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1

Muender, Thomas, Sadaab Ali Gulani, Lauren Westendorf, et al. "Comparison of mouse and multi-touch for protein structure manipulation in a citizen science game interface." Journal of Science Communication 18, no. 01 (2019): A05. http://dx.doi.org/10.22323/2.18010205.

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We developed a multi-touch interface for the citizen science video game Foldit, in which players manipulate 3D protein structures, and compared multi-touch and mouse interfaces in a 41-subject user study. We found that participants performed similarly in both interfaces and did not have an overall preference for either interface. However, results indicate that for tasks involving guided movement to dock protein parts, subjects using the multi-touch interface completed tasks more accurately with fewer moves, and reported higher attention and spatial presence. For tasks involving direct selectio
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Kirmizibayrak, Can, Nadezhda Radeva, Mike Wakid, John Philbeck, John Sibert, and James Hahn. "Evaluation of Gesture Based Interfaces for Medical Volume Visualization Tasks." International Journal of Virtual Reality 11, no. 2 (2012): 1–13. http://dx.doi.org/10.20870/ijvr.2012.11.2.2839.

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Interactive systems are increasingly used in medical applications with the widespread availability of various imaging modalities. Gesture-based interfaces can be beneficial to interact with these kinds of systems in a variety of settings, as they can be easier to learn and can eliminate several shortcomings of traditional tactile systems, especially for surgical applications. We conducted two user studies that explore different gesture-based interfaces for interaction with volume visualizations. The first experiment focused on rotation tasks, where the performance of the gesture-based interfac
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Basak, Abhinav, and Shatarupa Thakurta Roy. "Application of universal design principles on computer mouse interface: developing a universal mouse pointing and control system to provide affordance to the left-handed users." Proceedings of the Design Society 4 (May 2024): 2317–26. http://dx.doi.org/10.1017/pds.2024.234.

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AbstractThe graphical user interface was introduced to democratize access to computer systems by simplifying hardware and visual interfaces. Technological advancements further reduced the constraints, primarily benefiting the mainstream users. However, the specialized needs of the critical users have always been neglected. This paper delves into the ergonomics of the mouse pointer and the computer mouse, focusing on left-handed computer users as a critical user category to develop and propose a universal design solution to integrate left-handers as a mainstream user category in a computer inte
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SU, MU-CHUN, YANG-HAN LEE, CHENG-HUI WU, SHI-YONG SU, and YU-XIANG ZHAO. "TWO LOW-COST HUMAN COMPUTER INTERFACES FOR PEOPLE WITH SEVERE DISABILITIES." Biomedical Engineering: Applications, Basis and Communications 16, no. 06 (2004): 344–49. http://dx.doi.org/10.4015/s1016237204000475.

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The object of this paper is to present a set of techniques integrated into two low-cost human computer interfaces. Although the interfaces have many potential applications, one main application is to help the disabled persons to attain or regain some degree of independent communications and control. The first interface is a voice-controlled mouse and the second one is an accelerometer-based mouse.
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Cimolini, Michael. "IR Motion Tracking as a Standard Input Device." Eureka 2, no. 1 (2011): 24–27. http://dx.doi.org/10.29173/eureka10295.

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As our computing needs change and the availability of advanced input systems begin to increase we find that we are coming to the point where current interfaces are beginning to become outdated. Touch interfaces are becoming abundant, but there is only so much that one can do with a 2D input. This project tries to show that there is a potential for IR based interface systems to replace standard mouse input in current as well as future interfaces. Our results show that both the accuracy and robustness of the IR system designed herein are equivalent to that of standard mouse input.
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Schweitzer, Frédéric, and Alexandre Campeau-Lecours. "IMU-Based Hand Gesture Interface Implementing a Sequence-Matching Algorithm for the Control of Assistive Technologies." Signals 2, no. 4 (2021): 729–53. http://dx.doi.org/10.3390/signals2040043.

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Assistive technologies (ATs) often have a high-dimensionality of possible movements (e.g., assistive robot with several degrees of freedom or a computer), but the users have to control them with low-dimensionality sensors and interfaces (e.g., switches). This paper presents the development of an open-source interface based on a sequence-matching algorithm for the control of ATs. Sequence matching allows the user to input several different commands with low-dimensionality sensors by not only recognizing their output, but also their sequential pattern through time, similarly to Morse code. In th
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Pastel, Robert, Paul Himes, Mathew Harper, and William S. Helton. "Gravity Mouse Design and Evaluation: Effects of Distracters and Taget Size." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, no. 5 (2007): 444–48. http://dx.doi.org/10.1177/154193120705100504.

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Gravity mouse is a mouse interface that accelerates the cursor towards potential targets. Its design is based on the premise that as the cursor approaches a potential selection the system can be more certain of the selection. Usability studies with multiple buttons, target and distracter buttons, demonstrate a 100 ms reduction in selection time for 52×41 px buttons and a 130 ms reduction for 19×15 px buttons. Analysis of the results suggests that users resist the full benefit of gravity mouse. Gravity mouse's influence is adaptive and the paper discusses its potential application in intelligen
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Rau, Pei-Luen Patrick, and Jia-Wen Hsu. "A Study of Interaction Devices and WWW User Interface Design for Older Adults." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 2 (2002): 219–23. http://dx.doi.org/10.1177/154193120204600211.

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This study investigates the effects of interaction devices on performance of using WWW user interface for older users, and ways to design appropriate user interfaces to enhance browsing and searching performance for older users. Two experiments were designed and conducted to test two hypotheses, that for older novice users, browsing and searching performance and attitudes will be better with a direct manipulation devices rather than with indirect manipulation device. The results indicated that older users using touch screen were faster and less frustrated than older users using voice control a
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Ahmed, Sheikh Rafik Manihar, Ekta Shrivastava, Komal Prasad Dewangan, and Nalin Tiwari. "Human Machine Interface Emulating Function Of Mouse." i-manager's Journal on Embedded Systems 1, no. 4 (2013): 36–44. http://dx.doi.org/10.26634/jes.1.4.2110.

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Kim, Da-Hye, Seong-Man Cho, and Sang-Youn Kim. "A Haptic Mouse for an Immersive Interface." Journal of Korea Multimedia Society 14, no. 9 (2011): 1210–20. http://dx.doi.org/10.9717/kmms.2011.14.9.1210.

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Shany, Jophin, M.S Sheethal, Philip Priya, and M. Bhruguram T. "Gesture Based Interface Using Motion and Image Comparison." International Journal of Advanced Information Technology (IJAIT) 2, no. 3 (2012): 37–46. https://doi.org/10.5281/zenodo.3557186.

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This paper gives a new approach for movement of mouse and implementation of its functions using a real time camera. Here we propose to change the hardware design. Most of the existing technologies mainly depend on changing the mouse parts features like changing the position of tracking ball and adding more buttons. We use a camera, colored substance, image comparison technology and motion detection technology to control mouse movement and implement its functions (right click, left click, scrolling and double click) .
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Agarwal, Anup, Julie Leviter, Candace Mannarino, Orly Levit, Lindsay Johnston, and Marc Auerbach. "Is a haptic simulation interface more effective than computer mouse-based interface for neonatal intubation skills training?" BMJ Simulation and Technology Enhanced Learning 1, no. 1 (2015): 5–11. http://dx.doi.org/10.1136/bmjstel-2015-000016.

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ObjectiveTo compare the efficacy of a three-dimensional (3D) haptic interface to a two-dimensional (2D) mouse interface for a screen-based simulation (SBS) neonatal intubation (NI) training intervention. Primary hypothesis: a haptic interface is more effective than a mouse interface for SBS training intervention for NI. Secondary hypothesis: SBS training, regardless of interface, will result in improved NI performance on a neonatal airway simulator.Methods45 participants were randomised to either a haptics or a mouse interface to complete an identical SBS training intervention for NI over a fi
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Zając, Błażej, and Szczepan Paszkiel. "USING BRAIN-COMPUTER INTERFACE TECHNOLOGY AS A CONTROLLER IN VIDEO GAMES." Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska 10, no. 3 (2020): 26–31. http://dx.doi.org/10.35784/iapgos.1543.

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Nowadays, control in video games is based on the use of a mouse, keyboard and other controllers. A Brain Computer Interface (BCI) is a special interface that allows direct communication between the brain and the appropriate external device. Brain Computer Interface technology can be used for commercial purposes, for example as a replacement for a keyboard, mouse or other controller. This article presents a method of controlling video games using the EMOTIV EPOC + Neuro Headset as a controller.
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Vasiljevic, Gabriel Alves Mendes, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface." Advances in Human-Computer Interaction 2016 (2016): 1–10. http://dx.doi.org/10.1155/2016/4602471.

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As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were syn
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Wang, Hsueh-Wu, Wei-Hsien Wu, Su-Ju Lu, Ping-Lin Fan, and Ya-Ting Lo. "A computer-assisted instruction system with a vision-based interactive interface for children." International Journal of Humanities and Arts Computing 6, no. 1-2 (2012): 172–83. http://dx.doi.org/10.3366/ijhac.2012.0047.

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The current study proposes a computer-assisted instruction (CAI) system built on game design, which aims to increase students' enjoyment, motivation, and immersion. Its main objective is to evaluate the effects of CAI with different interactive interfaces in a learning environment. The authors developed an educational game with a vision-based interface and a keyboard/mouse to compare the differences in children's learning experiences when using different input interfaces. The evaluation of the proposed system was based on the questionnaire findings; the participants are 60 third- and fourth-gr
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de Vries, Bauke, Henri Achten, Maciej Orzechowski, et al. "The Tangible Interface: Experiments as an Integral Part of a Research Strategy." International Journal of Architectural Computing 1, no. 2 (2003): 133–52. http://dx.doi.org/10.1260/147807703771799148.

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The Human-Computer interface is crucial to good design support tools. It has to be non-interruptive and non-distracting, yet allow the architect to interact with the computer software. The physical reality of the interface, such as the shape and manipulability of devices like the mouse, keyboard, joystick, or data-glove, has to be mapped on actions and commands in the software. Already the current user interfaces are felt to be inadequate for a good support of design, and the functionality of design tools is growing, requiring even more and new physical interface devices. In this paper, we pre
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Mahalakshmi.S, S.Nirmal, and Dr.L.Suriya Kala. "EYE-CONTROLLED MOUSE CURSOR." international journal of engineering technology and management sciences 7, no. 3 (2023): 407–14. http://dx.doi.org/10.46647/ijetms.2023.v07i03.051.

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The system described here presents hand-free interface between human and computer. It uses various image processing methods such as face detection, eye extraction, interpretation of sequence of eye blinks in real time for controlling a non- intrusive, human-computer interface. It uses a typical webcam to capture an input image. Mousecursor control can be done by facial movement by moving the face towards left and right, up and down, mouse events are controlled through eye blinks. A high number of people, affected with neuron locomotor disabilities can use this technology in computers for basic
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Wu, Yingnian, Guojun Yang, and Lin Zhang. "Mouse simulation in human–machine interface using kinect and 3 gear systems." International Journal of Modeling, Simulation, and Scientific Computing 05, no. 04 (2014): 1450015. http://dx.doi.org/10.1142/s1793962314500159.

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We never stop finding better ways to communicate with machines. To interact with computers we tried several ways, from punched tape and tape reader to QWERTY keyboards and command lines, from graphic user interface and mouse to multi-touch screens. The way we communicate with computers or devices are getting more direct and easier. In this paper, we give gesture mouse simulation in human–computer interface based on 3 Gear Systems using two Kinect sensors. The Kinect sensor is the perfect device to achieve dynamic gesture tracking and pose recognition. We hope the 3 Gear Systems can work as a m
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Stepanyan, Ivan V. "Ergonomic qualities of graphic user interfaces (GUI): state and evolution." Occupational Health and Industrial Ecology, no. 12 (February 15, 2019): 51–56. http://dx.doi.org/10.31089/1026-9428-2018-12-51-57.

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More workers are involved into interaction with graphic user interfaces most part of the working shift. However, low ergonomic qualities or incorrect usage of graphic user interface could result in risk of unfavorable influence on workers’ health. The authors revealed and classified typical scenarios of graphic user interface usage. Various types of graphic user interface and operator occupations are characterized by various parameters of exertion, both biomechanical and psycho-physiological. Among main elements of graphic user interface are presence or absence of mouse or joystick, intuitive
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Kumar R, Saravana, John Rohith J S, Sabarivasan S M, and Mangalapriya S. "Human-Computer Interaction Through Digital Virtual Navigation System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 07 (2024): 1–14. http://dx.doi.org/10.55041/ijsrem36729.

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This abstract introduces a novel approach to human-computer interaction through the development of a hybrid virtual mouse that seamlessly integrates eye tracking and hand tracking technologies. By combining the precision of eye gaze with the versatility of hand gestures, the hybrid system aims to redefine how users navigate digital interfaces. The creation of hybrid interaction techniques that provide users with flexible control options. The hybrid virtual mouse represents a promising step toward more intuitive and inclusive human-computer interaction, bridging the gap between physical limitat
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Kalipu, Ravi Kumar, Harish Kurmana, Divakar Allaboina, Sanjay Kumar Chilla, Bhavish Lakkavarapu, and Ravi Kumar Nubothu. "Virtual Mouse Using Hand Gestures." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 03 (2025): 1–9. https://doi.org/10.55041/ijsrem43518.

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The Virtual Mouse using Hand Gesture Recognition is an innovative system that allows users to control a computer cursor through hand gestures instead of a traditional mouse. This project utilizes Python, machine learning, and OpenCV to detect and interpret hand movements in real time. A camera captures gestures, which are processed using computer vision techniques to perform mouse actions such as clicking, scrolling, and cursor movement. Additionally, a zoom-in and zoom-out feature enhances user interaction through specific gestures. This touch-free interface provides an intuitive and hygienic
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Rupali, Shinganjude, Majrikar Dipak, Bawiskar Atharva, Bobhate Sayali, Chaurawar Jatin, and Ninawe Gaurav. "Virtual Mouse Using AI and Computer Vision." Virtual Mouse Using AI and Computer Vision 8, no. 11 (2023): 4. https://doi.org/10.5281/zenodo.10158688.

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A paper proposing a virtual mouse system controlled by hand gestures that use AI algorithms to recognize and translate them into mouse movements. In the human-computer interaction module, hand gestures played a significant role. The system is designed to provide an alternative interface for people who face difficulty using a traditional mouse or keyboard. This virtual mouse system uses a camera to capture images of the user's hand, which are processed by an AI algorithm to recognize the gestures made by the user. Once the gesture is recognized, it is translated to a corresponding mouse movemen
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Frosh, Paul. "The mouse, the screen and the Holocaust witness: Interface aesthetics and moral response." New Media & Society 20, no. 1 (2016): 351–68. http://dx.doi.org/10.1177/1461444816663480.

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How do the aesthetic attributes of digital interfaces affect users’ ability to respond morally to the witnessing of suffering? Focusing on mainstream Graphical User Interfaces (GUI), this article proposes a phenomenology of user experience centred on the moral obligations of attending to, engaging with and acting upon digitized Holocaust survivor testimonies. The GUI, it argues, produces a regimen of eye–hand–screen relations that oscillates between ‘operative’ and ‘hermeneutic’ modes of embodied attention, creating a default condition of bodily restlessness that threatens prolonged, empatheti
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Lee, Yea Som, and Bong-Soo Sohn. "Immersive Gesture Interfaces for Navigation of 3D Maps in HMD-Based Mobile Virtual Environments." Mobile Information Systems 2018 (2018): 1–11. http://dx.doi.org/10.1155/2018/2585797.

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3D maps such as Google Earth and Apple Maps (3D mode), in which users can see and navigate in 3D models of real worlds, are widely available in current mobile and desktop environments. Users usually use a monitor for display and a keyboard/mouse for interaction. Head-mounted displays (HMDs) are currently attracting great attention from industry and consumers because they can provide an immersive virtual reality (VR) experience at an affordable cost. However, conventional keyboard and mouse interfaces decrease the level of immersion because the manipulation method does not resemble actual actio
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Watanabe, Tetsuya, Yuichiro Kume, and Tohru Ifukube. "Human Interface. Shape Discrimination with a Tactile Mouse." Journal of the Institute of Image Information and Television Engineers 54, no. 6 (2000): 840–47. http://dx.doi.org/10.3169/itej.54.840.

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Graham, John. "Isolation of a Mouse Motoneuron-Enriched Fraction from Mouse Spinal Cord on a Density Barrier." Scientific World JOURNAL 2 (2002): 1544–46. http://dx.doi.org/10.1100/tsw.2002.841.

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After a combined enzymic and mechanical disruption of the spinal cord tissue, the low-density motoneurons band at the interface of a 1.06-g/ml barrier through which other contaminating cells sediment.
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Lane, Alison, and Jenny Ziviani. "Enabling Computer Access: Introduction to the Test of Mouse Proficiency." OTJR: Occupation, Participation and Health 22, no. 3 (2002): 111–18. http://dx.doi.org/10.1177/153944920202200304.

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As the use of technological devices in everyday environments becomes more prevalent, it is clear that access to these devices has become an important aspect of occupational performance. Children are increasingly required to competently manipulate technology such as the computer to fulfil occupational roles of student and player. Occupational therapists are in a position to facilitate the successful interface between children and standard computer technologies. The literature has supported the use of direct manipulation interfaces in computing that requires mastery of devices such as the mouse.
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Kanny, Elizabeth M., and Denis K. Anson. "A Pilot Study Comparing Mouse and Mouse-Emulating Interface Devices for Graphic Input." Assistive Technology 3, no. 2 (1991): 50–58. http://dx.doi.org/10.1080/10400435.1991.10132182.

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Mohit, Sharma, Sharma Subham, and Sahu Gaurav. "Designing MATLAB GUI for various Analog and Digital Communication Systems." International Journal of Trend in Scientific Research and Development 2, no. 1 (2017): 1397–405. https://doi.org/10.31142/ijtsrd8269.

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MATLAB is widely used technical computing software. MATLAB provides graphical design tools such as Simulink and Dials. This paper deals in designing modulation and demodulation techniques of various analog and digital communication systems like AM, FM, PM, PAM, PWM, PPM, PCM, ASK, FSK, PSK, MSK, QPSK, BPSK, BFSK, DSB SC, SSB SC. A graphical user interface provides a familiar environment to work. This environment contains pushbuttons, toggle buttons, lists, menus, text boxes, and so forth, all of which are already familiar to the user, so that he or she can concentrate on using the application
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Shellshear, Evan. "Space Boards." International Journal of Creative Interfaces and Computer Graphics 7, no. 1 (2016): 40–56. http://dx.doi.org/10.4018/ijcicg.2016010103.

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This paper introduces a novel take on a well-known user interface that combines the advantages of a number of new technologies. In particular, it presents a new tangible interface with an interactive surrounding space. It demonstrates the technology in an exciting user case as a printed keyboard and hand-gesture based mouse that provides one with an easy-to-use text and virtual mouse input for situations where such a medium is difficult to use (e.g. virtual keyboards for tablets and smartphones) or non-existent (e.g. gaming consoles such as the Microsoft Kinect). It also examines other applica
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Shen, Hao, Meng Zhang, and Aradhna Krishna. "Computer Interfaces and the “Direct-Touch” Effect: Can iPads Increase the Choice of Hedonic Food?" Journal of Marketing Research 53, no. 5 (2016): 745–58. http://dx.doi.org/10.1509/jmr.14.0563.

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People are able to order food using a variety of computer devices, such as desktops, laptops, and mobile phones. Even in restaurants, patrons can place orders on computer screens. Can the interface that consumers use affect their choice of food? The authors focus on the “direct-touch” aspect of touch interfaces, whereby users can touch the screen in an interactive manner. In a series of five studies, they show that a touch interface, such as that provided by an iPad, compared with a nontouch interface, such as that of a desktop computer with a mouse, facilitates the choice of an affect-laden a
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Meyer, Luke, Laura Rachman, Gloria Araiza-Illan, Etienne Gaudrain, and Deniz Başkent. "Use of a humanoid robot for auditory psychophysical testing." PLOS ONE 18, no. 12 (2023): e0294328. http://dx.doi.org/10.1371/journal.pone.0294328.

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Tasks in psychophysical tests can at times be repetitive and cause individuals to lose engagement during the test. To facilitate engagement, we propose the use of a humanoid NAO robot, named Sam, as an alternative interface for conducting psychophysical tests. Specifically, we aim to evaluate the performance of Sam as an auditory testing interface, given its potential limitations and technical differences, in comparison to the current laptop interface. We examine the results and durations of two voice perception tests, voice cue sensitivity and voice gender categorisation, obtained from both t
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Glenn, Floyd, James Hicinbothom, Stanley Schwartz, Ken Smith, and Eric Heilman. "A User Interface for a Battlefield Distributed Information System." Proceedings of the Human Factors Society Annual Meeting 33, no. 5 (1989): 340–44. http://dx.doi.org/10.1177/154193128903300523.

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This effort was conducted to redesign and improve the user interface for the Distributed Fact Base (DFB) component of the Army's Smart Weapon System / Information Distribution System (SWS/IDS), which is being initially developed to support battlefield fire control for fighting echelons up to the brigade level. The SWS/IDS consists of multiple clusters of powerful workstations that are networked together over low-speed radio links. The IDS manages the efficient updating and interrogating of nodes of the DFB so as to maximize system performance within communication channel capacity limits, there
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Allahverdiyeva, Naila, and Aghamirza Fataliyev. "EEG-based Mouse Cursor Control." Technium: Romanian Journal of Applied Sciences and Technology 15 (October 11, 2023): 45–59. http://dx.doi.org/10.47577/technium.v15i.9712.

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The last decade has seen an increase in the use of artificial intelligence (AI) and machine learning. Recent advances in the field of BC have led to renewed interest in the use of electroencephalography (EEG) for different fields. EEG is used in medical and biomedical applications such as analyzing mental workload and fatigue, diagnosing brain tumors, and rehabilitation of central nervous system disorders; EEG-based movement analysis and classification is widely used in many areas, from clinical applications to brain-machine interface and robotic applications. This article reviews applications
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Barik, Titus, Brent Harrison, David Roberts, and Xuxian Jiang. "Spatial Game Signatures for Bot Detection in Social Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (2021): 100–105. http://dx.doi.org/10.1609/aiide.v8i1.12518.

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Bot detection is an emerging problem in social games that requires different approaches from those used in massively multi-player online games (MMOGs). We focus on mouse selections as a key element of bot detection. We hypothesize that certain interface elements result in predictable differences in mouse selections, which we call spatial game signatures, and that those signatures can be used to model player interactions that are specific to the game mechanics and game interface. We performed a study in which users played a game representative of social games. We collected in-game actions, from
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Andreas, Daniel, Hannah Six, Adna Bliek, and Philipp Beckerle. "Design and Implementation of a Personalizable Alternative Mouse and Keyboard Interface for Individuals with Limited Upper Limb Mobility." Multimodal Technologies and Interaction 6, no. 12 (2022): 104. http://dx.doi.org/10.3390/mti6120104.

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People with neuromuscular diseases often experience limited upper limb mobility, which makes the handling of standard computer mice and keyboards difficult. Due to the importance of computers in private and professional life, this work aims at implementing an alternative mouse and keyboard interface that will allow for their efficient use by people with a neuromuscular disease. Due to the strongly differing symptoms of these diseases, personalization on the hardware and software levels is the focus of our work. The presented mouse alternative is based on a spectacle frame with an integrated mo
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Canare, Dominic, Barbara Chaparro, and Alex Chaparro. "Using Gesture, Gaze, and Combination Input Schemes as Alternatives to the Computer Mouse." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 297–301. http://dx.doi.org/10.1177/1541931218621068.

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Novel input devices can increase the bandwidth between users and their devices. Traditional desktop computing uses windows, icons, menus, and pointers – an interface built for the computer mouse and very effective for pointing-and-clicking. Alternative devices provide a variety of interactions including touch-free, gesture-based input and gaze-tracking to determine the user’s on-screen gaze location, but these input channels are not well-suited to a point-and-click interface. This study evaluates five new schemes, some multi-modal. These experimental schemes perform worse than mouse-based inpu
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Lee, Kuo Wei. "An Intelligent Mouse Wheel-Design Concept and Application." Applied Mechanics and Materials 764-765 (May 2015): 832–37. http://dx.doi.org/10.4028/www.scientific.net/amm.764-765.832.

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The virtually multiple mouse wheels is a new input device; however, as it has not yet been supported by application software, the left scroll and right scroll can only operate a few software functions. In this study, computer software is combined with a virtually multiple mouse wheel to intercept left and right scroll signals in the background, which are converted into the start signal of software and sent to the application software in order that software functions can be operated. The left scroll and right scroll operate the preset function, and the user software interface implemented in thi
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Chen, Kuen Meau, and Ming Jen Wang. "Using the Interactive Design of Gesture Recognition in Augmented Reality." Applied Mechanics and Materials 311 (February 2013): 185–90. http://dx.doi.org/10.4028/www.scientific.net/amm.311.185.

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Due to the rapid development of computer hardware, the mobile computer systems such as PDAs, high-end mobile phones are capable of running augmented reality (AR, hereafter) system nowadays. The mouse and keyboard based user interfaces of the traditional AR system may not be suitable for the mobile AR system because of different hardware interface and use environment. The goal of this research is to propose a novel computer-vision based human-computer interaction model, which is expected to greatly improve usability of the mobile augmented reality. In this research, we will conduct an experimen
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TANIGUCHI, Kazuhiro, Atsushi NISHIKAWA, Mitsugu SEKIMOTO, et al. "2A1-A32 Analysis of operator-interface failures of a human-machine interface (FAce MOUSe) for laparoscopic manipulator system." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2006 (2006): _2A1—A32_1—_2A1—A32_4. http://dx.doi.org/10.1299/jsmermd.2006._2a1-a32_1.

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Barve, Saurabh, Prof Megha Beedkar, Poonam Gawale, and Rajan Jadhav. "A Portable Wireless Head Movement Controlled Human-Computer Interface for People with Disabilities." International Journal for Research in Applied Science and Engineering Technology 11, no. 2 (2023): 1439–45. http://dx.doi.org/10.22214/ijraset.2023.49295.

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Abstract: This paper describes about an economical head operated computer mouse for people with disabilities. It focuses on the invention of a head operated computer mouse that employs one tilt sensor placed in the helmet to determine head position and to function as simple head-operated computer mouse. The system uses accelerometer based tilt sensor to detect the user's head tilt in order to direct the mouse movement on the computer screen. Clicking of mouse is activated by the user's eye brow movement through a sensor. The keyboard function is designed to allow the user to scroll letters wit
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M L, Mrs Asha. "MOUSE AND KEYBOARD MOTION SENSING USING HAND SIGNS." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem32492.

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The project presents a way for Human- Computer Interaction (HCI) that employs a web camera or an integrated camera to control the movement of the indicator instead to the current methods, which typically involve manually entering buttons or altering the positions of a physical mouse. Instead, it can perform the functions that a physical computer mouse does, and it does it through camera and technology for computer vision to manage different mouse events. The Virtual Mouse color recognition application constantly acquires real-time image data and processes it using several filtering and convers
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Crawford, R. G., and Mary‐Ellen Edwards. "A prototype mouse‐based interface to drug related information." Online Review 9, no. 6 (1985): 471–87. http://dx.doi.org/10.1108/eb024200.

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Epstein, Samuel, Eric Missimer, and Margrit Betke. "Using kernels for a video-based mouse-replacement interface." Personal and Ubiquitous Computing 18, no. 1 (2012): 47–60. http://dx.doi.org/10.1007/s00779-012-0617-z.

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45

Young, Tara M., Jing Chen, and Zhange Shentu. "Effect of Cursor Orientation on Left- and Right-Hand Mouse Control." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 830–34. http://dx.doi.org/10.1177/1541931213601189.

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Many factors, such as cursor orientation, cursor shape, and direction of movement have previously been found to impact human performance in graphical user interfaces. However, the majority of, if not all, previous research has focused on right-hand mouse control of cursors. The current study examined both left and right hand mouse control of cursor with a 2 (response hand; left vs. right) x 3 (cursor type; left-oriented arrow, right-oriented arrow, and neutral-orientated crosshairs) x 8 (target location) within-subjects design. The purpose was to examine the effects of response hand and cursor
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Folds, Dennis J., Tonya M. Beers, Dana R. Stocks, Vicky E. Coon, W. Bradley Fain, and Deborah A. Mitta. "A Comparison of Four Interfaces for Selecting and Controlling Remote Cameras." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, no. 17 (1995): 1137–41. http://dx.doi.org/10.1177/154193129503901715.

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Many Traffic Management Centers (TMCs) rely heavily on remote cameras for detecting and verifying incidents, and for maintaining surveillance of the roadway system. A TMC operator may have access to dozens, or even hundreds, of remote cameras. In the present experiment we compared four interfaces ( joystick, keyboard, mouse, and touchscreen) for selecting and controlling remote cameras. Preset cameras (i.e., views were restricted to a predefined set of pan, tilt, and zoom coordinates) were also compared to manual cameras (i.e., no presets). The touchscreen interface was found to be more prone
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Jacobson, Jeffrey, and Michael Lewis. "An Experimental Comparison of Three Methods for Collision Handling in Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 2 (1997): 1273–77. http://dx.doi.org/10.1177/1071181397041002122.

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This study compares three common strategies for handling collisions between the user's virtual body and other objects in a cluttered virtual environment. Test subjects sought “treasures” in a maze of narrow corridors which were embedded in a jumble of irrelevant shapes. The application ran on a PC, with the mouse and screen as the interface. When encounters an object, he either passes through it, stops completely, or is deflected around it. Data show that the third strategy best facilitates goal-seeking behavior with this interface and for this type of problem. This result is significant becau
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Nikolaou, Maria-Stella, and Chronis Kynigos. "From Novice Players to Creative Designers: A Constructionist Attempt with SorBET." Constructionism Conference Proceedings 8 (June 24, 2025): 97–108. https://doi.org/10.21240/constr/2025/56.x.

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This paper presents a small-scale, exploratory study investigating how eight middle school students shifted from passive engagement to reflective designers of their own learning experiences. Utilizing “SorBET”, a digital tool that enables learners to both play classification-based games and modify their underlying structures, students were observed through three phases: initial gameplay, adaptive modifications and eventual design of new game content within a design-based research (DBR) framework. The intervention involved two distinct interaction modalities: one group of students engaged with
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Brock, Derek, Deborah Hix, Lynn Dievendorf, and J. Gregory Trafton. "Extending the User Action Notation for Research in Individual Differences." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, no. 4 (1995): 253–57. http://dx.doi.org/10.1177/154193129503900407.

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Software user interfaces that provide users with more than one device, such as a mouse and keyboard, for interactively performing tasks, are now commonplace. Concerns about how to represent individual differences in patterns of use and acquisition of skill in such interfaces led the authors to develop modifications to the standard format of the User Action Notation (UAN) that substantially augment the notation's expressive power. These extensions allow the reader of an interface specification to make meaningful comparisons between functionally equivalent interaction techniques and task perform
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Lalitha, Anusha, and Nitish V. Thakor. "Design of an Accelerometer-Controlled Myoelectric Human Computer Interface." Advanced Materials Research 403-408 (November 2011): 3973–79. http://dx.doi.org/10.4028/www.scientific.net/amr.403-408.3973.

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The purpose of this study is to develop an alternate in-air input device which is intended to make interaction with computers easier for amputees. This paper proposes the design and utility of accelerometer controlled Myoelectric Human Computer Interface (HCI). This device can function as a PC mouse. The two dimensional position control of the mouse cursor is done by an accelerometer-based method. The left click and right click and other extra functions of this device are controlled by the Electromyographic (EMG) signals. Artificial Neural Networks (ANNs) are used to decode the intended moveme
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