Academic literature on the topic 'Natural user interface (NUI)'

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Journal articles on the topic "Natural user interface (NUI)"

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Shapi’i, Azrulhizam, and Sychol Ghulam. "Model for Educational Game Using Natural User Interface." International Journal of Computer Games Technology 2016 (2016): 1–7. http://dx.doi.org/10.1155/2016/6890351.

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Natural User Interface (NUI) is a new approach that has become increasingly popular in Human-Computer Interaction (HCI). The use of this technology is widely used in almost all sectors, including the field of education. In recent years, there are a lot of educational games using NUI technology in the market such as Kinect game. Kinect is a sensor that can recognize body movements, postures, and voices in three dimensions. It enables users to control and interact with game without the need of using game controller. However, the contents of most existing Kinect games do not follow the standard curriculum in classroom, thus making it do not fully achieve the learning objectives. Hence, this research proposes a design model as a guideline in designing educational game using NUI. A prototype has been developed as one of the objectives in this study. The prototype is based on proposed model to ensure and assess the effectiveness of the model. The outcomes of this study conclude that the proposed model contributed to the design method for the development of the educational game using NUI. Furthermore, evaluation results of the prototype show a good response from participant and in line with the standard curriculum.
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Wojciechowski, A. "Hand’s poses recognition as a mean of communication within natural user interfaces." Bulletin of the Polish Academy of Sciences: Technical Sciences 60, no. 2 (2012): 331–36. http://dx.doi.org/10.2478/v10175-012-0044-3.

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Abstract. Natural user interface (NUI) is a successor of command line interfaces (CLI) and graphical user interfaces (GUI) so well known to computer users. A new natural approach is based on extensive human behaviors tracking, where hand tracking and gesture recognition seem to play the main roles in communication. The presented paper reviews common approaches to discussed hand features tracking and provides a very effective proposal of the contour based hand’s poses recognition method which can be straightforwardly used for a hand-based natural user interface. Its possible usage varies from medical systems interaction, through games up to impaired people communication support.
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Oliveira, Felipe Francisco Ramos de, Marlon Marques Ferreira, and Alexandre Furst. "ESTUDO DA USABILIDADE NAS INTERFACES HOMEM-MÁQUINA." e-xacta 6, no. 2 (2013): 93. http://dx.doi.org/10.18674/exacta.v6i2.1079.

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<p align="justify">Este artigo documenta e analisa o processo de evolução das principais interfaces homem-máquina, com enfoque na usabilidade, e as diferenças tecnológicas entre elas. A pesquisa desempenhada para elaboração deste documento procura, também, experimentar o desempenho das interfaces CLI (Command Line Interface), GUI (Graphical User Interface) e NUI (Natural User Interface) por meio de um experimento de usabilidade que aborde as três interfaces em um único objetivo e permita o recolhimento de dados para avaliação.</p><p align="justify">Abstract</p><p align="justify">This article documents and analyzes the evolution of the main man-machine interfaces, with a focus on usability and technological differences between them. The research carried out for the preparation of this document also seeks to experience the performance of interfaces CLI (Command Line Interface) GUI (Graphical User Interface) and NUI (Natural User Interface) through an experiment that addresses the usability of three interfaces on a single goal and allow the collection of data for evaluation.</p>
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Lee, Sae-Bom, and Il-Hong Jung. "A Design and Implementation of Natural User Interface System Using Kinect." Journal of Digital Contents Society 15, no. 4 (2014): 473–80. http://dx.doi.org/10.9728/dcs.2014.15.4.473.

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ARPITHA D, APTHI, CHAITRA T.P, KUMAR P. HARISH, JAYABHARATHI B.S, and SURESH K. "DESIGN AND IMPLEMENTATION OF VOICE, TOUCH AND GESTURE BASED “NATURAL USER INTERFACE” (NUI)." i-manager’s Journal on Pattern Recognition 4, no. 1 (2017): 23. http://dx.doi.org/10.26634/jpr.4.1.13642.

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Lee, Seongjo, Sohyun Sim, Kyhyun Um, Young-Sik Jeong, Seung-won Jung, and Kyungeun Cho. "Development of a Hand Gestures SDK for NUI-Based Applications." Mathematical Problems in Engineering 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/212639.

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Concomitant with the advent of the ubiquitous era, research into better human computer interaction (HCI) for human-focused interfaces has intensified. Natural user interface (NUI), in particular, is being actively investigated with the objective of more intuitive and simpler interaction between humans and computers. However, developing NUI-based applications without special NUI-related knowledge is difficult. This paper proposes a NUI-specific SDK, called “Gesture SDK,” for development of NUI-based applications. Gesture SDK provides a gesture generator with which developers can directly define gestures. Further, a “Gesture Recognition Component” is provided that enables defined gestures to be recognized by applications. We generated gestures using the proposed SDK and developed a “Smart Interior,” NUI-based application using the Gesture Recognition Component. The results of experiments conducted indicate that the recognition rate of the generated gestures was 96% on average.
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Gio, Nicolas, Ross Brisco, and Tijana Vuletic. "CONTROL OF A DRONE WITH BODY GESTURES." Proceedings of the Design Society 1 (July 27, 2021): 761–70. http://dx.doi.org/10.1017/pds.2021.76.

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AbstractDrones are becoming more popular within military applications and civil aviation by hobbyists and business. Achieving a natural Human-Drone Interaction (HDI) would enable unskilled drone pilots to take part in the flying of these devices and more generally easy the use of drones. The research within this paper focuses on the design and development of a Natural User Interface (NUI) allowing a user to pilot a drone with body gestures. A Microsoft Kinect was used to capture the user’s body information which was processed by a motion recognition algorithm and converted into commands for the drone. The implementation of a Graphical User Interface (GUI) gives feedback to the user. Visual feedback from the drone’s onboard camera is provided on a screen and an interactive menu controlled by body gestures and allowing the choice of functionalities such as photo and video capture or take-off and landing has been implemented. This research resulted in an efficient and functional system, more instinctive, natural, immersive and fun than piloting using a physical controller, including innovative aspects such as the implementation of additional functionalities to the drone's piloting and control of the flight speed.
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MARUYAMA, Tsubasa, and Toyoaki TOMURA. "2P1-B19 An application of Augmented Reality to Natural User Interfaces." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2010 (2010): _2P1—B19_1—_2P1—B19_4. http://dx.doi.org/10.1299/jsmermd.2010._2p1-b19_1.

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Syed Ali Fathima S. J. and Shankar S. "AR Using NUI Based Physical Therapy Rehabilitation Framework with Mobile Decision Support System." Journal of Global Information Management 26, no. 4 (2018): 36–51. http://dx.doi.org/10.4018/jgim.2018100103.

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This article describes how physical therapy rehabilitation promotes functional ability of the disabled people to improve quality of life using Range of Motion exercises. The conventional rehabilitation seems to be effective; however, the efficiency of the treatment sessions is not guaranteed resulting in longer recovery period. Thus, there is a need of self-motivating and engaging training solution to support rehabilitation and enhance continuous assessment of disabled patients. The proposed framework is “AR-NUI-REHAB-MDSS,” augmented reality (AR) using natural user interface (NUI) based physical therapy rehabilitation with personalized exercise rendering and monitoring system for patients and mobile decision support system (MDSS) for therapists leading to a global solution for remote assistance. NUI allows human computer interaction intuitively through human body gestures. AR provides an entertaining environment for treatments with less-assistance. MDSS enables therapist to customize treatment plans at dynamic environments. Upper limb is considered as its functional recovery is significant and more challenging.
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Li, Dan, and Fanglei Xue. "Research on the influence of tea culture on tea product innovation based on the natural user interface (NUI) method." Cluster Computing 22, S2 (2018): 4893–99. http://dx.doi.org/10.1007/s10586-018-2439-x.

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Dissertations / Theses on the topic "Natural user interface (NUI)"

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Milzoni, Alessandro. "Kinect e openNI a supporto delle NUI (Natural User Interface) applications." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6113/.

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

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Hassanien, Shehabeldin. "A Framework for Physical Rehabilitation Using Natural User Interface with Electromyography Biofeedback." University of Akron / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=akron1354205753.

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Mavridis, Avraam. "Navigation in 2.5D spaces using Natural User Interfaces." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-116482.

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Natural User Interfaces (NUI) are system interfaces that aim to make the human-computer interaction more “natural”. Both academic and industry sectors have developed for years new ways to interact with the machines. With the development of these interaction techniques to support more and more complex communication actions between a human and a machine new challenges arise. In this work the theory part describe the challenges of developing NUI from the perspective of developers and designers of those systems and also discusses methods of evaluating the system under development. In addition for the aim of the thesis a prototype video game have been developed in which three different interaction methods have been encapsulated. The goal of the prototype was to explore possible NUI that can be used in 2.5D spaces. The interaction techniques that have been developed are evaluated by a small group of users using a questionnaire and the results are presented at the end of this document.
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Czompál, Zsolt. "Ovládání desktopu pomocí senzoru Kinect." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236428.

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The aim of this master's thesis was to create a user interface that allows controlling the PC using voice commands, static poses and dynamic gestures. It contains an implementation of a natural user interface that emulates the functionality of the keyboard and the mouse. In this thesis for detecting and tracking the user was used the sensor Kinect. For implementation I have chosen platform Windows and the Kinect for Windows SDK with programming language C#. During the implementation and testing of the interface, sensor Kinect for Xbox 360 was used. The result of this master's thesis is a natural user interface that allows controlling desktop applications without using keyboard or mouse, and that is comfortable and user-friendly.
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Chaumpanich, Kritsakorn. "Kinect™ Based Biology Education System." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1427864008.

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Morin, Rudy. "Espace de conception et modèle d'interaction multi-tactile gestuel : un environnement de développement pour enrichir le modèle." Phd thesis, Université Toulouse le Mirail - Toulouse II, 2011. http://tel.archives-ouvertes.fr/tel-00634026.

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L'affinage technique et l'adoption récente des technologies tactiles multi-points par les industriels et les utilisateurs ont fixé l'attention des designers d'interaction sur ces technologies. Tandis que de nombreuses études en interaction homme-machine se sont intéressées à comparer la performance de ces interfaces à celle des interfaces WIMP traditionnelles, peu se sont attachées à intégrer dans leur approche les spécificités du canal gestuel et les modalités d'interactions multi-tactiles. Dans cette étude, je défends l'idée que le design de telles interactions ne peut être approché qu'en suivant un modèle d'interaction spécifique intégrant l'ensemble des composantes physiques, cognitives, sensorielles et motrices du geste dans le couplage homme-machine. J'articule ma recherche autour d'un espace de conception, courte analyse sociotechnique de mon objet d'étude, dans lequel je définis un modèle d'interaction descriptif et génératif. Je détermine un ensemble de principes conceptuels et techniques permettant l'évaluation et la conception du design d'interfaces multi-tactiles de manière systémique et extensible. Au cours de cette étude, je précise les limites du paradigme d' " interface naturelle " en nuançant les effets du réalisme des interactions dans l'efficacité de tels systèmes. Enfin, je présente les travaux de conception et de développement d'un environnement de développement réalisé dans le cadre d'un dispositif CIFRE qui a accompagné cette étude et permis d'enrichir le modèle théorique.
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Zerega, Bravo Rafael. "Descriptive Study on the Use of Bimanual and Same-hand Multifinger Interaction on a Multitouch Display." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19624.

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Multitouch technology allows the users to use both their hands and multiple fingers to manipulate digital content directly on the screen. This paper attempts to analyze the actual convenience of bimanual and multifinger manipulation on a multitouch display by conducting three observational experiments and studying how a group of volunteers use their hands and fingers when interacting with digital content on a touchscreen surface. In addition, the participants had to fill in a questionnaire where they give some additional insights on how they experienced the use of multitouch-based interface during the experiments. The results suggest that when participants were performing tasks in which they were instructed to manipulate the digital content as fast as they could, a high percentage of them resorted to the use of at least some level of bimanual manipulation of the digital content. However, when participants were told to perform the tasks calmly the big majority of participants decided to move the objects by using only one hand (unimanual). Same-hand multifinger manipulation was also used by a high percentage of participants when moving several objects simultaneously. Nevertheless, in all three experiments the most common way of moving objects across the screen was by dragging them one at a time (sequential move). Finally, in relation to the personal assessment made by the participants, a total of 70% feel that the possibility for engaging in bimanual interaction, that multitouch interface offers, is a clear benefit and advantage over traditional keyboard and mouse. However, 40% of the respondents feel that the use of mouse still is a more effective and natural form of interaction than multitouch technology.
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Reis, Cristina Isabel dos Santos. "Blendcode : relatório de estágio curricular." Master's thesis, Universidade da Beira Interior, 2012. http://hdl.handle.net/10400.6/1554.

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A Blendcode é uma empresa que surge da fusão de duas áreas: design e interactividade, apostando cada vez mais em aplicações NUI (Natural User Interfaces)1. É nesse contexto que me propõem desenvolver uma aplicação em Kinect, no âmbito do estágio curricular realizado de modo a poder concluir o mestrado em Design Multimédia na Universidade da Beira Interior. As aplicações Kinect têm atraído e despertado o interesse de um número crescente de utilizadores, possivelmente por se tratar de um meio natural de interacção, descartando a necessidade de uma aprendizagem prévia para a utilização deste aparelho. Nesse sentido, cada pessoa irá interagir naturalmente com o mundo virtual através de gestos e fala reconhecíveis pelos sensores embutidos na Kinect, promovendo um nível cada vez mais elevado de interacção entre o utilizador e a informação. Desta forma, as aplicações Kinect procuram atingir o interesse dos utilizadores com uma interface moderna aliada a um design clean, promovendo o acesso directo a toda a informação existente. Pensado de forma a explorar plenamente o potencial destas interfaces, definiu-se como objectivo para este trabalho o desenvolvimento de um catálogo em Kinect para a loja MontanaShop, situada no Bairro Alto, em Lisboa, destinado a permitir que o utilizador tenha acesso a toda a informação existente no interior da loja sem ter de entrar ou sem que esta tenha necessariamente de estar aberta.
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Vargas, Gonzalez Andres. "SketChart: A Pen-Based Tool for Chart Generation and Interaction." Master's thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6375.

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It has been shown that representing data with the right visualization increases the understanding of qualitative and quantitative information encoded in documents. However, current tools for generating such visualizations involve the use of traditional WIMP techniques, which perhaps makes free interaction and direct manipulation of the content harder. In this thesis, we present a pen-based prototype for data visualization using 10 different types of bar based charts. The prototype lets users sketch a chart and interact with the information once the drawing is identified. The prototype's user interface consists of an area to sketch and touch based elements that will be displayed depending on the context and nature of the outline. Brainstorming and live presentations can benefit from the prototype due to the ability to visualize and manipulate data in real time. We also perform a short, informal user study to measure effectiveness of the tool while recognizing sketches and users acceptance while interacting with the system. Results show SketChart strengths and weaknesses and areas for improvement.<br>M.S.<br>Masters<br>Electrical Engineering and Computer Science<br>Engineering and Computer Science<br>Computer Science
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Books on the topic "Natural user interface (NUI)"

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Dennis, Wixon, ed. Brave NUI world: Designing natural user interfaces for touch and gesture. Morgan Kaufmann, 2011.

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Practical Speech User Interface Design. CRC Press, 2011.

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Campbell, William J. The development of a prototype intelligent user interface subsystem for NASA's scientific database systems. Goddard Space Flight Center, 1987.

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Aspman-O'Callaghan, Robin. In search of the natural user interface. 1987.

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Blokdyk, Gerardus. Natural User Interface a Complete Guide - 2020 Edition. Emereo Pty Limited, 2020.

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United States. National Aeronautics and Space Administration., ed. A natural language interface to databases. University of Alabama in Huntsville, 1990.

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A natural language interface to databases: Final report. System Software Branch, Information and Electronic Systems Lab, George C. Marshall Space Flight Center, National Aeronautics and Space Administration, 1988.

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B, Anderson Alan, and Construction Engineering Research Laboratories (U.S.), eds. LCTA users interface program users manual: Version 1.0. US Army Corps of Engineers, Construction Engineering Research Laboratories, 1995.

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G, Bès Gabriel, and Guillotin T, eds. A Natural language and graphics interface: Results and perspectives from the ACORD project. Springer-Verlag, 1992.

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Wisniowski, Antoni. An assessment of the effectiveness of a natural language interface for information retrieval. 1995.

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Book chapters on the topic "Natural user interface (NUI)"

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Gebler, Mark. "Natural User Interfaces (NUI) und Usability." In Georeferenziertes Disponieren mit nutzerfreundlichen, mobilen und stationären Multi-Touch-Systemen. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-21879-9_3.

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Murillo-Morales, Tomas, and Klaus Miesenberger. "AUDiaL: A Natural Language Interface to Make Statistical Charts Accessible to Blind Persons." In Lecture Notes in Computer Science. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58796-3_44.

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AbstractThis paper discusses the design and evaluation of AUDiaL (Accessible Universal Diagrams through Language). AUDiaL is a web-based, accessible natural language interface (NLI) prototype that allows blind persons to access statistical charts, such as bar and line charts, by means of free-formed analytical and navigational queries expressed in natural language. Initial evaluation shows that NLIs are an innovative, promising approach to accessibility of knowledge representation graphics, since, as opposed to traditional approaches, they do not require of additional software/hardware nor user training while allowing users to carry out most tasks commonly supported by data visualization techniques in an efficient, natural manner.
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Calle, Javier, Paloma Martínez, David del Valle, and Dolores Cuadra. "Towards the Achievement of Natural Interaction." In Engineering the User Interface. Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-136-7_6.

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Zepeda-Hernandez, J. Sergio, Erick López -Ornelas, Rocío Abascal -Mena, Jovita Martínez, and Juan Carlos Estrada. "Natural User Interface for Information Retrieval." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39476-8_94.

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McCorkle, Ben. "Resisting the “Natural”: Rhetorical Delivery and the Natural User Interface." In Emerging Genres in New Media Environments. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40295-6_5.

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Zhizhimontova, Elena, and John Magee. "Control Yourself: A Mixed-Reality Natural User Interface." In Communications in Computer and Information Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21380-4_42.

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Liu, C. Karen, and Victor B. Zordan. "Natural User Interface for Physics-Based Character Animation." In Motion in Games. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-25090-3_1.

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Rahman, Mohd Salihan Ab, Nazlena Mohamad Ali, and Masnizah Mohd. "Natural User Interface for Children: From Requirement to Design." In Advances in Visual Informatics. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70010-6_57.

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Kolthoff, Kristian, Christian Bartelt, and Simone Paolo Ponzetto. "Automated Retrieval of Graphical User Interface Prototypes from Natural Language Requirements." In Natural Language Processing and Information Systems. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-80599-9_33.

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Wuttke, Madlen, Sabine Völkel, Peter Ohler, and Nicholas H. Müller. "Analytical Steps for the Validation of a Natural User Interface." In Lecture Notes in Computer Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58509-3_6.

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Conference papers on the topic "Natural user interface (NUI)"

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Regazzoni, Daniele, Caterina Rizzi, and Andrea Vitali. "Virtual Reality Applications: Guidelines to Design Natural User Interface." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-85867.

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The Natural User Interface (NUI), which permits a simple and consistent user’s interaction, represents a meaningful challenge for developing virtual/augmented reality applications. This paper presents a set of guidelines to design optimal NUI as well as a software framework, named FrameworkVR, which encapsulates the rules of presented guidelines. FrameworkVR allows developing NUI for VR/AR reality applications based on Oculus Rift, Leap Motions device and on the VTK open source library. An example of VR application for prosthesis design developed using FrameworkVR, is also described. Tests have been carried to validate the approach and the designed NUI and results reached so far are presented and discussed.
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Gong, Weilun, Lan Xiao, Xiaohui Wang, and Chang Hee Lee. "Dots — An Inclusive Natural User Interfaces (NUI) for Spatial Computing." In MobileHCI '20: 22nd International Conference on Human-Computer Interaction with Mobile Devices and Services. ACM, 2020. http://dx.doi.org/10.1145/3406324.3410715.

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Wu, Chieh-Ju, Kai-Hsiang Lin, Meng-Lin Hsieh, and Jen-Yuan (James) Chang. "Realization of Natural User Interface for Computer Control With KNN Classifier Enhanced Smart Glove." In ASME 2019 28th Conference on Information Storage and Processing Systems. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/isps2019-7493.

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Abstract Gesture interaction is a commonly used solution when introducing Natural User Interface (NUI), a kind of user interface where the interaction is direct and consistent with natural heuristic behaviors. In this paper, a smart glove with efficient real-time hand orientation calculation and accurate static hand gesture prediction is proposed. This custom-built wireless glove consists of flex sensors, an Inertial Measurement Unit (IMU) sensor, a microcontroller with multi-channel ADC/AMP (analog to digital converter and amplifier), a Bluetooth module, and an Arduino Micro Pro. K-Nearest-Neighbor (KNN) classifier is implemented to assist static hand gesture prediction with the validated accuracy exceeding 97%. This supervised machine learning algorithm allows a highly customizable smart glove which the input gestures, input number of gestures, and the associated activating functions are all easily changeable by the users any time. To show the benefits of combining the NUI and supervised machine learning, a validation experiments, computer control, were conducted.
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Arunachalan, Bhuvaneswari, Sara Diamond, Anne Stevens, Borzu Talaie, and Maziar Ghaderi. "Visualization of residents in long-term care centres through mobile natural user interfaces (NUI)." In 2013 IEEE Symposium on Large-Scale Data Analysis and Visualization (LDAV). IEEE, 2013. http://dx.doi.org/10.1109/ldav.2013.6675175.

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Weiyuan Liu. "Natural user interface- next mainstream product user interface." In 2010 IEEE 11th International Conference on Computer-Aided Industrial Design & Conceptual Design 1. IEEE, 2010. http://dx.doi.org/10.1109/caidcd.2010.5681374.

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Baudisch, Patrick. "Natural user interface hardware." In 2013 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2013. http://dx.doi.org/10.1109/3dui.2013.6550186.

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Fu, Limin Paul, James Landay, Michael Nebeling, Yingqing Xu, and Chen Zhao. "Redefining Natural User Interface." In CHI '18: CHI Conference on Human Factors in Computing Systems. ACM, 2018. http://dx.doi.org/10.1145/3170427.3190649.

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Ozgur, Ayberk, Stephane Bonardi, Massimo Vespignani, Rico Mockel, and Auke J. Ijspeert. "Natural user interface for Roombots." In 2014 RO-MAN: The 23rd IEEE International Symposium on Robot and Human Interactive Communication. IEEE, 2014. http://dx.doi.org/10.1109/roman.2014.6926223.

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Posevkin, Ruslan, and Igor Bessmertny. "Multilanguage natural user interface to database." In 2016 IEEE 10th International Conference on Application of Information and Communication Technologies (AICT). IEEE, 2016. http://dx.doi.org/10.1109/icaict.2016.7991706.

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Fan, Yu-Cheng, Chieh-Lin Chen, and Sheng-Siang Huang. "Natural user interface for interactive television." In 2013 IEEE 17th International Symposium on Consumer Electronics (ISCE). IEEE, 2013. http://dx.doi.org/10.1109/isce.2013.6570177.

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Reports on the topic "Natural user interface (NUI)"

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Hendrickson, J. J., and R. D. Williams. The Effect of Input Device on User Performance With a Menu-Based Natural Language Interface. Defense Technical Information Center, 1988. http://dx.doi.org/10.21236/ada193095.

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Lasko, Kristofer, and Sean Griffin. Monitoring Ecological Restoration with Imagery Tools (MERIT) : Python-based decision support tools integrated into ArcGIS for satellite and UAS image processing, analysis, and classification. Engineer Research and Development Center (U.S.), 2021. http://dx.doi.org/10.21079/11681/40262.

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Abstract:
Monitoring the impacts of ecosystem restoration strategies requires both short-term and long-term land surface monitoring. The combined use of unmanned aerial systems (UAS) and satellite imagery enable effective landscape and natural resource management. However, processing, analyzing, and creating derivative imagery products can be time consuming, manually intensive, and cost prohibitive. In order to provide fast, accurate, and standardized UAS and satellite imagery processing, we have developed a suite of easy-to-use tools integrated into the graphical user interface (GUI) of ArcMap and ArcGIS Pro as well as open-source solutions using NodeOpenDroneMap. We built the Monitoring Ecological Restoration with Imagery Tools (MERIT) using Python and leveraging third-party libraries and open-source software capabilities typically unavailable within ArcGIS. MERIT will save US Army Corps of Engineers (USACE) districts significant time in data acquisition, processing, and analysis by allowing a user to move from image acquisition and preprocessing to a final output for decision-making with one application. Although we designed MERIT for use in wetlands research, many tools have regional or global relevancy for a variety of environmental monitoring initiatives.
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