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1

Chen, Yunan. "Health information technology." Interactions 24, no. 3 (April 27, 2017): 82–84. http://dx.doi.org/10.1145/3064003.

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Nathan, Lisa P. "Broadening horizons through information technology." Interactions 17, no. 6 (November 2010): 24–26. http://dx.doi.org/10.1145/1865245.1865251.

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Tomlinson, Bill, Donald J. Patterson, and Bonnie Nardi. "Teaching global disruption and information technology online." Interactions 23, no. 6 (October 26, 2016): 40–43. http://dx.doi.org/10.1145/3003818.

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4

van der Veer, Gerrit C. "Keeping the people in information technology education." Interactions 24, no. 5 (August 25, 2017): 84–85. http://dx.doi.org/10.1145/3127403.

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Urquhart, Lachlan, and Tom Rodden. "New directions in information technology law: learning from human–computer interaction." International Review of Law, Computers & Technology 31, no. 2 (March 28, 2017): 150–69. http://dx.doi.org/10.1080/13600869.2017.1298501.

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6

Kobayashi, Koji. "Information society and information technology." International Journal of Human-Computer Interaction 3, no. 2 (January 1991): 223–37. http://dx.doi.org/10.1080/10447319109526005.

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Amer, T. S., and Todd L. Johnson. "Information Technology Progress Indicators." International Journal of Technology and Human Interaction 12, no. 4 (October 2016): 1–14. http://dx.doi.org/10.4018/ijthi.2016100101.

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Users of information technology (IT) often encounter “progress indicators” during their interactions. These graphics appear on screen as a user waits for a task to complete and are designed to inform the user of the progress made as the task moves toward completion. This study employs theoretical models from research on human experiences in waiting to develop hypotheses related to the design of one type of progress indicator: the “stalling progress bar.” That is, a progress bar that moves consistently during most of the computing process but then stalls for an indeterminate period before completing. Data from one experiment indicates that participants preferred a progress bar that moves consistently to a stalling progress bar, and judged the process duration to be shorter with the linear progress bar. Data from a second experiment indicates that displaying an explanatory message with a stalling progress bar enhances participant's perception about the stalling bar.
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Amer, T. S., and Jo-Mae B. Maris. "Information Technology Exception Messages." International Journal of Technology and Human Interaction 6, no. 1 (January 2010): 54–68. http://dx.doi.org/10.4018/jthi.2010091704.

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Users of information technology (IT) frequently encounter “exception messages” during their interactions with computing systems. Exception messages are important points of communication with users of IT and are similar in principle to compliance and warning messages that appear on consumer products and equipment (e.g., cigarettes, power tools, etc.), in various environments (e.g., around machinery), and on chemicals. This study reviews the normative elements and information that are included in product, chemical, and environment compliance and warning messages and combines these with recommendations in the IT literature to propose that five elements and information should be included in IT exception messages with a standard format. It is argued that including these elements in the proposed format will improve the consistency and effectiveness of exception messages. Also reported are the results of an investigation of a sample of actual exception messages to determine their degree of conformity with the proposed elements. Results indicate that IT exception messages lack descriptive content.
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Jianan, Lyu, and Ashardi Abas. "Development of Human-Computer Interactive Interface for Intelligent Automotive." International Journal of Artificial Intelligence 7, no. 2 (December 7, 2020): 13–21. http://dx.doi.org/10.36079/lamintang.ijai-0702.134.

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The wide application of information technology and network technology in automobiles has made great changes in the Human-computer interaction. This paper studies the influence of Human-computer interaction modes on driving safety, comfort and efficiency based on physical interaction, touch screen control interaction, augmented reality, speech interaction and somatosensory interaction. The future Human-com-puter interaction modes such as multi-channel Human-computer interaction mode and Human-computer interaction mode based on biometrics and perception techno-logy are also discussed. At last, the method of automobile Human-computer interaction design based on the existing technology is proposed, which has certain guiding significance for the current automobile Human-computer interaction interface design.
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Raquel Merlo, Tereza. "Knowledge management technology: human-computer interaction & cultural perspective on pattern of retrieval, organization, use, and sharing of information and knowledge." Knowledge and Performance Management 1, no. 1 (July 12, 2017): 46–54. http://dx.doi.org/10.21511/kpm.01(1).2017.05.

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Knowledge Management (KM) implementation is as much a challenge as it is a great opportunity for businesses worldwide in several sectors. The controversy over its worthwhile application persists among practitioners and scholars, with claims having arisen that business opportunities and performance are enhanced through KM adoption. Conversely, challenges regarding effective implementation of KM concerning individuals’ behaviors, beliefs, and practices prompt significant questioning regarding its complex basis: individual-technology-process-production. The purpose of this work is to shed light on some perspectives for the effective adoption of knowledge management technology, the consolidation of a favorable and aligned organizational culture, and patterns of use and retrieval of information in organizations. This study brings into focus the concept of knowledge management and technology, and culture in the organization through a systematic literature review and based on the researcher’s hypothesis and observations that successful KM implementation results from a clear understanding of its multidisciplinary, complex, and multifaceted process, which requires a methodical and strategic business practice concerning the application of technological tools, the establishment of a learning culture through shared vision of business’ and individuals’ needs, and consequential enhancement of processes and solutions. It concludes that investment in KM practice and the consolidation of a learning culture are correlated, reflecting a type of leadership that is favorable to the flow of information, generation, and sharing of knowledge (the intellectual capital) and optimization of decision making and business performance.
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Yu, Yuan, Quan Bo Yuan, and Xu Li. "Design and Research of Biological Information Based on the Signal Extraction Algorithm." Applied Mechanics and Materials 599-601 (August 2014): 1297–300. http://dx.doi.org/10.4028/www.scientific.net/amm.599-601.1297.

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This article will extracte biological EEG information, extracted by EEG brain-computer interaction module. It has taken advantage of brain-computer interaction techniques, accurately extracted EEG data, modeling the data, analyzed EEG law, and the signal is used in Bluetooth smart car.The human brain with computers and external communications equipment that can detect and record brain activity by brain-computer interaction technology and brain signals. Brain waves are turned into a language that the computer can understand, so as to effectively control the vehicle, or other external devices.
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12

de Souza, Clarisse S., Raquel O. Prates, and Simone D. J. Barbosa. "Adopting information technology as a first step in design." Interactions 10, no. 2 (March 2003): 72–79. http://dx.doi.org/10.1145/637848.637865.

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13

Khurana, Ananya, Rohan Raj, Satender Kumar, and Ms Neha Garg. "Human Computer Interaction in Education." Indian Journal of Data Mining 3, no. 1 (May 30, 2023): 6–10. http://dx.doi.org/10.54105/ijdm.a1625.053123.

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Human-Computer Interaction (HCI) is no longer the sole study of information technology or computer science but now it has covered the area of medical, entertainment, etc. As the application of HCI is increasing, so is the requirement of students to work in a multidisciplinary environment. Making students comfortable working in a multidisciplinary environment is not an easy task. The students are required to make pretty much aware and comfortable with the underlying problem statement. The evolution of HCI in education is to make sure that students can understand the concepts and working of the model in a more effective way. The goal of this project is to create a web-based e-Learning tool, ‘Path Finding Visualizer’. It refers to computing an optimal route between the specified start node and goal nodes visualizing shortest path algorithms. The conceptual application of the project is illustrated by the implementation of algorithms like Dijkstra’s, A*, and DFS. The end product is a web application so that any user can easily see and learn the working of the algorithms through perceivable visualizations. The user-friendliness of the project provides the user with easy instructions on how to operate it. The initial results of using the application show promised benefits of the e-Learning tool towards students getting a good understanding of shortest paths algorithms.
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14

Wu, Wen Li, Wei He, Bin Feng, and Shi Chen. "Study on Technology of Triangular Polyhedron 3D Human-Computer Interaction Modeling." Advanced Materials Research 962-965 (June 2014): 2721–25. http://dx.doi.org/10.4028/www.scientific.net/amr.962-965.2721.

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To simulate arbitrary three dimensional models, this technology of triangular polyhedron 3D human-computer interaction modeling was proposed. Achieving the technology has following three steps. Firstly, the coordinates of 3D nodes were projected onto the plane by the method of 3D geometric transformation. Then, this information which was made up of triangles and sides and nodes was picked up by 3D picking methods. Finally, the technique of rubber membrane was used to modify the nodes of triangles, and the 3D modification was achieved by means of anti-transformation. Moreover, the method of global and local mesh encryption was also designed to modify 3D topology structure, which was aimed at better simulate complex 3D models. This technology combined geophysical forwarding compute and formed the method of data-interaction simulation, which provided a means of visualization for geophysical data interpretation.
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Nakauchi, Yasushi. "Special Issue on Human Robot Interaction." Journal of Robotics and Mechatronics 14, no. 5 (October 20, 2002): 431. http://dx.doi.org/10.20965/jrm.2002.p0431.

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Recent advances in robotics are disseminating robots into the social living environment as humanoids, pets, and caregivers. Novel human-robot interaction techniques and interfaces must be developed, however, to ensure that such robots interact as expected in daily life and work. Unlike conventional personal computers, such robots may assume a variety of configurations, such as industrial, wheel-based, ambulatory, remotely operated, autonomous, and wearable. They may also implement different communications modalities, including voice, video, haptics, and gestures. All of these aspects require that research on human-robot interaction become interdisciplinary, combining research from such fields as robotics, ergonomics, computer science and, psychology. In the field of computer science, new directions in human-computer interaction are emerging as post graphical user interfaces (GUIs). These include wearable, ubiquitous, and real-world computing. Such advances are thereby bridging the gap between robotics and computer science. The open-ended problems that potentially face include the following: What is the most desirable type of interaction between human beings and robots? What sort of technology will enable these interactions? How will human beings accept robots in their daily life and work? We are certain that readers of this special issue will be able to find many of the answers and become open to future directions concerning these problems. Any information that readers find herein will be a great pleasure to its editors.
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16

Jain, Riya, Muskan Jain, Roopal Jain, and Suman Madan. "Human Computer Interaction – Hand Gesture Recognition." Advanced Journal of Graduate Research 11, no. 1 (September 1, 2021): 1–9. http://dx.doi.org/10.21467/ajgr.11.1.1-9.

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The creation of intelligent and natural interfaces between users and computer systems has received a lot of attention. Several modes of knowledge like visual, audio, and pen can be used individually or in combination have been proposed in support of this endeavour. Human communication relies heavily on the use of gestures to communicate information. Gesture recognition is a subject of science and language innovation that focuses on numerically quantifying human gestures. It is possible for people to communicate properly with machines using gesture recognition without the use of any mechanical devices. Hand gestures are a form of nonverbal communication that can be applied to several fields, including deaf-mute communication, robot control, human–computer interaction (HCI), home automation, and medical applications. Many different methods have been used in hand gesture research papers, including those focused on instrumented sensor technology and computer vision. To put it another way, the hand sign may be categorized under a variety of headings, including stance and motion, dynamic and static, or a combination of the two. This paper provides an extensive study on hand gesture methods and explores their applications.
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17

Gill, Karamjit S. "Information technology for social citizenship." AI & Society 5, no. 3 (July 1991): 181–82. http://dx.doi.org/10.1007/bf01891914.

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18

Wang, Xiao Hua, Jia Qing Zhang, and Chao Chun Ou. "Research on Multi-Channel Network Information Interactive Technology." Advanced Materials Research 989-994 (July 2014): 4930–33. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4930.

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Changes in the development of computing technology and calculation model of a profound impact on the development of human society, the popularity of networks and portable devices today and in the future, desktop computing mode has not been able to adapt to the changes in the development of the computer man-machine relationship changes and user computer method. Pervasive computing is in this context is proposed. The new model emphasizes the computer into people's daily life and working environment, to form a "at any time, everywhere and invisible" computing environment. In such a computing environment, user can calculate the services and information resources through the handheld, wearable devices used or other conventional, unconventional computing devices without obstacles. The innovation from the desktop computing to ubiquitous computing can be seen, human-computer interaction is an important index for pervasive computing.
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19

Saariluoma, Pertti, and Jussi P. P. Jokinen. "Appraisal and Mental Contents in Human-Technology Interaction." International Journal of Technology and Human Interaction 11, no. 2 (April 2015): 1–32. http://dx.doi.org/10.4018/ijthi.2015040101.

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User experience has become a key concept in investigating human-technology interaction. Therefore it has become essential to consider how user experience can be explicated using psychological concepts. Emotion has been widely considered to be an important dimension of user experience, and one obvious link between modern psychology and the analysis of user experience assumes the analysis of emotion in interaction processes. In this paper, the focus is on the relationship between action types and elicited emotional patterns. In three experiments including N = 40 participants each, it is demonstrated that the types of emotions experienced when people evaluate and use technical artefacts differ based on the stances they take toward these artefacts. One cannot approach user experience irrespective of the careful analysis of the situation-specific emotional themes. It is essential to any theory of user experience to consider the nature of the situation and relevant actions.
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20

Dermawan, Ari, Sumantri Sumantri, Sudarmin Sudarmin, and Indra Ramadona Harahap. "Tinjauan Yuridis Interaksi Manusia Terhadap Digital Dalam Penegakan Hukum Di Era Revolusi Industri 4.0." Prosiding Seminar Nasional Riset Information Science (SENARIS) 1 (September 30, 2019): 1041. http://dx.doi.org/10.30645/senaris.v1i0.115.

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Human and computer interaction or human computer interaction or abbreviated as HCI is a discipline that studies the relationship between humans and computers. Human to digital interactions are increasing according to human needs that are increasingly complex. At present the world community has entered the stage of industrial revolution 4.0, and law enforcement is needed so that in the Era of the industrial revolution 4.0. get legal certainty in using digital technology or computer technology. As for the formulation of the problem is the Juridical Review of Human Interaction on Digital in Law Enforcement in the Age of Industrial Revolution 4.0, How the causes of misuse of Human Interaction Against Digital in the Age of Industrial Revolution 4.0, and How to prevent abuse of Human Interaction against Digital in the Era of Industrial Revolution . The research methodology uses normative research and library research data collection tools. Human Interaction Against Digital in Law Enforcement In the Age of Industrial Revolution 4.0 the legal foundation is needed, namely the Criminal Code and Law Number 11 of 2008 concerning Information and Electronic Transactions. Causes of Abuse of Human Interaction Against Digital in the Era of Industrial Revolution 4.0. among others are unlimited internet access. Efforts to Prevent Abuse of Human Interaction Against Digital in the Era of Industrial Revolution 4.0 can be done with the support of special institutions, both state-owned and NGOs (Non Governmental organizations).
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21

Wang, Wei, Xingxing Wu, An He, and Zeqiang Chen. "Modelling and Visualizing Holographic 3D Geographical Scenes with Timely Data Based on the HoloLens." ISPRS International Journal of Geo-Information 8, no. 12 (November 28, 2019): 539. http://dx.doi.org/10.3390/ijgi8120539.

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Commonly, a three-dimensional (3D) geographic information system (GIS) is based on a two-dimensional (2D) visualization platform, hindering the understanding and expression of the real world in 3D space that further limits user cognition and understanding of 3D geographic information. Mixed reality (MR) adopts 3D display technology, which enables users to recognize and understand a computer-generated world from the perspective of 3D glasses and solves the problem that users are restricted to the perspective of a 2D screen, with a broad application foreground. However, there is a gap, especially dynamically, in modelling and visualizing a holographic 3D geographical Scene with GIS data/information under the development mechanism of a mixed reality system (e.g., the Microsoft HoloLens). This paper attempts to propose a design architecture (HoloDym3DGeoSce) to model and visualize holographic 3D geographical scenes with timely data based on mixed reality technology and the Microsoft HoloLens. The HoloDym3DGeoSce includes two modules, 3D geographic scene modelling with timely data and HoloDym3DGeoSce interactive design. 3D geographic scene modelling with timely data dynamically creates 3D geographic scenes based on Web services, providing materials and content for the HoloDym3DGeoSce system. The HoloDym3DGeoSce interaction module includes two methods: Human–computer physical interaction and human–computer virtual–real interaction. The human–computer physical interaction method provides an interface for users to interact with virtual geographic scenes. The human–computer virtual–real interaction method maps virtual geographic scenes to physical space to achieve virtual and real fusion. According to the proposed architecture design scheme, OpenStreetMap data and the BingMap Server are used as experimental data to realize the application of mixed reality technology to the modelling, rendering, and interacting of 3D geographic scenes, providing users with a stronger and more realistic 3D geographic information experience, and more natural human–computer GIS interactions. The experimental results show that the feasibility and practicability of the scheme have good prospects for further development.
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Dai, Zhenhua, and Jie Yang. "A Multimedia Learning for Chinese Character Image Recognition via Human-Computer Interaction Network." Advances in Multimedia 2022 (May 28, 2022): 1–7. http://dx.doi.org/10.1155/2022/4427091.

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As science and technology continue to develop, Chinese character image recognition technology is being used in a wide range of fields. This computer-based technology is a practical way of automatically recognizing images of text. Typically used in Chinese character education, it provides a new form of human–computer interaction for students. In addition, multimedia technology can provide a rich learning environment for students, which can present information about Chinese characters in the form of pictures, sounds, and videos, thus compensating for the disadvantages of learning Chinese characters by rote in the traditional educational process. The combination of Chinese character image recognition technology and multimedia technology can not only enrich the process of learning Chinese characters, but also promote students’ motivation to learn, thus providing a new and more modern approach to Chinese character education. Based on the study of Chinese character image recognition technology, this research combines it with multimedia information, to achieve the image recognition of Chinese character and multimedia information representation. The combined technology can provide significant references for course design and Chinese learners.
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23

Xiao, Wei. "Information Technology in Environment Digital Design Based on CAD." Advanced Materials Research 1014 (July 2014): 387–90. http://dx.doi.org/10.4028/www.scientific.net/amr.1014.387.

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Spatial structure of landscape ecology is composed by different ecosystems, the interaction function and dynamics. It is to the entire landscape as the research object, emphasizing the interaction between the protection and management of large areas of population ecology, management of environmental resources and human activities spatial heterogeneity of the maintenance and development, ecosystem and its components on the landscape impact. This paper presents several models of several computer-aided digital design environments, and the depth of the concrete application of various models.
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24

Riedl, René, Harald Kindermann, Andreas Auinger, and Andrija Javor. "Computer Breakdown as a Stress Factor during Task Completion under Time Pressure: Identifying Gender Differences Based on Skin Conductance." Advances in Human-Computer Interaction 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/420169.

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In today’s society, as computers, the Internet, and mobile phones pervade almost every corner of life, the impact of Information and Communication Technologies (ICT) on humans is dramatic. The use of ICT, however, may also have a negative side. Human interaction with technology may lead to notable stress perceptions, a phenomenon referred to as technostress. An investigation of the literature reveals that computer users’ gender has largely been ignored in technostress research, treating users as “gender-neutral.” To close this significant research gap, we conducted a laboratory experiment in which we investigated users’ physiological reaction to the malfunctioning of technology. Based on theories which explain that men, in contrast to women, are more sensitive to “achievement stress,” we predicted that male users would exhibit higher levels of stress than women in cases of system breakdown during the execution of a human-computer interaction task under time pressure, if compared to a breakdown situation without time pressure. Using skin conductance as a stress indicator, the hypothesis was confirmed. Thus, this study shows that user gender is crucial to better understanding the influence of stress factors such as computer malfunctions on physiological stress reactions.
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Zhang, Weiguo, Junming Wang, and Hui Wang. "Application of Computer Technology in VR Digital Media." Wireless Communications and Mobile Computing 2022 (August 16, 2022): 1–8. http://dx.doi.org/10.1155/2022/6433852.

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In order to make up for the defects of traditional digital media system design, continuously strengthen the user’s sense of experience, and further improve the digital media system design through diversified digital media forms, this paper proposes an application method of computer technology in VR digital media. Through the introduction and research of human-computer interaction interface, the usability of human-computer interaction interface evaluation and testing is analyzed, and combined with GOMS model to optimize and improve the model, a new optimized GOMS layered quantitative model is proposed. The experimental results show that when the system is running, the trend of video cache rate in WiFi and 4G environments is basically the same. The playback start rate is fast and then tends to be stable. During the playback process, the video frame rate is stable at about 60 FPS, which meets the needs of human eyes to watch without Caton. After the playback starts, the GPU occupancy rate remains about 20% and stable. Computer technology can realize the effective combination of multiscreen interaction and digital media in VR digital media, creating a better prospect interactive experience for the future development of digital media mobile terminal.
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Zhen, Yeping. "The Interactive Design of Library Information Sharing in View of Network Communication Technology." Advances in Multimedia 2022 (March 19, 2022): 1–14. http://dx.doi.org/10.1155/2022/5342645.

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From the perspective of data viewing, interactive design is to present abstract information and data in a visual form through a computer interface. It is formulated based on a humanized and flexible human-computer interaction model. The interaction process between computers and humans requires careful thinking and design. It must follow the principle of “user first, machine second.” Understanding the audience’s psychology and behavior characteristics can effectively enhance computer vision interaction and expand the scope of the audience. The research in this study aimed at the interactive design of library information sharing based on network communication technology. It introduces the organizational structure of the library and analyzes in detail the problems that the current library information resource sharing still faces. Then, this study proposes a dynamic differentiated service mechanism of DDSM to improve the success rate of information transmission in the interactive design system. This study designs an experiment on the interactive design of library information sharing by multiple types of users. The results of the experiment show that students of all grades and teachers use the library and library websites more frequently. For the interactive information service of the library, users are most satisfied with the project attitude of the book recommendation service method. Its satisfaction rate reaches 68%, and it is also the most popular among users. The main purpose of the interaction between library users is to share knowledge. However, the current domestic academic libraries have a general sense of interactive information services, and the development speed has always been slower than that in foreign countries.
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Wang, Peng. "Research on Sports Training Action Recognition Based on Deep Learning." Scientific Programming 2021 (June 29, 2021): 1–8. http://dx.doi.org/10.1155/2021/3396878.

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With the rapid development of science and technology in today’s society, various industries are pursuing information digitization and intelligence, and pattern recognition and computer vision are also constantly carrying out technological innovation. Computer vision is to let computers, cameras, and other machines receive information like human beings, analyze and process their semantic information, and make coping strategies. As an important research direction in the field of computer vision, human motion recognition has new solutions with the gradual rise of deep learning. Human motion recognition technology has a high market value, and it has broad application prospects in the fields of intelligent monitoring, motion analysis, human-computer interaction, and medical monitoring. This paper mainly studies the recognition of sports training action based on deep learning algorithm. Experimental work has been carried out in order to show the validity of the proposed research.
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Loiacono, Eleanor T., Scott McCoy, and Nicholas C. Romano. "Information technology systems accessibility." Universal Access in the Information Society 5, no. 1 (April 7, 2006): 1–3. http://dx.doi.org/10.1007/s10209-006-0018-z.

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Kock, Ned. "Incorporating Simulated Animal Attacks in Human Technology Interaction Interfaces." International Journal of Technology and Human Interaction 4, no. 4 (October 2008): 68–87. http://dx.doi.org/10.4018/jthi.2008100104.

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Wang, Xiang Li, Ming Xing Lu, Dong Dong Cai, and Yu Gui Nian. "The Applications of Information Visualization in Power Systems." Applied Mechanics and Materials 721 (December 2014): 703–6. http://dx.doi.org/10.4028/www.scientific.net/amm.721.703.

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Power system visualization technology is essential in improving the power system automation and human-computer interaction environment. The power of information visualization technology can display a lot of information in a computer-generated image, and help system personnel to process and analysis of numerous grid data more efficiently. It provides a more intuitive operating platform for system operators.
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31

Tekade, Pooja, Himanshu Abhyankar, and Prof Rupali Tornekar. "Review on Human-Computer Interaction: An Evolution of Usablility." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (April 30, 2022): 2102–12. http://dx.doi.org/10.22214/ijraset.2022.41414.

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Abstract: This paper's goal is to give a broad overview of the field of Human-Computer Interaction. The basic definitions and terminology are covered, as well as a study of existing technologies and recent breakthroughs in the field, popular architectures used in the design of HCI systems, including unimodal and multimodal configurations, and HCI applications. A major goal of human-computer interaction research is to make systems more usable, valuable, and to give users with experiences tailored to their specific knowledge and goals. In an information-rich environment, the challenge is not just to make information available to individuals at any time, in any place, and in any form, but also to keep it up to date as per current trends and demands. Keywords: HCI - Human Computer Interaction, Multimodal HCI, Unimodal HCI, MMHCI - Multimodal HCI, UX - User Experience.
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Tekade, Pooja, Himanshu Abhyankar, and Prof Rupali Tornekar. "Review on Human-Computer Interaction: An Evolution of Usablility." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (April 30, 2022): 2102–12. http://dx.doi.org/10.22214/ijraset.2022.41414.

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Abstract: This paper's goal is to give a broad overview of the field of Human-Computer Interaction. The basic definitions and terminology are covered, as well as a study of existing technologies and recent breakthroughs in the field, popular architectures used in the design of HCI systems, including unimodal and multimodal configurations, and HCI applications. A major goal of human-computer interaction research is to make systems more usable, valuable, and to give users with experiences tailored to their specific knowledge and goals. In an information-rich environment, the challenge is not just to make information available to individuals at any time, in any place, and in any form, but also to keep it up to date as per current trends and demands. Keywords: HCI - Human Computer Interaction, Multimodal HCI, Unimodal HCI, MMHCI - Multimodal HCI, UX - User Experience.
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33

Konomi, Shin'ichi, and Chang S. Nam. "Supporting Collaborative Privacy-Observant Information Sharing Using RFID-Tagged Objects." Advances in Human-Computer Interaction 2009 (2009): 1–13. http://dx.doi.org/10.1155/2009/713516.

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RFID technology provides an economically feasible means to embed computing and communication capabilities in numerous physical objects around us, thereby allowing anyone to effortlessly announce and expose varieties of information anywhere at any time. As the technology is increasingly used in everyday environments, there is a heightening tension in the design and shaping of social boundaries in the digitally enhanced real world. Our experiments of RFID-triggered information sharing have identified usability, deployment, and privacy issues of physically based information systems. We discuss awareness issues and cognitive costs in regulating RFID-triggered information flows and propose a framework for privacy-observant RFID applications. The proposed framework supports users' in situ privacy boundary control by allowing users to (1) see how their information is socially disclosed and viewed by others, (2) dynamically negotiate their privacy boundaries, and (3) automate certain information disclosure processes.
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34

Tomer, Christinger. "Humanizing information technology." Journal of the American Society for Information Science and Technology 56, no. 12 (2005): 1360. http://dx.doi.org/10.1002/asi.20182.

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35

Jabeen, Fauzia, Mehmood Khan, and Syed Zamberi Ahmad. "Understanding the Technology Receptivity in Higher Education." International Journal of Technology and Human Interaction 14, no. 3 (July 2018): 39–52. http://dx.doi.org/10.4018/ijthi.2018070103.

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This article seeks to investigate factors that predict students' attitudes and intentions to use technology in higher education in the UAE context. A survey research was conducted on a sample of public and private University students using blackboard learn system and other educational technologies in the UAE. A model was developed, and structural equation modeling was used to ascertain the goodness of fit of the model. Computer literacy, ease of use and usefulness were hypothesized to impact the electronic satisfaction and retention of a student with Blackboard and other technology based educational platforms. Perceived usefulness and perceived computer literacy to e-satisfaction and retention was found to be statistically significant. This paper emphasizes technology implementation and receptivity in higher education students in a developing country context, and makes tentative suggestions and recommendations on how policy makers might respond to current and future technology needs.
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Jiang, Shuai, Lei Wang, and Yuanyuan Dong. "Application of Virtual Reality Human-Computer Interaction Technology Based on the Sensor in English Teaching." Journal of Sensors 2021 (November 19, 2021): 1–10. http://dx.doi.org/10.1155/2021/2505119.

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In order to improve the online English teaching effect, the paper applies the sensor and human-computer interaction into the English teaching. The paper improves the sensor information by applying Kalman Filter, combines sensor positioning algorithm to trace the students in the English teaching online, and turns the kernels by the skeleton algorithm into corresponding coordinates of space rectangular coordinate system taking the waist as a coordinate origin to get a human-computer interaction skeleton model in the virtual reality. According to the actual needs of English teaching human-computer interaction, the paper builds a new English teaching system based on the sensor and the human-computer interaction and tests its performance. The experiments suggest that the smart system in the paper can effectively improve English teaching effects.
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Fajardo, Inmaculada, Markel Vigo, and Ladislao Salmerón. "Technology for supporting web information search and learning in Sign Language." Interacting with Computers 21, no. 4 (August 2009): 243–56. http://dx.doi.org/10.1016/j.intcom.2009.05.005.

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38

Islam, A. Y. M. Atiquil, Chin Hai Leng, and Diljit Singh. "Efficacy of the Technology Satisfaction Model (TSM)." International Journal of Technology and Human Interaction 11, no. 2 (April 2015): 45–60. http://dx.doi.org/10.4018/ijthi.2015040103.

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With the rapid uptake of the Internet and e-learning systems worldwide, online research databases have become necessary, even indispensable, tools for research and learning. The International Islamic University Malaysia (IIUM) recognizes the huge potential of databases in improving educational outcomes, and in promoting research among its students and academic staff. In line with its aim to become a research university and centre for educational excellence, the IIUM introduced its online database system in 2000 as part of its e-library services. However, despite a decade of existence, the database was found to be underutilized, especially by postgraduate students. As such, the prime objective of this study is to validate the Technology Satisfaction Model (TSM) to assess its efficacy on students' satisfaction in using online research databases in higher education. A total of 180 postgraduate students from four faculties (Education, Human Sciences, Engineering and Economics) were selected using stratified random sampling procedure. The questionnaires' reliability and validity were performed through a Rasch model using Winsteps version 3.49. The data were analyzed applying the Structural Equation Modeling to test the hypotheses of TSM. The results of this study revealed that computer self-efficacy had a statistically significant direct influence on perceived ease of use and perceived usefulness. Subsequently, students' perceived ease of use and perceived usefulness had statistically significant positive direct influence on their satisfaction in using online research databases. On the other hand, computer self-efficacy had a significant indirect influence on satisfaction mediated by perceived ease of use. Finally, computer self-efficacy also demonstrated a statistically significant indirect influence on satisfaction mediated by perceived usefulness of databases. The findings contributed that the TSM is viable to examine the successful integration of online research databases among postgraduate students in higher education.
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Diwan, Mr Nihal, Prof Dhiraj Kalyankar, and Dr R. R. Keole. "Review Paper on Live Eye Gaze Tracking to Control Mouse Pointer Movement." International Journal for Research in Applied Science and Engineering Technology 10, no. 8 (August 31, 2022): 411–13. http://dx.doi.org/10.22214/ijraset.2022.46149.

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Abstract: With recent advances in technology, modern computer systems are becoming more flexible. Modern computers are capable of processing millions of information per second. In such cases, traditional input devices such as a mouse or keyboard are relatively slow. In this paper we use system that can be overcome by human interaction with the computer. With innovation and development in technology, motion sensors are able to capture the position and natural movements of the human body. This has made possible a new way of communication with computers. So keeping all these in mind we propose a system which is an untouched and fast communication system. This system will be able to capture the movements of the eyeball for which it is responsible cursor control. The system processes the data in the camera feed and calibrates the parameter interface according to the user. The system then performs computer-related algorithms to determine the location of the doll's and use eyes to implement natural eye-computer interactions
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Li, Lei, Qingyun Huang, KwanHo Yeung, and Zhaoquan Jian. "Human-computer interaction and value co-creation in electronic service." Industrial Management & Data Systems 118, no. 1 (February 5, 2018): 218–35. http://dx.doi.org/10.1108/imds-03-2017-0095.

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Purpose The purpose of this paper is to investigate the effect of human-computer interaction (HCI) on customers’ perceived electronic service (e-service) value and the mediating role of task-technology fit (TTF) in that effect. Design/methodology/approach This paper develops a model based on service-dominant logic (SDL) and TTF theory, and validates it using a hierarchical regression with the data collected from 634 online banking customers in Guangdong Province and Guangxi Zhuang Autonomous Region in China. Findings The findings reveal that HCI in e-service contexts comprises five components. Three fundamental components (i.e. technology functionality, customer technology readiness and task routine) contribute to value co-creation. Two core components (i.e. interaction between customer technology readiness and technology functionality, and interaction between task routine and technology functionality) are inhibitors, but the inhibitory effect of the former is only significant in the Guangdong sample. TTF takes a mediating role in these relationships, but the mediating effect of the former core component is only significant in the Guangdong sample. Originality/value This paper explains two basic questions about the trigger points of value co-creation in e-service contexts (i.e. what their operational definitions are and how to measure them) and unlocks the “black box” of value co-creation by taking TTF as a mediator. SDL and TTF theory are extended. The paper provides suggestions for how practitioners can efficiently advance value co-creation with customers.
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Ennals, Richard, Les Stratton, Noura Moujahid, and Serhiy Kovela. "Global information technology and global citizenship education." AI & SOCIETY 23, no. 1 (September 6, 2007): 61–68. http://dx.doi.org/10.1007/s00146-007-0161-y.

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Sinding-Larsen, Henrik. "Information technology and the management of knowledge." AI & Society 1, no. 2 (October 1987): 93–101. http://dx.doi.org/10.1007/bf01891270.

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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 (August 31, 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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de Oliveira Schultz Ascari, Rúbia Eliza, Luciano Silva, and Roberto Pereira. "Computer Vision applied to improve interaction and communication of people with motor disabilities: A systematic mapping." Technology and Disability 33, no. 1 (February 24, 2021): 11–28. http://dx.doi.org/10.3233/tad-200308.

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BACKGROUND: The use of computers as a communication tool by people with disabilities can serve as an alternative effective to promote social interactions and the more inclusive and active participation of people in society. OBJECTIVE: This paper presents a systematic mapping of the literature that provides a survey of scientific contributions where Computer Vision is applied to enable users with motor and speech impairments to access computers easily, allowing them to exert their communicative abilities. METHODS: The mapping was conducted employing searches that identified 221 potentially eligible scientific articles published between 2009 and 2019, indexed by ACM, IEEE, Science Direct, and Springer databases. RESULTS: From the retrieved papers, 33 were selected and categorized into themes of this research interest: Human-Computer Interaction, Human-Machine Interaction, Human-Robot Interaction, Recreation, and surveys. Most of the chosen studies use sets of predefined gestures, low-cost cameras, and tracking a specific body region for gestural interaction. CONCLUSION: The results offer an overview of the Computer Vision techniques used in applied research on Assistive Technology for people with motor and speech disabilities, pointing out opportunities and challenges in this research domain.
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Hall, Richard H. "HCI programs within the Information Science and Technology Department at the University of Missouri, Rolla." Interactions 12, no. 5 (September 2005): 32–33. http://dx.doi.org/10.1145/1082369.1082390.

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46

Paul, P. K., P. S. Aithal, and A. Bhuimali. "Cloud, Big-Data and Human Centered Computing towards better Information and Technological Solution in MGNREGA: An Existing and Possible Overview." IRA-International Journal of Management & Social Sciences (ISSN 2455-2267) 9, no. 1 (October 25, 2017): 1. http://dx.doi.org/10.21013/jmss.v9.v1.p1.

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The use of Information Technology applications in almost all the sections of the society became one of the common practices in the society. Education, health, government, business, commerce, environment, and other areas, IT and Computing are plays a leading role. The Information Technology is also changing its shape and expanding its components every day. The latest in the list are Cloud Computing, Green Computing, Human Computer Interaction, Big-Data, Analytical Tools, and parallel computing. In the Government sectors, these technologies have valuable contribution and the magnitude of such contribution is increasing day by day. In the MGNREGA project, India, huge amount of information and computers are used and here these emerging technologies may be applied based on requirement and need. This paper discusses the potential applications of Cloud Computing, Big Data. Human Computer Interaction and Parallel Processing to improve the magnitude and speed of information processing in this rural employment project, which is officially termed as MGNREGA (Mahatma Gandhi National Rural Employment Guarantee Act, 2005).
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Jin, Da Wei, and Guo Hong Zhang. "Applied Technology in Design of Random Human Information Interactive System Based on Android." Advanced Materials Research 859 (December 2013): 507–10. http://dx.doi.org/10.4028/www.scientific.net/amr.859.507.

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The wireless personal area network combined with the Android platform,a wireless interactive network is introduced and an intelligent mobile random human interactive system is designed .IEEE802.15.4 protocol is used for data transmission, and human computer interaction program is developed in Android platform. A power saving, parameter varying, present-aware network access method is designed.
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in, Amirudd, Grace T. Pontoh, and Endang Sriningsih. "Determinants of Attitudes of Computer Users: an Approach to the Technology Acceptance Model and Social Cognitive Theory." Webology 18, SI03 (January 13, 2021): 92–111. http://dx.doi.org/10.14704/web/v18si03/web18022.

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This work desires to observe and analyze (1) the computer anxiety consequence, self-adequacy of technology, perceived playfulness and understood ease of use the approach of using computers; (2) the consequence of computer anxiety, computer self-adequacy, and perceived playfulness, on the attitude of using computers mediated by. This study is a significant research and uses survey methods with data collection techniques using questionnaires and data analyzed using AMOS statistical software. The outcomes demonstrated that (1) computer self-adequacy, perceived playfulness and had a serious influence on the mentality of utilizing computers; (2) computer anxiety doesn’t have a straight influence on the attitude of using a computer; and (3) computer self-efficacy, computer anxiety and perceived playfulness have a serious influence on the potential of using computers across whole variable anticipated usability. This research can give to the development of science and technology with the Technology Acceptance Model and Social Cognitive Theory which theoretically can provide evidence and support for the progress of research in the scope of behavioral accounting, can form a positive attitude of students in the learning process so as to produce outstanding graduates who are able to accept technological developments.
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Islam, A. Y. M. Atiquil. "Validation of the Technology Satisfaction Model (TSM) Developed in Higher Education." International Journal of Technology and Human Interaction 10, no. 3 (July 2014): 44–57. http://dx.doi.org/10.4018/ijthi.2014070104.

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This project validates the Technology Satisfaction Model (TSM) developed. While Technology Acceptance Model (TAM) developed by Davis (1989) ignored the issue of computer self-efficacy and satisfaction. TSM incorporates both. While TAM is used for measuring the acceptance of technology in general; TSM examines the satisfaction on wireless internet usage with a particular focus to the students studying in Higher Education. To develop and validate the TSM, data gained through a survey conducted with 285 students studying in five faculties of a comprehensive public university in Malaysia. Quota sampling technique was used. Instrument reliability and validity were performed by Rasch analysis using Winsteps version 3.49. The results of the study were analyzed by Structural Equation Modeling (SEM) using AMOS version 18.0. The findings showed that perceived ease of use and perceived usefulness had a statistically significant positive direct influence on satisfaction. Subsequently, computer self-efficacy discovered a significant positive direct influence on perceived usefulness and perceived ease of use. Moreover, the results also demonstrated that computer self-efficacy had a significant indirect influence on satisfaction mediated by perceived usefulness. Eventually, computer self-efficacy also revealed a statistically significant indirect influence on satisfaction mediated by perceived ease of use of wireless internet.
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RIZZO, ALBERT A. "Introduction: Aging and Information Technology." CyberPsychology & Behavior 2, no. 6 (December 1999): 497–99. http://dx.doi.org/10.1089/cpb.1999.2.497.

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