Academic literature on the topic 'Human-computer interaction. Computer interfaces. User interfaces (Computer systems)'

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Journal articles on the topic "Human-computer interaction. Computer interfaces. User interfaces (Computer systems)"

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Luz María, Alonso-Valerdi, and Mercado-García Víctor Rodrigo. "Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments." Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/6076913.

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Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities.
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KONSTANTOPOULOS, STASINOS, and VANGELIS KARKALETSIS. "SYSTEM PERSONALITY AND ADAPTIVITY IN AFFECTIVE HUMAN-COMPUTER INTERACTION." International Journal on Artificial Intelligence Tools 22, no. 02 (April 2013): 1350014. http://dx.doi.org/10.1142/s0218213013500140.

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It has been demonstrated that human users attribute a personality to the computer interfaces they use, regardless of whether one has been explicitly encoded in the system's design or not. In this paper, we explore a method for having explicit control over the personality that a spoken human-robot interface is perceived to exhibit by its users. Our method focuses on the interaction between users and semantic knowledge-based systems where the goal of the interaction is that information from the semantic store is relayed to the user. We describe a personality modelling method that complements a standard dialogue manager by calculating parameters related to adaptivity and emotion for the various interaction modules that realize the system's dialogue acts. This calculation involves the planned act, the user adaptivity model, the system's own goals, but also a machine representation of the personality that we want the system to exhibit, so that systems with different personality will react differently even when in the same dialogue state and with the same user or user type.
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Ferreira, Alessandro Luiz Stamatto, Leonardo Cunha de Miranda, Erica Esteves Cunha de Miranda, and Sarah Gomes Sakamoto. "A Survey of Interactive Systems based on Brain-Computer Interfaces." Journal on Interactive Systems 4, no. 1 (August 28, 2013): 1. http://dx.doi.org/10.5753/jis.2013.623.

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Brain-Computer Interface (BCI) enables users to interact with a computer only through their brain biological signals, without the need to use muscles. BCI is an emerging research area but it is still relatively immature. However, it is important to reflect on the different aspects of the Human-Computer Interaction (HCI) area related to BCIs, considering that BCIs will be part of interactive systems in the near future. BCIs most attend not only to handicapped users, but also healthy ones, improving interaction for end-users. Virtual Reality (VR) is also an important part of interactive systems, and combined with BCI could greatly enhance user interactions, improving the user experience by using brain signals as input with immersive environments as output. This paper addresses only noninvasive BCIs, since this kind of capture is the only one to not present risk to human health. As contributions of this work we highlight the survey of interactive systems based on BCIs focusing on HCI and VR applications, and a discussion on challenges and future of this subject matter.
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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 (September 2017): 1466–67. http://dx.doi.org/10.1177/1541931213601851.

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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 interaction and introducing cognitive demands (van Dam, 1997). Alternatively, natural user interfaces (NUI) employ input methods such as speech, touch, and gesture commands. With NUIs, users can interact directly with the computer without using an intermediary device (e.g., mouse, keyboard). Using the body as an input device may be more “natural” because it allows the user to apply existing knowledge of how to interact with the world (Roupé, Bosch-Sijtsema, & Johansson, 2014). To utilize the potential of natural interfaces, research must first determine what interactions can be considered natural. For the purpose of this paper, we focus on the naturalness of gesture-based interfaces. The purpose of this study was to determine how people perform natural gesture-based computer actions. To answer this question, we first narrowed down potential gestures that would be considered natural for an action. In a previous study, participants ( n=17) were asked how they would gesture to interact with a computer to complete a series of actions. After narrowing down the potential natural gestures by calculating the most frequently performed gestures for each action, we asked participants ( n=188) to rate the naturalness of the gestures in the current study. Participants each watched 26 videos of gestures (3-5 seconds each) and were asked how natural or arbitrary they interpreted each gesture for the series of computer commands (e.g., move object left, shrink object, select object, etc.). The gestures in these videos included the 17 gestures that were most often performed in the previous study in which participants were asked what gesture they would naturally use to complete the computer actions. Nine gestures were also included that were created arbitrarily to act as a comparison to the natural gestures. By analyzing the ratings on a continuum from “Completely Arbitrary” to “Completely Natural,” we found that the natural gestures people produced in the first study were also interpreted as the intended action by this separate sample of participants. All the gestures that were rated as either “Mostly Natural” or “Completely Natural” by participants corresponded to how the object manipulation would be performed physically. For example, the gesture video that depicts a fist closing was rated as “natural” by participants for the action of “selecting an object.” All of the gestures that were created arbitrarily were interpreted as “arbitrary” when they did not correspond to the physical action. Determining how people naturally gesture computer commands and how people interpret those gestures is useful because it can inform the development of NUIs and contributes to the literature on what makes gestures seem “natural.”
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West, A. A., B. A. Bowen, R. P. Monfared, and A. Hodgson. "User-responsive interface generation for manufacturing systems: A theoretical basis." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 214, no. 5 (May 1, 2000): 379–92. http://dx.doi.org/10.1243/0954405001518161.

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Computer integrated manufacturing (CIM) systems with a significant level of human-computer interaction are often inefficient. This is particularly problematical for those users who have to interact with multiple subsystem interfaces. These difficulties can be traced back to the fact that representation of the user in existing manufacturing models and systems is inadequate. An approach that increases user representation to improve CIM interface design is proposed, in which stereotype-based user and task models are used to specify a common user interface for each individual system user. An overview of the architecture is followed by discussion of an application domain (statistical process control) in which a demonstrator based on the architecture has been tested.
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Wojciechowski, A. "Hand’s poses recognition as a mean of communication within natural user interfaces." Bulletin of the Polish Academy of Sciences: Technical Sciences 60, no. 2 (October 1, 2012): 331–36. http://dx.doi.org/10.2478/v10175-012-0044-3.

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Abstract. Natural user interface (NUI) is a successor of command line interfaces (CLI) and graphical user interfaces (GUI) so well known to computer users. A new natural approach is based on extensive human behaviors tracking, where hand tracking and gesture recognition seem to play the main roles in communication. The presented paper reviews common approaches to discussed hand features tracking and provides a very effective proposal of the contour based hand’s poses recognition method which can be straightforwardly used for a hand-based natural user interface. Its possible usage varies from medical systems interaction, through games up to impaired people communication support.
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Reynoso, Juan Manuel Gómez, and Lizeth Itziguery Solano Romo. "Measuring the Effectiveness of Designing End-User Interfaces Using Design Theories." International Journal of Information Technologies and Systems Approach 13, no. 2 (July 2020): 54–72. http://dx.doi.org/10.4018/ijitsa.2020070103.

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Software systems are one of the most important technologies that are present in every task that humans and computers perform. Humans perform their tasks by using a computer interface. However, because many developers have not been exposed to one or more courses on Human Computer Interaction (HCI), they sometimes create software using their own preferences based on their skills and abilities and do not consult theories that could help them produce better outcomes. A study was carried out to identity whether software that is developed by using Gestalt Theory combined with interface development principles produces better outcomes compared to software developed using developers' current skills. Results show that participants perceived the system that was developed by a team that had been given training about Gestalt Theory and design guidelines had superior perceived quality compared to another team that did not receive the training. However, results should be taken cautiously.
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Murano, Pietro, and Patrik O’Brian Holt. "Anthropomorphic Feedback in User Interfaces." International Journal of Technology and Human Interaction 3, no. 4 (October 2007): 52–63. http://dx.doi.org/10.4018/jthi.2007100104.

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Tijerina, Louis. "Design Guidelines and the Human Factors of Interface Design." Proceedings of the Human Factors Society Annual Meeting 30, no. 14 (September 1986): 1358–62. http://dx.doi.org/10.1177/154193128603001403.

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The proliferation of computer systems in recent years has prompted a growing concern about the human factors of interface design. Industrial and military organizations have responded by supporting studies in user-computer interaction and, more recently, products which might aid in the design of interfaces. One type of design aid which attempts to make findings of user-computer interface (UCI) research available to the system designer is the interface design guidelines document. This paper reviews literature about the design process and how design guidelines or standards might fit into that activity. Suggestions are offered about where future research and development might be directed in order to enhance the use of guidelines in the interface design process and so enhance the final product as well.
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Ahmed, Naveed, Hind Kharoub, Selma Manel Medjden, and Areej Alsaafin. "A Natural User Interface for 3D Animation Using Kinect." International Journal of Technology and Human Interaction 16, no. 4 (October 2020): 35–54. http://dx.doi.org/10.4018/ijthi.2020100103.

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This article presents a new natural user interface to control and manipulate a 3D animation using the Kinect. The researchers design a number of gestures that allow the user to play, pause, forward, rewind, scale, and rotate the 3D animation. They also implement a cursor-based traditional interface and compare it with the natural user interface. Both interfaces are extensively evaluated via a user study in terms of both the usability and user experience. Through both quantitative and the qualitative evaluation, they show that a gesture-based natural user interface is a preferred method to control a 3D animation compared to a cursor-based interface. The natural user interface not only proved to be more efficient but resulted in a more engaging and enjoyable user experience.
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Dissertations / Theses on the topic "Human-computer interaction. Computer interfaces. User interfaces (Computer systems)"

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King, William Joseph. "Toward the human-computer dyad /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/10325.

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Dunlap, Susan L. "A toolkit for designing user interfaces." Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA231558.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, March 1990.
Thesis Advisor(s): Zyda, Michael J. Second Reader: Bradbury, Leigh W. "March 1990." Description based on signature page as viewed on August 25, 2009. DTIC Descriptor(s): Interfaces, Silicon, Graphics, Iris, Work Stations, Generators, Writing, Coding, User Needs. DTIC Identifier(s): Software engineering, interfaces, computer graphics, theses. Author(s) subject terms: Interface, graphics. Includes bibliographical references (p. 66). Also available online.
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Moore, Melody M. "User interface reengineering." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/12899.

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Raisamo, Roope. "Multimodal human-computer interaction a constructive and empirical study /." Tampere, [Finland] : University of Tampere, 1999. http://acta.uta.fi/pdf/951-44-4702-6.pdf.

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Stander, Adrie. "Computer user interfaces in a multicultural society." Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.

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Thesis (MTech(Information Technology))--Cape Technikon, Cape Town, 1997
This research discusses some of the cultural issues that could influence the human computer encounter in a multicultural community. The results of research to determine differences in computer usage caused by cultural differences when using computer user interfaces in simulated and real-world environments are also discussed. Various cultural aspects could possibly influence the effectiveness of the user interface in a multicultural society. Language is an important factor and studies have shown that simple translation will increase productivity (Bodley, 1993:23). However all languages do not contain the necessary technical vocabulary. Mothers from a lower social class typically use a limited language code when communicating with their children (Mussen et aI.,1984:206). As this causes the children to think in more concrete and less conceptual terms, it may influence the human computer interaction, particularly where a high degree of abstraction, such as in graphical interfaces, is used. Symbolism is problematic as symbols like light bulbs, recycle bins and VCR controls do not feature in the life of users living in slum and backward rural conditions. Lack of exposure to technology might negatively influence user attitude (Downton, 1991:25) with a corresponding inhibition of learning and performance. All external locus of control is common among disadvantaged groups due to the high degree of rejection, hostile control and criticism they experience. As the sense of being out of control is largely associated with the indication to avoid stressful situations, users from these groups might prefer to avoid situations where they do not feel in control. The strong differentiation between the roles of the sexes in certain cultures can also influence the encounter with the computer (Downton, 1991:10) It has been shown that the different gender orientations towards problem solving in these cultures can have an important influence on computer usage. The intracultural factors of social class play a significant role in determining how a person acts and thinks (Baruth & Manning, 1991 :9-1 0). Such differences may sometimes be more pronounced than those resulting from cultural diversity and may influence the orientation of the user towards abstraction and generalization.
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Cooper, Geoff. "Representing the user : a sociological study of the discourse of human computer interaction." Thesis, n.p, 1991. http://ethos.bl.uk/.

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Vrazalic, Lejla. "Towards holistic human-computer interaction evaluation research and practice development and validation of the distributed usability evaluation method /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20050106.151954/index.html.

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Thesis (Ph.D.)--University of Wollongong, 2004.
Typescript. This thesis is subject to a 2 year embargo (16/09/2004 to 16/09/2006) and may only be viewed and copied with the permission of the author. For further information please Contact the Archivist. Includes bibliographical references: p. 360-374.
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Stupak, Noah. "Time-delays and system response times in human-computer interaction /." Online version of thesis, 2009. http://hdl.handle.net/1850/10867.

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Hawthorn, Dan. "Designing Effective Interfaces for Older Users." The University of Waikato, 2006. http://hdl.handle.net/10289/2538.

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The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed.
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Gavaza, Takayedzwa. "Culturally-relevant augmented user interfaces for illiterate and semi-literate users." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1006679.

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This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information.
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Books on the topic "Human-computer interaction. Computer interfaces. User interfaces (Computer systems)"

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Shneiderman, Ben. User-friendly computer interfaces. Carrollton, Tex: Chantico Pub. Co., 1989.

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Cooper, M. Human-computer interaction. London: University of London,External Advisory Service, 1994.

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Hearst, Marti. Search user interfaces. Cambridge: Cambridge University Press, 2009.

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Search user interfaces. Cambridge: Cambridge University Press, 2009.

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Hearst, Marti. Search user interfaces. New York: Cambridge University Press, 2009.

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Brain-computer interfaces: Applying our minds to human-computer interaction. London: Springer, 2010.

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Auditory user interfaces: Toward the speaking computer. Boston: Kluwer Academic Publishers, 1997.

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Larson, James A. Interactive software: Tools for building interactive user interfaces. Englewood Cliffs, N.J: Yourdon Press, 1992.

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STUDIO: STructured User-interface Design for Interaction Optimisation. New York: Prentice Hall, 1994.

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Catherine, Plaisant, ed. Designing the user interface. 5th ed. Boston: Addison-Wesley, 2009.

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Book chapters on the topic "Human-computer interaction. Computer interfaces. User interfaces (Computer systems)"

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Fardoun, Habib M., Antonio Paules Cipres, and Daniyal M. Alghazzwi. "Distributed User Interfaces in a Cloud Educational System." In Human–Computer Interaction Series, 151–63. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5499-0_13.

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Oury, Jacob D., and Frank E. Ritter. "How User-Centered Design Supports Situation Awareness for Complex Interfaces." In Human–Computer Interaction Series, 21–35. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_2.

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AbstractThis chapter moves the discussion of how to design an operation center down a level towards implementation. We present user-centered design (UCD) as a distinct design philosophy to replace user experience (UX) when designing systems like the Water Detection System (WDS). Just like any other component (e.g., electrical system, communications networks), the operator has safe operating conditions, expected error rates, and predictable performance, albeit with a more variable range for the associated metrics. However, analyzing the operator’s capabilities, like any other component in a large system, helps developers create reliable, effective systems that mitigate risks of system failure due to human error in integrated human–machine systems (e.g., air traffic control). With UCD as a design philosophy, we argue that situation awareness (SA) is an effective framework for developing successful UCD systems. SA is an established framework that describes operator performance via their ability to create and maintain a mental model of the information necessary to achieve their task. SA describes performance as a function of the operator’s ability to perceive useful information, comprehend its significance, and predict future system states. Alongside detailed explanations of UCD and SA, this chapter presents further guidance and examples demonstrating how to implement these concepts in real systems.
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Vainio, Teija, Outi Kotala, Ismo Rakkolainen, and Hannu Kupila. "Towards Scalable User Interfaces in 3D City Information Systems." In Human Computer Interaction with Mobile Devices, 354–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45756-9_38.

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Oury, Jacob D., and Frank E. Ritter. "Introducing Interface Design for Remote Autonomous Systems." In Human–Computer Interaction Series, 1–20. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_1.

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AbstractThis chapter presents a high-level overview of how designers of complex systems can address risks to project success associated with operator performance and user-centered design. Operation Centers for remote, autonomous systems rely on an interconnected process involving complex technological systems and human operators. Designers should account for issues at possible points of failure, including the human operators themselves. Compared to other system components, human operators can be error-prone and require different knowledge to design for than engineering components. Operators also typically exhibit a wider range of performance than other system components. We propose the Risk-Driven Incremental Commitment Model as the best guide to decision-making when designing interfaces for high-stakes systems. Designers working with relevant stakeholders must assess where to allocate scarce resources during system development. By knowing the technology, users, and tasks for the proposed system, the designers can make informed decisions to reduce the risk of system failure. This chapter introduces key concepts for informed decision-making when designing operation center systems, presents an example system to ground the material, and provides several broadly applicable design guidelines that support the development of user-centered systems in operation centers.
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Limbourg, Quentin, Jean Vanderdonckt, Benjamin Michotte, Laurent Bouillon, and Víctor López-Jaquero. "USIXML: A Language Supporting Multi-path Development of User Interfaces." In Engineering Human Computer Interaction and Interactive Systems, 200–220. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11431879_12.

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de la Guía, Elena, María D. Lozano, and Víctor M. R. Penichet. "Distributed and Tangible User Interfaces to Design Interactive Systems for People with Cognitive Disabilities." In Human–Computer Interaction Series, 129–40. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5499-0_11.

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Garrido, Juan E., Víctor M. R. Penichet, and María D. Lozano. "Integration of Collaborative Features in Ubiquitous and Context-Aware Systems Using Distributed User Interfaces." In Human–Computer Interaction Series, 69–83. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5499-0_6.

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Schaefer, Robbie, Steffen Bleul, and Wolfgang Mueller. "A Novel Dialog Model for the Design of Multimodal User Interfaces." In Engineering Human Computer Interaction and Interactive Systems, 221–23. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11431879_13.

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López-Jaquero, Víctor, Francisco Montero, José P. Molina, P. González, and A. Fernández-Caballero. "A Seamless Development Process of Adaptive User Interfaces Explicitly Based on Usability Properties." In Engineering Human Computer Interaction and Interactive Systems, 289–91. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11431879_19.

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Jansson, Harald K., Robert Bjærum, Riitta Hellman, and Sverre Morka. "Accessible User Interfaces in a Mobile Logistics System." In Universal Access in Human-Computer Interaction. Intelligent and Ubiquitous Interaction Environments, 317–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02710-9_35.

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Conference papers on the topic "Human-computer interaction. Computer interfaces. User interfaces (Computer systems)"

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Mariana Carvalho, Mariana Carvalho, Orlando Belo Orlando Belo, and Saulo Silva Saulo Silva. "MULTIDIMENSIONAL EVALUATION OF USER INTERFACES USABILITY ENRICHED WITH DECISION SUPPORT SYSTEMS ANALYSIS." In International Conference On Interfaces and Human Computer Interaction 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/ihci2019_201906l010.

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Ahn, Yang-Keun, and Young-Choong Park. "NATURAL USER INTERFACE-BASED CAR INFOTAINMENT CONTROL SYSTEM." In International Conference On Interfaces and Human Computer Interaction 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/ihci2019_201906c049.

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Bordegoni, Monica, and Umberto Cugini. "Multimodal Perception-Action Interaction for the Exploitation of Enactive Knowledge." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-87403.

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This paper addresses issues related to enactive interfaces, which are human-computer interfaces based on enactive knowledge, i.e. the information that the user gains through perception-action interaction in the environment. These interfaces are typically multimodal, i.e. are based on the use of several channels for the communication between the user and the computer system, and in addition can be effectively used for exploiting users’ skills during the interaction with computers, differently from traditional interfaces. This paper reasons about enactive interfaces and describes an example of an application based on enactive interface, and its evaluation.
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Iñiguez-Carrillo, Adriana Lorena. "Towards a Human-Computer Interaction Model for Voice User Interfaces in a Conversational Intelligent System." In CLIHC '17: 8th Latin American Conference on Human-Computer Interaction. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3151470.3156647.

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Chen, Ruixin, Na Lin, Jin Su, and Yanjun Shi. "BP Neural Network-based Model for Evaluating User Interfaces of Human-computer Interaction System." In Proceedings of the 3rd International Conference on Mechatronics Engineering and Information Technology (ICMEIT 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icmeit-19.2019.112.

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Ghaibi, Nadia, Olfa Dâassi, and Leila Jemni Ben Ayed. "A tool support for the adaptation of user interfaces based on a business rules management system." In OzCHI '17: 29th Australian Conference on Human-Computer Interaction. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3152771.3152789.

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Flohr, Lukas A., Sofie Kalinke, Antonio Krüger, and Dieter P. Wallach. "Chat or Tap? – Comparing Chatbots with ‘Classic’ Graphical User Interfaces for Mobile Interaction with Autonomous Mobility-on-Demand Systems." In MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3447526.3472036.

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Кузьменко, Александр, Aleksandr Kuz'menko, Андрей Аверченков, Andrey Averchenkov, Виталий Шкаберин, and Vitaliy Shkaberin. "Modern Methods of Usability Engineering of User Interface for Weboriented Environment." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-215-218.

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Abstract:
The article discusses methods and tools applied for wireframing of web-environment usability engineering. Modern approaches used for wireframing via web service moqups.com. are considered. In today's world, people have to spend a lot of time at the computer therefore an important factor in the user's work with the software becomes human-machine interaction. Web-interface design taking into account all the ergonomic standards is able to reduce stress and fatigue of users as well as to improve the quality of work and satisfaction. Now, when designing user interfaces, insufficient attention is paid to ergonomics and convenience. In this paper, we use an expert approach. This method allows you to evaluate the effectiveness of the developed product when used.
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Chu, Chi-Cheng, and Rajit Gadh. "A Quantitive Analysis on Virtual Reality-Based Computer Aided Design System Interfaces." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-32465.

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In this paper, a series of interface tests on interaction approach for the generation of geometric shape designs via multi-sensory user interface of a Virtual Reality (VR) based System is presented. The goal of these interface tests is to identify an effective user interface for VR based Computer-Aided Design (CAD) system. The intuitiveness of the VR based interaction approach arises from the use of natural hand movements/gestures, and voice commands that emulate the way in which human beings discuss geometric shapes in reality. The focus of this paper is on determining a set of effective interaction approaches by using the combinations of auditory, tactile, and visual sensory modalities to accomplish typical CAD tasks. In order to evaluate the proposed interaction approach, a prototypical VR-CAD system is implemented. A series of interface tests were performed on the prototypical systems to determine the relative efficiency of a set of potential interaction approach with respect to specific fundamental design tasks. The interface test and its results are presented in this paper.
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Freitas Moro, Francielli, and Luciana Bolan Frigo. "Expressando Emoções e Sentimentos no Facebook." In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2020. http://dx.doi.org/10.14210/cotb.v11n1.p148-155.

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Computer systems are increasingly adapting to user needs. Human-machine interaction or human-computer interaction (HCI), as it is known, has discussed sociological approaches in order to design interfaces taking into account user's differences. This article presents an analysis of the Facebook social network based on the evolution of traditional HCI and some of its concepts for feminist HCI, thus exploring its functionality and evaluating it in this context. Surveys based on the concepts of feminist HCI were applied to evaluate this methodology and the impacts on gender diversity in these systems. The results indicate that most users seek more freedom to express themselves at the system and its content.
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