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1

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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3

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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6

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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8

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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9

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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11

Fouladinia, Farhad, and Mohammad Gholami. "Design of a Novel Decimal to Multicode Converter in QCA Technology." Journal of Electrical and Computer Engineering 2023 (October 7, 2023): 1–13. http://dx.doi.org/10.1155/2023/6615790.

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Researchers are always looking for the improvement of existing methods. Today, CMOS technology is widely used, which has some advantages and disadvantages. One of the alternative methods for CMOS technology is QCA technology which compared to CMOS, has the advantages of low energy consumption and small occupied area. In this paper, by using the concepts and methods of QCA technology, a digital code converter is presented. In this converter, a new gate is used, which can produce outputs such as 4-input AND, 4-input OR, 4-input NAND, and 4-input NOR. The proposed converter has 10 inputs and 12 outputs. The 10 inputs are decimal numbers from 0 to 9, producing the output equivalent to excess-3, BCD, and gray codes. One of the advantages of this circuit is providing three different codes per input in just one circuit. In addition, due to the use of the new 4-input gate, the occupied area and the number of used cells were minimized. Simulations were performed by using QCADesigner-E version 2.2, and outcomes illustrated that the occupied area is equal to 0.29 μm2 and 380 QCA cells with 7 clock phases are used. The energy dissipation of the presented circuit is 171 meV. Also, given the favorable performance exhibited by the 4-input gate across various measurement parameters, it possesses the capability to be efficiently employed within larger and intricately designed circuits.
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12

Junyuan, Cui. "An Exploration about Krashen's Input Hypothesis in the Computer Network Environment." International Journal of Advanced Pervasive and Ubiquitous Computing 5, no. 1 (2013): 1–7. http://dx.doi.org/10.4018/japuc.2013010101.

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Krashen’s second language acquisition theory is the most influential theory in foreign or second language learning. The input hypothesis is an essential hypothesis in his theory. The research and debate on input hypothesis never ends. This paper tries to explore the input hypothesis in the computer network environment. It detects computer and network technology can be applied to further explain the input hypothesis. The computer and internet have the function of assisting acquisition, providing enough comprehensible input and improving production ability. This discovery has further implication on improving the English learning in non-English speaking countries. Computer Assisted Language Learning has new demands on both national education investment and college education management; on both teachers and students.
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13

Tabassum, Tamanna. "DECOHERENCE-RESILIENT READONLY MEMORY ARCHITECTURE USING QUANTUM TECHNOLOGY." International Journal of Advanced Research 13, no. 01 (2025): 357–63. https://doi.org/10.21474/ijar01/20202.

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Quantum computation draws from theoretical physics, functional analysis, and algorithmic computer science, acting as an interdisciplinary field. The main aim of research in quantum computing is to demonstrate that certain tasks can be completed faster using quantum computers than traditional ones. For this, quantum memory is crucial to developing synchronization tools that coordinate various processes in quantum computers and quantum gates that preserve the identity of quantum states, such as superpositions, and methods to convert preset photons into on-demand photons. Quantum memories are essential for large-scale photonic quantum computing systems, enabling the coherent manipulation, buffering, and retiming of photonic signals. Unlike classical memory, quantum memory allows states to exist in quantum superposition, offering greater flexibility for quantum algorithms than conventional storage systems. While traditional Read-Only Memory (ROM) tends to be slower, quantum computing facilitates the development of novel computer types that operate with qubits as input states, leading to increased storage capacity. This paper proposes a quantum-based ROM (QROM) architecture that utilizes quantum-based binary logic operations and presents an analysis of the systems performance, focusing on heat generation and speed parameters.
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14

Nur Alifah, Gelen Veranda Deanda, Juniwan Juniwan, and Didik Aribowo. "PERAN TEKNOLOGI INPUT/OUTPUT DALAM PENGEMBANGAN PERANGKAT KERAS DAN PERANGKAT LUNAK KOMPUTER." Jurnal Kendali Teknik dan Sains 1, no. 4 (2023): 123–36. http://dx.doi.org/10.59581/jkts-widyakarya.v1i4.1492.

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Abstrak. Teknologi input/output (I/O) memegang peranan penting dalam perkembangan perangkat keras dan perangkat lunak komputer modern. Pesatnya perkembangan teknologi I/O telah memungkinkan komputer menjadi lebih interaktif, lebih cepat, dan lebih efisien dalam memproses informasi. Pada proses I/O terdapat perangkat keras dan perangkat lunak yang berfungsi sebagai media menghasilkan data. Perangkat keras dan perangkat lunak saling terkait dan saling mendukung dalam operasi komputer. Penelitian ini bertujuan menganalisis peran teknologi I/O pada perangkat keras dan perangkat lunak berdasarkan perkembangannya. Teknologi I/O merujuk pada cara komputer berinteraksi dengan dunia luar melalui masukan dan keluaran. Data diperoleh beradasarkan studi pustaka dengan menggunakan referensi dari berbagai sumber. Metode penelitian ini bertujuan untuk memahami kerangka pengetahuan yang sudah ada tentang judu, mengidentifikasi dan mendukung atau merinci argument. Berdasarkan literatur yang sudah ada, hasil penelitian menunjukkan peran teknologi I/O pada perangkat keras dan perangkat lunak sangat berpengaruh pada perkembangannya dapat dilihat dari kinerja perangkat keras yang lebih baik, inovasi dalam perangkat keras yang terus berkembang dan perkembangan perangkat lunak yang lebih maju. Abstract. Input/output (I/O) technology plays an important role in the development of modern computer hardware and software. The rapid development of I/O technology has allowed computers to become more interactive, faster, and more efficient in processing information. In the I/O process, there are hardware and software that function as a medium to produce data. Hardware and software are interrelated and support each other in computer operations. This study aims to analyze the role of I/O technology in hardware and software based on its development. I/O technology refers to the way a computer interacts with the outside world through inputs and outputs. Data is obtained based on literature studies using references from various sources. This research method aims to understand the existing framework of knowledge about judu, identify and support or detail arguments. Based on existing literature, the results show the role of I/O technology in hardware and software is very influential on its development can be seen from better hardware performance, innovation in hardware that continues to develop and more advanced software developments.
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Diwan, Mr Nihal, Prof Dhiraj Kalyankar, and Dr R. R. Keole. "Review Paper on Live Eye Gaze Tracking to Control Mouse Pointer Movement." International Journal for Research in Applied Science and Engineering Technology 10, no. 8 (2022): 411–13. http://dx.doi.org/10.22214/ijraset.2022.46149.

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Abstract: With recent advances in technology, modern computer systems are becoming more flexible. Modern computers are capable of processing millions of information per second. In such cases, traditional input devices such as a mouse or keyboard are relatively slow. In this paper we use system that can be overcome by human interaction with the computer. With innovation and development in technology, motion sensors are able to capture the position and natural movements of the human body. This has made possible a new way of communication with computers. So keeping all these in mind we propose a system which is an untouched and fast communication system. This system will be able to capture the movements of the eyeball for which it is responsible cursor control. The system processes the data in the camera feed and calibrates the parameter interface according to the user. The system then performs computer-related algorithms to determine the location of the doll's and use eyes to implement natural eye-computer interactions
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Yuan, Ye. "Exploration on Teaching Reform of Public Art Specialty Based on Interactive Technology." World Journal of Education and Humanities 5, no. 4 (2023): p189. http://dx.doi.org/10.22158/wjeh.v5n4p189.

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Interactive technology refers to the technology of realizing the dialogue between people and computers in an effective way through computer input and output equipment, which can greatly facilitate the work of various industries in China. Based on this, this paper takes the teaching of public art specialty as an example to discuss the teaching reform method in combination with interactive technology. This paper lists the value of interactive technology in public art teaching, the current situation of low application rate, lack of equipment and unbalanced teaching content, and the improvement methods by strengthening teacher training, introducing equipment and standardizing the use of technology.
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Selpi Amanda Fadilah, Muhamad Rizky, Sukira Sukira, and Didik Aribowo. "Mengevaluasi Efisiensi Pengontrol Input-Output dalam Arsitektur Komputer Modern." Jurnal Teknik Mesin, Industri, Elektro dan Informatika 2, no. 4 (2023): 96–113. http://dx.doi.org/10.55606/jtmei.v2i4.2982.

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Input and output devices are a system that exists on a computer. A computer is a system consisting of various specific components. These components will later be connected to each other and work together, to carry out processes so that they can produce information. In general, the function of a computer is to receive, process and produce data output, various forms of information in the form of text, audio, images or video. The method used in this research is an adapted literature study, and the research flow is described as follows. Figure 1 shows the data collection method used in this research. The purpose of this data collection is to obtain data that will be analyzed and processed so that any existing problems can be found and it is hoped that this research will find solutions to these problems. To collect data, study the literature. This research uses hardware and software to prove the input devices and output devices that are usually used in organizing computers. The characteristics of the I/O system are influenced by the technology of other components, for example the processor. The performance of the I/O system is more complex than the processor. Therefore, increasing CPU time without directly increasing I/O time does not necessarily improve system I/O performance. Computer system performance can be improved by improving hardware and software component technology. In this research, the focus is on I/O device performance, specifically I/O time. This research examines the relationship between CPU time, I/O time, and elapsed time. The results show that increasing CPU time results in increasing I/O time. I/O system performance is very important for computer users. Response time, also known as total elapsed time, is an important performance measure, especially for single-user and personal computers. In commercial computing, high throughput and short response times are required. Behavior, partners, and data rate are three characteristics used to evaluate I/O systems. The performance of a computer system is determined by various factors, including different users, performance measures, and aspects of the system. Performance improvements can be achieved by improving hardware factors that support overall system performance. Performance measurement can be done through response time (execution time) or throughput. Response time aims to minimize the time between starting and completing a task, while higher throughput can be achieved by serving multiple requests simultaneously. Based on research, it can be concluded that the quality of input, process and output in Islamic educational institutions is influenced by various factors. Student input is critical in determining the quality of education, and the institution has implemented a selective process to ensure the admission of motivated and dedicated students. The educational process is characterized by the application of discipline, adherence to schedules, and the instillation of religious values. The institution's output is reflected in the academic achievements of its students, as well as their motivation and participation in various competitions and activities. This research uses a qualitative approach with a case study method, collecting data through documentation and observation. Data analysis was carried out using triangulation and interpreted qualitatively. This study highlights the importance of a holistic approach to education, integrating religious values, community support, and parental involvement to improve the quality of education.
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Mostow, Jack, and Gregory Aist. "Giving Help and Praise in a Reading Tutor with Imperfect Listening--Because Automated Speech Recognition Means Never Being Able to Say You're Certain." CALICO Journal 16, no. 3 (2013): 407–24. http://dx.doi.org/10.1558/cj.v16i3.407-424.

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Human tutors make use of a wide range of input and output modalities, such as speech, vision, gaze, and gesture. Computer tutors are typically limited to keyboard and mouse input. Project LISTEN's Reading Tutor uses speech recognition technology to listen to children read aloud and help them. Why should a computer tutor listen? A computer tutor that listens can give help and praise naturally and unobtrusively. We address the following questions: When and how should a computer tutor that listens help students? When and how should it praise students? We examine how the advantages and disadvantages of speech recognition technology helped shape the design and implementation of the Reading Tutor. Despite its limitations, this technology enables the Reading Tutor to provide patient, unobtrusive, and natural assistance for reading aloud.
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Kharitonov, S. I., and V. A. Fursov. "Computer simulation of diffractive imaging lenses using hyperspectral images." Computer Optics 47, no. 5 (2023): 725–33. http://dx.doi.org/10.18287/2412-6179-co-1274.

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We offer a computer technology for modeling a process of optical imaging with a diffractive imaging lens. The central idea of the technology is to evaluate the quality of the optical system by matching the input and output images against criteria adopted in image processing. For this purpose, same-resolution hyperspectral images are fed to the input and generated at the output. Thanks to the large number of spectral components, a fairly accurate reproduction of the effects associated with the dependence of the refractive index on the wavelength is ensured. To compare input and output images in terms of PSNR (peak signal-to-noise ratio), standard three-component RGB images are "assembled" using standard matching functions over the entire optical range. Results of the study of the dependence of the PSNR indicator on the main parameters of the optical system are given: focal length, linear aperture and the number of diffraction orders taken into account.
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Yanghong Wu. "Language Dissemination Paths and Modes Aided by Computer Technology." Journal of Electrical Systems 20, no. 7s (2024): 1534–44. http://dx.doi.org/10.52783/jes.3732.

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The expansion of technology and computer science, as well as advancements in language instruction and learning methodologies, has enabled computer-assisted language learning technologies to tackle this challenge. In the field of Chinese learning, a few language learning computerized systems in the country and abroad concentrate mainly on language, grammar acquisition only have one or two assessment indicators as basis of evaluation, that definite functional flaws provide a general assessment to learners' pronunciation. In this manuscript, Language Dissemination Paths and Modes Aided by Computer Technology (LDPM-QICCNN-KOA) are proposed. The input data are collected from Chinese Corpus dataset. Then the data is given into unscented trainable kalman filter for preprocessing the input data. Then the preprocessed data are provided to QICCNN for Language Dissemination. In general, the based Quantum-inspired Complex Convolutional Neural Network doesn’t express adapting optimization approaches to determine optimal parameters to ensure exact identification. Hence, KOA utilized to enhance Quantum-inspired Complex Convolutional Neural Network, which accurately done the Language Dissemination Paths and Modes. The proposed LDPM-QICCNN-KOA method is executed on python. Then performance of proposed technique is analyzed with other existing methods. The proposed technique attains 26.36%, 20.69% and 35.29% higher accuracy; 19.23%, 23.56%, and 33.96% higher F1-Score; 26.28%, 31.26%, and 19.66% higher precision when comparing with the existing methods such as research on network oral English teaching system depend on machine learning (LDPM-DBN), nonlinear network speech recognition structure in deep learning algorithm (LDPM-DNN), research on open oral English scoring system depend on neural network (LDPM-BPNN).
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Zickler, Claudia, Angela Riccio, Francesco Leotta, et al. "A Brain-Computer Interface as Input Channel for a Standard Assistive Technology Software." Clinical EEG and Neuroscience 42, no. 4 (2011): 236–44. http://dx.doi.org/10.1177/155005941104200409.

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Ke, Qianwei. "Review of the Development of Input Word Prediction." Transactions on Computer Science and Intelligent Systems Research 5 (August 12, 2024): 759–65. http://dx.doi.org/10.62051/46z0gm92.

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As one of the important applications in the field of human-computer interaction, input word prediction has made great progress in recent years.This paper reviews and summarizes the development process of input word prediction technology, from the early statistical model-based method to the current deep learning-based technology application, describes its development trajectory and the representative algorithms of each technology.In addition, this paper also analyzes the current problems and challenges faced by input method word prediction, such as language model modeling, user personalized needs, multi-language input and other aspects of the problem, and discusses the future development trend, including the combination of multi-modal information, fusion reinforcement learning and other new technologies.Finally, this paper also looks forward to the extensive application prospects of input word prediction technology in many fields, and its potential contribution to improving user input efficiency, improving user experience and promoting the development of natural language technology.
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Purushothoman. "A COMPUTER VISION BASED VIRTUAL HAND GESTURE RECOGNITION SYSTEM." International Journal of Engineering Research and Sustainable Technologies (IJERST) 1, no. 1 (2023): 21–27. https://doi.org/10.63458/ijerst.v1i1.59.

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Researchers are presently directing their efforts towards the development of devices characterized by reduced hardware dependencies. The domain of computer vision technology is experiencing a notable surge in advancement and innovation. Consequently, this article suggests the integration of hand gestures as an input modality to facilitate the creation of a virtual mouse and keyboard interface. The proposed method operates by utilizing a webcam to detect and interpret hand movements, allowing users to interact with the computer system without the need for physical hardware peripherals such as a mouse or keyboard. This virtual input system holds significant advantages, particularly in situations where physical device space is constrained. Notably, it mitigates issues related to battery consumption, which is often a concern in conventional input methods reliant on power-hungry hardware components. Furthermore, this innovative approach bears the potential to contribute to the containment of the rapid transmission of contagious agents, such as the Coronavirus, by reducing the need for physical contact with shared input devices. Additionally, this technology offers considerable utility to individuals who may face challenges when employing a traditional physical keyboard and mouse. Leveraging computer vision techniques, the virtual keyboard and mouse control system presented herein is designed to enhance user accessibility and usability, providing a more intuitive and adaptable interaction method. .
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Xiao, Xiao, and Xiao Kun. "One Platform-Independent Graphics Workstation Design Technology." Applied Mechanics and Materials 543-547 (March 2014): 2636–40. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2636.

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Based on the research of special new workstation system module, this paper focuses on the solution of key technologies such as high performance computer system integration, high resolution video frame extraction, multi-layer multiple analog video window fusion, independent video input source synchronous, large capacity and high density FPGA design. Using high-performance workstation main control module and video cards as the foundation, develop a variety of sensing information radar display module, a variety of types of high-resolution graphics/image frame extraction module in order to realize the seamless connection with high performance computer.
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Kobayashi*, Kent D. "Enhancing Students' Learning of High Technology in Horticulture." HortScience 39, no. 4 (2004): 809C—809. http://dx.doi.org/10.21273/hortsci.39.4.809c.

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How do we enhance students' learning experience and help them be aware of current and emerging technology used in horticulture? An undergraduate course on “Computer Applications, High Technology, and Robotics in Agriculture” was developed to address these needs. Its objectives were to familiarize students with the ways computers, high technology, and robotics are used in agriculture and to teach students how to design, build, and run a robot. The diverse topics included computer models and simulation, biosensors and instrumentation, graphical tracking and computer scheduling, new methods in plant ecology, automation and robotics, Web-based distance diagnostic and recommendation system, GIS and geospatial analysis, and greenhouse environmental control. An individual speaker presented one topic each week with students also visiting some speaker's labs. The students did active, hands on learning through assignments on computer simulations (STELLA simulation language) and graphical tracking (UNH FloraTrack software). They also built, programmed, and ran robots using Lego Mindstorms robotic kits. The course was evaluated using the Univ.'s CAFE system. There were also open-ended questions for student input. On a scale of 1 (strongly disagree) to 5 (strongly agree), mean scores of the 20 CAFE questions ranged from 3.71 to 4.75 with an overall mean of 4.22. When comparisons to other TPSS courses were possible, this course had a higher mean score for four out of seven questions. Course evaluations indicated this special topics course was important and valuable in helping enhance the students' learning experience.
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Hernandez, Maria L., and Nils Ahbel. "Technology Tips: Using FluidMath to Explore Recursive and Explicit Functions." Mathematics Teacher 106, no. 6 (2013): 468–71. http://dx.doi.org/10.5951/mathteacher.106.6.0468.

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luidMath™ (www.fluiditysoftware.com), a new mathematics software tool for Tablet devices, computers, and interactive whiteboards, can create a dynamic graph or table with a simple gesture and recognize written expressions as the mathematical relationship they intend. The software uses a stylus as its input device. By changing constant values in an equation to parameters, the user can create sliders instantly and see graphs and tables change dynamically. The CAS (Computer Algebra System) functionality allows simplification of algebraic expressions and solution of equations and can perform all the calculations from algebra through calculus. FluidMath uses standard mathematical notation to explore explicitly and implicitly defined functions, parametric functions, polar functions, and recursively defined functions.
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Li, Qi. "The Application of Computer Technology on Art Design Teaching." Tobacco Regulatory Science 7, no. 5 (2021): 4412–22. http://dx.doi.org/10.18001/trs.7.5.2.7.

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Objectives: With the rapid development of digital technology in the new century, modern techniques which support teaching have been widely used. Methods: The educational landscape has undergone great changes in the input of digital technology. Results: In this paper, starting from the orientation of computer technology in art design teaching, computer digital network learning platform technology was adopted, teaching theory and teaching methods of computer-aided art were studied, the basic function and teaching method of art education in digital network learning platform were expounded. Conclusion: The final research shows that the new model will apply the advantage of computer technology to the education of art class, which promotes the good and orderly development of art education and improves the professional education level of art educators and learners.
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Tatte, Gauri Dinesh, and Prof. Samata V. Athawale. "Human Computer Interaction & Blue Eye Technology." International Journal of Ingenious Research, Invention and Development (IJIRID) 3, no. 5 (2024): 537–42. https://doi.org/10.5281/zenodo.14230357.

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<em>Human-Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation, and implementation of interactive computing systems for human use, as well as the study of major phenomena surrounding them. It encompasses elements from computer science, psychology, cognitive science, design, and ergonomics to understand the interaction between people (users) and computers, enhancing the overall user experience and usability of systems. The evolution of HCI has shifted from the early focus on hardware and software efficiency towards the broader concept of user-centered design (UCD), where the needs, capabilities, and limitations of users are central to the development process. Key areas of HCI research include usability, accessibility, user interface (UI) design, interaction techniques, and the emotional and cognitive impacts of technology on users. Human Computer Interaction (HCI) focuses on designing systems that allow seamless communication between humans and computers, enhancing usability and user experience. Blue Eye Technology is an innovative system designed to enable computers to recognize and respond to human emotions and behaviors. It integrates various sensing devices and artificial intelligence techniques to capture and process psychological and perceptual information, such as eye movements, voice patterns, facial expressions, and even physical gesture. By monitoring eye gaze, pulse rate, and other biometric signals, the system can interpret the user&rsquo;s emotional state and intentions, enabling more natural, empathetic human-computer interactions. This technology has applications in fields like healthcare, automative, and entertainment, aiming to enhance user experience, safety, and efficiency. Blue Eye Technology is a breakthrough in HCL, enabling computers to recognize and interpret human emotions through inputs like eye movements, facial expressions, and voice patterns. By analyzing these psychological signals, it allows for more natural, empathetic, and intuitive interactions, improving how users engage with technology across various field.</em>
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Dr., Shanmugavalli M., Abdullah N. Mohammed, V. Prasanna, and T. Koushik. "Wireless Voice Recognition Based Personal Computer Control System for Hand Impaired Patients using LabVIEW." International Journal of Multidisciplinary Research Transactions 7, no. 2 (2025): 10–21. https://doi.org/10.5281/zenodo.14978012.

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In today's digital era, individuals with hand impairments face significant challenges in interacting with computers, limiting their access to essential resources and technology. This paper presents a Wireless Voice Recognition-Based Personal Computer Control System, designed to enable hands-free operation using LabVIEW and speech recognition technology. The system captures voice commands, processes them using machine learning algorithms, and transmits the corresponding control signals wirelessly to a computer. By integrating LabVIEW for signal processing and automation, the system enhances accessibility, allowing users to perform essential tasks such as opening applications, browsing, typing, and controlling system functions through voice input. The proposed model aims to improve the independence and efficiency of hand-impaired individuals, offering a cost-effective, user-friendly, and reliable solution for seamless computer interaction. Experimental results demonstrate high accuracy and low latency in executing commands, proving its potential for real-world applications. This research highlights the importance of assistive technology in bridging the digital divide and fostering an inclusive computing environment. &nbsp;
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Gerber, Matthew, and John Leeson. "Formalization of computer input and output: the Hadley model." Digital Investigation 1, no. 3 (2004): 214–24. http://dx.doi.org/10.1016/j.diin.2004.07.001.

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Kumar, Lakhimsetty Eswar. "AI Based Human Computer Interactions for Specially Abled." International Journal for Research in Applied Science and Engineering Technology 12, no. 4 (2024): 4197–200. http://dx.doi.org/10.22214/ijraset.2024.60804.

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Abstract: With the rise of technology, computing has been embedded in portable electronics like cellphones and palm tops. The QWERTY keyboard is still the primary input method, though. This project proposes a virtual keyboard programme that generates a visual using image processing. This is a representation of a keyboard. When a camera records hand movements as typing inputs, the simulated keyboard will be operational and available. The creation of a virtual cursor that recognizes fingers is based on the same idea. The motions of the hands that move the mouse will be captured by the camera. Use the camera to take a picture of a physical keyboard or mouse so that you may create a virtual version of them.
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Saira Asmar, Indra kanedi, and Venny Novita Sari. "Sistem Informasi Persediaan Pada Zam Komputer Menggunakan PHP dan MYSQL." Jurnal Penelitian Rumpun Ilmu Teknik 3, no. 1 (2023): 46–54. http://dx.doi.org/10.55606/juprit.v3i1.3099.

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In this era, shops also really need a data management information system to simplify and expedite performance in storing large amounts of data, where the system that is still used is conventional where purchases still use notes, making it ineffective, with the existence of the "Inventory System in the Computer Age." Using PHP and MySQL” can help the Zam Computer shop. Zam Computer was established in Bengkulu on January 10 2018 at Jalan Bali, Kampung Bali, Teluk Segara District, Bengkulu City. Zam Computer operates in the IT (Technology Science) sector and sells computers and accessories. The research method that the author uses is the waterfall method, which is a sequential software development process where this method has several sequential stages: requirements (needs analysis), system design, coding and testing, program implementation and maintenance. The Goods Inventory Information System is a system used to input goods inventory data into a database, so that there are no errors in input, output and making reports based on the desired data. Having an inventory information system that can manage input and output as well as stock of goods can make work more effective and efficient. The process of purchasing products from suppliers to stores is also more efficient and helps business owners make more precise decisions.
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Huang, Guo Qing, Tong Hua Yang, and Sheng Xu. "Application of Virtual Reality Technology in Teaching." Applied Mechanics and Materials 475-476 (December 2013): 1230–34. http://dx.doi.org/10.4028/www.scientific.net/amm.475-476.1230.

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Virtual reality (VR) is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds. It is new comprehensive information technology which enables users to "access" to the computer-simulated environment through the use of standard input devices and realize the direct interaction between users and the simulated environment. With a case study by using the theory of visual reality technology, this thesis analysises the application types and application methods of visual reality technology as well as the existing problems and solutions during the application process of visual reality technology.
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34

Fitzwilliam, Andrea. "An Assessment of the Benefits of Micro Technology in Music Therapy." Journal of British Music Therapy 2, no. 1 (1988): 24–31. http://dx.doi.org/10.1177/135945758800200105.

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This article aims to summarise the main facilities made available to the music therapist by developments in micro technology, and to assess their benefits. All issues discussed relate to the author's own personal experience of using such equipment in working with handicapped adults. The survey covers computer hardware and software developments, from specially developed computer input devices to facilities made available by MIDI (Musical Instrument Digital Interface).
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Patel, Khushi. "Virtual Pointer Using Mouseless Navigation." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 01 (2025): 1–9. https://doi.org/10.55041/ijsrem40756.

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Abstract— Technology advancements have made it possible for computers to be included into portable electronics like cell phones and laptops. The standard QWERTY keyboard, however, continues to be the principal input method. In this research, a virtual keyboard application that creates a visual representation of a keyboard using image processing is proposed. The camera will be used to record hand motions as typing inputs, making the virtual keyboard usable and accessible. The creation of a virtual mouse that recognises fingers as inputs follows the same principle. To operate the mouse, hand motions will be captured by the camera. By utilizing the camera to retrieve a picture of a keyboard or mouse and record the typing and mouse motions, a virtual keyboard and mouse will be generated. Index Terms—Human Computer Interaction; Web-Camera; Gesture Recognition.
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36

Yun, Ning. "Research on Augmented Reality Experience Design of Tujia Brocade Products Based on Emotion Cognition." E3S Web of Conferences 257 (2021): 03062. http://dx.doi.org/10.1051/e3sconf/202125703062.

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Augmented reality technology is an extension of virtual reality. Voice input and output devices, image input and image display devices, touch-tap gesture action input and visual tracking devices are used in various computer systems to improve computer efficiency and human-computer interaction accuracy, which can improve the interactivity and user experience of augmented reality systems. Augmented reality technology superimposes the virtual world and the real world, and its final interactive operation has an enhanced effect on the senses of the participants. Augmented reality has been able to be used more maturely in many fields, and its use in the art field has become a new direction for designers to explore art and practice. This study explores the user’s emotional perception process of Tujia brocade products from the theoretical level, constructs an augmented reality experience model applied to Tujia brocade, and proposes a design process for the implementation of augmented reality.
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WANG, Yong-Min. "Research and Application in Chinese Input Technology for Numerical Keyboard." Chinese Journal of Computers 31, no. 6 (2009): 1046–55. http://dx.doi.org/10.3724/sp.j.1016.2008.01046.

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38

Ma, Zihang. "Research and Development of Thought Input Systems for Patients with Amyotrophic Lateral Sclerosis (ALS)." Applied and Computational Engineering 157, no. 1 (2025): 195–203. https://doi.org/10.54254/2755-2721/2025.po24508.

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With the launch of the "Ice Bucket Challenge", ALS, commonly known as amyotrophic lateral sclerosis (ALS), has gradually attracted wider attention in recent years. It is a progressive neurodegenerative disease characterized by the decline of motor neuron function. As the disease progresses, patients often experience symptoms such as muscle atrophy, weakness, and communication difficulties, leading to social isolation and reduced interaction. Based on brain-computer interface (BCI) technology, this project designs an intention recognition automatic output device. By collecting neural activity and converting it into recognizable intention signals, when the user looks at visual stimuli of a specific frequency, the visual cortex will produce steady-state visual evoked potentials (SSVEPs), which will be detected by the electroencephalogram (EEG) system and decoded through artificial intelligence deep learning algorithms. These recognized signals are converted into instructions for automated equipment to accurately control computer operations, allowing patients to use computers for text input and editing, significantly improving the convenience of communication and interaction in patients' daily lives.
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Kaka Muhammad, Tara Qadir, Hawar Othman Sharifi, and Mazen Ismaeel Ghareb. "Eye Tracking Technique for Controlling Computer Game Objects." UHD Journal of Science and Technology 6, no. 1 (2022): 43–51. http://dx.doi.org/10.21928/uhdjst.v6n1y2022.pp43-51.

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The study explored the employment of associate in accessible eye tracer with keyboard and mouse input devices for video games. An interactive game has been developed using unity with multiple balls objects and by hitting they could collect more point for each player. It has been used different techniques to hit the balls using mouse, keyboard, and mixed. Eye tracker input has been help to increase the performance of collected the player points. The research explains how the eye tacking techniques can be used in widely in video game and it is very interactive. Finally, we examine the use of visual observation in relevancy the keyboard and mouse input control and show the difference. Our results indicate that the employment of a watch huntsman will increase the immersion of a computer game and considerably improve the video game technology.
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KAVIYA,, D. "Open CV Based Hand Gesture Recognition for Virtual Keyboard Control System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 03 (2025): 1–9. https://doi.org/10.55041/ijsrem42134.

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In the evolving landscape of computer technology, the interaction between humans and machines has undergone significant transformation, particularly emphasizing inclusivity and accessibility for individuals with disabilities. This project introduces a hand gesture recognition system designed to enable disabled individuals to interact with computers effortlessly, replacing traditional hardware like keyboards . Leveraging advanced technologies such as OpenCV, MediaPipe, and Python, the system allows users to control a virtual keyboard through intuitive hand gestures. By using a camera to track and interpret gestures, the system eliminates the need for physical input devices, offering a natural and efficient human-computer interface. The camera feed is displayed on the system screen for calibration, ensuring accurate gesture detection and personalization to the user’s needs. MediaPipe's robust AI capabilities enhance the system’s accuracy and responsiveness, making it a practical and empowering tool for individuals with mobility or dexterity impairments. This innovation aims to bridge the accessibility gap, fostering independence and improving quality of life for users with disabilities. KEYWORD: Hand Gesture Recognition – Accessibility – Inclusivity - Disabled Individuals - Human-Computer Interaction – OpenCV – MediaPipe – Python - Virtual Keyboard - Gesture Detection -Camera Feed – Calibration - AI Capabilities - Mobility Impairments - Dexterity Impairments - Physical Input Devices - Natural Interface - Independent Living - Quality of Life - Assistive Technology
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41

Jaanhavi bansal. "Gesture-based Human-Computer Interaction using Wearable Devices." International Journal for Research Publication and Seminar 14, no. 4 (2023): 141–50. http://dx.doi.org/10.36676/jrps.2023-v14i4-0.

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For decades, traditional computer interfaces such as keyboards and mouse have been the major way of interaction. These interfaces, however, can be restricted, particularly in situations when hands-free or realistic contact is sought. Gesture-based interactions are made possible by the use of wearable devices such as smartwatches or motion-capture sensors, which allow people to communicate with computers through natural hand and body gestures.Gesture-based Human-Computer Interaction (HCI) is the technique of transmitting orders or input to a computer system using physical gestures such as hand movements, body movements, or facial expressions rather than standard input devices such as keyboards or touchpads. Gestures are a natural and intrinsic means for humans to communicate with one another. When gesture-based HCI is combined with wearable devices, people may interact with computers in a more intuitive and human-like manner. This natural contact improves the user experience and shortens the learning curve for computer systems. Gesture-based HCI is an alternative interaction style that can considerably help those with a physical disability or mobility issues. It allows for hands-free control, making technology more accessible to a wider variety of people, independent of physical ability. Gesture-based interactions have the potential to improve the efficiency of specific jobs, such as presentations, design work, and managing IoT devices. Because users can execute tasks quickly using simple gestures, it can lead to increased productivity and efficiency.
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42

Lencova, B., and G. Wisselink. "The Added Value of Graphical Input and Display for Electron Lens Design." Proceedings, annual meeting, Electron Microscopy Society of America 48, no. 1 (1990): 190–91. http://dx.doi.org/10.1017/s0424820100179701.

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Recent progress in computer technology enables the calculation of lens fields and focal properties on commonly available computers such as IBM ATs. If we add to this the use of graphics, we greatly increase the applicability of design programs for electron lenses. Most programs for field computation are based on the finite element method (FEM). They are written in Fortran 77, so that they are easily transferred from PCs to larger machines.The design process has recently been made significantly more user friendly by adding input programs written in Turbo Pascal, which allows a flexible implementation of computer graphics. The input programs have not only menu driven input and modification of numerical data, but also graphics editing of the data. The input programs create files which are subsequently read by the Fortran programs. From the main menu of our magnetic lens design program, further options are chosen by using function keys or numbers. Some options (lens initialization and setting, fine mesh, current densities, etc.) open other menus where computation parameters can be set or numerical data can be entered with the help of a simple line editor. The "draw lens" option enables graphical editing of the mesh - see fig. I. The geometry of the electron lens is specified in terms of coordinates and indices of a coarse quadrilateral mesh. In this mesh, the fine mesh with smoothly changing step size is calculated by an automeshing procedure. The options shown in fig. 1 allow modification of the number of coarse mesh lines, change of coordinates of mesh points or lines, and specification of lens parts. Interactive and graphical modification of the fine mesh can be called from the fine mesh menu. Finally, the lens computation can be called. Our FEM program allows up to 8000 mesh points on an AT computer. Another menu allows the display of computed results stored in output files and graphical display of axial flux density, flux density in magnetic parts, and the flux lines in magnetic lenses - see fig. 2. A series of several lens excitations with user specified or default magnetization curves can be calculated and displayed in one session.
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Abe, Kiyohiko, Hironobu Sato, Minoru Ohyama, and Shoichi Ohi. "Eye-gaze Input System for Physically Disabled Computer Users." Journal of The Institute of Image Information and Television Engineers 60, no. 12 (2006): 1971–79. http://dx.doi.org/10.3169/itej.60.1971.

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Zhao, Yingzhen. "Wearable brain-computer interface technology and its application." Theoretical and Natural Science 15, no. 1 (2023): 137–45. http://dx.doi.org/10.54254/2753-8818/15/20240468.

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Wearable Brain-Computer Interfaces (BCIs) signify a critical evolution in human-machine communication, driven by the convergence of neuroscience, engineering, and information technology. With applications that span across industrial, medical, and recreational domains, BCIs hold potential to redefine our interaction with the technological landscape. This manuscript elucidates this transformative juncture, bifurcating into passive and active BCIs. In passive BCIs, innovations leveraging Virtual Reality (VR) and Augmented Reality (AR) are delineated, progress has been demonstrated in the classification of passively induced emotional signals, highlighting the emergence of hands-free control systems like quadcopter control and industrial inspections. The discourse on active BCIs unveils advancements such as real-time handwriting and speech decoding, driver drowsiness detection, and emotion recognition, aided by machine learning techniques. Despite groundbreaking progress, challenges in algorithm optimization, adaptability, multimodal signal complexity, and ethics persist. Future directions emphasize the potential of deep learning and multimode input signals collaboration. The manuscript underscores the societal implications, particularly in rehabilitation, communication, and entertainment. The review, therefore, serves as both an appraisal and a roadmap for the burgeoning field of wearable BCIs, underlining its role as a pathway to enhance human capabilities and quality of life.
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AKASHKUMAR, M. "Gesture Based System Typing Virtual Keyboard." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 01 (2025): 1–9. https://doi.org/10.55041/ijsrem40915.

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Gesture-based virtual keyboards have become a cutting-edge substitute for conventional physical and touch screen keyboards as touch less interfaces become more and more popular. In order to eliminate the necessity for physic -al interaction, this study introduces a gesture-based virtual keyboard system that allows users to input text using hand gestures. The technology maps hand gestures to response keyboard inputs by detecting and interpreting them using computer vision and machine learning algorithms. The suggested method guarantees precise and effective text en -tering by utilizing technologies like real-time gesture detect ion and deep learning-based hand tracking. This method may find use in assistive technology, hands-free computer settings, virtual reality (VR), and augmented reality Keywords— VS Code Software,CV,Python
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46

Zhang, Wanyu. "Sign language recognition based on depth image processing." Highlights in Science, Engineering and Technology 23 (December 3, 2022): 25–33. http://dx.doi.org/10.54097/hset.v23i.3123.

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Deaf and mute people mainly rely on sign language to communicate, but they still face many problems in their daily life. The interaction between humans and computers has developed extensively in recent years, the flexible and easy-to-understand characteristics of sign language make it suitable for application in the technology of computer vision. This paper mainly introduces sign language recognition from the current research status, application of deep image processing technology, collection of sign language datasets and the final results. After analysis, this paper finally established a recognition model with the wrist joint as the center point to complete the extraction of hand features. This paper input a large number of pictures to train the model, and the final recognition rate reached 91.3%. This paper can widely apply this recognition technology in computer-aided teaching, TV program bilingual broadcasting, virtual human research, medical research, game entertainment and many other aspects.
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47

Jurewicz, Katherina, and David M. Neyens. "Mapping 3D Gestural Inputs to Traditional Touchscreen Interface Designs within the Context of Anesthesiology." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 696–700. http://dx.doi.org/10.1177/1541931213601660.

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Gestures are a natural means of every day human-human communication, and with the advances in gestural input technology, there is an opportunity to investigate gestures as a means of communicating with computers and other devices. The primary benefit of gestural input technology is that it facilitates a touchless interaction, so the ideal market demand for this technology is an environment where touch needs to be minimized. The perfect example of an environment that discourages touch are sterile or clean environments, such as operating rooms (ORs). Healthcare-associated infections are a great burden to the healthcare system, and gestural input technology can decrease the number of surfaces, computers, and other devices that a healthcare provider comes in contact with, thus reducing the likelihood of bacterial contamination. The objective of this research was to map 3D gestural inputs to traditional touchscreen interface designs within the context of anesthesiology. An experimental study was conducted to elicit intuitive gestures from users and assess the cognitive complexity of ten typical functions of anesthesia providers. Intuitive gestures were observed in six out of the ten functions without any cognitive complexity concerns. Two functions, of the remaining four, demonstrated a higher-level gesture mapping with no cognitive complexity concerns. Overall, gestural input technology demonstrated promise for the ten functions of anesthesia providers in the operating room, and future research will continue investigating the application of gestural input technology for anesthesiology in the OR.
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Han, Yawen, Shigemi Kagawa, Fumiya Nagashima, and Keisuke Nansai. "Sources of China’s Fossil Energy-Use Change." Energies 12, no. 4 (2019): 699. http://dx.doi.org/10.3390/en12040699.

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Technology improvement related to energy conservation and energy mix low-carbonization is a critical approach for tackling global warming in China. Therefore, we attempt to identify the technology factors of China’s energy consumption change between 2007 and 2012, when China’s economy started slowing. This study proposes a new refined structural decomposition analysis (SDA) based on a hybrid multi-regional input–output (MRIO) model. The technology factors are expressed through the energy input level effect, energy composition effect, and non-energy input effect. We find that the energy level effect was the primary driver for energy reduction, saving 1205 million tonnes of standard coal equivalent (Mtce) of energy, while 520 Mtce was offset by energy composition and non-energy input effects. The sector analysis shows that the energy input level, energy composition, and non-energy input effects of electricity, the chemical industry, and metallurgy are noteworthy. In addition, the sector contribution to energy-use change, by province, related to the three effects, is also studied. From these results, we propose policy suggestions for further energy saving, in order to achieve China’s energy target through technology improvements by the higher priority contributors identified.
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Aiyub, Feri Fadli, and Munawir Munawir. "Kontrol Mouse Menggunakan Webcam Berdasarkan Deteksi Warna." JTIM : Jurnal Teknologi Informasi dan Multimedia 1, no. 1 (2019): 73–77. http://dx.doi.org/10.35746/jtim.v1i1.18.

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The interaction technology in general is inseparable from the rapid development of Human-Computer Interaction technology or Human and Computer Interaction. Human and computer mouse interactions are called Virtual Mouse. Virtual mouse is designed for users to be able to interact directly with computers without using input devices such as conventional mice but using their hands as driving objects or using other media such as colors. In this research, testing is done on how to track an object that moves in order to do the mouse by using an intermediary in the form of an image processing-based webcam video that is taken in real-time using object tracking in the form of three color variables arranged based on RGB composition using the optical flow method in detecting its movement. Based on research that has been carried out as a whole the color object used as a pointer controller or mouse with the optical flow method can be detected properly in every condition.
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Naaz, Nuzhat, and G. Praveen Babu. "Implementation of Virtual Keyboard Using Hand Gestures." International Journal for Research in Applied Science and Engineering Technology 11, no. 9 (2023): 1453–57. http://dx.doi.org/10.22214/ijraset.2023.55863.

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Abstract: Human interaction with computers is increasing everyday with the advancement in Technology. The different ways of interaction with computers have become an important factor in choosing devices. Humans are more interested in lightweight, touchless technologies that can make the work easier and easier. In this Paper, a virtual keyboard and mouse that act as touchless input medium to Computers and eliminates the use of physical keyboard and mouse has been proposed. The virtual keyboard and mouse are designed to execute its functionality by recognizing hand gestures. The project is build using Python, OpenCV, MediaPipe technologies which provides features for hand gesture controls. It requires a computer or laptop with camera. The idea is to display the customized keyboard layout on the computer screen and the built-in camera captures the hands and its movements over the virtual keyboard layout. A forefinger hovering over the keyboard keys highlights those keys and when the tips of forefinger and middle finger met, then that key is clicked, which is taken as input to computer and displayed on the screen. A virtual mouse has been designed to function as a physical mouse based on hand gestures. The virtual mouse recognizes the fingertip of forefinger and movement of that finger is considered as cursor movements. When the forefinger points to the elements on the screen, it is highlighted as if the cursor is placed over those elements. The overlapping of tips of forefinger and middle finger are designed as a click.
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