Dissertations / Theses on the topic 'Human-computer interaction Mobile computing'
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Muhanna, Muhanna A. "Exploration of human-computer interaction challenges in designing software for mobile devices." abstract and full text PDF (free order & download UNR users only), 2007. 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:1442874.
Full textHäkkilä, J. (Jonna). "Usability with context-aware mobile applications:case studies and design guidelines." Doctoral thesis, University of Oulu, 2006. http://urn.fi/urn:isbn:9514283236.
Full textLevy, Marcel Andrew. "Ringermute an audio data mining toolkit /." abstract and full text PDF (free order & download UNR users only), 2005. 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:1433402.
Full textAshbrook, Daniel Lee. "Enabling mobile microinteractions." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33986.
Full textHåkansson, Maria. "Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-8463.
Full textKainda, Ronald. "Usability and security of human-interactive security protocols." Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:ea14d34a-d232-4c8b-98ab-abbf0d7a5d36.
Full textJacobs, 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.
Full textAnderson, Zann Benjamin. "Laying a Foundation for Computing in Outdoor Recreation." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8713.
Full textGori, Francesco. "Eyewear Computing: una panoramica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12971/.
Full textWarshawsky, James Emory. "Umbilical Cord: A system for ubiquitous computing." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2518.
Full textCheng, Yun-Maw Kevin. "The development and evaluation of a prototyping environment for context-sensitive mobile computing interaction." Thesis, University of Glasgow, 2003. http://theses.gla.ac.uk/6471/.
Full textZhou, Yun. "Context-based Innovative Mobile User Interfaces." Phd thesis, Ecole Centrale de Lyon, 2012. http://tel.archives-ouvertes.fr/tel-00813532.
Full textNylander, Stina. "Design and Implementation of Multi-Device Services." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7447.
Full textPelurson, Sébastien. "Navigation multimodale dans une vue bifocale sur dispositifs mobiles." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM035/document.
Full textMobile devices are now ubiquitous in everyday computing. Technological advances and increasing mobile network performance allow users to manipulate more and more information on their mobile devices, changing the use they make of these types of devices, which are gradually replacing desktop computers. However mobile devices are not used in the same way as desktops and face specific constraints. In particular, smaller screens fail to display as much information as a computer screen. In addition, these screens, mostly tactile, are used as both input and output devices, leading to occlusion of a portion of the screen during touch interaction. These findings and limitations give rise to the problem of interactive visualization of large amounts of information on mobile devices.We addressed this problem by considering two related research axes: on the one hand information visualization and on the other hand interaction on mobile devices.For the first axis, we focused on visualization techniques that provide an overview of the information space and a detailed subset of it. Indeed, only one view of a subset of the information space makes it difficult to understand it because of the lack of context. Conversely, visualizing the complete information space on the screen of a mobile device makes it unreadable.For the second axis, we studied interaction techniques for navigating an information space. Facing the variety of sensors available in todays mobile devices, there is a vast set of possibilities in terms of interaction modalities.We provide two types of contribution: conceptual and practical.First we present a design space of navigation techniques on mobile devices: this design space enables us to describe, compare and design interaction modalities for the task of navigation in an information space. Second we propose a conceptual model of multimodal navigation for navigating a multiscale information space.Based on a state of the art of visualization techniques on mobile devices, we designed, developed and experimentally tested a bifocal view on a mobile device. By relying on our design space and by operationalizing our conceptual model of navigation, we designed developed and experimentally compared several multimodal interaction techniques for navigating a multiscale information space
Singh, Akash. "An intelligent user interface model for contact centre operations." Thesis, Nelson Mandela Metropolitan University, 2007. http://hdl.handle.net/10948/d1011399.
Full textLeonard, Virginia Kathlene. "Universal Access to Information Technology for Older Adults with Visual Impairments." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7178.
Full textLe, Dantec Christopher. "Community resource messenger: a mobile system and design exploration in support of the urban homeless." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/41128.
Full textZhang, Huiqi. "Socioscope: Human Relationship and Behavior Analysis in Mobile Social Networks." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30533/.
Full textHenrysson, Anders. "Bringing Augmented Reality to Mobile Phones." Doctoral thesis, Norrköping : Department of Science and Technology, Linköpings universitet, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10204.
Full textBrunberg, Marike. "User optimized design of handheld medical devices -applications and casing." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-36270.
Full textChouiten, Mehdi. "Architecture distribuée dédiée aux applications de Réalité Augmentée mobile." Phd thesis, Université d'Evry-Val d'Essonne, 2013. http://tel.archives-ouvertes.fr/tel-00903538.
Full textWang, Lei. "Effectiveness of text-based mobile learning applications: case studies in tertiary education : a thesis presented to the academic faculty, submitted in partial fulfilment of the requirements for the degree of Master of Information Sciences in Information Technology, Massey University." Massey University, 2009. http://hdl.handle.net/10179/1092.
Full textYardi, Sarita Ann. "Social media at the boundaries: supporting parents in managing youth's social media use." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45746.
Full textKwapich, Sally J. "Smartphone Spying: Uncovering Hidden Dangers." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1363858931.
Full textAmer, Taher. "Evaluating Swiftpoint as a Mobile Device for Direct Manipulation Input." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1123.
Full textVidot, Nicolas. "Convergence des copies dans les environnements collaboratifs répartis." Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2002. http://tel.archives-ouvertes.fr/tel-00684167.
Full textNiezen, Gerrit. "The optimization of gesture recognition techniques for resource-constrained devices." Diss., Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-01262009-125121/.
Full textOliveira, Rodrigo de. "Design multi-dispositivo em contextos de uso alternado e migração de tarefas." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/276083.
Full textTese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-11T08:22:19Z (GMT). No. of bitstreams: 1 Oliveira_Rodrigode_D.pdf: 16111521 bytes, checksum: 6c77c064d781230212b6c88feb0bcb6c (MD5) Previous issue date: 2008
Resumo: Com a miniaturização dos componentes digitais e o vasto desenvolvimento tecnológico dos últimos anos, a sociedade tem presenciado a redefinição dos "computadores pessoais" pelo advento dos dispositivos móveis. Além da inovação, eles introduziram o desafio do design multi-dispositivo para as aplicações desktop. Enquanto algumas abordagens criaram interfaces móveis sem aproveitar qualquer modelo, outras buscaram adaptações automáticas visando reduzir a sobrecarga de designo Em ambas, o foco do design deixou de ser o usuário, tornando as interfaces tão diferentes ao ponto de comprometerem a usabilidade na realização de uma mesma tarefa em vários dispositivos. Esta tese afirma que não existe uma abordagem de design multi-dispositivo capaz de garantir boa usabilidade em todos os contextos porque o usuário pode escolher apenas uma forma de acesso à aplicação ou alternar seu uso por meio de vários dispositivos. No primeiro caso, o usuário aprende a usar a interface para realizar suas tarefas, sendo relevante uma abordagem que aproveite os recursos do dispositivo e trate suas limitações. No segundo, o usuário já conhece uma das interfaces, o que gera uma expectativa no uso das demais. Logo, é necessário combinar abordagens com objetivos diferentes para atender ao usuário de acordo com o seu contexto de uso. Neste sentido, propõe-se o design multi-dispositivo por meio da preservação de uma hierarquia de prioridades de consistência definida em três níveis. Enquanto os dois primeiros dão suporte à expectativa do usuário em contextos de uso alternado (propensos à execução de tarefas em dispositivos diferentes) e migração de tarefas (iniciando tarefas com um dispositivo e concluindo com outro), o terceiro nível garante a personalização das tarefas de maior interesse visando eficiência e satisfação de uso em um dispositivo específico. A avaliação desta metodologia foi feita por meio de um experimento com três interfaces de pocket PC construídas a partir de uma aplicação desktop do domínio de Educação a Distância: a primeira delas era uma réplica da original (Migração Direta), a segunda não mantinha consistência de layout e era baseada em um processo de design personalizado adequado ao dispositivo (Linear) e a terceira aplicava apenas os dois primeiros níveis da hierarquia de prioridades (Overview). Os resultados da avaliação subjetiva mostraram que a abordagem Overview foi capaz de manter o modelo mental do usuário com maior precisão por preservar os atributos de facilidade, eficiência e segurança de uso na interação inter-dispositivo. Além disso, os resultados medidos para a eficácia (exatidão das respostas) e eficiênciá (tempo médio de execução das tarefas) foram iguais ou melhores com essa abordagem. Por outro lado, os usuários revelaram uma preferência pela personalização de tarefas presente na abordagem Linear. Este resultado dá suporte à proposta desta tese, mostrando que a eficácia gerada pelos dois primeiros níveis da hierarquia de prioridades (percepção e execução das tarefas) deve ser combinada com o terceiro nível de personalização. Para isso, sugere-se a disponibilização de padrões de interface criados pelo designer para escolha do usuário durante a interação. Essa combinação deve garantir usabilidade no acesso a uma aplicação feito sempre por um mesmo dispositivo ou em contextos de uso alternado e migração de tarefas
Abstract: With the miniaturization of digital components and the vast technological development of the past years, society has remarked the redefinition of "personal computers" by the advent of modern mobile devices. Besides the innovation, these handhelds also introduced the challenge to develop multi-device interfaces for today's desktop applications. While some created mobile interfaces from scratch to get the best from the devices, others looked for automatic adaptations to reduce the load imposed to the designeI. In both cases, the user wasn't the focus anymore, which resulted interfaces so different from each other to the point of compromising usability when peHorming one task on many devices. This thesis claims that there is no multi-device approach capable to provi de full usability in every context because the user may choose only one interface to access the application or interchange its use via many devices. In the first case, the user learns to perform tasks with the given device, which makes relevant an approach that takes advantage of its resources and solves its limitations. In the second, the user already knows one of the available interfaces, which generates an expectation for the others. Therefore, it is necessary to combine approaches with different goals and suit the user according to the appropriate context. In this sense, we propose multi-device design via maintenance of a consistency priorities hierarchy defined in three levels. The first two levels give support to the user's expectation in contexts of interchange (prone to task execution with different devices) and task migration (starting tasks with one device and finishing with other). On the other side, the third level provides task personalization according to the user's interest towards higher efficiency and satisfaction of use with a specific device. The evaluation of this methodology was conducted by an experiment with three pocket PC interfaces designed from an e-learning desktop application: the first interface was an exact replica of the original desktop version (Direct Migration), the second didn't maintain layout consistency and was based in a personalized design process adequate to the device (Linear) while the third applied only the first two levels of the consistency priorities hierarchy (Overview). The subjective evaluation results pointed the Overview approach as the best to maintain the user's mental model by preserving easiness, efficiency and safety of use on inter-device interaction. Additionally, both measured efficacy (task result accuracy) and efficiency (task execution mean time) were the same or even better with this approach. On the other hand, users revealed their preference for the task personalization present in the Linear approach. This result gives support to our proposal, corroborating that the efficacy generated by the first two levels of the consistency priorities hierarchy (task perception and execution) should be combined with the third level of personalization. This could be done by letting designers create interface patterns and make them available to users during interaction. Such combination should guarantee usability while constantly accessing one application through the same device or in contexts of alternated use and task migration
Doutorado
Doutor em Ciência da Computação
Pinkerton, Michael David. "Ubiquitous computing : extending access to mobile data." Thesis, Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8242.
Full textCostanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.
Full textIncludes bibliographical references (p. 113-122).
The mobile phone is always carried with the user and is always active: it is a very personal device. It fosters and satisfies a need to be constantly connected to one's significant other, friends or business partners. At the same time, mobile devices are often used in public, where one is surrounded by others not involved in the interaction. This private interaction in public is often a cause of unnecessary disruption and distraction, both for the bystanders and even for the user. Nevertheless, mobile devices do fulfill an important function, informing of important events and urgent communications, so turning them off is often not practical nor possible. This thesis introduces Intimate Interfaces: discreet interfaces that allow subtle private interaction with mobile devices in order to minimize disruption in public and gain social acceptance. Intimate Interfaces are inconspicuous to those around the users, while still allowing them to communicate. The concept is demonstrated through the design, implementation and evaluation of two novel devices: * Intimate Communication Armband - a wearable device, embedded in an armband, that detects motionless gestures through electromyographic (EMG) sensing for subtle input and provides tactile output;
(cont.) * Notifying Glasses - a wearable notification display embedded in eyeglasses; it delivers subtle cues to the peripheral field of view of the wearer, while being invisible to others. The cues can convey a few bits of information and can be designed to meet specific levels of visibility and disruption. Experimental results show that both interfaces can be reliably used for subtle input and output. Therefore, Intimate Interfaces can be profitably used to improve mobile human-computer interaction.
by Enrico Costanza.
S.M.
Hamette, Patrick de la. "Embedded stereo vision systems for mobile human-computer interaction /." Zürich : ETH, 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=18075.
Full textFischer, Joel. "Understanding receptivity to interruptions in mobile human-computer interaction." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12499/.
Full textGraham, Connor Clive. "The case for mobile trajectory : a practical 'theory' for mobile work /." Connect to thesis, 2009. http://repository.unimelb.edu.au/10187/5635.
Full textA mobile trajectory has a CORE TRAJECTORY that involves particular work: the CORE WORK. There are ALIGNED TRAJECTORIES that feed the CORE TRAJECTORY. These are part of the CORE TRAJECTORY. The FEATURES of mobile trajectory are CYCLES, TRANSITIONS, TRAVERSALS, STREAMS, SCHEMES, POSSIBILITIES, HISTORICITY and SHAPE. The PROPERTIES are PHYSICALITY, LOCALITY, INSTRUMENTALITY, SYNCHRONICITY, INTER- DEPENDENCY, PREDICTABILITY and PALPABILITY. Important CONCERNS are RECONCILIATION CONCERNS, ALIGNMNENT CONCERNS, RECIPROCAL CONCERNS and CONTINGENCY CONCERNS. Key ASSOCIATED NOTIONS are SOCIAL SPHERES with particular WORLDS and SUB-WORLDS comprising MEMBERS with particular ROLES and INVOLVEMENT. SOCIAL SPHERES have particular BOUNDARIES, RESOURCES and MEDIA and shared KNOWLEDGE and PRACTICES. MEDIA and RESOURCES have particular AVAILABILITY and MUTABILITY. MEMBERS have particular BIOGRAPHIES, TIES and OBLIGATIONS and AWARENESS of others. Through the case material presented I demonstrate how this 'theory' supports the work of describing and discussing mobile work for the purpose of conceptualising, selecting, recommending and critically evaluating everyday Information and Communication Technologies. At the end of the thesis I compare mobile trajectory to three alternative approaches and two alternative theories with regard to supporting the same kind of work.
Ghorbel, Achraf. "Interprétation interactive de documents structurés : application à la rétroconversion de plans d'architecture manuscrits." Phd thesis, INSA de Rennes, 2012. http://tel.archives-ouvertes.fr/tel-00788832.
Full textYong, Kin Fuai. "Emerging human-computer interaction interfaces : a categorizing framework for general computing." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90692.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 86).
Executive summary: The dominant design of Human-Computer Interface over last thirty years has been the combination of monitor, keyboard and mouse. However the constant miniaturization of IC and sensors and the availability of computing power has spurred incredible new dimensions of inputs (touch, gesture, voice, brain wave, etc.) and outputs (watch, glasses, phone, surface, etc.), which started the explosive growth of recombination of both inputs and outputs into new classes of devices. The design constraints have also noticeably shifted from technical to ergonomic and contextual. This thesis sets out to map these new interfaces to the use context in general computing and project the adoption path and the driving factors behind them. The theoretical foundation of this thesis is based on multiple technology innovation theories including the importance of Innovation and Technology Diffusion Models from Paul Geroski, Dominant Design from James Utterback, the Curse of Innovation from John Gourville and Lead User Innovation by Eric Von Hippel. System Architecture thinking, founded most notably by Ed Crawley and Olivier de Weck from MIT, is also applied to analyze the architecture of Human- Computer Interface. The study of Human-Computer Interface starts with a case study of the invention of the computer mouse - conceived in 1968 by Douglas Engelbart. A paper published by Engelbart compared different technologies and the mouse emerged as superior with lower fatigue and error rate yet a surprisingly short learning time. The mouse, however, was not popularized until Apple showcased the design with the first GUI1 on a personal computer on its Macintosh in 1984, and its subsequent mass adoption by Microsoft Windows in the late 1980s. The case study showed that even with the superior design of a specific HCI, a number of other factors, including holistic solution, killer application, market position and platform strategy, are required for successful adoption. The next chapter maps out developing Human-Computer Interface technologies and notable existing or developing products and their company background. The superiority of an interface depends on how well it fits into the inherent nature of a specific use context. The daily general computing domains of an average computer user include collaboration, productivity, media consumption, communication and augmentation. The clear distinction of the use context in each domain strongly correlates with the effectiveness of the Human-Computer Interface in each class of device. The chapter includes analysis of proposed frameworks that place HCI interface on a plot of interaction complexity against screen sizes. Several industry experts generally agreed on a few observations: the keyboard and mouse will remain as the primary input interface for the productivity domain, the growing importance of collaboration, the increasing emphasis on human-centered design, and the huge opportunity in the wearable market with a potential size of $50 billion. In conclusion, the projected future of adoption is: * The collaboration domain needs the combination of a low fatigue, high precision interface for productivity; a high freedom, low precision interface for creativity; and a large output screen for multiple collaborators. This will remain the frontier battleground for a variety of concepts from several giant players and niche players, each with a different competitive edge. * Productivity domain input interfaces will likely continue to be dominated by low fatigue, high precision interfaces that are not necessarily intuitive i.e. a keyboard and mouse. 3D manipulation will remain a niche interface only needed by specific industries, while a 3D general computing environment is unlikely to be realized in the short term. * The media consumption domain will be the major area of adoption for medium accuracy, highly intuitive interfaces, e.g. gesture and sound. Personal media consumption devices might be challenged by head-mounted display while group media consumption devices face an interesting challenge from bridging devices like Chromecast. * The communication domain needs an input interface that is fairly accurate and responsive, with just enough screen space. Voice recognition is rising fast to challenge typing. The dominating form factor will be the smartphone but challenged by glasses. * The augmentation domain needs an interface that is simple and fairly accurate. New input interfaces like brainwave, gaze detection, and muscle signal will be adopted here given the right context. Flexible OLED is likely to revolutionize both input and output interfaces for wearable devices. Product developers should choose technology according to their targeted domain and identify competitors using this framework. Killer applications should be developed early, internally or with partners, to ensure success, while platform strategy can leverage innovation of third-party developers to widen the application. During the course of research, other opportunities arising from the proliferation of computing are also identified in the areas of the Internet of Things, smart objects and smart healthcare. This thesis is based mainly in qualitative analysis due to the lack of comprehensive data on the new Human-Computer Interfaces. Future research can collect quantitative data based on the framework of the five domains of general computing activities and their categorical requirements. It is also possible to extend the model to other computing use cases, for example Gaming, Virtual Reality and Augmented Reality.
by Kin Fuai Yong.
S.M. in Engineering and Management
Surie, Dipak. "An agent-centric approach to implicit human-computer interaction." Thesis, Umeå universitet, Institutionen för datavetenskap, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-52476.
Full textPHYVIR project
Covington, Michael J. "A flexible security architecture for pervasive computing environments." Diss., Available online, Georgia Institute of Technology, 2004:, 2004. http://etd.gatech.edu/theses/available/etd-06072004-131113/unrestricted/covington%5Fmichael%5Fj%5F200405%5Fphd.pdf.
Full textFrey, Jérémy. "Leveraging human-computer interactions and social presence with physiological computing." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0241/document.
Full textThis thesis explores how physiological computing can contribute to human-computer interaction (HCI) and foster new communication channels among the general public. We investigated how physiological sensors, such as electroencephalography (EEG), could be employed to assess the mental state of the users and how they relate to other evaluation methods. We created the first brain-computer interface that could sense visual comfort during the viewing of stereoscopic images and shaped a framework that could help to assess the over all user experience by monitoring workload, attention and error recognition.To lower the barrier between end users and physiological sensors,we participated in the software integration of a low-cost and open hardware EEG device; used off-the shelf webcams to measure heart rate remotely, crafted we arables that can quickly equip users so that electrocardiography, electrodermal activity or EEG may be measured during public exhibitions. We envisioned new usages for our sensors, that would increase social presence. In a study about human-agent interaction, participants tended to prefer virtual avatars that were mirroring their own internal state. A follow-up study focused on interactions between users to describe how physiological monitoringcould alter our relationships. Advances in HCI enabled us to seam lesslyintegrate biofeedback to the physical world. We developped Teegi, apuppet that lets novices discover by themselves about their brain activity. Finally, with Tobe, a toolkit that encompasses more sensors and give more freedom about their visualizations, we explored how such proxy shifts our representations, about our selves as well as about the others
Blisard, Samuel N. "Modeling spatial references for unoccupied spaces for human-robot interaction /." free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p1426048.
Full textChenyan, Xu. "Accessing the Power of Aesthetics in Human-computer Interaction." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc500128/.
Full textMohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction." Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.
Full textZheng, Shaoqing. "The human-computer interaction design of self-operated mobile telemedicine devices." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-110461.
Full textArslan, Cagan. "Doing more without more : data fusion in human-computer interaction." Thesis, Lille 1, 2020. http://www.theses.fr/2020LIL1I042.
Full textThe increasing variety of tasks which require human-computer interfaces result in the production of new and improved sensing devices and therefore causes the obsolescence of older technologies. In a world of limited resources, the production rate of new interaction devices is unsustainable. Sustainable design calls for re-appropriation of existing materials, so we need to design interfaces that are modular, re-usable, yet that allow new interaction techniques. We believe that combining the strength of different input devices through data fusion can enable powerful interactions while extending the lifespan of electronic materials. As the complexity of sensors increases, their combination presents new challenges and opportunities, notably in terms of computational power and user behavior, which we explore in this document. We first explain how previous work conducted in different sub-domains of human-computer interaction fit into the data fusion perspective. From this perspective, we take all aspects of input devices into consideration to define the framework to which this thesis belongs. The first step consists of handling input devices to provide meaningful information to be fused, so we demonstrate how to go from a complex data source such as a camera stream, to a small, descriptive bit of information that enables lightweight fusion. Then, we separate the benefits of multi-sensor data fusion for interaction spaces into two categories; enriching the interaction space and extending the interaction space. Our contribution to the enriched spaces mainly focuses on musical interfaces where we propose a movement sonification application on a mobile device and a visual feedback mechanism, all by using a combination sensors. Further, we contribute a virtually extended surface for large display interactions using a hand-held touchscreen and examine the user's appropriation to the new interaction space
Wagy, Mark David. "Enabling Machine Science through Distributed Human Computing." ScholarWorks @ UVM, 2016. http://scholarworks.uvm.edu/graddis/618.
Full textAxelrod, Lesley Ann. "Emotional recognition in computing." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/5758.
Full textBurrell, James. "Comparison of Text Input and Interaction in a Mobile Learning Environment." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/111.
Full textNylander, 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/.
Full textHannuksela, J. (Jari). "Camera based motion estimation and recognition for human-computer interaction." Doctoral thesis, University of Oulu, 2008. http://urn.fi/urn:isbn:9789514289781.
Full textBrown, John N. A. "Unifying interaction across distributed controls in a smart environment using anthropology-based computing to make human-computer interaction "Calm"." Doctoral thesis, Universitat Politècnica de Catalunya, 2014. http://hdl.handle.net/10803/285372.
Full textAustin, Ann. "The differing profiles of the human-computer interaction professional : perceptions of practice, cognitive preferences and the impact on HCI education." Thesis, University of West London, 2018. https://repository.uwl.ac.uk/id/eprint/5327/.
Full text