Dissertations / Theses on the topic 'Human-computer interaction. Computer interfaces. User interfaces (Computer systems)'

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1

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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2

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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4

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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5

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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6

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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7

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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8

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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9

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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May, Richard A. "Toward directly mediated interaction in computer supported environments /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/10684.

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12

Smith, Timothy William. "Assessing the usability of user interfaces: Guidance and online help features." Diss., The University of Arizona, 1988. http://hdl.handle.net/10150/184328.

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The purpose of this research was to provide evidence to support specific features of a software user interface implementation. A 3 x 2 x 2 full factorial, between subjects design was employed, in a laboratory experiment systematically varying existence or non-existence of a user interface and media of help documentation (either online or written), while blocking for varying levels of user experience. Subjects completed a set of tasks using a computer, so the experimenters could collect and evaluate various performance and attitudinal measures. Several attitudinal measures were developed and validated as part of this research. Consistent with previous findings, this research found that a user's previous level of experience in using a computer had a significant impact on their performance measures. Specifically, increased levels of user experience were associated with reduced time to complete the tasks, fewer number of characters typed, fewer references to help documentation, and fewer requests for human assistance. In addition, increased levels of user experience were generally associated with higher levels of attitudinal measures (general attitude toward computers and satisfaction with their experiment performance). The existence of a user interface had a positive impact on task performance across all levels of user experience. Although experienced users were not more satisfied with the user interface than without it, their performance was better. This contrasts with at least some previous findings that suggest experienced users are more efficient without a menu-driven user interface. The use of online documentation, as opposed to written, had a significant negative impact on task performance. Specifically, users required more time, made more references to the help documentation, and required more human assistance. However, these users generally indicated attitudinal measures (satisfied) that were as high with online as written documentation. There was a strong interaction between the user interface and online documentation for the task performance measures. This research concludes that a set of tasks can be performed in significantly less time when online documentation is facilitated by the presence of a user interface. Written documentation users seemed to perform equivalently with or without the user interface. With online documentation the user interface became crucial to task performance. Research implications are presented for practitioners, designers and researchers.
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13

Ellis, Loftie. "Human-computer interface using a web camera." Thesis, Stellenbosch : University of Stellenbosch, 2007. http://hdl.handle.net/10019.1/1988.

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Thesis (MScEng (Electrical and Electronic Engineering))--University of Stellenbosch, 2007.
In this thesis we present a human-computer interface (HCI) system for disabled persons using only a basic web camera. Mouse movements are simulated by small movements of the head, while clicks are simulated by eye blinks. In this study, a system capable of face tracking, eye detection (including iris detection), blink detection and finally skin detection and face recognition has been developed. A detection method based on Haar-like features are used to detect the face and eyes. Once the eyes have been detected, a support vector machines classifier is used to detect whether the eye is open or closed (for use in blink detection). Skin detection is done using K-means clustering, while Eigenfaces is used for face recognition. It is concluded that using a web camera as a human-computer interface can be a viable input method for the severely disabled.
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Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.

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The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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15

Nylander, Stina. "The ubiquitous interactor : Mobile services with multiple user interfaces." Licentiate thesis, Uppsala : Univ. : Dept. of Information Technology, Univ, 2003. http://www.it.uu.se/research/reports/lic/2003-013/.

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16

Levine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.

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17

Dill, Byron. "Human robot interaction using a personal digital assistant interface : a study of feedback modes /." free to MU campus, to others for purchase, 2003. http://wwwlib.umi.com/cr/mo/fullcit?p1418012.

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Bentley, Brian Todd. "Quality in use addressing and validating affective requirements /." Australasian Digital Theses Program, 2006. http://adt.lib.swin.edu.au/public/adt-VSWT20070214.143122/index.html.

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Thesis (PhD) - Swinburne University of Technology, 2006.
[Submitted for the degree of Doctor of Philosophy, Swinburne University of Technology - 2006]. Typescript. Includes bibliographical references (p. 218-231).
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19

Hui, Ka Keung. "A method of episode identification and association in human-computer interaction with applications to personalized interface agents." HKBU Institutional Repository, 2000. http://repository.hkbu.edu.hk/etd_ra/299.

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20

Wilson, Rory Howard 1957. "An assessment of the impact of grouped item prompts versus single item prompts for human computer interface design." Thesis, The University of Arizona, 1988. http://hdl.handle.net/10150/276934.

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Current research in screen design for human computer interaction has demonstrated that user task performance is influenced by placement, prompting methodology, and screen complexity. To assess the difference between a grouped item screen prompt and a series of single item screen prompts, a field experiment in a semiconductor manufacturing facility was designed. Subjects were randomly assigned to one of two groups to use a data entry system. Seven of the screen prompts differed between the two groups. During the four weeks of the study, a significant difference was measured between groups. The group screen users had lower task times for all four weeks. No significant correlation exists between work experience, performance review scores, or designated work shift. A strong negative correlation exists between frequency of system usage and task time. No difference was noted for measured errors. Subjective scores significantly favored the group screen design.
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21

Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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22

Lelli, leitao Valeria. "Testing and maintenance of graphical user interfaces." Thesis, Rennes, INSA, 2015. http://www.theses.fr/2015ISAR0022/document.

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La communauté du génie logiciel porte depuis ses débuts une attention spéciale à la qualité et la fiabilité des logiciels. De nombreuses techniques de test logiciel ont été développées pour caractériser et détecter des erreurs dans les logiciels. Les modèles de fautes identifient et caractérisent les erreurs pouvant affecter les différentes parties d’un logiciel. D’autre part, les critères de qualité logiciel et leurs mesures permettent d’évaluer la qualité du code logiciel et de détecter en amont du code potentiellement sujet à erreur. Les techniques d’analyses statiques et dynamiques scrutent, respectivement, le logiciel à l’arrêt et à l’exécution pour trouver des erreurs ou réaliser des mesures de qualité. Dans cette thèse, nous prônons le fait que la même attention doit être portée sur la qualité et la fiabilité des interfaces utilisateurs (ou interface homme-machine, IHM), au sens génie logiciel du terme. Cette thèse propose donc deux contributions dans le domaine du test et de la maintenance d’interfaces utilisateur : 1. Classification et mutation des erreurs d’interfaces utilisateur. 2. Qualité du code des interfaces utilisateur. Nous proposons tout d’abord un modèle de fautes d’IHM. Ce modèle a été conçu à partir des concepts standards d’IHM pour identifier et classer les fautes d’IHM ; Au travers d’une étude empirique menée sur du code Java existant, nous avons montré l’existence d’une mauvaise pratique récurrente dans le développement du contrôleur d’IHM, objet qui transforme les évènements produits par l’interface utilisateur pour les transformer en actions. Nous caractérisons cette nouvelle mauvaise pratique que nous avons appelée Blob listener, en référence à la méthode Blob. Nous proposons également une analyse statique permettant d’identifier automatiquement la présence du Blob listener dans le code d’interface Java Swing
The software engineering community takes special attention to the quality and the reliability of software systems. Software testing techniques have been developed to find errors in code. Software quality criteria and measurement techniques have also been assessed to detect error-prone code. In this thesis, we argue that the same attention has to be investigated on the quality and reliability of GUIs, from a software engineering point of view. We specifically make two contributions on this topic. First, GUIs can be affected by errors stemming from development mistakes. The first contribution of this thesis is a fault model that identifies and classifies GUI faults. We show that GUI faults are diverse and imply different testing techniques to be detected. Second, like any code artifact GUI code should be analyzed statically to detect implementation defects and design smells. As for the second contribution, we focus on design smells that can affect GUIs specifically. We identify and characterize a new type of design smell, called Blob listener. It occurs when a GUI listener, that gathers events to treat and transform as commands, can produce more than one command. We propose a systematic static code analysis procedure that searches for Blob listener that we implement in a tool called InspectorGuidget. Experiments we conducted exhibits positive results regarding the ability of InspectorGuidget in detecting Blob listeners. To counteract the use of Blob listeners, we propose good coding practices regarding the development of GUI listeners
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Potgieter, Timothy Kyle. "Using natural user interfaces to support synchronous distributed collaborative work." Thesis, Nelson Mandela Metropolitan University, 2014. http://hdl.handle.net/10948/10880.

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Synchronous Distributed Collaborative Work (SDCW) occurs when group members work together at the same time from different places together to achieve a common goal. Effective SDCW requires good communication, continuous coordination and shared information among group members. SDCW is possible because of groupware, a class of computer software systems that supports group work. Shared-workspace groupware systems are systems that provide a common workspace that aims to replicate aspects of a physical workspace that is shared among group members in a co-located environment. Shared-workspace groupware systems have failed to provide the same degree of coordination and awareness among distributed group members that exists in co-located groups owing to unintuitive interaction techniques that these systems have incorporated. Natural User Interfaces (NUIs) focus on reusing natural human abilities such as touch, speech, gestures and proximity awareness to allow intuitive human-computer interaction. These interaction techniques could provide solutions to the existing issues of groupware systems by breaking down the barrier between people and technology created by the interaction techniques currently utilised. The aim of this research was to investigate how NUI interaction techniques could be used to effectively support SDCW. An architecture for such a shared-workspace groupware system was proposed and a prototype, called GroupAware, was designed and developed based on this architecture. GroupAware allows multiple users from distributed locations to simultaneously view and annotate text documents, and create graphic designs in a shared workspace. Documents are represented as visual objects that can be manipulated through touch gestures. Group coordination and awareness is maintained through document updates via immediate workspace synchronization, user action tracking via user labels and user availability identification via basic proxemic interaction. Members can effectively communicate via audio and video conferencing. A user study was conducted to evaluate GroupAware and determine whether NUI interaction techniques effectively supported SDCW. Ten groups of three members each participated in the study. High levels of performance, user satisfaction and collaboration demonstrated that GroupAware was an effective groupware system that was easy to learn and use, and effectively supported group work in terms of communication, coordination and information sharing. Participants gave highly positive comments about the system that further supported the results. The successful implementation of GroupAware and the positive results obtained from the user evaluation provides evidence that NUI interaction techniques can effectively support SDCW.
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Morris, John Morgan. "The effects of interaction factors in the transition from menus to commands." Diss., Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/8222.

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Katz, Heather Alicia. "The relationship between learners' goal orientation and their cognitive tool use and achievement in an interactive hypermedia environment." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3033584.

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Zadeh, Seyed Amirsaleh Saleh, and Jean Greyling. "The selection and evaluation of a sensory technology for interaction in a warehouse environment." Thesis, Nelson Mandela Metropolitan University, 2016. http://hdl.handle.net/10948/13193.

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In recent years, Human-Computer Interaction (HCI) has become a significant part of modern life as it has improved human performance in the completion of daily tasks in using computerised systems. The increase in the variety of bio-sensing and wearable technologies on the market has propelled designers towards designing more efficient, effective and fully natural User-Interfaces (UI), such as the Brain-Computer Interface (BCI) and the Muscle-Computer Interface (MCI). BCI and MCI have been used for various purposes, such as controlling wheelchairs, piloting drones, providing alphanumeric inputs into a system and improving sports performance. Various challenges are experienced by workers in a warehouse environment. Because they often have to carry objects (referred to as hands-full) it is difficult to interact with traditional devices. Noise undeniably exists in some industrial environments and it is known as a major factor that causes communication problems. This has reduced the popularity of using verbal interfaces with computer applications, such as Warehouse Management Systems. Another factor that effects the performance of workers are action slips caused by a lack of concentration during, for example, routine picking activities. This can have a negative impact on job performance and allow a worker to incorrectly execute a task in a warehouse environment. This research project investigated the current challenges workers experience in a warehouse environment and the technologies utilised in this environment. The latest automation and identification systems and technologies are identified and discussed, specifically the technologies which have addressed known problems. Sensory technologies were identified that enable interaction between a human and a computerised warehouse environment. Biological and natural behaviours of humans which are applicable in the interaction with a computerised environment were described and discussed. The interactive behaviours included the visionary, auditory, speech production and physiological movement where other natural human behaviours such paying attention, action slips and the action of counting items were investigated. A number of modern sensory technologies, devices and techniques for HCI were identified with the aim of selecting and evaluating an appropriate sensory technology for MCI. iii MCI technologies enable a computer system to recognise hand and other gestures of a user, creating means of direct interaction between a user and a computer as they are able to detect specific features extracted from a specific biological or physiological activity. Thereafter, Machine Learning (ML) is applied in order to train a computer system to detect these features and convert them to a computer interface. An application of biomedical signals (bio-signals) in HCI using a MYO Armband for MCI is presented. An MCI prototype (MCIp) was developed and implemented to allow a user to provide input to an HCI, in a hands-free and hands-full situation. The MCIp was designed and developed to recognise the hand-finger gestures of a person when both hands are free or when holding an object, such a cardboard box. The MCIp applies an Artificial Neural Network (ANN) to classify features extracted from the surface Electromyography signals acquired by the MYO Armband around the forearm muscle. The MCIp provided the results of data classification for gesture recognition to an accuracy level of 34.87% with a hands-free situation. This was done by employing the ANN. The MCIp, furthermore, enabled users to provide numeric inputs to the MCIp system hands-full with an accuracy of 59.7% after a training session for each gesture of only 10 seconds. The results were obtained using eight participants. Similar experimentation with the MYO Armband has not been found to be reported in any literature at submission of this document. Based on this novel experimentation, the main contribution of this research study is a suggestion that the application of a MYO Armband, as a commercially available muscle-sensing device on the market, has the potential as an MCI to recognise the finger gestures hands-free and hands-full. An accurate MCI can increase the efficiency and effectiveness of an HCI tool when it is applied to different applications in a warehouse where noise and hands-full activities pose a challenge. Future work to improve its accuracy is proposed.
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Márquez, Jessica J. "Human-automation collaboration : decision support for lunar and planetary exploration /." Cambridge, Mass. : Ft. Belvior, VA : Springfield, Va. : Massachusetts Institute of Technology, Department of Aeronautics and Astronautics ; Available to the public through the Defense Technical Information Center ; National Technical Information Service [distributor], 2007. http://web.mit.edu/aeroastro/labs/halab/index.shtml.

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Thesis (Ph. D in Philosophy (Human-Systems Engineering))--Massachusetts Institute of Technology, Department of Aeronautics and Astronautics, February 2007.
"February 2007." Thesis advisor: Mary L. Cummings. Performed by Massachusetts Institute of Technology, Humans & Automation Laboratory, Cambridge, Mass. "Submitted to the Department of Aeronautics and Astronautics on February 1, 2007 in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Human-Systems Engineering."--P. 3. Includes bibliographical references (p. 219-225). Also available online from the Massachusetts Institute of Technology (MIT) Humans and Automation Lab (HAL) Web site.
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Stamper, Timothy K. "An eclectic solution to small screen interaction." Thesis, Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/21598.

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Shankar, Anil K. "Simple user-context for better application personalization." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433351.

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Head, Milena M. "User interface features : facilitating information access and decision making /." *McMaster only, 1997.

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Rossa, Michael. "System images : user's understanding and system structure in the design of information tools." Thesis, Royal College of Art, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.602326.

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Hamlin, Michael D. "Knowledge and skill components of expert and novice software users /." Thesis, Connect to this title online; UW restricted, 1991. http://hdl.handle.net/1773/7828.

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Allen, Jeanette. "Effects of representation on programming behavior." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9233.

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Wong, Wai-sang. "A virtual reality modeling tool for students of architecture /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22088994.

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Mwanza, Daisy. "Towards an activity-oriented design method for HCI research and practice." Thesis, n.p, 2002. http://ethos.bl.uk/.

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İlhan, Özlem Erkarslan Önder. "Analysis of graphical user interface design in the context of human-computer interaction (with a case study on oven control panel)/." [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000319.pdf.

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Thesis (Master)--İzmir Institute of Technology, İzmir, 2005
Keywords: Interface, graphical user interface design, interaction, human-computer interaction. Includes bibliographical references (leaves. 95).
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Van, Tonder Martin Stephen. "The development and evaluation of gaze selection techniques." Thesis, Nelson Mandela Metropolitan University, 2009. http://hdl.handle.net/10948/882.

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Eye gaze interaction enables users to interact with computers using their eyes. A wide variety of eye gaze interaction techniques have been developed to support this type of interaction. Gaze selection techniques, a class of eye gaze interaction techniques which support target selection, are the subject of this research. Researchers developing these techniques face a number of challenges. The most significant challenge is the limited accuracy of eye tracking equipment (due to the properties of the human eye). The design of gaze selection techniques is dominated by this constraint. Despite decades of research, existing techniques are still significantly less accurate than the mouse. A recently developed technique, EyePoint, represents the state of the art in gaze selection techniques. EyePoint combines gaze input with keyboard input. Evaluation results for this technique are encouraging, but accuracy is still a concern. Early trigger errors, resulting from users triggering a selection before looking at the intended target, were found to be the most commonly occurring errors for this technique. The primary goal of this research was to improve the usability of gaze selection techniques. In order to achieve this goal, novel gaze selection techniques were developed. New techniques were developed by combining elements of existing techniques in novel ways. Seven novel gaze selection techniques were developed. Three of these techniques were selected for evaluation. A software framework was developed for implementing and evaluating gaze selection techniques. This framework was used to implement the gaze selection techniques developed during this research. Implementing and evaluating all of the techniques using a common framework ensured consistency when comparing the techniques. The novel techniques which were developed were evaluated against EyePoint and the mouse using the framework. The three novel techniques evaluated were named TargetPoint, StaggerPoint and ScanPoint. TargetPoint combines motor space expansion with a visual feedback highlight whereas the StaggerPoint and TargetPoint designs explore novel approaches to target selection disambiguation. A usability evaluation of the three novel techniques alongside EyePoint and the mouse revealed some interesting trends. TargetPoint was found to be more usable and accurate than EyePoint. This novel technique also proved more popular with test participants. One aspect of TargetPoint which proved particularly popular was the visual feedback highlight, a feature which was found to be a more effective method of combating early trigger errors than existing approaches. StaggerPoint was more efficient than EyePoint, but was less effective and satisfying. ScanPoint was the least popular technique. The benefits of providing a visual feedback highlight and test participants' positive views thereof contradict views expressed in existing research regarding the usability of visual feedback. These results have implications for the design of future gaze selection techniques. A set of design principles was developed for designing new gaze selection techniques. The designers of gaze selection techniques can benefit from these design principles by applying them to their techniques
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38

Metawie, Hossam. "Quantitative techniques for the evaluation of user interfaces for CAD/CAM systems." Thesis, De Montfort University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391337.

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39

Seichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.

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40

Zhu, Lilin. "Logserver monitor for managing log messages of applications." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2054.

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This project is a graphical user interface for managing log information. Logging is an important componet of a software development cycle as well as for diagnostics of performance and monitoring of the software after deployment. The LogServer Monitor provides a graphical user interface for the display and management of logged information from a distributed environment.
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41

Santos, Paulo Alexandre Vieira Jacinto dos. "Automatic detection of user transitionality by analysis of interaction." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9154.

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42

Heckmann, Dominikus. "Ubiquitous user modeling /." Berlin : Akad. Verl.-Ges. Aka, 2006. http://deposit.d-nb.de/cgi-bin/dokserv?id=2860787&prov=M&dok_var=1&dok_ext=htm.

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Rawstorne, Patrick. "A systematic analysis of the theory of reasoned action, the theory of planned behaviour and the technology acceptance model when applied to the prediction and explanation of information systems use in mandatory usage contexts." Access electronically, 2005. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20060815.154410/index.html.

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Sedighian, Kamran. "A user interface builder/manager for knowledge craft /." Thesis, McGill University, 1987. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=64008.

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45

Akkan, Sultan. "Use of computer technology by the elderly." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-12042009-020116/.

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Murdoch, Michael J. "Nonverbal vocal interface /." Link to online version, 2006. https://ritdml.rit.edu/dspace/handle/1850/10346.

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McGee, David R. "Augmenting environments with multimodal interaction /." Full text open access at:, 2003. http://content.ohsu.edu/u?/etd,222.

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Sadun, Erica. "Djasa : a language, environment and methodology for interaction design." Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/9250.

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Cross, E. Vincent Gilbert Juan E. "Human coordination of robot teams an empirical study of multimodal interface design /." Auburn, Ala, 2009. http://hdl.handle.net/10415/1701.

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Bell, Linda. "Linguistic Adaptations in Spoken Human-Computer Dialogues - Empirical Studies of User Behavior." Doctoral thesis, Stockholm : KTH, 2003. http://www.speech.kth.se/~bell/linda_bell.pdf.

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