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Journal articles on the topic 'Computer graphics human computer interaction'

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1

Grudin, Jonathan. "The GUI shock: computer graphics and human-computer interaction." Interactions 13, no. 2 (March 2006): 46. http://dx.doi.org/10.1145/1116715.1116751.

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2

Hill, Francis S., and Dr James C. Miller. "Computer graphics." Computers & Graphics 16, no. 4 (December 1992): 451–52. http://dx.doi.org/10.1016/0097-8493(92)90036-u.

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3

Rotard, Martin, Daniel Weiskopf, and Thomas Ertl. "A combined introductory course on human–computer interaction and computer graphics." Computers & Graphics 29, no. 2 (April 2005): 267–72. http://dx.doi.org/10.1016/j.cag.2004.12.013.

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4

Nedel, Luciana, Anderson Maciel, Carla Dal Sasso Freitas, Claudio Jung, Manuel Oliveira, Jacob Scharcanski, Joao Comba, and Marcelo Walter. "Enhancing the Human with Computers: Ongoing research at the Computer Graphics, Image Processing and Interaction Group." Journal on Interactive Systems 2, no. 2 (November 16, 2011): 1. http://dx.doi.org/10.5753/jis.2011.581.

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The Computer Graphics, Image Processing and Interaction (CGIP) group at UFRGS concentrates expertise from many different and complementary graphics related domains. In this paper we introduce the group and present our re- search lines and some ongoing projects. We selected mainly the projects related to 3D interaction and navigation, which includes applications as massive data visualization, surgery planning and simulation, tracking and computer vision algorithms, and modeling approaches for human perception and natural world.
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5

Zhang, Ying. "Computer-Assisted Human-Computer Interaction in Visual Communication." Computer-Aided Design and Applications 18, S1 (May 7, 2020): 109–19. http://dx.doi.org/10.14733/cadaps.2021.s1.109-119.

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6

Taxén, Gustav. "Teaching computer graphics constructively." Computers & Graphics 28, no. 3 (June 2004): 393–99. http://dx.doi.org/10.1016/j.cag.2004.03.006.

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7

Zwicker, Matthias, and Mark Pauly. "Point-based Computer graphics." Computers & Graphics 28, no. 6 (December 2004): 799–800. http://dx.doi.org/10.1016/j.cag.2004.08.008.

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8

Rowe, Jeffery H. "Metafiles and computer graphics." Computers & Graphics 10, no. 2 (January 1986): 103–6. http://dx.doi.org/10.1016/0097-8493(86)90034-8.

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9

Kelly, Mary B. "First-time computer graphics." Computers & Graphics 10, no. 2 (January 1986): 157–59. http://dx.doi.org/10.1016/0097-8493(86)90041-5.

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10

Klimenko, S. V., V. N. Kochin, and A. V. Samarin. "Computer graphics at IHEP." Computers & Graphics 10, no. 1 (January 1986): 63–69. http://dx.doi.org/10.1016/0097-8493(86)90069-5.

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11

van den Bos, Jan. "Computer graphics software construction." Computers & Graphics 13, no. 2 (January 1989): 279–80. http://dx.doi.org/10.1016/0097-8493(89)90073-3.

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12

Lin, Xu, and Gao Wen. "Human-Computer Chinese Sign Language Interaction System." International Journal of Virtual Reality 4, no. 3 (January 1, 2000): 82–92. http://dx.doi.org/10.20870/ijvr.2000.4.3.2651.

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The generation and recognition of body language is a key technologies of VR. Sign Language is a visual-gestural language mainly used by hearing-impaired people. In this paper, gesture and facial expression models are created using computer graphics and used to synthesize Chinese Sign Language (CSL), and from it a human-computer CSL interaction system is implemented. Using a system combining CSL synthesis and CSL recognition subsystem, hearing-impaired people with data-gloves can pantomime CSL, which can then be displayed on the computer screen in real time and translated into Chinese text. Hearing people can also use the system by entering Chinese text, which is translated into CSL and displayed on the computer screen. In this way hearing-impaired people and hearing people can communicate with each other conveniently.
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13

Parker, J. R., and John Heerema. "Audio Interaction in Computer Mediated Games." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/178923.

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The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.
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14

Muguercia, Lien, Carles Bosch, and Gustavo Patow. "Fracture modeling in computer graphics." Computers & Graphics 45 (December 2014): 86–100. http://dx.doi.org/10.1016/j.cag.2014.08.006.

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15

Chen, Bo, and Harry H. Cheng. "Interpretive OpenGL for computer graphics." Computers & Graphics 29, no. 3 (June 2005): 331–39. http://dx.doi.org/10.1016/j.cag.2005.03.002.

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16

Bjørke, Øyvind. "Computer graphics in CAM applications." Computers & Graphics 9, no. 2 (January 1985): 165–69. http://dx.doi.org/10.1016/0097-8493(85)90026-3.

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17

Alem, W. K., and S. S. Deshmukh. "Computer graphics in airport management." Computers & Graphics 9, no. 4 (January 1985): 423–33. http://dx.doi.org/10.1016/0097-8493(85)90037-8.

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18

Wisskirchen, P. "Computer graphics within the AGF." Computers & Graphics 11, no. 2 (January 1987): 203–13. http://dx.doi.org/10.1016/0097-8493(87)90033-1.

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19

Grinstein, Georges. "University of Lowell computer graphics." Computers & Graphics 12, no. 1 (January 1988): 125–26. http://dx.doi.org/10.1016/0097-8493(88)90017-9.

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20

McWhinnie, Harold J. "Technology update: Computer graphics software." Computers & Graphics 12, no. 1 (January 1988): 129–31. http://dx.doi.org/10.1016/0097-8493(88)90018-0.

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21

Suffern, Kevin G., and Edward D. Fackerell. "Interval methods in computer graphics." Computers & Graphics 15, no. 3 (January 1991): 331–40. http://dx.doi.org/10.1016/0097-8493(91)90002-y.

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22

Southard, David A. "The geometry of computer graphics." Computers & Graphics 17, no. 1 (January 1993): 103–4. http://dx.doi.org/10.1016/0097-8493(93)90058-h.

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23

Maciel, Anderson, Carla M. Dal Sasso Freitas, and Luciana Nedel. "Visualization, Interaction and Simulation Lab at UFRGS." Comunicações em Informática 4, no. 2 (November 9, 2020): 54–57. http://dx.doi.org/10.22478/ufpb.2595-0622.2020v4n2.54664.

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The Visualization, Interaction and Simulation Laboratory (VISLab) is part of the Computer Graphics, Image Processing and Interaction research group, which started its activities in 1978 developing projects mainly on rendering and animation. Along the years, as new researchers joined the group, new research fields such as image acquisition and analysis, virtual reality, non-conventional interaction, and visualization of complex data started to be investigated. Within this group, VISLab is majorly concerned with research on human-computer interaction, with emphasis on non-conventional, 3D interaction and haptics, and immersive visualization in the context of virtual and augmented reality applications. In this paper, we present the research of the VISLab and the strategy being used to achieve its main goal: to enhance the human with computers, extending the perception capabilities and improving the human power of action in a natural way.
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24

Eklundh, J. O., and L. Kjelldahl. "Computer graphics and computer vision—Some unifying and discriminating features." Computers & Graphics 9, no. 4 (January 1985): 339–49. http://dx.doi.org/10.1016/0097-8493(85)90029-9.

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25

SONYBROADCASTANDCOMMUNICATION. "Monitors launched for computer graphics market." Displays 11, no. 4 (October 1990): 204. http://dx.doi.org/10.1016/0141-9382(90)90009-i.

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26

VanArsdale, Daniel. "Homogeneous transformation matrices for computer graphics." Computers & Graphics 18, no. 2 (March 1994): 177–91. http://dx.doi.org/10.1016/0097-8493(94)90092-2.

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27

Kjelldahl, Lars, and Beatriz Sousa Santos. "Visual perception in computer graphics courses." Computers & Graphics 28, no. 3 (June 2004): 451–56. http://dx.doi.org/10.1016/j.cag.2004.03.015.

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28

Regincós Isern, Jordi, and Francisco Serón. "Special Issue: Computer Graphics in Spain." Computers & Graphics 29, no. 2 (April 2005): 177–78. http://dx.doi.org/10.1016/j.cag.2004.12.001.

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29

Kaufman, A., and S. Azaria. "Texture synthesis techniques for computer graphics." Computers & Graphics 9, no. 2 (January 1985): 139–45. http://dx.doi.org/10.1016/0097-8493(85)90021-4.

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30

Hopgood, F. R. A., K. Robinson, J. R. Gallop, and D. A. Duce. "Computer graphics at Rutherford Appleton Laboratory." Computers & Graphics 12, no. 2 (January 1988): 285–87. http://dx.doi.org/10.1016/0097-8493(88)90041-6.

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31

Higa, A. Afuso, and M. Vega Ortíz. "Computer graphics in distribution system planning." Computers & Graphics 12, no. 3-4 (January 1988): 361–63. http://dx.doi.org/10.1016/0097-8493(88)90058-1.

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32

Szyszkowicz, Mieczyslaw. "Computer graphics generated by numerical iteration." Computers & Graphics 13, no. 1 (January 1989): 121–26. http://dx.doi.org/10.1016/0097-8493(89)90050-2.

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33

Nakauchi, Yasushi. "Special Issue on Human Robot Interaction." Journal of Robotics and Mechatronics 14, no. 5 (October 20, 2002): 431. http://dx.doi.org/10.20965/jrm.2002.p0431.

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Recent advances in robotics are disseminating robots into the social living environment as humanoids, pets, and caregivers. Novel human-robot interaction techniques and interfaces must be developed, however, to ensure that such robots interact as expected in daily life and work. Unlike conventional personal computers, such robots may assume a variety of configurations, such as industrial, wheel-based, ambulatory, remotely operated, autonomous, and wearable. They may also implement different communications modalities, including voice, video, haptics, and gestures. All of these aspects require that research on human-robot interaction become interdisciplinary, combining research from such fields as robotics, ergonomics, computer science and, psychology. In the field of computer science, new directions in human-computer interaction are emerging as post graphical user interfaces (GUIs). These include wearable, ubiquitous, and real-world computing. Such advances are thereby bridging the gap between robotics and computer science. The open-ended problems that potentially face include the following: What is the most desirable type of interaction between human beings and robots? What sort of technology will enable these interactions? How will human beings accept robots in their daily life and work? We are certain that readers of this special issue will be able to find many of the answers and become open to future directions concerning these problems. Any information that readers find herein will be a great pleasure to its editors.
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34

Cioczek, Michał, Tomasz Czarnota, and Tomasz Szymczyk. "Analysis of modern human-computer interfaces." Journal of Computer Sciences Institute 18 (March 30, 2021): 22–29. http://dx.doi.org/10.35784/jcsi.2403.

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This article describes two research methods that are currently used in the study of graphical interfaces. The examined aspect is human-computer interaction (HCI), which is carried out by means of manipulators, which are input devices, and by means of which the tester performs the tasks set in the research scenario, which are presented using a graphical interface (GUI). The analysis covers the path the cursor follows, its speed and time. The path that the cursor takes is also drawn, and it is divided into stages because there are intermediate elements between the start and end elements. Due to the fact that it is impossible to describe numerically the feelings of the examined person, and these feelings are important for the study, the so-called usability tests, in which, among others, the ergonomics of controllers and the graphic interface itself was examined.
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35

Cao, Li Rui. "Design and Research on Product Aesthetics Based Human-Computer Interaction Graphical Interface." Applied Mechanics and Materials 543-547 (March 2014): 4642–45. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.4642.

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In order to improve the user experience and aesthetic feeling of interactive interface of mobile products, the paper iphone Mobile graphics and interaction design as the foundation, implements the user interface design with means from visual sense (picture), auditory sense (stereophonic sounds),tactile sense (fingers control on function keys) from aesthetic observation points, develops in aesthetic human-computer interactive method, emphasizes on the interaction among humans to give users more direct, healthy and overall game experience.
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36

Meyer, Gary W. "Reproducing and synthesizing colour in computer graphics." Displays 10, no. 3 (July 1989): 161–70. http://dx.doi.org/10.1016/0141-9382(89)90009-7.

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37

Valley, Anna. "Projector for large-screen computer graphics displays." Displays 10, no. 3 (July 1989): 196. http://dx.doi.org/10.1016/0141-9382(89)90016-4.

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38

Egloff, Peter. "Graphics and communication: Computer graphics in an open systems environment." Computers & Graphics 10, no. 2 (January 1986): 87–96. http://dx.doi.org/10.1016/0097-8493(86)90032-4.

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39

Jackson, Alden W., and Joel M. Morris. "Enhancement of DIGLIB: Computer graphics software for animated computer-generated video movies." Computers & Graphics 12, no. 2 (January 1988): 271–83. http://dx.doi.org/10.1016/0097-8493(88)90040-4.

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40

Löwgren, Jonas. "How far beyond human-computer interaction is interaction design?" Digital Creativity 13, no. 3 (September 2002): 186–89. http://dx.doi.org/10.1076/digc.13.3.186.7338.

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41

Próspero dos Santos, Manuel, Xavier Pueyo, and Luiz Velho. "Ibero-American co-operation in computer graphics." Computers & Graphics 27, no. 1 (February 2003): 1–3. http://dx.doi.org/10.1016/s0097-8493(02)00220-0.

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42

Asare, Sampson D., Petros M. Mashwama, and Steve Cunningham. "Building computer graphics education in southern Africa." Computers & Graphics 27, no. 3 (June 2003): 369–72. http://dx.doi.org/10.1016/s0097-8493(03)00032-3.

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43

Kornhauser, Alain L. "Exploring transportation problems using interactive computer graphics." Computers & Graphics 11, no. 3 (January 1987): 231–39. http://dx.doi.org/10.1016/0097-8493(87)90002-1.

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44

Roch, Michel, and Jacques Weber. "Computer graphics in chemical education and research." Computers & Graphics 11, no. 1 (January 1987): 55–60. http://dx.doi.org/10.1016/0097-8493(87)90045-8.

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45

Pang, Yun Jie, Shu Xun Yang, and Yiu Chi. "Combining computer graphics with Chinese traditional painting." Computers & Graphics 11, no. 1 (January 1987): 63–68. http://dx.doi.org/10.1016/0097-8493(87)90046-x.

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46

Huijsmans, D. P., A. van Delft, and C. A. C. Kuip. "WAALSURF: Molecular graphics on a personal computer." Computers & Graphics 11, no. 4 (January 1987): 449–58. http://dx.doi.org/10.1016/0097-8493(87)90060-4.

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47

Matsokin, A. M., V. A. Debelov, V. G. Sirotin, and S. A. Upol'nikov. "Multi-purpose computer graphics system SMOG-85." Computers & Graphics 12, no. 3-4 (January 1988): 441–56. http://dx.doi.org/10.1016/0097-8493(88)90069-6.

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48

Miller, James C. "Computer graphics principles and practice, second edition." Computers & Graphics 16, no. 2 (June 1992): 239–40. http://dx.doi.org/10.1016/0097-8493(92)90053-x.

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49

Andrews, Phil, and Joel Welling. "The Pittsburgh Supercomputing Center's computer graphics environment." Computers & Graphics 17, no. 1 (January 1993): 5–8. http://dx.doi.org/10.1016/0097-8493(93)90045-b.

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50

Hung, Yi-Ping, Timothy K. Shih, and Jiung-Yao Huang. "Special issue on “computer graphics and virtual reality”." Journal of Visual Languages & Computing 14, no. 3 (June 2003): 213–14. http://dx.doi.org/10.1016/s1045-926x(03)00021-1.

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