse Contributions to Implicit Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/17803.
Повний текст джерелаLeiva Torres, LA. (2012). Diverse Contributions to Implicit Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/17803
Palancia
Nápravníková, Hana. "Human-Computer Interaction - spolupráce člověka a počítače." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-359070.
Повний текст джерелаWatkinson, Neil Stephen. "The evaluation of dynamic human-computer interaction." Thesis, Loughborough University, 1991. https://dspace.lboro.ac.uk/2134/7031.
Повний текст джерелаWache, Julia. "Implicit Human-computer Interaction: Two complementary Approaches." Doctoral thesis, Università degli studi di Trento, 2016. https://hdl.handle.net/11572/368869.
Повний текст джерелаDrugge, Mikael. "Wearable computer interaction issues in mediated human to human communication." Licentiate thesis, Luleå : Luleå Univ. of Technology, 2004. http://epubl.luth.se/1402-1757/2004/42.
Повний текст джерелаKatz, Heather Alicia. "The relationship between learners' goal orientation and their cognitive tool use and achievement in an interactive hypermedia environment." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3033584.
Повний текст джерелаKing, William Joseph. "Toward the human-computer dyad /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/10325.
Повний текст джерелаTrendafilov, Dari. "An information-theoretic account of human-computer interaction." Thesis, University of Glasgow, 2017. http://theses.gla.ac.uk/8614/.
Повний текст джерелаOates, Shawn P. "CHILD-COMPUTER INTERACTION: EXPLORING INTERFACE DESIGN." Miami University / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=miami1133800774.
Повний текст джерелаPallotta, Vincenzo. "Cognitive language engineering towards robust human-computer interaction /." Lausanne, 2002. http://library.epfl.ch/theses/?display=detail&nr=2630.
Повний текст джерелаVan, den Bergh Michael. "Visual body pose analysis for human-computer interaction." Konstanz Hartung-Gorre, 2010. http://d-nb.info/1000839370/04.
Повний текст джерелаErdem, Ibrahim Aykut. "Vision-based Human-computer Interaction Using Laser Pointer." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1128776/index.pdf.
Повний текст джерелаs inexpensive powerful hardware, it becomes possible to design real-time computer vision systems even in personal computers. Therefore, computer vision becomes a powerful tool for human-computer interaction (HCI). In this study, three different vision-based HCI systems are described. As in all vision-based HCI systems, the developed systems requires a camera (a webcam) to monitor the actions of the users. For pointing tasks, laser pointer is used as the pointing device. The first system is Vision-Based Keyboard System. In this system, the keyboard is a passive device. Therefore, it can be made up of any material having a keyboard layout image. The web camera is placed to see the entire keyboard image and captures the movement of the laser beam. The user enters a character to the computer by covering the corresponding character region in the keyboard layout image with the laser pointer. Additionally, this keyboard system can be easily adapted for disabled people who have little or no control of their hands to use a keyboard. The disabled user can attach a laser pointer to an eyeglass and control the beam of the laser pointer by only moving his/her head. For the same class of disabled people, Vision-Based Mouse System is also developed. By using the same setup used in the previous keyboard system, this system provides the users to control mouse cursor and actions. The last system is Vision-Based Continuous Graffiti1-like Text Entry System. The user sketches characters in a GraffitiTM-like alphabet in a continuous manner on a flat surface using a laser pointer. The beam of the laser pointer is tracked during the image sequences captured by a camera and the corresponding written word is recognized from the extracted trace of the laser beam.
Gerken, Jens [Verfasser]. "Longitudinal Research in Human-Computer Interaction / Jens Gerken." Konstanz : Bibliothek der Universität Konstanz, 2011. http://d-nb.info/1017933847/34.
Повний текст джерелаAzad, Minoo. "A proto-pattern language for human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0025/MQ52376.pdf.
Повний текст джерелаCostanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.
Повний текст джерелаIncludes 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.
Britton, Brent Cabot James. "Enhancing computer-human interaction with animated facial expressions." Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/64856.
Повний текст джерелаRadüntz, Thea. "Biophysiological Mental-State Monitoring during Human-Computer Interaction." Doctoral thesis, Humboldt-Universität zu Berlin, 2021. http://dx.doi.org/10.18452/23026.
Повний текст джерелаThe long-term negative consequences of inappropriate mental workload on employee health constitute a serious problem for a digitalized society. Continuous, objective assessment of mental workload can provide an essential contribution to the identification of such improper load. Recent improvements in sensor technology and algorithmic methods for biosignal processing are the basis for the quantitative determination of mental workload. Neuronal workload measurement has the advantage that workload registration is located directly there where human information processing takes place, namely the brain. Preliminary studies for the development of a method for neuronal workload registration by use of the electroencephalogram (EEG) have already been carried out [Rad16, Rad17]. For the field use of these findings, the mental workload assess- ment on the basis of the EEG must be evaluated and its reliability examined with respect to several conditions in realistic environments. A further essential require-ment is that the method can be combined with the innovative technologies of gel free EEG registration and wireless signal transmission. Hence, the presented papers include two investigations. Main subject of the first investigation are experimental studies on the usability of commercially-oriented EEG systems for mobile field use and system selection for the future work. Main subject of the second investigation is the evaluation of the continuous method for neuronal mental workload registration in the field. Thereby, a challenging application was used, namely the arrival management of aircraft. The simulation of the air traffic control environment allows the realisation of realistic conditions with different levels of task load. Furthermore, the work is well contextualized in a domain which is very sensible to human-factors research.
Alshaali, Saif. "Human-computer interaction : lessons from theory and practice." Thesis, University of Southampton, 2011. https://eprints.soton.ac.uk/210545/.
Повний текст джерелаMartín-Albo, Simón Daniel. "Contributions to Pen & Touch Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/68482.
Повний текст джерела[ES] Hoy en día, los ordenadores están presentes en todas partes pero su potencial no se aprovecha debido al "miedo" que se les tiene. En esta tesis se adopta el paradigma del pen computer, cuya idea fundamental es sustituir todos los dispositivos de entrada por un lápiz electrónico o, directamente, por los dedos. El origen del rechazo a los ordenadores proviene del uso de interfaces poco amigables para el humano. El origen de este paradigma data de hace más de 40 años, pero solo recientemente se ha comenzado a implementar en dispositivos móviles. La lenta y tardía implantación probablemente se deba a que es necesario incluir un reconocedor que "traduzca" los trazos del usuario (texto manuscrito o gestos) a algo entendible por el ordenador. Para pensar de forma realista en la implantación del pen computer, es necesario mejorar la precisión del reconocimiento de texto y gestos. El objetivo de esta tesis es el estudio de diferentes estrategias para mejorar esta precisión. En primer lugar, esta tesis investiga como aprovechar información derivada de la interacción para mejorar el reconocimiento, en concreto, en la transcripción interactiva de imágenes con texto manuscrito. En la transcripción interactiva, el sistema y el usuario trabajan "codo con codo" para generar la transcripción. El usuario valida la salida del sistema proporcionando ciertas correcciones, mediante texto manuscrito, que el sistema debe tener en cuenta para proporcionar una mejor transcripción. Este texto manuscrito debe ser reconocido para ser utilizado. En esta tesis se propone aprovechar información contextual, como por ejemplo, el prefijo validado por el usuario, para mejorar la calidad del reconocimiento de la interacción. Tras esto, la tesis se centra en el estudio del movimiento humano, en particular del movimiento de las manos, utilizando la Teoría Cinemática y su modelo Sigma-Lognormal. Entender como se mueven las manos al escribir, y en particular, entender el origen de la variabilidad de la escritura, es importante para el desarrollo de un sistema de reconocimiento, La contribución de esta tesis a este tópico es importante, dado que se presenta una nueva técnica (que mejora los resultados previos) para extraer el modelo Sigma-Lognormal de trazos manuscritos. De forma muy relacionada con el trabajo anterior, se estudia el beneficio de utilizar datos sintéticos como entrenamiento. La forma más fácil de entrenar un reconocedor es proporcionar un conjunto de datos "infinito" que representen todas las posibles variaciones. En general, cuanto más datos de entrenamiento, menor será el error del reconocedor. No obstante, muchas veces no es posible proporcionar más datos, o hacerlo es muy caro. Por ello, se ha estudiado como crear y usar datos sintéticos que se parezcan a los reales. Las diferentes contribuciones de esta tesis han obtenido buenos resultados, produciendo varias publicaciones en conferencias internacionales y revistas. Finalmente, también se han explorado tres aplicaciones relaciones con el trabajo de esta tesis. En primer lugar, se ha creado Escritorie, un prototipo de mesa digital basada en el paradigma del pen computer para realizar transcripción interactiva de documentos manuscritos. En segundo lugar, se ha desarrollado "Gestures à Go Go", una aplicación web para generar datos sintéticos y empaquetarlos con un reconocedor de forma rápida y sencilla. Por último, se presenta un sistema interactivo real bajo el paradigma del pen computer. En este caso, se estudia como la revisión de traducciones automáticas se puede realizar de forma más ergonómica.
[CAT] Avui en dia, els ordinadors són presents a tot arreu i es comunament acceptat que la seva utilització proporciona beneficis. No obstant això, moltes vegades el seu potencial no s'aprofita totalment. En aquesta tesi s'adopta el paradigma del pen computer, on la idea fonamental és substituir tots els dispositius d'entrada per un llapis electrònic, o, directament, pels dits. Aquest paradigma postula que l'origen del rebuig als ordinadors prové de l'ús d'interfícies poc amigables per a l'humà, que han de ser substituïdes per alguna cosa més coneguda. Per tant, la interacció amb l'ordinador sota aquest paradigma es realitza per mitjà de text manuscrit i/o gestos. L'origen d'aquest paradigma data de fa més de 40 anys, però només recentment s'ha començat a implementar en dispositius mòbils. La lenta i tardana implantació probablement es degui al fet que és necessari incloure un reconeixedor que "tradueixi" els traços de l'usuari (text manuscrit o gestos) a alguna cosa comprensible per l'ordinador, i el resultat d'aquest reconeixement, actualment, és lluny de ser òptim. Per pensar de forma realista en la implantació del pen computer, cal millorar la precisió del reconeixement de text i gestos. L'objectiu d'aquesta tesi és l'estudi de diferents estratègies per millorar aquesta precisió. En primer lloc, aquesta tesi investiga com aprofitar informació derivada de la interacció per millorar el reconeixement, en concret, en la transcripció interactiva d'imatges amb text manuscrit. En la transcripció interactiva, el sistema i l'usuari treballen "braç a braç" per generar la transcripció. L'usuari valida la sortida del sistema donant certes correccions, que el sistema ha d'usar per millorar la transcripció. En aquesta tesi es proposa utilitzar correccions manuscrites, que el sistema ha de reconèixer primer. La qualitat del reconeixement d'aquesta interacció és millorada, tenint en compte informació contextual, com per exemple, el prefix validat per l'usuari. Després d'això, la tesi se centra en l'estudi del moviment humà en particular del moviment de les mans, des del punt de vista generatiu, utilitzant la Teoria Cinemàtica i el model Sigma-Lognormal. Entendre com es mouen les mans en escriure és important per al desenvolupament d'un sistema de reconeixement, en particular, per entendre l'origen de la variabilitat de l'escriptura. La contribució d'aquesta tesi a aquest tòpic és important, atès que es presenta una nova tècnica (que millora els resultats previs) per extreure el model Sigma- Lognormal de traços manuscrits. De forma molt relacionada amb el treball anterior, s'estudia el benefici d'utilitzar dades sintètiques per a l'entrenament. La forma més fàcil d'entrenar un reconeixedor és proporcionar un conjunt de dades "infinit" que representin totes les possibles variacions. En general, com més dades d'entrenament, menor serà l'error del reconeixedor. No obstant això, moltes vegades no és possible proporcionar més dades, o fer-ho és molt car. Per això, s'ha estudiat com crear i utilitzar dades sintètiques que s'assemblin a les reals. Les diferents contribucions d'aquesta tesi han obtingut bons resultats, produint diverses publicacions en conferències internacionals i revistes. Finalment, també s'han explorat tres aplicacions relacionades amb el treball d'aquesta tesi. En primer lloc, s'ha creat Escritorie, un prototip de taula digital basada en el paradigma del pen computer per realitzar transcripció interactiva de documents manuscrits. En segon lloc, s'ha desenvolupat "Gestures à Go Go", una aplicació web per a generar dades sintètiques i empaquetar-les amb un reconeixedor de forma ràpida i senzilla. Finalment, es presenta un altre sistema inter- actiu sota el paradigma del pen computer. En aquest cas, s'estudia com la revisió de traduccions automàtiques es pot realitzar de forma més ergonòmica.
Martín-Albo Simón, D. (2016). Contributions to Pen & Touch Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/68482
TESIS
Obrist, Marianna. "DIY HCI do-it-yourself human computer interaction." Saarbrücken VDM Verlag Dr. Müller, 2007. http://d-nb.info/991461355/04.
Повний текст джерелаGarrido, Piedad, Jesús Tramullas, Manuel Coll, Francisco Martínez, and Inmaculada Plaza. "XTM-DITA structure at Human-Computer Interaction Service." Universidad de Castilla-La Mancha, 2008. http://hdl.handle.net/10150/106152.
Повний текст джерелаWheeldon, Alan. "Improving human computer interaction in intelligent tutoring systems." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16587/1/Alan_Wheeldon_Thesis.pdf.
Повний текст джерелаWheeldon, Alan. "Improving human computer interaction in intelligent tutoring systems." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16587/.
Повний текст джерелаBushman, James B. "Identification of an operator's associate model for cooperative supervisory control situations." Diss., Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/30992.
Повний текст джерелаLima, Antonio. "Digital traces of human mobility and interaction : models and applications." Thesis, University of Birmingham, 2016. http://etheses.bham.ac.uk//id/eprint/6833/.
Повний текст джерелаHerrera, Acuna Raul. "Advanced computer vision-based human computer interaction for entertainment and software development." Thesis, Kingston University, 2014. http://eprints.kingston.ac.uk/29884/.
Повний текст джерелаÉvain, Andéol. "Optimizing the use of SSVEP-based brain-computer interfaces for human-computer interaction." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S083/document.
Повний текст джерелаThis 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
Janvier, William Alan. "WISDeM : a human computer interactive model for e-learning." Thesis, Liverpool John Moores University, 2004. http://researchonline.ljmu.ac.uk/5650/.
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