Academic literature on the topic 'Human-Computer Interface (HCI)'

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Journal articles on the topic "Human-Computer Interface (HCI)"

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Brockett, Adrian A., Ian A. Clark, and Owen B. Taylor. "Development of a human-computer interface." ReCALL 4, no. 7 (1992): 17–27. http://dx.doi.org/10.1017/s0958344000005267.

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In this paper we describe the development of a teaching aid for the intensive study of Arabic text samples. To do this, we consider it more useful to adopt the standpoint of the Human-Computer Interface (HCI) engineer, rather than the educational theorist.Most of the HCI problems we have encountered spring from unique features of the task domain (which is what HCI practitioners call the restricted world in which the computer-assisted worker lives and moves). All real-world applications have unique features. Not infrequently these loom large enough to dominate the design effort. By discussing what are admittedly unique features of the present project, we shall nevertheless cast light upon the general requirement for appropriate HCI tools and techniques in present-day teaching media. We also aim to share our experience of using HyperCard, running on the Apple Macintosh computer, as a course-authoring system.
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Ibrahim, Umar, and Aliyu Danmaigoro. "Human-Computer Interaction in Agricultural User Interfaces." International Journal of Applied and Scientific Research 2, no. 2 (2024): 187–98. http://dx.doi.org/10.59890/ijasr.v2i2.1381.

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This study explores the intersection of Human-Computer Interaction (HCI) and agricultural user interfaces, aiming to enhance the efficiency and user experience within the agricultural domain. A thorough literature review identifies current trends, challenges, and gaps in HCI research specific to agricultural interfaces. The research objectives encompass the proposal of HCI design principles tailored to the unique characteristics of the agricultural environment. Methodologically, the study employs user surveys, interviews, and usability testing to gather insights into user preferences and challenges. The paper presents case studies highlighting successful implementations of HCI principles in agricultural settings, providing tangible examples of improved user engagement and task performance. Challenges and limitations in HCI adoption in agriculture are discussed, along with user feedback and evaluations shaping interface design. The implications of the research extend to HCI practitioners, agricultural technology developers, and policymakers, offering practical insights for future developments. This paper contributes valuable knowledge to the evolving field of HCI in agricultural contexts, emphasizing the importance of user-centered design.
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Siow, Eric Ker Siang, Wei Jen Chew, and Hou Kit Mun. "Human Computer Interface (HCI) using EEG signals." Journal of Physics: Conference Series 2523, no. 1 (2023): 012012. http://dx.doi.org/10.1088/1742-6596/2523/1/012012.

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Abstract Human Computer Interface (HCI) is a field which studies about the applied information-processing psychology that occurs when humans interact with computers. A Brain Computer Interface (BCI) is one method to achieve this, and a cursor-controlled application is proposed in this paper. This prototype allows users to control the cursor by converting real-time synaptic commands. An electroencephalogram (EEG) data collection exercise was conducted and the experimental subjects were trained to learn how to control the EMOTIV Insight. Each of them had to decide their mental commands and calibrate the headset before the experiment started. Two different training methods, namely normal training and special training, were applied to the experimental group and control group respectively, and the progress of learning and using the cursor-controlled application were recorded in questionnaires. The control group used the normal training method, which has been widely used in other studies while the experimental group used the special training method, which allows them to decide the content and strategy of mental commands. The objective of this project is to have all the subjects from both experimental groups control 2 commands with an accuracy above 80% after 4 hours of training and observe which group gets better results. It was a randomized controlled trial (RCT) and double-blind trial, and one of the subjects turned his strategy from control group to experimental group during the experiment without informing the experimenter in advanced. In the outcome, the highest accuracy obtained by the 3 subjects in the experimental group are 50%, 81.25% and 100% respectively, and the highest accuracy obtained by the subject in the control group is 62.5%. In short, the accuracy of the experimental group is averagely higher compared to the control group, and 66.6% of the experimental group managed to control 2 commands with an accuracy above 80%.
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Dhakecha, Hiren. "A Methodological Study of Human-Computer Interaction: A Review." International Journal for Research in Applied Science and Engineering Technology 10, no. 8 (2022): 195–200. http://dx.doi.org/10.22214/ijraset.2022.46127.

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Abstract: The concept of human-computer interaction has emerged as a result of advancements in computer technology. As emerging technologies in the fields of mobile and cloud computing, as well as the internet of things (IoT), become more and more ingrained in our daily lives, they have started to pose a serious challenge for professionals in human-computer interaction (HCI). These technologies call for greater dedication from HCI experts in terms of systems interface design. A comprehensive study of human-computer interaction (HCI) has been presented in the current study. The design process of human-computer interaction and the current state-of-art of the same is explained in brief along with the applications of HCI. Based on the results of the review, the study recommended combining human-centred design with agile interface design methodologies. It also encouraged future research using a qualitative or quantitative approach to further explore HCI interface design methodologies, with a focus on cloud-based, AR, VR technologies and other organizational information systems.
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Niu, Hongwei, Cees Van Leeuwen, Jia Hao, Guoxin Wang, and Thomas Lachmann. "Multimodal Natural Human–Computer Interfaces for Computer-Aided Design: A Review Paper." Applied Sciences 12, no. 13 (2022): 6510. http://dx.doi.org/10.3390/app12136510.

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Computer-aided design (CAD) systems have advanced to become a critical tool in product design. Nevertheless, they still primarily rely on the traditional mouse and keyboard interface. This limits the naturalness and intuitiveness of the 3D modeling process. Recently, a multimodal human–computer interface (HCI) has been proposed as the next-generation interaction paradigm. Widening the use of a multimodal HCI provides new opportunities for realizing natural interactions in 3D modeling. In this study, we conducted a literature review of a multimodal HCI for CAD to summarize the state-of-the-art research and establish a solid foundation for future research. We explore and categorize the requirements for natural HCIs and discuss paradigms for their implementation in CAD. Following this, factors to evaluate the system performance and user experience of a natural HCI are summarized and analyzed. We conclude by discussing challenges and key research directions for a natural HCI in product design to inspire future studies.
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Abbott, Martin J. "A Living Systems Theory Approach to Human-Computer Interface Design." Proceedings of the Human Factors Society Annual Meeting 33, no. 4 (1989): 219–23. http://dx.doi.org/10.1177/154193128903300404.

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This paper presents Living Systems Theory (Miller, 1978) as a conceptual framework for human-computer interface (HCI) design. Many researchers and practitioners in the field of HCI design have used systems terms and concepts in their work; however, it is not clear that an integrated systems approach has been taken in the field of HCI design. Living Systems Theory (LST) is proposed as the means for obtaining a conceptual framework for the study of the HCI. Miller clearly defines terms and concepts that can serve as a “common language” to improve communication within and across disciplines. It is likely that a multidisciplinary field such as HCI design could benefit from LST. Specifically, by adopting this “common language”, researchers and practitioners in the field of HCI could improve communication with other disciplines which could facilitate the sharing or information across disciplines.
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Al Said, Nidal, and Khaleel M. Al-Said. "Assessment of Acceptance and User Experience of Human-Computer Interaction with a Computer Interface." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 11 (2020): 107. http://dx.doi.org/10.3991/ijim.v14i11.13943.

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<span lang="EN-US">The study aims to determine the impact of human-computer interface design on the development of mobile phones. The researcher used the descriptive analytical approach. The result shows the importance of smartphone such as communication with others, define the most important standards of application design such as efficiency and speed and determine the disadvantages of smartphones such as sleep problems and fatigue. In addition to, the study defines the HCI as science examines the design and use of computer technology, focusing on interfaces between people (users) and computers and determine the popular challenges which face HCI such as HCI designers face important challenges in how to ensure their design provides good HCI. The study recommended the need for further studies that support mobile phone and to deal with new platforms for iOS and Android, making usability tests for programs, applications and websites and qualify and train users with cognitive deficits in an appropriate manner to enable them to make better use of programs and applications.</span>
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Tanuja Subba, Et al. "A Study on Electromyography Signal as a Controller." International Journal on Recent and Innovation Trends in Computing and Communication 11, no. 9 (2024): 4662–67. http://dx.doi.org/10.17762/ijritcc.v11i9.10014.

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Human computer interaction (HCI) is the study of interfaces between human and computer. When an input keyboard is pressed the output is displayed in the monitor is a simple example of human and computer interaction. World Wide Web is yet another example of HCI. HCI is everywhere and has become an important aspect in human life. HCI have many subfields and one among them is the study of biosignals. Signals that are generated from living body during muscle contraction, eye movement, brain signal are biosignals and these signals have potential for developing an interface for human computer interaction. There are many such bio electric signals which can be made to use for developing interface and that can be done by acquiring these signals which will form a linkage with the computer technique. These types of signals are brain signal called Electroencephalogram (EEG), heart signal Electrocardiogram (ECG), eye movement signal Electrooculogram (EOG) and muscle signalElectromyogram (EMG). The paper focuses on the study of muscle signal controller as HCI, EMG signals are captured during contraction of a skeletal muscle. The signal is then amplified and converted into usable signals that will be fed as an input to computer and can be used for controlling certain devices.
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KETTEBEKOV, SANSHZAR, and RAJEEV SHARMA. "UNDERSTANDING GESTURES IN MULTIMODAL HUMAN COMPUTER INTERACTION." International Journal on Artificial Intelligence Tools 09, no. 02 (2000): 205–23. http://dx.doi.org/10.1142/s021821300000015x.

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In recent years because of the advances in computer vision research, free hand gestures have been explored as a means of human-computer interaction (HCI). Gestures in combination with speech can be an important step toward natural, multimodal HCI. However, interpretation of gestures in a multimodal setting can be a particularly challenging problem. In this paper, we propose an approach for studying multimodal HCI in the context of a computerized map. An implemented testbed allows us to conduct user studies and address issues toward understanding of hand gestures in a multimodal computer interface. Absence of an adequate gesture classification in HCI makes gesture interpretation difficult. We formalize a method for bootstrapping the interpretation process by a semantic classification of gesture primitives in HCI context. We distinguish two main categories of gesture classes based on their spatio-temporal deixis. Results of user studies revealed that gesture primitives, originally extracted from weather map narration, form patterns of co-occurrence with speech parts in association with their meaning in a visual display control system. The results of these studies indicated two levels of gesture meaning: individual stroke and motion complex. These findings define a direction in approaching interpretation in natural gesture-speech interfaces.
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Mohammed, Yakubu Bala, and Damla Karagozlu. "A Review of Human-Computer Interaction Design Approaches towards Information Systems Development." BRAIN. BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE 12, no. 1 (2021): 229–50. http://dx.doi.org/10.18662/brain/12.1/180.

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Nowadays modern information systems (emerging technologies) are increasingly becoming an integral part of our daily lives and has begun to pose a serious challenge for human-computer interaction (HCI) professionals, as emerging technologies in the area of mobile and cloud computing, and internet of things (IoT), are calling for more devotion from HCI experts in terms of systems interface design. As the number of mobile platforms users, nowadays comprises of children’s, elderly people, and people with disabilities or disorders, all demanding for an effective user interface that can meet their diverse needs, even on the move, at anytime and anywhere. This paper, review current articles (43) related to HCI interface design approaches to modern information systems design with the aim of identifying and determining the effectiveness of these methods. The study found that the current HCI design approaches were based on desktop paradigm which falls short of providing location-based services to mobile platforms users. The study also discovered that almost all the current interface design standard used by HCI experts for the design of user’s interface were not effective & supportive of emerging technologies due to the flexibility nature of these technologies. Based on the review findings, the study suggested the combination of Human-centred design with agile methodologies for interface design, and call on future works to use qualitative or quantitative approach to further investigate HCI methods of interface design with much emphasis on cloud-based technologies and other organizational information systems.
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Dissertations / Theses on the topic "Human-Computer Interface (HCI)"

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Cullimore, Ian H. S. "An analysis and implementation of informal human-computer interaction." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341063.

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Seymour, Michael. "To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface." Thesis, The University of Sydney, 2019. https://hdl.handle.net/2123/21613.

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The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas.
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Lehane, Andrew R. "The design and engineering of HCI in CAD systems." Thesis, Brunel University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.337670.

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Kolagani, Vijay Kumar. "Gesture Based Human-Computer Interaction with Natural User Interface." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1542601474940954.

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Altiero, Roberto A. "Digital Forensics Tool Interface Visualization." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/24.

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Recent trends show digital devices utilized with increasing frequency in most crimes committed. Investigating crime involving these devices is labor-intensive for the practitioner applying digital forensics tools that present possible evidence with results displayed in tabular lists for manual review. This research investigates how enhanced digital forensics tool interface visualization techniques can be shown to improve the investigator's cognitive capacities to discover criminal evidence more efficiently. This paper presents visualization graphs and contrasts their properties with the outputs of The Sleuth Kit (TSK) digital forensic program. Exhibited is the textual-based interface proving the effectiveness of enhanced data presentation. Further demonstrated is the potential of the computer interface to present to the digital forensic practitioner an abstract, graphic view of an entire dataset of computer files. Enhanced interface design of digital forensic tools means more rapidly linking suspicious evidence to a perpetrator. Introduced in this study is a mixed methodology of ethnography and cognitive load measures. Ethnographically defined tasks developed from the interviews of digital forensics subject matter experts (SME) shape the context for cognitive measures. Cognitive load testing of digital forensics first-responders utilizing both a textual-based and visualized-based application established a quantitative mean of the mental workload during operation of the applications under test. A t-test correlating the dependent samples' mean tested for the null hypothesis of less than a significant value between the applications' comparative workloads of the operators. Results of the study indicate a significant value, affirming the hypothesis that a visualized application would reduce the cognitive workload of the first-responder analyst. With the supported hypothesis, this work contributes to the body of knowledge by validating a method of measurement and by providing empirical evidence that the use of the visualized digital forensics interface will provide a more efficient performance by the analyst, saving labor costs and compressing time required for the discovery phase of a digital investigation.
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Farhadi-Niaki, Farzin. "Usability Analysis in Locomotion Interface for Human Computer Interaction System Design." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/38670.

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In the past decade and more than any time before, new technologies have been broadly applied in various fields of interaction between human and machine. Despite many functionality studies, yet, how such technologies should be evaluated within the context of human computer interaction research remains unclear. This research aims at proposing a mechanism to evaluate/predict the design of user interfaces with their interacting components. At the first level of analysis, an original concept extracts the usability results of components, such as effectiveness, efficiency, adjusted satisfaction, and overall acceptability, for comparison in the fields of interest. At the second level of analysis, another original concept defines new metrics based on the level of complexity in interactions between input modality and feedback of performing a task, in the field of classical solid mechanics. Having these results, a set of hypotheses is provided to test if some common satisfaction criteria can be predicted from their correlations with the components of performance, complexity, and overall acceptability. In the context of this research, three multimodal applications are implemented and experimentally tested to study the quality of interactions through the proposed hypotheses: a) full-body gestures vs. mouse/keyboard, in a Box game; b) arm/hand gestures vs. three-dimensional haptic controller, in a Slingshot game; and c) hand/finger gestures vs. mouse/keyboard, in a Race game. Their graphical user interfaces are designed to cover some extents of static/dynamic gestures, pulse/continuous touch-based controls, and discrete/analog tasks measured. They are quantified based on a new definition termed index of complexity which represents a concept of effort in the domain of locomotion interaction. Single/compound devices are also defined and studied to evaluate the effect of user’s attention in multi-tasking interactions. The proposed method of investigation for usability is meant to assist human-computer interface developers to reach a proper overall acceptability, performance, and effort-based analyses prior to their final user interface design.
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Moore, Matthew Guy. "Prototype supervisory and summary displays for the Advanced Tomahawk Weapon Control System (ATWCS)." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1996. http://handle.dtic.mil/100.2/ADA311732.

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Finnerty, Cecilia. "Towards the development of a model of user engagement with packaged software." Thesis, London Metropolitan University, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343190.

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Bai, Wei. "Agent-based Interface Approach with Activity Theory : Human-Computer interaction in diabetic health care system." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-915.

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<p>IMIS (Integrated Mobile Information System for Diabetic Healthcare) aims at providing healthcare on both stationary and mobile platform, which is based on Engström’s triangle model in Activity Theory. It focuses on the need for communication and information accessibility between care-providers and their shared patients. Based on the identified need in the target area, IMIS has decided to construct a network-based communication system to support communication and accessibility to patients’ journal. Since the system integrates various roles from the heath care organization, it is a challenge to provide a useful software program to the group members. In order to facilitate the application and enhance the Human-Computer interaction of the system, agent technology is applied to increase the flexibility factor so that the system could be self-adapted to a wider range group of users.</p><p>Besides, this thesis also introduces the approach of using social-psychology — Activity theory in HCI, and discuss the integration of these different disciplines. The Multi-agents System is applied with Gaia methodology from micro perspectives. From the macro perspective Activity theory constructs the coordination mechanism of the different agents. A prototype is applied based on the different model of our research.</p>
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Thellman, Sam. "Assessing the Representational Capacity of Haptics in a Human-Computer Interface." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102455.

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The purpose of this thesis was to contribute to our knowledge of what haptics can bring to the table as a human-computer interface rendering technique, which other rendering techniques cannot. An experiment was set up in which a multi-interfaced game was used to convey an information structure to interface users. Each of the game’s three user interfaces utilized one of three different rendering techniques: haptic rendering, graphic rendering, and graphic-haptic rendering. The capacity of each rendering technique to represent the information structure was assessed in terms of the effect of the corresponding interface on three aspects of the user interaction: user performance, user satisfaction and system usability. The result indicated that user performance benefitted from a graphic or graphic-haptic rendering over a haptic rendering. There were no differences between the rendering techniques with regards to the overall user satisfaction. However, there were notable differences on the user satisfaction metric subscale level. The haptic rendering required higher attentive effort than other renderings. Also, the graphic rendering better facilitated the perception of having clear goals and feedback. The results also suggested that the overall system usability benefitted from a graphic or graphic-haptic rendering over a haptic rendering.
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Books on the topic "Human-Computer Interface (HCI)"

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Hans-Jörg, Bullinger, and Ziegler Jürgen 1954-, eds. Human-computer interaction: Proceedings of HCI International '99 (the 8th International Conference on Human-Computer Interaction), Munich, Germany, August 22-26, 1999. Lawrence Erlbaum, 1999.

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J, Smith Michael, and Salvendy Gavriel 1938-, eds. Human interface and the management of information: Symposium on Human Interface 2007, held as part of HCI International 2007, Beijing, China, July 22-27, 2007 : proceedings. Springer, 2007.

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Smith, Michael J. Human Interface and the Management of Information. Interacting with Information: Symposium on Human Interface 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part I. Springer-Verlag GmbH Berlin Heidelberg, 2011.

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Gavriel, Salvendy, and SpringerLink (Online service), eds. Human Interface and the Management of Information. Designing Information Environments: Symposium on Human Interface 2009, Held as Part of HCI International 2009, San Diego, CA, USA, July 19-24, 2009, Procceedings, Part I. Springer Berlin Heidelberg, 2009.

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Shaw, Angus. Human computer interfaces (HCI) in web based applications. University of East London, 1999.

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Nuray, Aykin, and International Conference on Human-Computer Interaction (12th : 2007 : Beijing, China), eds. Usability and internationalization: Second International Conference on Usability and Internationalization, UI-HCII 2007, held as part of HCI International 2007, Beijing, China, July 22-27, 2007 : proceedings. Springer, 2007.

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Kurosu, Masaaki. Human centered design: Second international conference, HCD 2011, held as part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, proceedings. Springer, 2011.

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Benyon, David. Designing interactive systems: A comprehensive guide to HCI. 2nd ed. Addison Wesley, 2010.

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Philip, Kortum, ed. HCI beyond the GUI: Design for haptic, speech, olfactory and other nontraditional interfaces. Elsevier/Morgan Kaufmann, 2008.

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Constantine, Stephanidis, and International Conference on Human-Computer Interaction (9th : 2001 : New Orleans, La.), eds. Universal access in HCI: Towards an information society for all. Lawrence Erlbaum, 2001.

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Book chapters on the topic "Human-Computer Interface (HCI)"

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Sutcliffe, A. G. "Perspectives in HCI: Future Developments and the Development Process." In Human-Computer Interface Design. Macmillan Education UK, 1995. http://dx.doi.org/10.1007/978-1-349-13228-7_11.

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Hirota, Koichi, Yosuke Watanabe, and Yasushi Ikei. "Menu Selection Using Auditory Interface." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_8.

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Kim, Laehyun, Hyunchul Cho, Sehyung Park, and Manchul Han. "A Tangible User Interface with Multimodal Feedback." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_11.

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Sarter, Nadine. "Coping with Complexity Through Adaptive Interface Design." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_53.

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Şerban, Gabriela, Adriana Tarţa, and Grigoreta Sofia Moldovan. "A Learning Interface Agent for User Behavior Prediction." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_55.

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Rigas, Dimitrios, and Mohammad Alsuraihi. "A Toolkit for Multimodal Interface Design: An Empirical Investigation." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_21.

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Li, Shanqing, Jingjun Lv, Yihua Xu, and Yunde Jia. "EyeScreen: A Gesture Interface for Manipulating On-Screen Objects." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_77.

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Kim, Joonhwan, and Sanghee Lee. "Recognizing Cultural Diversity in Digital Television User Interface Design." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_99.

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Liljenberg, Marcus, Kathy Tian, and Mike Yao. "Cross-Cultural User Design: Divergences in Chinese and Western Human Computer Interface Interaction." In HCI International 2019 – Late Breaking Posters. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30712-7_6.

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Becker, Valdecir, Daniel Gambaro, and Thais Saraiva Ramos. "Audiovisual Design and the Convergence Between HCI and Audience Studies." In Human-Computer Interaction. User Interface Design, Development and Multimodality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58071-5_1.

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Conference papers on the topic "Human-Computer Interface (HCI)"

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Sestito, Antonio G., Tyler M. Frasca, Aidan O’Rourke, Lili Ma, and Douglas E. Dow. "Control for Camera of a Telerobotic Human Computer Interface." In ASME 2015 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/imece2015-53617.

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Controlling remote robots is a difficult task for human computer interface (HCI). Control of remote robots enables accomplishment of tasks without the human controller physically present due to safety concerns or the expert cannot be physically present. This paper presents a method for using an Oculus Rift to improve HCI for telerobotic control. Using the Oculus, an operator could become immersed in the robot’s environment and could more naturally control the desired position of a remotely positioned vision system via head movements. To provide the appropriate visual feedback, a three-axis gimbal was implemented as a test platform. Through software implemented motion tracking, the response of the Oculus was compared to that of a mouse which demonstrates the efficiency of the proposed system over comparable HCI.
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Russell, III, Robert, and Constance Golden. "Human computer interface (HCI) standards for cost effective satellite control." In Space Programs and Technologies Conference. American Institute of Aeronautics and Astronautics, 1996. http://dx.doi.org/10.2514/6.1996-4308.

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Sharma, Hitesh Kumar, Tanupriya Choudhury, Rakesh Soni, and Shilpi Sharma. "Human Computer Interface (HCI) controlled AI enabled System for Optimization." In 2023 13th International Conference on Cloud Computing, Data Science & Engineering (Confluence). IEEE, 2023. http://dx.doi.org/10.1109/confluence56041.2023.10048870.

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Li, Qi, Yihang Du, Pei Yan, and Wang Wei. "Color Matching Method of HCI Interface Design Driven by Aesthetic Perception." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001783.

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A method of human-computer interface color design based on aesthetic feeling is proposed, which provides a basis for the design practice in accordance with users' aesthetic preference. Taking the mobile interactive terminal interface of intangible cultural heritage display as an example, the color matching of Cloisonne, a traditional Chinese craft, was selected as the primary color, and the colors were extracted by k-means clustering algorithm to form four groups of color matching samples. Secondly, the interface element model is constructed, and the matching relationship between color matching samples and interface interaction elements is established and applied. Thirdly, the network text analysis method ROST was used to extract the perceptual image semantics of interfaces, and the four groups of interfaces were subjectively evaluated to obtain the optimal scheme and verify the effectiveness of the proposed color matching method. The results show that the aesthetically driven color design method is beneficial to improve the information transfer and aesthetic experience of human-computer interaction, and promote the creative transformation of intangible cultural heritage in digital mobile media.Keywords: Human-computer Interface, Ergonomics Design, Color Design Method, Perceptual Image, Aesthetic Evaluation
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Akan, Batu, and Ali Ozgur Argunsah. "A Human-Computer Interface (HCI) based on Electrooculogram (EOG) for Handicapped." In 2007 IEEE 15th Signal Processing and Communications Applications. IEEE, 2007. http://dx.doi.org/10.1109/siu.2007.4298649.

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Miniukovich, Aliaksei, and Antonella De Angeli. "Visual diversity and user interface quality." In British HCI 2015: 2015 British Human Computer Interaction Conference. ACM, 2015. http://dx.doi.org/10.1145/2783446.2783580.

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Garza, Kristian, Carole Goble, John Brooke, and Caroline Jay. "Framing the community data system interface." In British HCI 2015: 2015 British Human Computer Interaction Conference. ACM, 2015. http://dx.doi.org/10.1145/2783446.2783605.

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Merchant, Sylnovie. "Customizing the Human-Computer Interface to Compensate for Individual Cognitive Attitude: An Exploratory Study." In 2002 Informing Science + IT Education Conference. Informing Science Institute, 2002. http://dx.doi.org/10.28945/2535.

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A major concern facing system developers is how well the system will operate for the intended user. The aspect which allows a user to interact the system is referred to as the Human-Computer Interface (HCI). This paper discusses the various approaches advocated by researchers in an attempt to explore the issues surrounding HCI.
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K Y Chan, Victor. "Legal Risks Underlying Human-Computer interface (HCI) Design: A Comparative Study on Macao vs. Major Jurisdictions." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004239.

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Human-computer interface (HCI) design is an essential aspect of modern technology development, which involves the interaction between humans and computers. HCI design can pose legal risks that may result in significant legal liabilities and consequences for any organization adopting the designs. From the standpoint of an HCI designer as opposed to a legal researcher, this article analyzes the legal risks underlying HCI design and the related regulatory framework in the small jurisdiction Macao in comparison with those in some major jurisdictions, including the United States, the European Union (EU), and mainland China. Relevant statutes, acts, and academic literature are drawn on to support the analysis. Categories of the aforesaid risks are primarily identified as intellectual property, privacy and personal data protection, accessibility, liability for harm, and cybersecurity breaches, only the first two of which are to be elucidated in this article due to its length limitation. The following findings are highlighted: Macao’s IP regime does not include provisions very specific to HCI designs, unlike the United States, the EU, and mainland China. Macao’s privacy and personal data protection framework is less comprehensive than the General Data Protection Regulation (GDPR) in the EU and mainland China’s Cybersecurity Law, Personal Information Protection Law (PIPL), and Data Security Law (DSL). In particular, the GDPR additionally mandates “data protection by design and default,” and mainland China’s Cybersecurity Law, PIPL, and DSL are well integrated with cyberspace sovereignty, national security, social and public interests, national sovereignty, and development interests of the state. In summary, in principle, the legal framework in the small jurisdiction Macao governing the legal risks associated with HCI is by and large in line with those in major and substantially larger jurisdictions. Notwithstanding, the former is in general a general miniature of the latter and comparatively devoid of express provisions very specific to and comprehensively covering HCI design. Subject to further research’s confirmation, this phenomenon of generalization and miniaturization may be true of many other small jurisdictions worldwide as reasoned in this article.
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Wohlmuth, Camila, and Nuno Correia. "User Interface Model for Scientific Publications." In Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017). BCS Learning & Development, 2017. http://dx.doi.org/10.14236/ewic/hci2017.31.

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Reports on the topic "Human-Computer Interface (HCI)"

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Borja, Ana T. Integrating Usability Engineering in the Iterative Design Process of the Land Attack Combat System (LACS) Human Computer Interface (HCI). Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada465860.

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