Academic literature on the topic 'Computer and Technology Input'

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Journal articles on the topic "Computer and Technology Input"

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Gadelha, Isaque Araujo. "Artificial Intelligence Security through Input Data Quality Steps." Núcleo do Conhecimento 02, no. 12 (2023): 24–38. https://doi.org/10.32749/nucleodoconhecimento.com.br/computer-science/input-data.

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In times of digital transformation, data generation constitutes a new type of asset, as it requires new forms of organizational learning, giving rise to new business models. The focus of all this transformation is Artificial Intelligence (AI), a subfield of Computer Science responsible for creating computational resources with capabilities similar to human reasoning for automated problem-solving. Elements of mathematics and engineering are used to reproduce aspects of human intelligence, as well as insights from other areas such as philosophy, mathematics, economics, neuroscience, psychology, computer engineering, control theory, cybernetics, and linguistics. Hence the name AI. Machines learn to speak, write, interpret data, and solve problems through AI, a tool that is now essential for Industry 4.0, as a transition from industrial society to the knowledge and digital economy. In turn, Generative AI uses multimodal tools to work with elements such as spoken language, images, sounds, body movements, etc. All this technology requires innovations in companies through the adoption of frameworks that enable the selection and storage of qualified data. This original article was developed based on extensive bibliographic research and scientific materials. Its objective is to demonstrate the relevance of data analysis as a way to apply compliance practices to AI. As a result of this research, there was a recognized need for greater attention to input data quality processes for generative AI training.
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K R, Dr Vineetha, and Krishna K. "Skinput Bio-Acoustic Sensing Technology: A New Era of Interaction with Electronic Devices." International Journal for Research in Applied Science and Engineering Technology 11, no. 4 (2023): 810–14. http://dx.doi.org/10.22214/ijraset.2023.50214.

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Abstract: Skinput technology is a revolutionary new method of input that allows users to interact with electronic devices through touch input on their skin. This innovative technology uses bio-acoustic sensing to interpret acoustic signals that are generated by tapping or sliding fingers on the skin, and then maps those signals to various device inputs. By using this method, users can interact with devices such as smartphones, tablets, and computers without the need for a physical input device. Skinput technology has the potential to revolutionize the way we interact with technology, particularly for those with physical impairments, as it enables them to operate devices with greater ease and accuracy. With its promise of increased efficiency and ease of use, skinput technology is poised to become a game-changer in the field of human-computer interaction.
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Yao, Hang. "Multimedia Human-Computer Interaction Technology in Preschool Education." Journal of Cases on Information Technology 26, no. 1 (2024): 1–14. http://dx.doi.org/10.4018/jcit.347219.

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With the increasing of computing and network technology, there has been a rise in children's educational and entertainment software. However, these software applications depend on mouse and keyboard input, which may be tedious and challenging for children. Moreover, these applications fail to capture the interaction between users and computers. This study proposes design principles for children's human-computer interaction based on children's cognitive, psychological, and physiological attributes, and outlines a framework accordingly. The framework integrates natural human-computer interaction technologies, such as physical operation interface, gesture interaction, low-level semantics-based human-computer interaction, and high-level semantics-based human-computer interaction, with the aim of facilitating seamless and intuitive interaction between children and computers. Finally, the results demonstrating the feasibility and effectiveness of the proposed human-computer interaction technology as a child-centered virtual reality application tool.
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Siregar, Elida Tuti, Ommi Alfina, Dahlia Puspita, and M. Safii. "PELATIHAN PENGINPUTAN DATA SECARA OTOMATIS DI MICROSOFT EXCEL MENGGUNAKAN DATA FORM DAN MACRO VBA (BASIC FOR APLICATION) DI SMA IT UNGGUL AL-MUNADI MEDAN." Jurnal Pengabdian Pada Masyarakat METHABDI 3, no. 2 (2023): 150–54. http://dx.doi.org/10.46880/methabdi.vol3no2.pp150-154.

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Automatic data input using Microsoft Excel as a number processor or application for automatically processing data such as numerical values, mathematical formulas and making financial reports hone students' skills in knowledge of the use of computer technology, which is a basic need nowadays to operate a computer, a skill that students must master in the future world of work. because computer operating skills are really needed by companies, especially the Microsoft Excel application to process technology-based company data in determining decision makers in a company. This training will produce graduates who can operate computers and input data automatically. This activity provides skills and knowledge to students at SMA IT Unggul Al Munadi Medan using Microsoft Excel to process and input data automatically with Visual Basic forms and macros (VBA).
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Thommandru, Abhishek, Benarji Chakka, M. Vinay, and Pradeep Mamgain. "IMPACT of Artificial Intelligence on E-Banking and Financial Technology Development." ECS Transactions 107, no. 1 (2022): 16469–75. http://dx.doi.org/10.1149/10701.16469ecst.

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Artificial intelligence has a significant impact on financial technologies. Machine learning is an important field of artificial intelligence. Machine learning is a subset of artificial intelligence. According to client knowledge gathered by machine learning, data structures may be more easily comprehended and changed. Machine learning, although still being employed in the IT business, has its own set of benefits. They are used by computer program to explain or solve a typical issue because they are a set of well-written instructions. Data inputs for factual research may be prepared by computers using master learning algorithms that can deliver results within a certain range. Computers are used to model test data, and frameworks are used to make automated decisions based on input data. Banks and financial institutions may benefit from the use of machine learning. This article discusses applications of machine learning in banking and finance sector.
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Purcell, Patrick. "Gestural input to interactive systems." ITNOW 27, no. 3 (1985): 3–7. https://doi.org/10.1093/combul/27.3.3.

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Abstract The fluidity and expressiveness of human gesture is a fundamentally important component of interpersonal communication. A programme of research at the Media Laboratory of Massachusetts Institute of Technology aims to capture that fluidity and expressiveness in the service of communication between human and computer.
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Modi, Nandini, and Jaiteg Singh. "Role of Eye Tracking in Human Computer Interaction." ECS Transactions 107, no. 1 (2022): 8211–18. http://dx.doi.org/10.1149/10701.8211ecst.

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With the invention of computers arises the need of an interface for users and interacting with a computer has become a natural practice. For all the opportunities a machine can bring, it is now a limiting factor for humans and their interaction with machines. This has given rise to a significant amount of research in the area of human computer interaction to make it more intuitive, simpler, and efficient. Human interaction with computers is no longer confined to printers and keyboards. Traditional input devices give way to natural inputs like voice, gestures, and visual computing using eye tracking. This paper provides useful insights in understanding the use of eye gaze tracking technology for human-machine interaction. A case study was conducted with 15 participants to analyze eye movements on an educational website. Visual attention was measured using eye gaze fixations data and heat maps were utilized to illustrate the results.
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Kołata, Joanna, and Piotr Zierke. "The Decline of Architects: Can a Computer Design Fine Architecture without Human Input?" Buildings 11, no. 8 (2021): 338. http://dx.doi.org/10.3390/buildings11080338.

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Architects are required to have knowledge of current legislation, ergonomics, and the latest technical solutions. In addition, the design process necessitates an appreciation of the quality of the space and a high degree of creativity. However, it is a profession that has undergone significant changes in recent years due to the pressure exerted by the development of information technology. The designs generated by computer algorithms are becoming such a serious part of designers’ work that some are beginning to question whether they are more the work of computers than humans. There are also increasing suggestions that software development will eventually lead to a situation where humans in the profession will become redundant. This review article aims to present the currently used, implemented, and planned computer technologies employed in the design and consider how they affect and will affect the work of architects in the future. It includes opinions of a wide range of experts on the possibility of computer algorithms replacing architects. The ultimate goal of the article is an attempt to answer the question: will computers eliminate the human factor in the design of the future? It also considers the artificial intelligence or communication skills that computer algorithms would require to achieve this goal. The answers to these questions will contribute not only to determining the future of architecture but will also indicate the current condition of the profession. They will also help us to understand the technologies that are making computers capable of increasingly replacing human professions. Despite differing opinions on the possibility of computer algorithms replacing architects, the conclusions indicate that, currently, computers do not have capabilities and skills to achieve this goal. The speed of technological development, especially such technologies as artificial superintelligence, artificial brains, or quantum computers allows us to predict that the replacement of the architect by machines will be unrealistic in coming decades.
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Wang, Xu. "Research on Methods to Accelerate the Speed of Data Input Based on Library Computer Management System." Applied Mechanics and Materials 687-691 (November 2014): 1724–27. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1724.

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With the development of network technology, communication technology and computer technology, the library circle has raised the climax of building the digital library. In this paper, it is necessary to establish human-machine interactive library management information system based on information technology, computer technology, networking technology to combine information, management with system, and to make library function maximal, service optimal and management canonical. Speed up data entry is one of the core aspects, and rapid data input is the main function of the library management system. After discussing the principles and methods of data input, OPAC systems and bar code technology can satisfy the requirements. Data input and output: the library can easily achieve all business input and output data; data storage and transfer: The database structure is reasonable, rational distribution, and store a variety of data makes the library all business data secure storage and mobile, highly centralized data management and sharing.
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Earleen, Hadian Satria Utama, and Yohanes Calvinus. "ENHANCING ANGKLUNG PERFORMANCES USING A MIDI CONTROLLER." International Journal of Application on Sciences, Technology and Engineering 1, no. 3 (2023): 1019–28. http://dx.doi.org/10.24912/ijaste.v1.i3.1019-1028.

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Angklung is musical instrument originated from Indonesia, specifically West Java. It consists of bamboo tubes, connected to a bamboo frame. Sound is generated when the bamboo frame shakes, causing the bamboo tubes to oscillate. This musical instrument is played by an ensemble or individually. Music technology advancement has improved, allowing musicians to explore new possibilities for creating and performing music. One of the most important aspects of music technology is the existence of a communication protocol called the Musical Instrument Digital Interface, or MIDI in short. MIDI allows communication between electronic musical instruments as well as computers. The aim of this research is to create a prototype that allows users to control the angklung using a MIDI controller. The overall system requires a personal computer, a microcontroller, relay, and DC motor. The MIDI controller is used as an input, connected to a small-single board computer via a USB connection. The personal computer is used to proess incoming MIDI data. The microcontroller is used to receive input signal from the small single board computer, in order to control DC motor according to its pitch. The result shows that the prototype is able to function properly, as the angklung will shake according to its input from the MIDI controller.
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Dissertations / Theses on the topic "Computer and Technology Input"

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Fournier, Randolph S. "Voice input technology: learning style and attitude toward its use." Diss., Virginia Tech, 1993. http://hdl.handle.net/10919/38645.

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This study was designed to investigate whether learning style and attitudes toward voice input technology were related to performance in using the technology. Three null hypotheses were tested: (a) No differences exist in the performance in dictating a paragraph using voice input for individuals with different learning styles; (b) No differences exist in attitude toward voice input for individuals with different learning styles; and (c) No interaction exists for the performance scores for individuals with different learning styles and different attitudes toward voice input technology. The statistical procedure used to examine the hypotheses was analysis of variance. Participants were 50 students preparing to become vocational teachers enrolled in vocational education courses at Virginia Tech. Procedures involved having the participants complete three stages. First, they completed the Gregorc Style Delineator (GSD) learning style instrument. Due to a lack of individuals of one learning style category, abstract sequential (AS), only three learning style categories were used in the study. Second, they completed a background information sheet. Third, they participated in the voice-input training and dictation phase. Each student completed a one-hour session that included training, practice using voice input, and dictating a paragraph. Participants also completed the Attitude Toward Voice Input Scale developed by the researcher. It includes 21 attitude statements, 11 positively worded and 10 negatively worded. The first hypothesis was not rejected. A student's learning style does not relate to the performance of the student when dictating a paragraph using voice input technology. The second hypothesis was not rejected either. A student's attitude toward voice input technology was not related to learning style. The third hypothesis was also not rejected. A student's learning style, regardless of whether the student had a "high" or "low" attitude toward voice input, was not significantly related to performance in using voice input technology. However, the mean performance scores of individuals with concrete sequential (CS) learning styles with "high" and "low" attitudes did appear to be different. Those with "high" attitudes toward voice input had better performance scores than those with "low" attitudes toward the technology.<br>Ph. D.
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Zaborowski, Philippe S. "A novel input device for thumb control /." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=112597.

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This thesis project consists of developing a hand-held, one-thumb input device small enough to be placed on gestural controllers and providing performers with a simple way to select between multiple options with few movements of a thumb.<br>Most commercial input devices for the thumb make the assumption that buttons are the de facto standard. However, buttons are not always the best solution especially where space is very limited. This project explores a new approach to input design by analyzing the thumb's movements and designing a suitable input device that can track them. The design progression from the first to the last prototype is presented in great detail.<br>The final prototype is compared to other existing one-thumb input devices used in gestural controllers and mobile computing. The shortcomings of each one-thumb input method is described with the final prototype presented as a possible solution in each case.
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McLaughlin, Anne Collins. "Attentional demands on input devices in a complex task." Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/30305.

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Budak, Ronya, and Bergman Ted Klein. "Identifying effectiveness of different input devices as pointing devices for graphical user interfaces." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232170.

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As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall.<br>Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
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Menezes, Gary. "Modeling, design, fabrication and characterization of glass package-to-PCB interconnections." Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/51781.

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Emerging I/O density and bandwidth requirements are driving packages to low-CTE silicon, glass and organic substrates for higher wiring density and reliability of interconnections and Cu-low k dielectrics. These are needed for high performance applications as 2.5D packages in large-size, and also as ultra-thin packages for consumer applications that are directly assembled on the board without the need for an intermediate package. The trend to low-CTE packages (CTE of 3-8ppm/°C), however, creates large CTE mismatch with the board on which they are assembled. Interconnection reliability is, therefore, a major concern when low CTE interposers are surface mounted onto organic system boards via solder joints. This reliability concern is further aggravated with large package sizes and finer pitch. For wide acceptance of low CTE packages in high volume production, it is also critical to assemble them on board using standard Surface Mount Technologies (SMT) without the need for under-fill. This research aims to demonstrate reliable 400 micron pitch solder interconnections from low CTE glass interposers directly assembled onto organic boards by overcoming the above challenges using two approaches; 1) Stress-relief dielectric build up layers on the back of the interposer, 2) Polymer collar around the solder bumps for shear stress re-distribution. A comprehensive methodology based on modeling, design, test vehicle fabrication and characterization is employed to study and demonstrate the efficacy of these approaches in meeting the interposer-to-board interconnection requirements. The effect of varying geometrical and material properties of both build-up layers and polymer collar is studied through Finite Element Modeling. Interposers were designed and fabricated with the proposed approaches to demonstrate process feasibility.
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Villaroman, Norman. "Face Tracking User Interfaces Using Vision-Based Consumer Devices." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3941.

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Some individuals have difficulty using standard hand-manipulated input devices such as a mouse and a keyboard effectively. For such users who at the same time have sufficient control over face and head movement, a robust perceptual or vision-based user interface that can track face movement can significantly help them. Using vision-based consumer devices makes such a user interface readily available and allows its use to be non-intrusive. Designing this type of user interface presents some significant challenges particularly with accuracy and usability. This research investigates such problems and proposes solutions to create a usable and robust face tracking user interface using currently available state-of-the-art technology. In particular, the input control in such an interface is divided into its logical components and studied one by one, namely, user input, capture technology, feature retrieval, feature processing, and pointer behavior. Different options for these components are studied and evaluated to see if they contribute to more efficient use of the interface. The evaluation is done using standard tests created for this purpose. The tests were done by a single user. The results can serve as a precursor to a full-scale usability study, various improvements, and eventual deployment for actual use. The primary contributions of this research include a logical organization and evaluation of the input process and its different components in face tracking user interfaces, a common library for computer control that can be used by various face tracking engines, an adaptive pointing input style that makes pointing using natural movement easier, and a test suite that can be used to measure performance of various user interfaces for desktop systems.
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Holmström, Oskar. "Exploring Transformer-Based Contextual Knowledge Graph Embeddings : How the Design of the Attention Mask and the Input Structure Affect Learning in Transformer Models." Thesis, Linköpings universitet, Artificiell intelligens och integrerade datorsystem, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175400.

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The availability and use of knowledge graphs have become commonplace as a compact storage of information and for lookup of facts. However, the discrete representation makes the knowledge graph unavailable for tasks that need a continuous representation, such as predicting relationships between entities, where the most probable relationship needs to be found. The need for a continuous representation has spurred the development of knowledge graph embeddings. The idea is to position the entities of the graph relative to each other in a continuous low-dimensional vector space, so that their relationships are preserved, and ideally leading to clusters of entities with similar characteristics. Several methods to produce knowledge graph embeddings have been created, from simple models that minimize the distance between related entities to complex neural models. Almost all of these embedding methods attempt to create an accurate static representation of each entity and relation. However, as with words in natural language, both entities and relations in a knowledge graph hold different meanings in different local contexts.  With the recent development of Transformer models, and their success in creating contextual representations of natural language, work has been done to apply them to graphs. Initial results show great promise, but there are significant differences in archi- tecture design across papers. There is no clear direction on how Transformer models can be best applied to create contextual knowledge graph embeddings. Two of the main differences in previous work is how the attention mask is applied in the model and what input graph structures the model is trained on.  This report explores how different attention masking methods and graph inputs affect a Transformer model (in this report, BERT) on a link prediction task for triples. Models are trained with five different attention masking methods, which to varying degrees restrict attention, and on three different input graph structures (triples, paths, and interconnected triples).  The results indicate that a Transformer model trained with a masked language model objective has the strongest performance on the link prediction task when there are no restrictions on how attention is directed, and when it is trained on graph structures that are sequential. This is similar to how models like BERT learn sentence structure after being exposed to a large number of training samples. For more complex graph structures it is beneficial to encode information of the graph structure through how the attention mask is applied. There also seems to be some indications that the input graph structure affects the models’ capabilities to learn underlying characteristics in the knowledge graph that is trained upon.
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Spiller, Marcelo Grandini [UNESP]. "Avaliação de dispositivos de entrada para acesso ao computador por alunos com paralisia cerebral." Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/151817.

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Submitted by MARCELO GRANDINI SPILLER null (m_grandini@yahoo.com.br) on 2017-10-02T18:36:48Z No. of bitstreams: 1 TESE Marcelo Grandini Spiller.pdf: 1839639 bytes, checksum: a347991e047bb9f4a5df8b354abd3f13 (MD5)<br>Approved for entry into archive by LUIZA DE MENEZES ROMANETTO (luizamenezes@reitoria.unesp.br) on 2017-10-03T14:45:25Z (GMT) No. of bitstreams: 1 spiller_mg_dr_mar.pdf: 1839639 bytes, checksum: a347991e047bb9f4a5df8b354abd3f13 (MD5)<br>Made available in DSpace on 2017-10-03T14:45:25Z (GMT). No. of bitstreams: 1 spiller_mg_dr_mar.pdf: 1839639 bytes, checksum: a347991e047bb9f4a5df8b354abd3f13 (MD5) Previous issue date: 2017-09-06<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>O computador tem sido cada vez mais utilizado por professores como recurso para o ensino de alunos com paralisia cerebral durante as atividades escolares. Devido aos comprometimentos motores impostos por tal desordem, estes alunos podem apresentar dificuldades de acesso ao computador dependendo do dispositivo de entrada utilizado. Existem dispositivos convencionais, como o mouse e o teclado padrão, e também aqueles de maior tecnologia como a tela sensível ao toque e os acionadores eletrônicos pelo olhar, como o eye tracker, que podem auxiliar neste processo. Mas qual deles proporciona ao aluno com paralisia cerebral, melhor acesso ao computador: o mouse convencional, a tela sensível ao toque ou o eye tracker? O objetivo deste estudo foi avaliar a eficácia destes três dispositivos de entrada no acesso ao computador por alunos com paralisia cerebral. Participaram do estudo 15 alunos com paralisia cerebral com idade entre 6 e 14 anos, com níveis GMFCS e MACS de I a V. Para a avaliação da eficácia dos dispositivos, os participantes usaram um notebook com tela sensível ao toque, um mouse convencional e um eye tracker para realizar tarefas com os seguintes softwares: o Discrete Aiming Task 2.0, para avaliar o tempo de resposta do usuário na tarefa de seleção de alvo; o Tracking Task 2.0, para avaliar o a porcentagem de tempo no círculo e a frequência de erros na seleção e rastreamento de alvo e, o Single Switch Performance Test (SSPT) 1.0 para avaliar o tempo médio de acionamento de um alvo. Para avaliação do grau de satisfação dos participantes com relação aos dispositivos foi utilizada uma escala analógica visual. Por fim, os usuários foram questionados sobre a preferência dos dispositivos utilizados. Foi realizada análise estatística não paramétrica com nível de significância p≤0,05. Os resultados significativos estatisticamente mostraram que: (1) o eye tracker causou menor frequência de erros, no uso do software Tracking Task v.2.0; (2) o mouse apresentou o menor tempo médio de acionamento no SSPT; (3) A tela sensível ao toque foi o mais eficaz na variável tempo mais lento de acionamento no SSPT; (4) Os participantes com o nível de habilidade manual mais comprometido usaram menos o mouse. As comparações entre: os níveis de habilidade manual e a preferência do dispositivo; os níveis de habilidade motora e a preferência do dispositivo; o gênero dos usuários e a preferência do dispositivo; a classificação topográfica e a preferência do dispositivo, não indicaram diferenças significativas. Observou-se diferença estatística entre o nível de classificação de habilidade manual com a possibilidade de conseguir usar o mouse. O nível de função motora grossa e de habilidade manual dos participantes tem relação com a satisfação com os dispositivos de entrada. Conclui-se que o eye tracker foi o dispositivo mais eficaz na tarefa de seleção de alvos; o mouse, o mais eficaz para os tempos médio e mais rápido de acionamento e, também, para o rastreamento de alvos; a tela sensível ao toque foi mais eficaz na variável tempo mais lento de acionamento e no tempo de resposta para seleção de alvo. A maioria dos participantes preferiu a tela sensível ao toque e demonstrou maior satisfação pela tela sensível ao toque e pelo eye tracker. Espera-se que o presente estudo possa auxiliar e orientar o professor na seleção do dispositivo para acesso ao computador para o aluno com paralisia cerebral.<br>Computer has been increasingly used by teachers as a resource for teaching students with cerebral palsy in school activities. Due to the motor impairments imposed by such disorder, these students may have difficulties in computer access depending on the input device used. There are conventional devices, such as mouse and standard keyboard, as well as those with higher technology such as touch screen and electronic triggers by the look, such as eye tracker, that can help in this process. But which one gives the cerebral palsy students better computer access: the conventional mouse, touch screen or eye tracker? The objective of this study was to evaluate the effectiveness of these three input devices in computer access by cerebral palsy students. Participated in the study fifteen cerebral palsy students aged 6 to 14 years with GMFCS and MACS levels from I to V. For evaluation device efficacy, participants used a notebook with a touch screen, a conventional mouse and a eye tracker to perform tasks with the following softwares: the Discrete Aiming Task 2.0, to evaluate the user response time in the target selection task; Tracking Task 2.0, to evaluate the percentage of time in the circle and the errors frequency in selection and tracking target, and the Single Switch Performance Test (SSPT) 1.0 to evaluate the average trigger time of a target. In order to evaluate the participants' satisfaction with the devices, was used the an analogue visual scale. Finally, users were asked about the devices preference. Non-parametric statistical analysis was performed with significance level p≤0.05. Statistically significant results showed that: (1) Eye tracker caused less error frequency in the use of the Tracking Task v.2.0 software; (2) Mouse had the shortest average drive time in the SSPT; (3) Touch screen was the most effective in the variable slower drive time in the SSPT; (4) Participants with the most compromised manual skill level used the mouse the least. Comparisons between: manual skill levels and device preference; Motor skill levels and device preference; The gender of the users and the device preference; Topographical classification and device preference didn’t indicate significant differences. Was observed a statistical difference between the level of manual skill classification and the possibility of using the mouse. Level of gross motor function and manual skill of participants is related to satisfaction with input devices. Concluded that eye tracker was the most efficient device in target selection task; Mouse, the most effective for the medium and fastest activation times and also for the tracking targets; Touch screen was more effective in the time variable slower of activation and response time for target selection. Most participants preferred touch screen and showed greater satisfaction with touch screen and eye tracker. Expected that the present study can help and guide the teacher in the selection of the device for access to the computer for the student with cerebral palsy.
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Moore, Eric. "The weak link in the language teaching system and what to do about it." Thesis, Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/1135.

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Ortega, Francisco Raul. "3D Navigation with Six Degrees-of-Freedom using a Multi-Touch Display." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1594.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.
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Books on the topic "Computer and Technology Input"

1

IEEE Computer Society. Microprocessor and Microcomputer Standards Committee., Institute of Electrical and Electronics Engineers., and IEEE Standards Board, eds. IEEE Standard for information technology--: Transport independent printer/system interface (TIP/SI). Institute of Electrical and Electronics Engineers, 1997.

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1964-, Baber Christopher, and Noyes Janet M, eds. Interactive speech technology: Human factors issues in the application of speech input/output to computers. Taylor & Francis, 1993.

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Chu, Pong P. RTL hardware design using VHDL: Coding for efficiency, portability, and scalability. Wiley-Interscience, 2006.

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Chu, Pong P. RTL Hardware Design Using VHDL. John Wiley & Sons, Ltd., 2006.

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PC, Maximum. Maximum PC Ultimate Performance Guide, The. Pearson Education, 2005.

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Zyda, Michael J. The use of VLSI technology for the real-time generation of graphics displays: A proposal. Naval Postgraduate School, 1985.

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Proebster, Walter E. Peripherie von Informationssystemen: Technologie und Anwendung : Eingabe, Tastatur, Sensoren, Sprache etc. : Ausgabe, Drucker, Bildschirm, Anzeigen etc. : externe Speicher, Magnetik, Optik etc. Springer-Verlag, 1987.

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Rosch, Winn L. Winn L. Rosch hardware bible. 5th ed. Que, 1999.

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Rosch, Winn L. The Winn L. Rosch Hardware Bible. Pearson Education, 2005.

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Rosch, Winn L. Winn L. Rosch hardware bible. 6th ed. Que Pub., 2003.

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Book chapters on the topic "Computer and Technology Input"

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Zhu, Lina. "Input–Output Model of Sports Economy Based on Computer Technology." In Lecture Notes in Electrical Engineering. Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-4805-0_78.

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Huang, Anqi, Chao Zhang, Pingzeng Liu, Junmei Wang, Wanming Ren, and Yong Zheng. "Input-Output Analysis of Chinese National Agricultural Science and Technology Park." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24265-7_44.

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Kniestedt, Isabelle, Elizabeth Camilleri, and Marcello A. Gómez Maureira. "Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research." In Advances in Computer Entertainment Technology. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_15.

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Chevalier, Fabrice, Deepak D’Souza, and Pavithra Prabhakar. "On Continuous Timed Automata with Input-Determined Guards." In FSTTCS 2006: Foundations of Software Technology and Theoretical Computer Science. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11944836_34.

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Sowmya, V. B., and Vasudeva Varma. "Transliteration Based Text Input Methods for Telugu." In Computer Processing of Oriental Languages. Language Technology for the Knowledge-based Economy. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-00831-3_12.

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Karpov, Alexey, and Andrey Ronzhin. "A Universal Assistive Technology with Multimodal Input and Multimedia Output Interfaces." In Universal Access in Human-Computer Interaction. Design and Development Methods for Universal Access. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07437-5_35.

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Chakraborty, Tanmoy, and Samir Datta. "One-Input-Face MPCVP Is Hard for L, But in LogDCFL." In FSTTCS 2006: Foundations of Software Technology and Theoretical Computer Science. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11944836_8.

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Geng, Pengyun, Jing Xiang, Lei An, Baiyan Liu, Xia Qi, and Hui Wang. "Research on Input-Output Benefit Evaluation Technology for Power Grid Asset Production Based on Production Function Theory." In Advances in Computer Science Research. Atlantis Press International BV, 2024. http://dx.doi.org/10.2991/978-94-6463-447-1_55.

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Earnshaw, Rae, and Susan Liggett. "Artificial Intelligence and Creativity." In Creativity in Art, Design and Technology. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-24869-6_7.

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AbstractCollaboration can increase creativity when the interactions are supportive and facilitative. In the real world this could be a group discussion or a collaboration on a particular artwork or project. The computer is increasingly in the loop on these collaborations because it can bring together both local and distant collaborators. In addition, the artwork or project can be displayed on computer screens and the partners can discuss it and work together in real-time. The computer program may also be able to make suggestions to the partners about design options, just as spell-checkers can make suggestions to authors about the grammar and spelling in an article or paper they are writing. The software works in the background and can add value to the overall process of creation, whether this is for a document or an artwork. In this case, the software is working according to pre-determined rules. If the program is allowed to modify itself by taking in input from its own processes, then the rules may change as the program is running. This may be useful in some situations but not in others. The increasing use of artificial intelligence techniques in science, technology, and the arts is reviewed and assessed, and the implications for creativity are presented.
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J, Brammi, Dhivya R, Padmavathy T, and Anitha R. "HCI Based Input Device for Differently Abled." In Intelligent Systems and Computer Technology. IOS Press, 2020. http://dx.doi.org/10.3233/apc200158.

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Tremendous advancements in the technology has lead to the monumental growth of various branches of computing such as Computer Vision and Human-Computer Interaction (HCI). Computer’s input has data about different properties of users, objects or places. For instance, mouse and keyboard works by the movement performed by the end user’s hands. These approaches are not appropriate for differently abled people. Away to create an application which replaces the input devices such as mouse and keyboard by using face of the user is proposed. This paper introduces how head motion of the user can be used to control the mouse cursor and how gaze tracking can be used to control the keyboard. A face detecting system precisely records the motion parameters from video at real-time using a typical webcam. While the pace reduces while using the virtual mouse and keyboard, the performance of the system is intact for differently abled people whose only means of communication are the head movements and gaze.
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Conference papers on the topic "Computer and Technology Input"

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Yang, Le, Jiamin Zhao, and Xiaodong Cheng. "Research on Chinese input prediction based on LSTM+Word2vec." In 2024 7th International Conference on Computer Information Science and Application Technology (CISAT). IEEE, 2024. http://dx.doi.org/10.1109/cisat62382.2024.10695252.

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Xu, Yu, and Xiuping Wang. "Research on Neural Network-Assisted Input Optimization in Control System Frameworks." In 2024 4th Asia-Pacific Conference on Communications Technology and Computer Science (ACCTCS). IEEE, 2024. http://dx.doi.org/10.1109/acctcs61748.2024.00080.

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Zhao, Han, and Dongjian Zheng. "Dam Displacement Prediction Method Combining Image Sequence Input with Residual Networks." In 2024 3rd International Conference on Artificial Intelligence and Computer Information Technology (AICIT). IEEE, 2024. http://dx.doi.org/10.1109/aicit62434.2024.10730508.

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Yi, Ting, Longye Wang, Xiaoli Zeng, and Dan Zhao. "Image tampering detection combining dynamic attention mechanism and multidimensional feature input." In Fourth International Conference on Computer Technology, Information Engineering, and Electron Materials (CTIEEM 2024), edited by Massimo Ficco and Yixian Yang. SPIE, 2025. https://doi.org/10.1117/12.3058560.

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Li, Siyan, and Tao Wang. "A method for automatically generating the Input/Output timing parameters of DDR controller." In 2025 4th International Symposium on Computer Applications and Information Technology (ISCAIT). IEEE, 2025. https://doi.org/10.1109/iscait64916.2025.11010575.

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Anderson, R. I. "AUDIOTEX: computer input and output by voice telephony." In European Conference on Speech Technology. ISCA, 1987. http://dx.doi.org/10.21437/ecst.1987-196.

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Swapp, David. "Design Interfaces with VR." In Design Computation Input/Output 2021. Design Computation, 2021. http://dx.doi.org/10.47330/dcio.2021.zwzf7054.

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Virtual Reality (VR) is maturing as a technology. Now that mainstream head-mounted displays (HMDs) are consumer-affordable, the space of application development has begun in earnest. Some of this development transitions existing applications (e.g. computer games) to work with a 3D tracked interface while others explore completely novel and innovative uses of VR. The idea of using VR in architectural practice has a long history. As a tool with the potential to allow 3D visualisation at 1:1scale, the use-case for architectural visualisation has seemed natural and obvious since the early days of the technology. However, the realisation of this idea was not initially straightforward. In 2000 UCL built a CAVE-like VR projection theatre – this is a 3m x 3m room where three of the four walls and the floor are stereo displays, viewed through tracked stereo glasses allowing perspective-correct stereo views. This was driven by a state-of-the-art SGI computer, many times more powerful than any standard PC (and about 20 times the size). However, despite this vast graphics processing power, most architectural models, could not easily be adapted to this new technology. These models had been designed for accurate renderings of detailed geometry. Twenty minutes of processing with standard computer graphics applications on a desktop PC could produce a beautiful rendering of a view into this model, but VR demands real-time frame rates (ideally at least 60 frames per second) and the models were simply too large and detailed for this. These tensions between designs for single viewpoint renderings and designs for real-time rendering are now better understood, and advances in both graphics hardware and software have improved this situation. However recent trends in consumer VR towards standalone headsets mean that simulations are now driven by the same graphics processors that drive the mobile devices in our pockets. Aside from these technical hurdles, the cost has been the main contributing factor to the relatively slow uptake of VR as a tool for exploring design, but now that we have affordable devices available, what are the factors that still hinder progress?
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Du, Huandi, Xiaojun Wang, Lili Li, and Peng Chen. "Multi-input fusion underwater image enhancement technology." In International Conference on Computer Science and Communication Technology (ICCSCT 2022), edited by Yingfa Lu and Changbo Cheng. SPIE, 2022. http://dx.doi.org/10.1117/12.2662522.

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Fiala, Mark, and Gerhard Roth. "3D Input Using Hand-held Objects and Computer Vision." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-10.

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Tanimoto, Yoshio, Kuniharu Nanba, Yasuhiko Rokumyo, et al. "Evaluation System of Suitable Computer Input Device for Patients." In 2005 IEEE Intelligent Data Acquisition and Advanced Computing Systems: Technology and Applications. IEEE, 2005. http://dx.doi.org/10.1109/idaacs.2005.283006.

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Reports on the topic "Computer and Technology Input"

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Bet, Germán, Julian P. Cristia, and Pablo Ibarrarán. The Effects of Shared School Technology Access on Students' Digital Skills in Peru. Inter-American Development Bank, 2014. http://dx.doi.org/10.18235/0011530.

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This paper analyzes the effects of increased shared computer access in secondary schools in Peru. Administrative data are used to identify, through propensity-score matching, two groups of schools with similar observable educational inputs but different intensity in computer access. Extensive primary data collected from the 202 matched schools are used to determine whether increased shared computer access at schools affects digital skills and academic achievement. Results suggest that small increases in shared computer access, one more computer per 40 students, can produce large increases in digital skills (0. 3 standard deviations). No effects are found on test scores in Math and Language.
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McKinnon, Mark, and Daniel Madryzkowski. Literature Review to Support the Development of a Database of Contemporary Material Properties for Fire Investigation Analysis. UL Firefighter Safety Research Institute, 2020. http://dx.doi.org/10.54206/102376/wmah2173.

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The NIJ Technology Working Group’s Operational Requirements (TWG ORs) for Fire and Arson Investigation have included several scientific research needs that require knowledge of the thermophysical properties of materials that are common in the built environment, and therefore likely to be involved in a fire scene. The specific areas of research include: adequate materials property data inputs for accurate computer models, understanding the effect of materials properties on the development and interpretation of fire patterns, and evaluation of incident heat flux profiles to walls and neighboring items in support of fire model validation. These topics certainly address, in a concise way, many of the gaps that limit the analysis capability of fire investigators and engineers. Each of the three aforementioned research topics rely, in part, on accurate knowledge of the physical conditions of a material prior to the fire, how the material will respond to the exposure of heat, and how it will perform once it has ignited. This general information is required to visually assess a fire scene. The same information is needed by investigators to estimate the evolution and consequences of a fire incident using a computer model. Data sources that are currently most commonly used to determine the required properties and model inputs are outdated and incomplete. This report includes the literature review used to provide a technical approach to developing a materials database for use in fire investigations and computational fire models. A summary of the input from the project technical panel is presented which guided the initial selection of materials to be included in the database as well as the selection of test measurements.
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Wang, Qiao-yu. GaAs Computer Technology. Defense Technical Information Center, 1992. http://dx.doi.org/10.21236/ada259259.

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Kukacka, L. E. Geothermal materials project input for conversion technology task. Office of Scientific and Technical Information (OSTI), 1990. http://dx.doi.org/10.2172/6192875.

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Kukacka, L. E. Geothermal materials project input for conversion technology task. Office of Scientific and Technical Information (OSTI), 1991. http://dx.doi.org/10.2172/5781723.

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Rosenthal, Robert. Computer science and technology :. National Bureau of Standards, 1987. http://dx.doi.org/10.6028/nbs.ir.87-3516.

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McCormack, Thomas H., Michael A. Loyal, and Irene Elios. Computer Resource Management Technology. Defense Technical Information Center, 1986. http://dx.doi.org/10.21236/ada176041.

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McKinnon, Mark, Craig Weinschenk, and Daniel Madrzykowski. Materials and Products Database Technical Reference Guide. Fire Safety Research Institute, UL Research Institutes, 2023. http://dx.doi.org/10.54206/102376/rnnp3809.

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For the past several years, the NIJ Technology Working Group’s Operational Requirements for Fire and Arson Investigation have included several scientific research needs that require improved knowledge of properties of materials that are common in the built environment, and therefore likely to be involved in a fire scene. The specific areas of research include: adequate materials data inputs for accurate computer models, understanding the effect of materials properties on the development and interpretation of fire patterns, and evaluation of incident heat flux profiles to walls and neighboring items in support of fire model validation. Each of the three aforementioned research topics rely, in part, on accurate knowledge of the physical conditions of a material prior to the fire, how the material will respond to the exposure of heat, and how it will perform once it has ignited. The project described herein has made advancements in terms of collecting experimental data and property information on a multitude of materials commonly encountered in the built environment for the purpose of making the data publicly available and easily accessible to fire investigators, fire protection engineers, and fire researchers.
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Augustine, Chad, and Nathan Blair. Storage Futures Study: Storage Technology Modeling Input Data Report. Office of Scientific and Technical Information (OSTI), 2021. http://dx.doi.org/10.2172/1785959.

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Meier, D. Selecting computer models and input parameters for analysis of environmental impacts. Office of Scientific and Technical Information (OSTI), 1996. http://dx.doi.org/10.2172/394908.

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