To see the other types of publications on this topic, follow the link: Gestural interfaces.

Journal articles on the topic 'Gestural interfaces'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Gestural interfaces.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Sluÿters, Arthur, Mehdi Ousmer, Paolo Roselli, and Jean Vanderdonckt. "QuantumLeap, a Framework for Engineering Gestural User Interfaces based on the Leap Motion Controller." Proceedings of the ACM on Human-Computer Interaction 6, EICS (2022): 1–47. http://dx.doi.org/10.1145/3532211.

Full text
Abstract:
Despite the tremendous progress made for recognizing gestures acquired by various devices, such as the Leap Motion Controller, developing a gestural user interface based on such devices still induces a significant programming and software engineering effort before obtaining a running interactive application. To facilitate this development, we present QuantumLeap, a framework for engineering gestural user interfaces based on the Leap Motion Controller. Its pipeline software architecture can be parameterized to define a workflow among modules for acquiring gestures from the Leap Motion Controlle
APA, Harvard, Vancouver, ISO, and other styles
2

Wolf, Catherine G. "A Comparative Study of Gestural and Keyboard Interfaces." Proceedings of the Human Factors Society Annual Meeting 32, no. 5 (1988): 273–77. http://dx.doi.org/10.1177/154193128803200506.

Full text
Abstract:
This paper presents results from two experiments which compared gestural and keyboard interfaces to a spreadsheet program. This is the first quantitative comparison of these two types of interfaces known to the author. The gestural interface employed gestures (hand-drawn marks such as carets or brackets) for commands, and handwriting as input techniques. In one configuration, the input/output hardware consisted of a transparent digitizing tablet mounted on top of an LCD which allowed the user to interact with the program by writing on the tablet with a stylus. The experiments found that partic
APA, Harvard, Vancouver, ISO, and other styles
3

Caon, Maurizio, Rico Süsse, Benoit Grelier, Omar Abou Khaled, and Elena Mugellini. "Design of an ergonomic gestural interface for professional road cycling." Work 66, no. 4 (2020): 933–44. http://dx.doi.org/10.3233/wor-203238.

Full text
Abstract:
BACKGROUND: Connected bike computers can support professional cyclists in achieving better performances but interacting with them requires taking their hands off the handlebar compromising focus and safety. OBJECTIVE: This research aims at exploring the design of an ergonomic interface based on micro-gestures that can allow cyclists to interact with a device while holding the handlebar. METHODS: Three different studies were conducted with seven professional cyclists adopting the gesture-elicitation technique. One study aimed at eliciting free micro-gestures; a second to evaluate gestures recog
APA, Harvard, Vancouver, ISO, and other styles
4

Wodehouse, Andrew, and Jonathon Marks. "Gestural Product Interaction." International Journal of Art, Culture and Design Technologies 3, no. 2 (2013): 1–13. http://dx.doi.org/10.4018/ijacdt.2013070101.

Full text
Abstract:
This research explores emotional response to gesture in order to inform future product interaction design. After describing the emergence and likely role of full-body interfaces with devices and systems, the importance of emotional reaction to the necessary movements and gestures is outlined. A gestural vocabulary for the control of a web page is then presented, along with a semantic differential questionnaire for its evaluation. An experiment is described where users undertook a series of web navigation tasks using the gestural vocabulary, then recorded their reaction to the experience. A num
APA, Harvard, Vancouver, ISO, and other styles
5

LaViola, Joseph J. "3D Gestural Interaction: The State of the Field." ISRN Artificial Intelligence 2013 (December 18, 2013): 1–18. http://dx.doi.org/10.1155/2013/514641.

Full text
Abstract:
3D gestural interaction provides a powerful and natural way to interact with computers using the hands and body for a variety of different applications including video games, training and simulation, and medicine. However, accurately recognizing 3D gestures so that they can be reliably used in these applications poses many different research challenges. In this paper, we examine the state of the field of 3D gestural interfaces by presenting the latest strategies on how to collect the raw 3D gesture data from the user and how to accurately analyze this raw data to correctly recognize 3D gesture
APA, Harvard, Vancouver, ISO, and other styles
6

Norman, Donald A., and Jakob Nielsen. "Gestural interfaces." Interactions 17, no. 5 (2010): 46–49. http://dx.doi.org/10.1145/1836216.1836228.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Knight, Julia, and Alexis Weedon. "Gestural interfaces." Convergence: The International Journal of Research into New Media Technologies 17, no. 3 (2011): 235–36. http://dx.doi.org/10.1177/1354856511412455.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Vasiljevic, Gabriel Alves Mendes, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface." Advances in Human-Computer Interaction 2016 (2016): 1–10. http://dx.doi.org/10.1155/2016/4602471.

Full text
Abstract:
As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were syn
APA, Harvard, Vancouver, ISO, and other styles
9

Johnson, Bridget. "Emerging Technologies for Real-Time Diffusion Performance." Leonardo Music Journal 24 (December 2014): 13–15. http://dx.doi.org/10.1162/lmj_a_00188.

Full text
Abstract:
With the ascendance of the field of new interfaces for musical expression, a new phase of sound diffusion has emerged. Rapid development is taking place across the field, with a focus on gestural interaction and the development of custom performance interfaces. This article discusses how composers and performers embracing technology have broadened the boundaries of spatial performance. A particular focus is placed on performance interfaces built by the author that afford the artist more control over performative gestures. These new works serve as examples of the burgeoning field of diffusion p
APA, Harvard, Vancouver, ISO, and other styles
10

Mead, Patrick, David Keller, and Megan Kozub. "Point with your eyes not with your hands." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 835–39. http://dx.doi.org/10.1177/1541931213601190.

Full text
Abstract:
The emergence of gesture based controls like the Microsoft Kinect provides new opportunities for creative and innovative methods of human computer interaction. However, such devices are not without their limitations. The gross-motor movements of gestural interaction present physical limitations that may negatively affect interaction speed, accuracy, and workload, and subsequently affect the design of system interfaces and inputs. Conversely, interaction methods such as eye tracking require little physical effort, leveraging the unconscious and natural behaviors of human eye-movements as inputs
APA, Harvard, Vancouver, ISO, and other styles
11

Remizova, Vera, Yulia Gizatdinova, and Veikko Surakka. "Midair Gestural Techniques for Translation Tasks in Large-Display Interaction." Advances in Human-Computer Interaction 2022 (July 9, 2022): 1–13. http://dx.doi.org/10.1155/2022/9362916.

Full text
Abstract:
Midair gestural interaction has gained a lot of attention over the past decades, with numerous attempts to apply midair gestural interfaces with large displays (and TVs), interactive walls, and smart meeting rooms. These attempts, reviewed in numerous studies, utilized differing gestural techniques for the same action making them inherently incomparable, which further makes it difficult to summarize recommendations for the development of midair gestural interaction applications. Therefore, the aim was to take a closer look at one common action, translation, that is defined as dragging (or movi
APA, Harvard, Vancouver, ISO, and other styles
12

Rhyne, J. "Dialogue management for gestural interfaces." ACM SIGGRAPH Computer Graphics 21, no. 2 (1987): 137–42. http://dx.doi.org/10.1145/24919.24933.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Varma, Vasudha, and Dan Nathan-Roberts. "Gestural Interaction with Three-Dimensional Interfaces; Current Research and Recommendations." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 537–41. http://dx.doi.org/10.1177/1541931213601618.

Full text
Abstract:
New methods of interacting with latest three-dimensional (3D) display technologies are rapidly being tested, however, it is not yet certain, which kinds of interaction design would be most suitable for users to manipulate and interact with 3D content. Physical gestures have been a natural and intuitive mode of interaction for human-human communication and ways to replicate this for human-machine communication is increasingly being explored. This proceeding attempts to review the current state of technology and the existing research on the use of gestural interaction with three-dimensional inte
APA, Harvard, Vancouver, ISO, and other styles
14

Pomboza-Junez, Gonzalo, Juan A. Holgado-Terriza, and Nuria Medina-Medina. "Toward the gestural interface: comparative analysis between touch user interfaces versus gesture-based user interfaces on mobile devices." Universal Access in the Information Society 18, no. 1 (2017): 107–26. http://dx.doi.org/10.1007/s10209-017-0580-6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
15

Rhodes, Chris, Richard Allmendinger, and Ricardo Climent. "New Interfaces and Approaches to Machine Learning When Classifying Gestures within Music." Entropy 22, no. 12 (2020): 1384. http://dx.doi.org/10.3390/e22121384.

Full text
Abstract:
Interactive music uses wearable sensors (i.e., gestural interfaces—GIs) and biometric datasets to reinvent traditional human–computer interaction and enhance music composition. In recent years, machine learning (ML) has been important for the artform. This is because ML helps process complex biometric datasets from GIs when predicting musical actions (termed performance gestures). ML allows musicians to create novel interactions with digital media. Wekinator is a popular ML software amongst artists, allowing users to train models through demonstration. It is built on the Waikato Environment fo
APA, Harvard, Vancouver, ISO, and other styles
16

Faconti, G. P. "Reasoning on gestural interfaces through syndetic modelling]." ACM SIGCHI Bulletin 28, no. 3 (1996): 71–76. http://dx.doi.org/10.1145/231132.231148.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

Gonzalez, Glebys, Naveen Madapana, Rahul Taneja, Lingsong Zhang, Richard Rodgers, and Juan P. Wachs. "Looking Beyond the Gesture: Vocabulary Acceptability Criteria for Gesture Elicitation Studies." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 997–1001. http://dx.doi.org/10.1177/1541931218621230.

Full text
Abstract:
The choice of what gestures should be part of a gesture language is a critical step in the design of gesturebased interfaces. This step is especially important when time and accuracy are key factors of the user experience, such as gestural interfaces in vehicle control and sterile control of a picture archiving and communication system (PACS) in the operating room (OR). Agreement studies are commonly used to find the gesture preference of the end users. These studies hypothesize that the best available gesture lexicon is the one preferred by a majority. However, these agreement approaches cann
APA, Harvard, Vancouver, ISO, and other styles
18

Ryumin, Dmitry, Ildar Kagirov, Alexander Axyonov, and Alexey Karpov. "Analytical review of models and methods for automatic recognition of gestures and sign languages." Information and Control Systems, no. 6 (December 16, 2021): 10–20. http://dx.doi.org/10.31799/1684-8853-2021-6-10-20.

Full text
Abstract:
Introduction: Currently, the recognition of gestures and sign languages is one of the most intensively developing areas in computer vision and applied linguistics. The results of current investigations are applied in a wide range of areas, from sign language translation to gesture-based interfaces. In that regard, various systems and methods for the analysis of gestural data are being developed. Purpose: A detailed review of methods and a comparative analysis of current approaches in automatic recognition of gestures and sign languages. Results: The main gesture recognition problems are the fo
APA, Harvard, Vancouver, ISO, and other styles
19

Marchese, Courtney. "Activity Theory and Gestural Interfaces for Autism Treatment." International Journal of Technologies in Learning 20, no. 4 (2014): 67–84. http://dx.doi.org/10.18848/2327-0144/cgp/v20i04/49150.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

WOLF, CATHERINE G. "A comparative study of gestural, keyboard, and mouse interfaces." Behaviour & Information Technology 11, no. 1 (1992): 13–23. http://dx.doi.org/10.1080/01449299208924315.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Ganasan, Jayasankari, and Ahmad Sobri Hashim. "Task Based Test Case Generation on Available Gestural Interaction of Smartphone for Improved Safety and Ergonomics in Real Driving Scenario." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 09 (2022): 76–92. http://dx.doi.org/10.3991/ijim.v16i09.30261.

Full text
Abstract:
Mobile phones that accept input by a user’s finger motion are becoming increasingly common. However, they still have challenging problems to research, such as the ergonomic and safety aspects. As an outcome, more research required its capabilities and a critical examination of the existing gestural interfaces and how they assist drivers' activities while driving. This research paper attempts to present a comprehensive understanding of possible gestures on the smartphones by conducting user testing with a sample data of 30 drivers from three different age groups. The user testing was performed
APA, Harvard, Vancouver, ISO, and other styles
22

Patutin, Kirill, Ekaterina Surkova, Olga Sokolinskaya, Maxim Shilcin, and Nina Prokudina. "Development of a gesture-based system of interaction with the interface of adaptive information systems." Journal of Physics: Conference Series 2388, no. 1 (2022): 012030. http://dx.doi.org/10.1088/1742-6596/2388/1/012030.

Full text
Abstract:
Abstract The implementation of gesture control is an actual direction in the field of organizing interaction with adaptive information systems. This study considers the development of a neural network-based gesture control system for hand recognition and gesture classification. When implementing such systems, it is necessary to ensure the maximum accuracy of gesture recognition, as well as high performance (video stream processing speed). At the first stage of the study, the task of optimizing gesture control system was posed, including analysis of the information processing algorithms used fo
APA, Harvard, Vancouver, ISO, and other styles
23

Janczyk, Markus, Aiping Xiong, and Robert W. Proctor. "Stimulus-Response and Response-Effect Compatibility With Touchless Gestures and Moving Action Effects." Human Factors: The Journal of the Human Factors and Ergonomics Society 61, no. 8 (2019): 1297–314. http://dx.doi.org/10.1177/0018720819831814.

Full text
Abstract:
Objective: To determine whether response-effect (R-E) compatibility or stimulus-response (S-R) compatibility is more critical for touchless gesture responses. Background: Content on displays can be moved in the same direction (S-R incompatible but R-E compatible) or opposite direction (S-R compatible but R-E incompatible) as the touchless gesture that produces the movement. Previous studies suggested that it is easier to produce a button-press response when it is R-E compatible (and S-R incompatible). However, whether this R-E compatibility effect also occurs for touchless gesture responses is
APA, Harvard, Vancouver, ISO, and other styles
24

Garber, Lee. "Gestural Technology: Moving Interfaces in a New Direction [Technology News]." Computer 46, no. 10 (2013): 22–25. http://dx.doi.org/10.1109/mc.2013.352.

Full text
APA, Harvard, Vancouver, ISO, and other styles
25

Giles, Jim. "Next-generation gestural interfaces let you control almost any electronics." New Scientist 214, no. 2864 (2012): 19–20. http://dx.doi.org/10.1016/s0262-4079(12)61213-5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Brown, Richard. "The Life of the Mimetic Starfish, 2000–2012." Artificial Life 21, no. 3 (2015): 285–88. http://dx.doi.org/10.1162/artl_a_00168.

Full text
Abstract:
This article is written from the perspective of the artist, programmer, and exhibitor of the Mimetic Starfish, a gestural responsive ALife artwork first created for the Millennium Dome in 2000 and recently exhibited at the Emoção Art.ficial in Brazil in 2012. The author concludes with the suggestion that despite the advances in technology and the ubiquitous presence of touch and gestural interfaces, it is the underlying aesthetic and socially engaging qualities of the Mimetic Starfish that ensure its currency, presence, relevance, and continuing exhibition.
APA, Harvard, Vancouver, ISO, and other styles
27

Proença, Ricardo, Arminda Guerra, and Pedro Campos. "A Gestural Recognition Interface for Intelligent Wheelchair Users." International Journal of Sociotechnology and Knowledge Development 5, no. 2 (2013): 63–81. http://dx.doi.org/10.4018/jskd.2013040105.

Full text
Abstract:
The authors present a new system that exploits novel human-machine interfaces based on the recognition of static gestures of human hands. The aim is to aid the occupant of a wheelchair to have access to certain objects in order to facilitate his or her daily life. The authors’ approach is based on simple computational processes and low-cost hardware. Its development involves a comprehensive approach to computer vision problems based on video image capture, image segmentation, feature extraction, pattern recognition and classification. The importance of this work will be reflected in the way th
APA, Harvard, Vancouver, ISO, and other styles
28

Idiatullov, T. T., E. B. Chabanenko, and M. A. Nechushkina. "Non-contact gesture control systems as a basis for building of H2C-interfaces in automatic control systems." Izvestiya MGTU MAMI 7, no. 1-1 (2013): 82–87. http://dx.doi.org/10.17816/2074-0530-68200.

Full text
Abstract:
The authors consider the problems of creation and operation of human oriented control systems that use contactless gestural interfaces. There is an analysis of existing approaches done and assumptions about the most effective approaches to the construction of such systems.
APA, Harvard, Vancouver, ISO, and other styles
29

Sancho Nascimento, Lizie, Nelson Zagalo, and Laura Bezerra Martins. "Challenges of Developing a Mobile Game for Children with Down Syndrome to Test Gestural Interface." Information 11, no. 3 (2020): 159. http://dx.doi.org/10.3390/info11030159.

Full text
Abstract:
After a literature review published by Nascimento et. al. (2017), the research team noticed the lack of studies focused on game controllers’ accessibility during use by children with Down syndrome. In view of that, this research describes a mobile game development and its usability analyses, which were created to evaluate the accessibility of touchscreen gestural interfaces. The methodology was organized into three steps: bibliographic research and the definition of the project guidelines, the game development, and its evaluation. The guidelines used were based on a study made by Nascimento et
APA, Harvard, Vancouver, ISO, and other styles
30

NAKAMURA, Shunta, Keita ISHIBASHI, and Koichi IWANAGA. "1D2-3 Effects of Combining Tangible and Gestural Interfaces on Scrolling and Pointing Performance." Japanese journal of ergonomics 51, Supplement (2015): S120—S121. http://dx.doi.org/10.5100/jje.51.s120.

Full text
APA, Harvard, Vancouver, ISO, and other styles
31

Suma, Evan A., David M. Krum, Belinda Lange, Sebastian Koenig, Albert Rizzo, and Mark Bolas. "Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit." Computers & Graphics 37, no. 3 (2013): 193–201. http://dx.doi.org/10.1016/j.cag.2012.11.004.

Full text
APA, Harvard, Vancouver, ISO, and other styles
32

Shim, Ji-Sung, and Sang Hun Lee. "A Study on Tactile and Gestural Controls of Driver Interfaces for In-Vehicle Systems." Transactions of the Society of CAD/CAM Engineers 21, no. 1 (2016): 42–50. http://dx.doi.org/10.7315/cadcam.2016.042.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
34

Jurewicz, Katherina A., David M. Neyens, Ken Catchpole, and Scott T. Reeves. "Developing a 3D Gestural Interface for Anesthesia-Related Human-Computer Interaction Tasks Using Both Experts and Novices." Human Factors: The Journal of the Human Factors and Ergonomics Society 60, no. 7 (2018): 992–1007. http://dx.doi.org/10.1177/0018720818780544.

Full text
Abstract:
Objective: The purpose of this research was to compare gesture-function mappings for experts and novices using a 3D, vision-based, gestural input system when exposed to the same context of anesthesia tasks in the operating room (OR). Background: 3D, vision-based, gestural input systems can serve as a natural way to interact with computers and are potentially useful in sterile environments (e.g., ORs) to limit the spread of bacteria. Anesthesia providers’ hands have been linked to bacterial transfer in the OR, but a gestural input system for anesthetic tasks has not been investigated. Methods:
APA, Harvard, Vancouver, ISO, and other styles
35

Ilsar, Alon, Gail Kenning, Sam Trolland, and Ciaran Frame. "Inclusive Improvisation: Exploring the Line between Listening and Playing Music." ACM Transactions on Accessible Computing 15, no. 2 (2022): 1–21. http://dx.doi.org/10.1145/3506856.

Full text
Abstract:
The field of Accessible Digital Musical Instruments (ADMIs) is growing rapidly, with instrument designers recognising that adaptations to existing Digital Musical Instruments (DMIs) can foster inclusive music making. ADMIs offer opportunities to engage with a wider range of sounds than acoustic instruments. Furthermore, gestural ADMIs free the music maker from relying on screen, keyboard, and mouse-based interfaces for engaging with these sounds. This brings greater opportunities for exploration, improvisation, empowerment, and flow through music making for people with disability and the commu
APA, Harvard, Vancouver, ISO, and other styles
36

Disney, Leigh, Alan Barnes, Lesley Ey, and Gretchen Geng. "Digital play in young children’s numeracy learning." Australasian Journal of Early Childhood 44, no. 2 (2019): 166–81. http://dx.doi.org/10.1177/1836939119832084.

Full text
Abstract:
Advances in technology have seen a proliferation of touch-screen interfaces available to young children. These screens have changed the way in which young children engage with digital technology; with increased exposure and use, it raises debates about the suitability of integrating digital technology within early childhood settings. There are limited empirical studies that investigate the appropriateness of emergent digital technology within the field of early childhood. Based upon the TPACK model, this timely paper thus discussed the Digital Play Model (Numeracy) and reported on a project in
APA, Harvard, Vancouver, ISO, and other styles
37

Hind Ibrahim Mohammed, Bashar Ahmed Sultan, and Khalid Hadi Hamee. "Hand gestures recognition classification." International Journal of Engineering Research Updates 3, no. 2 (2022): 008–12. http://dx.doi.org/10.53430/ijeru.2022.3.2.0053.

Full text
Abstract:
The use of hand gestures for human-machine interaction offers an enticing alternative to bulky interface devices. The current study discusses the classification of gestures in real time and aims to create an algorithm capable of classifying gestural control commands accurately. For the classification of a gesture vocabulary of eight dynamic hand gestures, two separate classifiers were created. The established classifiers were: K-means + rule-based classifier and classifier of to test the accuracy of classification recognition in which a test set of 180 trajectories was categorized, an experime
APA, Harvard, Vancouver, ISO, and other styles
38

Swoboda, Danya, Jared Boasen, Pierre-Majorique Léger, Romain Pourchon, and Sylvain Sénécal. "Comparing the Effectiveness of Speech and Physiological Features in Explaining Emotional Responses during Voice User Interface Interactions." Applied Sciences 12, no. 3 (2022): 1269. http://dx.doi.org/10.3390/app12031269.

Full text
Abstract:
The rapid rise of voice user interface technology has changed the way users traditionally interact with interfaces, as tasks requiring gestural or visual attention are swapped by vocal commands. This shift has equally affected designers, required to disregard common digital interface guidelines in order to adapt to non-visual user interaction (No-UI) methods. The guidelines regarding voice user interface evaluation are far from the maturity of those surrounding digital interface evaluation, resulting in a lack of consensus and clarity. Thus, we sought to contribute to the emerging literature r
APA, Harvard, Vancouver, ISO, and other styles
39

Tran, Dinh-Son, Ngoc-Huynh Ho, Hyung-Jeong Yang, Eu-Tteum Baek, Soo-Hyung Kim, and Gueesang Lee. "Real-Time Hand Gesture Spotting and Recognition Using RGB-D Camera and 3D Convolutional Neural Network." Applied Sciences 10, no. 2 (2020): 722. http://dx.doi.org/10.3390/app10020722.

Full text
Abstract:
Using hand gestures is a natural method of interaction between humans and computers. We use gestures to express meaning and thoughts in our everyday conversations. Gesture-based interfaces are used in many applications in a variety of fields, such as smartphones, televisions (TVs), video gaming, and so on. With advancements in technology, hand gesture recognition is becoming an increasingly promising and attractive technique in human–computer interaction. In this paper, we propose a novel method for fingertip detection and hand gesture recognition in real-time using an RGB-D camera and a 3D co
APA, Harvard, Vancouver, ISO, and other styles
40

Lee, Seongjo, Sohyun Sim, Kyhyun Um, Young-Sik Jeong, Seung-won Jung, and Kyungeun Cho. "Development of a Hand Gestures SDK for NUI-Based Applications." Mathematical Problems in Engineering 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/212639.

Full text
Abstract:
Concomitant with the advent of the ubiquitous era, research into better human computer interaction (HCI) for human-focused interfaces has intensified. Natural user interface (NUI), in particular, is being actively investigated with the objective of more intuitive and simpler interaction between humans and computers. However, developing NUI-based applications without special NUI-related knowledge is difficult. This paper proposes a NUI-specific SDK, called “Gesture SDK,” for development of NUI-based applications. Gesture SDK provides a gesture generator with which developers can directly define
APA, Harvard, Vancouver, ISO, and other styles
41

Gess, Randall. "Reductive sound change and the perception/production interface." Canadian Journal of Linguistics/Revue canadienne de linguistique 54, no. 2 (2009): 229–53. http://dx.doi.org/10.1017/s0008413100001249.

Full text
Abstract:
AbstractIn this article, I propose a phonetically-oriented constraint-based model of speech production that differs from recent approaches in assuming preservation constraints that refer directly to articulatory gestures rather than to perceptual cues. Articulatory gesture preservation constraints interact with a constraint that penalizes the expenditure of articulatory effort. Specific constraints and rankings are projected from a static perceptual knowledge source. Before exploring the model in detail, I address evidence that has been used to argue against precisely this type of “Articulator
APA, Harvard, Vancouver, ISO, and other styles
42

Procházka, David, Jaromír Landa, Tomáš Koubek, and Vít Ondroušek. "Mainstreaming gesture based interfaces." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 61, no. 7 (2013): 2655–60. http://dx.doi.org/10.11118/actaun201361072655.

Full text
Abstract:
Gestures are a common way of interaction with mobile devices. They emerged especially with the iPhone production. Gestures in currently used devices are usually based on the original gestures presented by Apple in its iOS (iPhone Operating System). Therefore, there is a wide agreement on the mobile gesture design. In last years, it is possible to see experiments with gesture usage also in the other areas of consumer electronics and computers. The examples can include televisions, large projections etc. These gestures can be marked as spatial or 3D gestures. They are connected with a natural 3D
APA, Harvard, Vancouver, ISO, and other styles
43

Kirmizibayrak, Can, Nadezhda Radeva, Mike Wakid, John Philbeck, John Sibert, and James Hahn. "Evaluation of Gesture Based Interfaces for Medical Volume Visualization Tasks." International Journal of Virtual Reality 11, no. 2 (2012): 1–13. http://dx.doi.org/10.20870/ijvr.2012.11.2.2839.

Full text
Abstract:
Interactive systems are increasingly used in medical applications with the widespread availability of various imaging modalities. Gesture-based interfaces can be beneficial to interact with these kinds of systems in a variety of settings, as they can be easier to learn and can eliminate several shortcomings of traditional tactile systems, especially for surgical applications. We conducted two user studies that explore different gesture-based interfaces for interaction with volume visualizations. The first experiment focused on rotation tasks, where the performance of the gesture-based interfac
APA, Harvard, Vancouver, ISO, and other styles
44

Kok, Kasper. "The grammatical potential of co-speech gesture." Functions of Language 23, no. 2 (2016): 149–78. http://dx.doi.org/10.1075/fol.23.2.01kok.

Full text
Abstract:
In recent years, consensus has been growing that certain co-speech gestures must be incorporated in grammatical theory. Contrary to traditional beliefs, gestural expression has been found to be systematic in various ways, to exhibit some degree of compositional structure and to be to a certain extent language-specific. Most current work on the gesture-grammar interface is, nonetheless, rather programmatic in character or lacks an appropriate theoretical framework. This paper shows that Functional Discourse Grammar (FDG) provides a promising model for understanding the grammar-gesture relations
APA, Harvard, Vancouver, ISO, and other styles
45

Ulrich, Thomas A., Zachary Spielman, Jordan Holmberg, et al. "Playing Charades With Your Car – The Potential of Free-form and Contact-based Gestural Interfaces for Human Vehicle Interaction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 57, no. 1 (2013): 1643–47. http://dx.doi.org/10.1177/1541931213571365.

Full text
APA, Harvard, Vancouver, ISO, and other styles
46

Bailey, Shannon K. T., Daphne E. Whitmer, Bradford L. Schroeder, and Valerie K. Sims. "Development of Gesture-based Commands for Natural User Interfaces." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 1466–67. http://dx.doi.org/10.1177/1541931213601851.

Full text
Abstract:
Human-computer interfaces are changing to meet the evolving needs of users and overcome limitations of previous generations of computer systems. The current state of computers consists largely of graphical user interfaces (GUI) that incorporate windows, icons, menus, and pointers (WIMPs) as visual representations of computer interactions controlled via user input on a mouse and keyboard. Although this model of interface has dominated human-computer interaction for decades, WIMPs require an extra step between the user’s intent and the computer action, imposing both limitations on the interactio
APA, Harvard, Vancouver, ISO, and other styles
47

KETTEBEKOV, SANSHZAR, and RAJEEV SHARMA. "UNDERSTANDING GESTURES IN MULTIMODAL HUMAN COMPUTER INTERACTION." International Journal on Artificial Intelligence Tools 09, no. 02 (2000): 205–23. http://dx.doi.org/10.1142/s021821300000015x.

Full text
Abstract:
In recent years because of the advances in computer vision research, free hand gestures have been explored as a means of human-computer interaction (HCI). Gestures in combination with speech can be an important step toward natural, multimodal HCI. However, interpretation of gestures in a multimodal setting can be a particularly challenging problem. In this paper, we propose an approach for studying multimodal HCI in the context of a computerized map. An implemented testbed allows us to conduct user studies and address issues toward understanding of hand gestures in a multimodal computer interf
APA, Harvard, Vancouver, ISO, and other styles
48

Mrđenović, Maja. "Hatsune Miku: The subversive potential of a participatory-created cyberpop idol." Kultura, no. 169 (2020): 113–29. http://dx.doi.org/10.5937/kultura2069113m.

Full text
Abstract:
Virtual worlds and online interactions are the base of cyberpop culture, in which consumption also causes production of meaning. It possibly can, but does not have to bring out subversive and/or activist potential. The overflow of the virtual into the spaces of physical reality, by use of technologies as gestural interfaces, holographic projections and the like, allows direct bodily interactions with virtual objects. Some of these objects are so-called virtual idols. Their appearance, identity and celebrity status are constructed and assigned by real people in the real world. This paper analys
APA, Harvard, Vancouver, ISO, and other styles
49

Fantin, Monica. "Beyond Babel." International Journal of Digital Literacy and Digital Competence 2, no. 1 (2011): 1–6. http://dx.doi.org/10.4018/jdldc.2011010101.

Full text
Abstract:
This article highlights the importance of the concepts of media literacy, and digital and informational literacy to understand the multimodal meaning of multiliteracies and their interfaces. An analogy with Babel is used to understand the different ways in which this concept articulates the linguistic, visual, audio, spatial, and gestural dimensions in digital culture. In this framework, the question of convergence is highlighted in learning experiences undertaken in formal and informal contexts. To qualify the meaning of this learning for the subject, the article mentions the concept of perso
APA, Harvard, Vancouver, ISO, and other styles
50

Colli Alfaro, Jose Guillermo, and Ana Luisa Trejos. "User-Independent Hand Gesture Recognition Classification Models Using Sensor Fusion." Sensors 22, no. 4 (2022): 1321. http://dx.doi.org/10.3390/s22041321.

Full text
Abstract:
Recently, it has been proven that targeting motor impairments as early as possible while using wearable mechatronic devices for assisted therapy can improve rehabilitation outcomes. However, despite the advanced progress on control methods for wearable mechatronic devices, the need for a more natural interface that allows for better control remains. To address this issue, electromyography (EMG)-based gesture recognition systems have been studied as a potential solution for human–machine interface applications. Recent studies have focused on developing user-independent gesture recognition inter
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!