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.
Full textLamont, Charles. "Human-computer interfaces to reactive graphical images." Thesis, Teesside University, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358387.
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.
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.
Full textPh. D.
Madritsch, Franz. "Optical beacon tracking for human computer interfaces : Dissertation /." Wien ; München : Oldenbourg, 1997. http://www.gbv.de/dms/goettingen/224593714.pdf.
Full textKing, William Joseph. "Toward the human-computer dyad /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/10325.
Full textWitt, 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.
Full textCondon, 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.
Full textJi, Ze. "Development of tangible acoustic interfaces for human computer interaction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.
Full textWhite, Tom 1971. "Introducing liquid haptics in high bandwidth human computer interfaces." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62938.
Full textMarchesi, Marco <1977>. "Advanced Technologies for Human-Computer Interfaces in Mixed Reality." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7522/1/marchesi_marco_tesi.pdf.
Full textMarchesi, Marco <1977>. "Advanced Technologies for Human-Computer Interfaces in Mixed Reality." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7522/.
Full textÉvain, Andéol. "Optimizing the use of SSVEP-based brain-computer interfaces for human-computer interaction." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S083/document.
Full textThis PhD deals with the conception and evaluation of interactive systems based on Brain-Computer Interfaces (BCI). This type of interfaces has developed in recent years, first in the domain of handicaps, in order to provide disabled people means of interaction and communication, and more recently in other fields as video games. However, most of the research so far focused on the identification of cerebral pattern carrying useful information, a on signal processing for the detection of these patterns. Less attention has been given to usability aspects. This PhD focuses on interactive systems based on Steady-State Visually Evoked Potentials (SSVEP), and aims at considering the interactive system as a whole, using the concepts of Human-Computer Interaction. More precisely, a focus is made on cognitive demand, user frustration, calibration conditions, and hybrid BCIs
Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.
Full textHawthorn, Dan. "Designing Effective Interfaces for Older Users." The University of Waikato, 2006. http://hdl.handle.net/10289/2538.
Full textAl-Kutubi, Mostafa. "Sensor fusion for tangible acoustic interfaces for human computer intreraction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54654/.
Full textEllis, Loftie. "Human-computer interface using a web camera." Thesis, Stellenbosch : University of Stellenbosch, 2007. http://hdl.handle.net/10019.1/1988.
Full textIn this thesis we present a human-computer interface (HCI) system for disabled persons using only a basic web camera. Mouse movements are simulated by small movements of the head, while clicks are simulated by eye blinks. In this study, a system capable of face tracking, eye detection (including iris detection), blink detection and finally skin detection and face recognition has been developed. A detection method based on Haar-like features are used to detect the face and eyes. Once the eyes have been detected, a support vector machines classifier is used to detect whether the eye is open or closed (for use in blink detection). Skin detection is done using K-means clustering, while Eigenfaces is used for face recognition. It is concluded that using a web camera as a human-computer interface can be a viable input method for the severely disabled.
Dunlap, Susan L. "A toolkit for designing user interfaces." Thesis, Monterey, California : Naval Postgraduate School, 1990. http://handle.dtic.mil/100.2/ADA231558.
Full textThesis Advisor(s): Zyda, Michael J. Second Reader: Bradbury, Leigh W. "March 1990." Description based on signature page as viewed on August 25, 2009. DTIC Descriptor(s): Interfaces, Silicon, Graphics, Iris, Work Stations, Generators, Writing, Coding, User Needs. DTIC Identifier(s): Software engineering, interfaces, computer graphics, theses. Author(s) subject terms: Interface, graphics. Includes bibliographical references (p. 66). Also available online.
Dewan, Prasun. "Automatic generation of user interfaces." Madison, Wis. : University of Wisconsin-Madison, Computer Sciences Dept, 1986. http://catalog.hathitrust.org/api/volumes/oclc/14706019.html.
Full textCooper, Geoff. "Representing the user : a sociological study of the discourse of human computer interaction." Thesis, n.p, 1991. http://ethos.bl.uk/.
Full textStander, Adrie. "Computer user interfaces in a multicultural society." Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.
Full textThis research discusses some of the cultural issues that could influence the human computer encounter in a multicultural community. The results of research to determine differences in computer usage caused by cultural differences when using computer user interfaces in simulated and real-world environments are also discussed. Various cultural aspects could possibly influence the effectiveness of the user interface in a multicultural society. Language is an important factor and studies have shown that simple translation will increase productivity (Bodley, 1993:23). However all languages do not contain the necessary technical vocabulary. Mothers from a lower social class typically use a limited language code when communicating with their children (Mussen et aI.,1984:206). As this causes the children to think in more concrete and less conceptual terms, it may influence the human computer interaction, particularly where a high degree of abstraction, such as in graphical interfaces, is used. Symbolism is problematic as symbols like light bulbs, recycle bins and VCR controls do not feature in the life of users living in slum and backward rural conditions. Lack of exposure to technology might negatively influence user attitude (Downton, 1991:25) with a corresponding inhibition of learning and performance. All external locus of control is common among disadvantaged groups due to the high degree of rejection, hostile control and criticism they experience. As the sense of being out of control is largely associated with the indication to avoid stressful situations, users from these groups might prefer to avoid situations where they do not feel in control. The strong differentiation between the roles of the sexes in certain cultures can also influence the encounter with the computer (Downton, 1991:10) It has been shown that the different gender orientations towards problem solving in these cultures can have an important influence on computer usage. The intracultural factors of social class play a significant role in determining how a person acts and thinks (Baruth & Manning, 1991 :9-1 0). Such differences may sometimes be more pronounced than those resulting from cultural diversity and may influence the orientation of the user towards abstraction and generalization.
Wells, Evelyn Frances. "A Comparison of Interactive Color Specification Systems for Human-Computer Interfaces." Thesis, Texas A&M University, 1994. http://hdl.handle.net/1969.1/90683.
Full textRencken, D. Wolfgang. "A quantitative model for adaptive task allocation in human-computer interfaces." Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.291540.
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
CANNAVO', ALBERTO. "Interfaces for human-centered production and use of computer graphics assets." Doctoral thesis, Politecnico di Torino, 2020. http://hdl.handle.net/11583/2841170.
Full textBourges-Waldegg, Paula. "Handling cultural factors in human-computer interaction." Thesis, University of Derby, 1998. http://hdl.handle.net/10545/310928.
Full textRaisamo, Roope. "Multimodal human-computer interaction a constructive and empirical study /." Tampere, [Finland] : University of Tampere, 1999. http://acta.uta.fi/pdf/951-44-4702-6.pdf.
Full textGarcia, Frey Alfonso. "Quality of Human-Computer Interaction : Self-Explanatory User Interfaces by Model-Driven Engineering." Thesis, Grenoble, 2013. http://www.theses.fr/2013GRENM015/document.
Full textIn Human-Computer Interaction, quality is an utopia. Despite all the design efforts, there are always uses and situations for which the user interface is not perfect. This thesis investigates self-explanatory user interfaces for improving the quality perceived by end users. The approach follows the principles of model-driven engineering. It consists in keeping the design models at runtime so that to dynamically enrich the user interface with a set of possible questions and answers. The questions are related to usage (for instance, "What's the purpose of this button?", "Why is this action not possible"?) as well as to design rationale (for instance, "Why are the items not alphabetically ordered?"). This thesis proposes a software infrastructure UsiExplain based on the UsiXML metamodels. An evaluation conducted on a case study related to a car shopping webiste confirms that the approach is relevant especially for usage questions. Design rationale will be further explored in the future.STAR
Buckthal, Eric D. ebucktha. "JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1278.
Full textStupak, Noah. "Time-delays and system response times in human-computer interaction /." Online version of thesis, 2009. http://hdl.handle.net/1850/10867.
Full textStrickland, Ted John Jr. "Dynamic management of multichannel interfaces for human interaction with computer-based intelligent assistants." Diss., The University of Arizona, 1989. http://hdl.handle.net/10150/184793.
Full textKivila, Arto. "Touchscreen interfaces for machine control and education." Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49051.
Full textLeiva, Torres Luis Alberto. "Diverse Contributions to Implicit Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/17803.
Full textLeiva Torres, LA. (2012). Diverse Contributions to Implicit Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/17803
Palancia
Dill, Byron. "Human robot interaction using a personal digital assistant interface : a study of feedback modes /." free to MU campus, to others for purchase, 2003. http://wwwlib.umi.com/cr/mo/fullcit?p1418012.
Full textGlinert, Eitan M. "The human controller : usability and accessibility in video game interfaces." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46106.
Full textIncludes bibliographical references (leaves 41-43).
Despite the advances in user interfaces and the new gaming genres, not all people can play all games - disabled people are frequently excluded from game play experiences. On the one hand this adds to the list of discriminations disabled people face in our society, while on the other hand actively including them potentially results in games that are better for everyone. The largest hurdle to involvement is the user interface, or how a player interacts with the game. Analyzing usability and adhering to accessibility design principles makes it both possible and practical to develop fun and engaging game user interfaces that a broader range of the population can play. To demonstrate these principles we created AudiOdyssey, a PC rhythm game that is accessible to both sighted and non-sighted audiences. By following accessibility guidelines we incorporated a novel combination of features resulting in a similar play experience for both groups. Testing AudiOdyssey yielded useful insights into which interface elements work and which don't work for all users. Finally a case is made for considering accessibility when designing future versions of gaming user interfaces, and speculative scenarios are presented for what such interfaces might look like.
by Eitan M. Glinert.
M.Eng.
Brewster, Stephen. "Providing a structured method for integrating non-speech audio into human-computer interfaces." Thesis, University of York, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241055.
Full textBooth, Stuart. "Multisensory theory for interface design." Thesis, University of Sheffield, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269283.
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 textGnanayutham, Paul Wesley. "Interaction paradigms for brain-body interfaces for computer users with brain injuries." Thesis, University of Sunderland, 2008. http://sure.sunderland.ac.uk/3554/.
Full textMoore, Melody M. "User interface reengineering." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/12899.
Full textEriksson, Alexander, and Gustav Ljungberg. "Layout management in distributed user interfaces." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168041.
Full textVrazalic, Lejla. "Towards holistic human-computer interaction evaluation research and practice development and validation of the distributed usability evaluation method /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20050106.151954/index.html.
Full textTypescript. This thesis is subject to a 2 year embargo (16/09/2004 to 16/09/2006) and may only be viewed and copied with the permission of the author. For further information please Contact the Archivist. Includes bibliographical references: p. 360-374.
Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.
Full textLevine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.
Full textMárquez, Jessica J. "Human-automation collaboration : decision support for lunar and planetary exploration /." Cambridge, Mass. : Ft. Belvior, VA : Springfield, Va. : Massachusetts Institute of Technology, Department of Aeronautics and Astronautics ; Available to the public through the Defense Technical Information Center ; National Technical Information Service [distributor], 2007. http://web.mit.edu/aeroastro/labs/halab/index.shtml.
Full text"February 2007." Thesis advisor: Mary L. Cummings. Performed by Massachusetts Institute of Technology, Humans & Automation Laboratory, Cambridge, Mass. "Submitted to the Department of Aeronautics and Astronautics on February 1, 2007 in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Human-Systems Engineering."--P. 3. Includes bibliographical references (p. 219-225). Also available online from the Massachusetts Institute of Technology (MIT) Humans and Automation Lab (HAL) Web site.
Smith, Timothy William. "Assessing the usability of user interfaces: Guidance and online help features." Diss., The University of Arizona, 1988. http://hdl.handle.net/10150/184328.
Full textCovington, 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 textKnowles, Christine Joan. "A qualitative approach to the assessment of the cognitive complexity of an interface." Thesis, Queen Mary, University of London, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.267738.
Full textDebard, Quentin. "Automatic learning of next generation human-computer interactions." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI036.
Full textArtificial Intelligence (AI) and Human-Computer Interactions (HCIs) are two research fields with relatively few common work. HCI specialists usually design the way we interact with devices directly from observations and measures of human feedback, manually optimizing the user interface to better fit users’ expectations. This process is hard to optimize: ergonomy, intuitivity and ease of use are key features in a User Interface (UI) that are too complex to be simply modelled from interaction data. This drastically restrains the possible uses of Machine Learning (ML) in this design process. Currently, ML in HCI is mostly applied to gesture recognition and automatic display, e.g. advertisement or item suggestion. It is also used to fine tune an existing UI to better optimize it, but as of now it does not participate in designing new ways to interact with computers. Our main focus in this thesis is to use ML to develop new design strategies for overall better UIs. We want to use ML to build intelligent – understand precise, intuitive and adaptive – user interfaces using minimal handcrafting. We propose a novel approach to UI design: instead of letting the user adapt to the interface, we want the interface and the user to adapt mutually to each other. The goal is to reduce human bias in protocol definition while building co-adaptive interfaces able to further fit individual preferences. In order to do so, we will put to use the different mechanisms available in ML to automatically learn behaviors, build representations and take decisions. We will be experimenting on touch interfaces, as these interfaces are vastly used and can provide easily interpretable problems. The very first part of our work will focus on processing touch data and use supervised learning to build accurate classifiers of touch gestures. The second part will detail how Reinforcement Learning (RL) can be used to model and learn interaction protocols given user actions. Lastly, we will combine these RL models with unsupervised learning to build a setup allowing for the design of new interaction protocols without the need for real user data
Thompson, Cynthia Ann. "Semantic lexicon acquisition for learning natural language interfaces /." Digital version accessible at:, 1998. http://wwwlib.umi.com/cr/utexas/main.
Full text