Academic literature on the topic 'Human computer interfaces'

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Journal articles on the topic "Human computer interfaces"

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Dutoit, Thierry, Laurence Nigay, and Michael Schnaider. "Multimodal human–computer interfaces." Signal Processing 86, no. 12 (2006): 3515–17. http://dx.doi.org/10.1016/j.sigpro.2006.03.031.

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Patel, Neel S., and Darin E. Hughes. "Revolutionizing human-computer interfaces." Interactions 19, no. 1 (2012): 34–37. http://dx.doi.org/10.1145/2065327.2065336.

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Cioczek, Michał, Tomasz Czarnota, and Tomasz Szymczyk. "Analysis of modern human-computer interfaces." Journal of Computer Sciences Institute 18 (March 30, 2021): 22–29. http://dx.doi.org/10.35784/jcsi.2403.

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This article describes two research methods that are currently used in the study of graphical interfaces. The examined aspect is human-computer interaction (HCI), which is carried out by means of manipulators, which are input devices, and by means of which the tester performs the tasks set in the research scenario, which are presented using a graphical interface (GUI). The analysis covers the path the cursor follows, its speed and time. The path that the cursor takes is also drawn, and it is divided into stages because there are intermediate elements between the start and end elements. Due to the fact that it is impossible to describe numerically the feelings of the examined person, and these feelings are important for the study, the so-called usability tests, in which, among others, the ergonomics of controllers and the graphic interface itself was examined.
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Peters, Gabriele. "Criteria for the Creation of Aesthetic Images for Human-Computer Interfaces A Survey for Computer Scientists." International Journal of Creative Interfaces and Computer Graphics 2, no. 1 (2011): 68–98. http://dx.doi.org/10.4018/jcicg.2011010105.

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Interaction in modern human-computer interfaces is most intuitively initiated in an image-based way. Often images are the key components of an interface. However, too frequently, interfaces are still designed by computer scientists with no explicit education in the aesthetic design of interfaces and images. This article develops a well-defined system of criteria for the aesthetic design of images, motivated by principles of visual information processing by the human brain and by considerations of the visual arts. This theoretic disquisition establishes a framework for the evaluation of images in terms of aesthetics and it serves as a guideline for interface designers by giving them a collection of criteria at hand; how to deal with images in terms of aesthetics for the purpose of developing better user interfaces. The proposed criteria are exemplified by an analysis of the images of the web interfaces of four well known museums.
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Hirschman, Lynette, and Donna Cuomo. "Evaluation of human computer interfaces." ACM SIGCHI Bulletin 27, no. 2 (1995): 28–29. http://dx.doi.org/10.1145/202511.202516.

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Johnston, J., J. H. P. Eloff, and L. Labuschagne. "Security and human computer interfaces." Computers & Security 22, no. 8 (2003): 675–84. http://dx.doi.org/10.1016/s0167-4048(03)00006-3.

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R, Pushpakumar, Karun Sanjaya, S. Rathika, et al. "Human-Computer Interaction: Enhancing User Experience in Interactive Systems." E3S Web of Conferences 399 (2023): 04037. http://dx.doi.org/10.1051/e3sconf/202339904037.

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Enhancing user experience (UX) in interactive systems requires effective human-computer interaction (HCI). The relationship between people and computers has grown in significance as technology progresses, having an impact on many areas of our life. The main ideas and tactics used in HCI to enhance the user experience in interactive systems are examined in this abstract. Understanding the capabilities and constraints of both humans and computers forms the basis of HCI. HCI researchers and designers may develop interactive systems that complement users' mental models and cognitive processes by researching human behavior, cognition, and psychology. Additionally, taking into account the features of the computer system, such as its responsiveness, processing capacity, and interface design, enables the development of systems that are more user-friendly and effective. As a result, the discipline of human-computer interaction works to improve the user experience in interactive systems. Researchers and designers in the field of human-computer interaction (HCI) can produce interactive systems that are simple, effective, entertaining, and satisfying for users by comprehending human capabilities, applying user-centered design principles, utilizing interactive techniques and interfaces, integrating multimodal interfaces, and embracing emerging technologies. The continued development of HCI will continue to influence and enhance how people use computers, enhancing user experiences and creating new opportunities for interactive systems in the future.
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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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Hix, Deborah. "Assessment of an Interactive Environment for Developing Human-Computer Interfaces." Proceedings of the Human Factors Society Annual Meeting 30, no. 14 (1986): 1349–53. http://dx.doi.org/10.1177/154193128603001401.

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The goal of this research was to empirically evaluate the usefulness of an interactive environment for developing human-computer interfaces. In particular, it focused on a set of interactive tools, called the Author's Interactive Dialogue Environment (AIDE), for human-computer interface implementation. AIDE is used by an interface design specialist, called a dialogue author, to implement an interface by directly manipulating and defining its objects, rather than by the traditional method of writing source code. In a controlled experiment, a group of dialogue author subjects used AIDE 1.0 to implement a predefined interface, and a group of application programmer subjects implemented the identical interface using programming code. Dialogue author subjects performed the task more than three times faster than the application programmer subjects. This study empirically supports, possibly for the first time, the long-standing claim that interactive tools for interface development can improve productivity and reduce frustration in developing interfaces over traditional programming techniques for interface development.
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Chao, Dennis L. "Computer games as interfaces." Interactions 11, no. 5 (2004): 71–72. http://dx.doi.org/10.1145/1015530.1015567.

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Dissertations / Theses on the topic "Human computer interfaces"

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Wong, Shu-Fai. "Motion recognition for human-computer interfaces." Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.613368.

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Lamont, Charles. "Human-computer interfaces to reactive graphical images." Thesis, Teesside University, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358387.

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Costanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes 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.
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Johnson, Deborah H. "The structure and development of human-computer interfaces." Diss., Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/54305.

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The Dialogue Management System (DMS), the setting for this research, is a system for designing, implementing, testing, and modifying interactive human-computer systems. As in the early stages of software engineering development, current approaches to human-computer interface design are ad hoc, unstructured, and incomplete. The primary goal of this research has been to develop a structural, descriptive, language-oriented model of human-computer interaction, based on a theory of human-computer interaction. This model is a design and implementation model, serving as the framework for a dialogue engineering methodology for human-computer interface design and interactive tools for human-computer interface implementation. This research has five general task areas, each building on the previous task. The theory of human-computer interaction is a characterization of the inherent properties of human-computer interaction. Based on observations of humans communicating with computers using a variety of interface types, it addresses the fundamental question of what happens when humans interact with computers. Formalization of the theory has led to a muIti-dimensional dialogue transaction model, which encompasses the set of dialogue components and relationships among them. The model is based on three traditional levels of language: semantic, syntactic, and lexical. Its dimensions allow tailoring of an interface to specific states of the dialogue, based on the sequence of events that might occur during human-computer interaction. This model has two major manifestations: a dialogue engineering methodology and a set of interactive dialogue implementation tools. The dialogue engineering methodology consists of a set of procedures and a specification notation for the design of human-computer interfaces. The interactive dialogue implementation tools of AIDE provide automated support for implementing human-computer interfaces. The AIDE interface is based on a "what you see is what you get" concept, allowing the dialogue author to implement interfaces without writing programs. Finally, an evaluation of work has been conducted to determine its efficacy and usefulness in developing human-computer interfaces. A group of subject dialogue authors using AIDE created and modified a prespecified interface in a mean time of just over one hour, while a group of subject application programmers averaged nearly four hours to program the identical interface. Theories, models, methodologies, and tools such as those addressed by this research promise to contribute greatly to the ease of production and evaluation of human-computer interfaces.
Ph. D.
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Madritsch, Franz. "Optical beacon tracking for human computer interfaces : Dissertation /." Wien ; München : Oldenbourg, 1997. http://www.gbv.de/dms/goettingen/224593714.pdf.

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

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Witt, Hendrik. "Human computer interfaces for wearable computers a systematic approach to development and evaluation /." kostenfrei kostenfrei, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?idn=987607065.

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Condon, Chris. "A semiotic approach to the use of metaphor in human-computer interfaces." Thesis, Brunel University, 1999. http://bura.brunel.ac.uk/handle/2438/4800.

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Although metaphors are common in computing, particularly in human-computer interfaces, opinion is divided on their usefulness to users and little evidence is available to help the designer in choosing or implementing them. Effective use of metaphors depends on understanding their role in the computer interface, which in tum means building a model of the metaphor process. This thesis examines some of the approaches which might be taken in constructing such a model before choosing one and testing its applicability to interface design. Earlier research into interface metaphors used experimental psychology techniques which proved useful in showing the benefits or drawbacks of specific metaphors, but did not give a general model of the metaphor process. A cognitive approach based on mental models has proved more successful in offering an overall model of the process, although this thesis questions whether the researchers tested it adequately. Other approaches which have examined the metaphor process (though not in the context of human-computer interaction) have come from linguistic fields, most notably semiotics, which extends linguistics to non-verbal communication and thus could cover graphical user interfaces (GUls). The main work described in this thesis was the construction of a semiotic model of human-computer interaction. The basic principle of this is that even the simplest element of the user interface will signify many simultaneous meanings to the user. Before building the model, a set of assertions and questions was developed to check the validity of the principles on which the model was based. Each of these was then tested by a technique appropriate to the type of issue raised. Rhetorical analysis was used to establish that metaphor is commonplace in command-line languages, in addition to its more obvious use in GUIs. A simple semiotic analysis, or deconstruction, of the Macintosh user interface was then used to establish the validity of viewing user interfaces as semiotic systems. Finally, an experiment was carried out to test a mental model approach proposed by previous researchers. By extending their original experiment to more realistically complex interfaces and tasks and using a more typical user population, it was shown that users do not always develop mental models of the type proposed in the original research. The experiment also provided evidence to support the existence of multiple layers of signification. Based on the results of the preliminary studies, a simple means of testing the semiotic model's relevance to interface design was developed, using an interview technique. The proposed interview technique was then used to question two groups of users about a simple interface element. Two independent researchers then carried out a content analysis of the responses. The mean number of significations in each interview, as categorised by the researchers, was 15. The levels of signification were rapidly revealed, with the mean time for each interview being under two minutes, providing effective evidence that interfaces signify many meanings to users, a substantial number of which are easily retrievable. It is proposed that the interview technique could provide a practical and valuable tool for systems analysis and interface designers. Finally, areas for further research are proposed, in particular to ascertain how the model and the interview technique could be integrated with other design methods.
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Ji, Ze. "Development of tangible acoustic interfaces for human computer interaction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.

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Tangible interfaces, such as keyboards, mice, touch pads, and touch screens, are widely used in human computer interaction. A common disadvantage with these devices is the presence of mechanical or electronic devices at the point of interaction with the interface. The aim of this work has been to investigate and develop new tangible interfaces that can be adapted to virtually any surface, by acquiring and studying the acoustic vibrations produced by the interaction of the user's finger on the surface. Various approaches have been investigated in this work, including the popular time difference of arrival (TDOA) method, time-frequency analysis of dispersive velocities, the time reversal method, and continuous object tracking. The received signal due to a tap at a source position can be considered the impulse response function of the wave propagation between the source and the receiver. With the time reversal theory, the signals induced by impacts from one position contain the unique and consistent information that forms its signature. A pattern matching method, named Location Template Matching (LTM), has been developed to identify the signature of the received signals from different individual positions. Various experiments have been performed for different purposes, such as consistency testing, acquisition configuration, and accuracy of recognition. Eventually, this can be used to implement HCI applications on any arbitrary surfaces, including those of 3D objects and inhomogeneous materials. The resolution with the LTM method has been studied by different experiments, investigating factors such as optimal sensor configurations and the limitation of materials. On plates of the same material, the thickness is the essential determinant of resolution. With the knowledge of resolution for one material, a simple but faster search method becomes feasible to reduce the computation. Multiple simultaneous impacts are also recognisable in certain cases. The TDOA method has also been evaluated with two conventional approaches. Taking into account the dispersive properties of the vibration propagation in plates, time-frequency analysis, with continuous wavelet transformation, has been employed for the accurate localising of dispersive signals. In addition, a statistical estimation of maximum likelihood has been developed to improve the accuracy and reliability of acoustic localisation. A method to measure and verify the dispersive velocities has also been introduced. To enable the commonly required "drag & drop" function in the operation of graphical user interface (GUI) software, the tracking of a finger scratching on a surface needs to be implemented. To minimise the tracking error, a priori knowledge of previous measurements of source locations is needed to linearise the state model that enables prediction of the location of the contact point and the direction of movement. An adaptive Kalman filter has been used for this purpose.
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White, Tom 1971. "Introducing liquid haptics in high bandwidth human computer interfaces." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62938.

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Books on the topic "Human computer interfaces"

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Sodnik, Jaka, and Sašo Tomažič. Spatial Auditory Human-Computer Interfaces. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22111-3.

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McDaniel, Troy, and Xueliang Liu, eds. Multimedia for Accessible Human Computer Interfaces. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70716-3.

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

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

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Madritsch, Franz. Optical beacon tracking for human-computer interfaces. R. Oldenbourg, 1997.

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1957-, Nielsen Jakob, and Del Galdo Elisa M, eds. International user interfaces. Wiley Computer Pub., 1996.

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Inc, Apple Computer, ed. Macintosh human interface guidelines. Addison-Wesley Pub. Co., 1992.

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Lansdale, Mark W. Understanding interfaces: A handbook of human-computer dialogue. Academic, 1995.

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

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O, Heaton N., ed. Knowledge-based systems: Implications for human-computer interfaces. E. Horwood, 1988.

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Book chapters on the topic "Human computer interfaces"

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Sutcliffe, Alistair. "Computer Control Interfaces." In Human-Computer Interface Design. Springer New York, 1989. http://dx.doi.org/10.1007/978-1-4899-6749-7_9.

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Sutcliffe, Alistair. "Computer Control Interfaces." In Human-Computer Interface Design. Macmillan Education UK, 1988. http://dx.doi.org/10.1007/978-1-349-19618-0_9.

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Tan, Desney, and Anton Nijholt. "Brain-Computer Interfaces and Human-Computer Interaction." In Brain-Computer Interfaces. Springer London, 2010. http://dx.doi.org/10.1007/978-1-84996-272-8_1.

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Baldwin, Mark S., Rushil Khurana, Duncan McIsaac, et al. "Tangible Interfaces." In Human–Computer Interaction Series. Springer London, 2019. http://dx.doi.org/10.1007/978-1-4471-7440-0_36.

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Vega, Katia, and Hugo Fuks. "Hair Interfaces." In Human–Computer Interaction Series. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-15762-7_3.

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Vega, Katia, and Hugo Fuks. "Skin Interfaces." In Human–Computer Interaction Series. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-15762-7_4.

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Vega, Katia, and Hugo Fuks. "Nail Interfaces." In Human–Computer Interaction Series. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-15762-7_5.

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Evain, Andéol, Nicolas Roussel, Gry Casiez, Fernando Argelaguet-Sanz, and Anatole Lécuyer. "Brain-Computer Interfaces for Human-Computer Interaction." In Brain-Computer Interfaces 1. John Wiley & Sons, Inc., 2016. http://dx.doi.org/10.1002/9781119144977.ch12.

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Sodnik, Jaka, and Sašo Tomažič. "Auditory Interfaces." In Spatial Auditory Human-Computer Interfaces. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22111-3_3.

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Sutcliffe, Alistair. "Data Entry Interfaces." In Human-Computer Interface Design. Springer New York, 1989. http://dx.doi.org/10.1007/978-1-4899-6749-7_7.

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Conference papers on the topic "Human computer interfaces"

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Beckhaus, Steffi, and Ernst Kruijff. "Unconventional human computer interfaces." In the conference. ACM Press, 2004. http://dx.doi.org/10.1145/1103900.1103918.

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Grynszpan, Ouriel, Jean-Claude Martin, and Jacqueline Nadel. "Human computer interfaces for autism." In CHI '05 extended abstracts. ACM Press, 2005. http://dx.doi.org/10.1145/1056808.1056931.

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Bradley, S. "Human computer interfaces for telesurgery." In IEE Colloquium on `Towards Telesurgery'. IEE, 1995. http://dx.doi.org/10.1049/ic:19950856.

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"Human computer intereaction." In ITI 2008 - 30th International Conference on Information Technology Interfaces. IEEE, 2008. http://dx.doi.org/10.1109/iti.2008.4588444.

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McCullagh, P. J., M. P. Ware, and G. Lightbody. "Brain Computer Interfaces for inclusion." In AH '10: 2010 Augmented Human International Conference. ACM, 2010. http://dx.doi.org/10.1145/1785455.1785461.

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Sodnik, Jaka, Andrej Kos, and Saso Tomazic. "3D audio in human-computer interfaces." In 2014 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON 2014). IEEE, 2014. http://dx.doi.org/10.1109/3dtv.2014.6874761.

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Perlin, Ken. "The future of human/computer interfaces." In the 15th international conference. ACM Press, 2011. http://dx.doi.org/10.1145/1943403.1943436.

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Bouvier, Dennis. "Session details: Human-computer interfaces/graphs." In SIGCSE02: The 33rd Technical Symposium on Computer Science Education. ACM, 2002. http://dx.doi.org/10.1145/3248205.

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"Human computer interaction." In Proceedings of the ITI 2009 31st International Conference on Information Technology Interfaces (ITI). IEEE, 2009. http://dx.doi.org/10.1109/iti.2009.5196095.

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Baillie, Lynne. "Session details: Brain computer interfaces." In CHI '14: CHI Conference on Human Factors in Computing Systems. ACM, 2014. http://dx.doi.org/10.1145/3250982.

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Reports on the topic "Human computer interfaces"

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Norcio, A. F., and J. Stanley. Adaptive Human-Computer Interfaces. Defense Technical Information Center, 1988. http://dx.doi.org/10.21236/ada200930.

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Myers, Brad A. Why are Human-Computer Interfaces Difficult to Design and Implement. Defense Technical Information Center, 1993. http://dx.doi.org/10.21236/ada268843.

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Franza, Bernard R. Combining Broadband Connectivity and Immersive Human-to-Computer Interfaces to Improve Medical Simulation Training and Patient Care. Defense Technical Information Center, 2010. http://dx.doi.org/10.21236/ada543828.

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Campbell, Nancy, Glenn Osga, David Kellmeyer, Daniel Lulue, and Earl Williams. A Human-Computer Interface Vision for Naval Transformation. Defense Technical Information Center, 2003. http://dx.doi.org/10.21236/ada427415.

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Repperger, D. W., and Ling Rothrock. A Dual Haptic Interface Investigation for Improved Human-Computer Interaction. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada412247.

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Avery, L. W., P. A. O`Mara, A. P. Shepard, and D. T. Donohoo. U.S. Army weapon systems human-computer interface style guide. Version 2. Office of Scientific and Technical Information (OSTI), 1997. http://dx.doi.org/10.2172/610289.

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Avery, L. W., P. A. O`Mara, and A. P. Shepard. US Army Weapon Systems Human-Computer Interface (WSHCI) style guide, Version 1. Office of Scientific and Technical Information (OSTI), 1996. http://dx.doi.org/10.2172/412319.

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Moore, Melody, David Yu, Cen Shi, and Gnan Hoang. MESO-Adaptation Based on Model Oriented Reengineering Process for Human-Computer Interface (MESOMORPH). Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada421532.

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Pharmer, James, Kevin Cropper, Jennifer McKneely, and Earl Williams. Tactical Tomahawk Weapon Control System v6 Land Attack Combat System Prototype Human-Computer Interface. Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada426346.

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Carbonari, Ron, Kent Spillner, Michael Pilat, David C. Wilkins, and Patricia A. Tatem. Supervisory Control System for Ship Damage Control: Volume 3 - Human Computer Interface and Visualization. Defense Technical Information Center, 2001. http://dx.doi.org/10.21236/ada390380.

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