Academic literature on the topic 'Natural user interfaces'

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Journal articles on the topic "Natural user interfaces"

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Alvarez-Lopez, Fernando, Marcelo Fabián Maina, and Francesc Saigí-Rubió. "Natural User Interfaces." Surgical Innovation 23, no. 4 (July 9, 2016): 429–30. http://dx.doi.org/10.1177/1553350616639145.

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Hearst, Marti A. "'Natural' search user interfaces." Communications of the ACM 54, no. 11 (November 2011): 60–67. http://dx.doi.org/10.1145/2018396.2018414.

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Norman, Donald A. "Natural user interfaces are not natural." Interactions 17, no. 3 (May 2010): 6–10. http://dx.doi.org/10.1145/1744161.1744163.

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Malaka, Rainer, Tanja Döring, Thomas Fröhlich, Thomas Muender, Georg Volkmar, Dirk Wenig, and Nima Zargham. "Using Natural User Interfaces for Previsualization." EAI Endorsed Transactions on Creative Technologies 8, no. 26 (March 16, 2021): 169030. http://dx.doi.org/10.4108/eai.16-3-2021.169030.

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Malizia, Alessio, and Andrea Bellucci. "The artificiality of natural user interfaces." Communications of the ACM 55, no. 3 (March 2012): 36–38. http://dx.doi.org/10.1145/2093548.2093563.

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Ahmed, Naveed, Hind Kharoub, Selma Manel Medjden, and Areej Alsaafin. "A Natural User Interface for 3D Animation Using Kinect." International Journal of Technology and Human Interaction 16, no. 4 (October 2020): 35–54. http://dx.doi.org/10.4018/ijthi.2020100103.

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This article presents a new natural user interface to control and manipulate a 3D animation using the Kinect. The researchers design a number of gestures that allow the user to play, pause, forward, rewind, scale, and rotate the 3D animation. They also implement a cursor-based traditional interface and compare it with the natural user interface. Both interfaces are extensively evaluated via a user study in terms of both the usability and user experience. Through both quantitative and the qualitative evaluation, they show that a gesture-based natural user interface is a preferred method to control a 3D animation compared to a cursor-based interface. The natural user interface not only proved to be more efficient but resulted in a more engaging and enjoyable user experience.
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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 (October 1, 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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Hetsevich, S. A., Dz A. Dzenisyk, Yu S. Hetsevich, L. I. Kaigorodova, and K. A. Nikalaenka. "Design of Belarusian and Russian natural language interfaces for online help systems." Informatics 18, no. 4 (December 31, 2021): 40–52. http://dx.doi.org/10.37661/1816-0301-2021-18-4-40-52.

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O b j e c t i v e s. The main goal of the work is a research of the natural language user interfaces and the developmentof a prototype of such an interface. The prototype is a bilingual Russian and Belarusian question-and-answer dialogue system. The research of the natural language interfaces was conducted in terms of the use of natural language for interaction between a user and a computer system. The main problems here are the ambiguity of natural language and the difficulties in the design of natural language interfaces that meet user expectations.M e t ho d s. The main principles of modelling the natural language user interfaces are considered. As an intelligent system, it consists of a database, knowledge machine and a user interface. Speech recognition and speech synthesis components make natural language interfaces more convenient from the point of view of usability.R e s u l t s. The description of the prototype of a natural language interface for a question-and-answer intelligent system is presented. The model of the prototype includes speech-to-text and text-to-speech Belarusian and Russian subsystems, generation of responses in the form of the natural language and formal text.An additional component is natural Belarusian and Russian voice input. Some of the data, required for human voice recognition, are stored as knowledge in the knowledge base or created on the basis of existing knowledge. Another important component is Belarusian and Russian voice output. This component is the top required for making the natural language interface more user-friendly.Co n c l u s i o n. The article presents the research of natural language user interfaces, the result of which provides the development and description of the prototype of the natural language interface for the intelligent question- and-answer system.
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Bailey, Shannon K. T., Daphne E. Whitmer, Bradford L. Schroeder, and Valerie K. Sims. "Development of Gesture-based Commands for Natural User Interfaces." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 1466–67. http://dx.doi.org/10.1177/1541931213601851.

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Human-computer interfaces are changing to meet the evolving needs of users and overcome limitations of previous generations of computer systems. The current state of computers consists largely of graphical user interfaces (GUI) that incorporate windows, icons, menus, and pointers (WIMPs) as visual representations of computer interactions controlled via user input on a mouse and keyboard. Although this model of interface has dominated human-computer interaction for decades, WIMPs require an extra step between the user’s intent and the computer action, imposing both limitations on the interaction and introducing cognitive demands (van Dam, 1997). Alternatively, natural user interfaces (NUI) employ input methods such as speech, touch, and gesture commands. With NUIs, users can interact directly with the computer without using an intermediary device (e.g., mouse, keyboard). Using the body as an input device may be more “natural” because it allows the user to apply existing knowledge of how to interact with the world (Roupé, Bosch-Sijtsema, & Johansson, 2014). To utilize the potential of natural interfaces, research must first determine what interactions can be considered natural. For the purpose of this paper, we focus on the naturalness of gesture-based interfaces. The purpose of this study was to determine how people perform natural gesture-based computer actions. To answer this question, we first narrowed down potential gestures that would be considered natural for an action. In a previous study, participants ( n=17) were asked how they would gesture to interact with a computer to complete a series of actions. After narrowing down the potential natural gestures by calculating the most frequently performed gestures for each action, we asked participants ( n=188) to rate the naturalness of the gestures in the current study. Participants each watched 26 videos of gestures (3-5 seconds each) and were asked how natural or arbitrary they interpreted each gesture for the series of computer commands (e.g., move object left, shrink object, select object, etc.). The gestures in these videos included the 17 gestures that were most often performed in the previous study in which participants were asked what gesture they would naturally use to complete the computer actions. Nine gestures were also included that were created arbitrarily to act as a comparison to the natural gestures. By analyzing the ratings on a continuum from “Completely Arbitrary” to “Completely Natural,” we found that the natural gestures people produced in the first study were also interpreted as the intended action by this separate sample of participants. All the gestures that were rated as either “Mostly Natural” or “Completely Natural” by participants corresponded to how the object manipulation would be performed physically. For example, the gesture video that depicts a fist closing was rated as “natural” by participants for the action of “selecting an object.” All of the gestures that were created arbitrarily were interpreted as “arbitrary” when they did not correspond to the physical action. Determining how people naturally gesture computer commands and how people interpret those gestures is useful because it can inform the development of NUIs and contributes to the literature on what makes gestures seem “natural.”
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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 (November 30, 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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Dissertations / Theses on the topic "Natural user interfaces"

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Janis, Sean Patrick. "Interactive natural user interfaces /." Online version of thesis, 2010. http://hdl.handle.net/1850/12267.

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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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Martín, San José Juan Fernando. "USING NATURAL USER INTERFACES TO SUPPORT LEARNING ENVIRONMENTS." Doctoral thesis, Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/55845.

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[EN] Considering the importance of games and new technologies for learning, in this thesis, two different systems that use Natural User Interfaces (NUI) for learning about a period of history were designed and developed. One of these systems uses autostereoscopic visualization, which lets the children see themselves as a background in the game, and that renders the elements with 3D sensation without the need for wearing special glasses or other devices. The other system uses frontal projection over a large-size tabletop display for visualization. The two systems have been developed from scratch. A total of five studies were carried out to determine the efficacy of games with NUI interaction with regard to acquiring knowledge, ease of use, satisfaction, fun and engagement, and their influence on children. In the first study, a comparison of the autostereoscopic system with the frontal projected system was carried out. 162 children from 8 to 11 years old participated in the study. We observed that the different characteristics of the systems did not influence the children's acquired knowledge, engagement, or satisfaction; we also observed that the systems are specially suitable for boys and older children (9-11 years old). The children had the depth perception with the autostereoscopic system. The children considered the two systems easy to use. However, they found the frontal projection to be easier to use. A second study was performed to determine the mode in which the children learn more about the topic of the game. The two modes were the collaborative mode, where the children played with the game in pairs; and the individual mode, where the children played with the game solo. 46 children from 7 to 10 years old participated in this study. We observed that there were statistically significant differences between playing with the game in the two modes. The children who played with the game in pairs in the collaborative mode got better knowledge scores than children who played with the game individually. A third study comparing traditional learning with a collaborative learning method (in pairs and in large groups) using the game was carried out. 100 children from 8 to 10 years old participated in this study. The results are in line with the second study. The children obtained higher score when collaborated in large groups or in pairs than attending to a traditional class. There were no statistically significant differences between playing in large groups and playing in pairs. For personalized learning, a Free Learning Itinerary has been included, where the children can decide how to direct the flow of their own learning process. For comparison, a Linear Learning Itinerary has also been included, where the children follow a determined learning flow. A fourth study to compare the two different learning itineraries was carried out. 29 children from 8 to 9 years old participated in this fourth study. The results showed that there were no statistically significant differences between the two learning itineraries. Regarding the online formative assessment and multiple-choice questions, there is usually a question and several possible answers in questionnaires of this kind in which the student must select only one answer. It is very common for the answers to be just text. However, images could also be used. We have carried out a fifth study to determine if an added image that represents/defines an object helps the children to choose the correct answer. 94 children from 7 to 8 years old participated in the study. The children who filled out the questionnaires with imaged obtained higher score than the children who filled out the text-only questionnaire. No statistically significant differences were found between the two questionnaire types with images. The results from the studies suggest that games of this kind could be appropriate educational games, and that autostereoscopy is a technology to exploit in their development.
[ES] Teniendo en cuenta la importancia de los juegos y las nuevas tecnologías en el aprendizaje, en esta tesis se han diseñado y desarrollado dos sistemas diferentes que utilizan interfaces de usuario naturales (NUI) para aprender los periodos de la historia. Uno de estos sistemas utiliza visión autoestereoscópica, la cual permite a los niños verse a ellos mismos dentro del juego y muestra los elementos del juego en 3D sin necesidad de llevar gafas especiales u otros dispositivos. El otro sistema utiliza proyección frontal como método de visualización. Los dos sistemas han sido desarrollados desde cero. Se han llevado a cabo un total de cinco estudios para determinar la eficacia de los juegos con NUI en cuanto al aprendizaje, facilidad de uso, satisfacción, diversión y su influencia en los niños. En el primer estudio, se ha comparado el sistema autoestereoscópico con el sistema de proyección frontal. Un total de 162 niños de 8 a 11 años han participado en este estudio. Observamos que las diferentes características de los sistemas no han influido en el aprendizaje, en la usabilidad o en la satisfacción; también observamos que los sistemas son especialmente apropiados para chicos y niños mayores (de 9 a 11 años). Los niños tienen percepción de profundidad con el sistema autoestereoscópico. Los niños consideraron los dos sistemas fáciles de usar. Sin embargo, encontraron el sistema de proyección frontal más fácil de usar. En el segundo estudio, se determina el modo con el que los niños pueden aprender en mayor medida el tema del juego. Los dos modos comparados han sido el modo colaborativo, en el que los niños jugaban por parejas; y el modo individual, en el que los niños jugaban solos. 46 niños de 7 a 10 años han participado en este estudio. Observamos que existen diferencias estadísticas significativas entre jugar al juego de un modo o de otro. Los niños que jugaron al juego en parejas en el modo colaborativo obtuvieron un mejor resultado que los niños que jugaron al juego en el modo individual. El tercer estudio compara el aprendizaje tradicional con el aprendizaje colaborativo (en parejas y en grupos grandes) utilizando el juego desarrollado. 100 niños de 8 a 10 años han participado en este estudio. Los resultados son similares al segundo estudio. Los niños obtuvieron una mejor puntuación jugando en colaboración que en el método tradicional en clase. No hubo diferencias estadísticas significativas entre jugar en grupos grandes y jugar en parejas. Teniendo en cuenta el aprendizaje personalizado se ha incluido un itinerario libre de aprendizaje, en el cual los niños pueden elegir cómo quieren dirigir su propio proceso de aprendizaje. A modo de comparación, se ha incluido también un itinerario lineal de aprendizaje, donde los niños siguen un flujo predeterminado. En este cuarto estudio han participado 29 niños de 8 a 9 años. Los resultados han mostrado que no hubo diferencias estadísticas significativas entre los dos itinerarios de aprendizaje. En cuanto a la evaluación online con preguntas de test, normalmente, hay una pregunta y varias opciones de respuesta, donde se debe seleccionar solo una de ellas. Es muy común que la respuesta esté formada únicamente por texto. Sin embargo, también se pueden utilizar imágenes. En este quinto estudio se ha llevado a cabo una comparación para determinar si las imágenes que representan las respuestas son de ayuda para elegir la correcta. 94 niños de 7 a 8 años han participado en este estudio. Los niños que rellenaron los cuestionarios con imágenes obtuvieron una mejor puntuación que los niños que rellenaron los cuestionarios en los que solo había texto. No se encontraron diferencias estadísticas significativas entre los dos tipos de cuestionarios con imágenes. Los resultados de estos estudios sugieren que los juegos de este tipo podrían ser apropiados para utilizarlos como juegos educativos, y que la autoestereoscopía es una te
[CAT] Tenint en compte la importància dels jocs i les noves tecnologies en l'aprenentatge, en aquesta tesi s'han dissenyat i desenvolupat dos sistemes diferents que utilitzen interfícies naturals d'usuari per aprendre els períodes de la història. Un d'aquests sistemes utilitza visió autoestereoscòpica, la qual permet als xiquets veure's a ells mateixos dins del joc i mostra els elements del joc en 3D sense necessitat de portar ulleres especials o altres dispositius. L'altre sistema utilitza projecció frontal com a mètode de visualització. Els dos sistemes han sigut desenvolupats des de zero. S'han dut a terme un total de cinc estudis per a determinar l'eficàcia dels jocs amb interfícies d'usuari naturals quant a l'aprenentatge, facilitat d'ús, satisfacció, diversió i la seua influència en els xiquets. En el primer estudi, s'ha comparat el sistema autoestereoscòpic amb el sistema de projecció frontal. 162 xiquets de 8 a 11 anys han participat en aquest estudi. Pels resultats, observem que les diferents característiques dels sistemes no han influït en l'aprenentatge, en la usabilitat o en la satisfacció; també observem que els sistemes són especialment apropiats per a xics i xiquets majors (de 9 a 11 anys). Els xiquets tenen percepció de profunditat amb el sistema autoestereoscòpic. Els xiquets van considerar els dos sistemes fàcils d'usar. No obstant açò, van trobar el sistema de projecció frontal més fàcil d'usar. En el segon estudi es determina la manera amb el qual els xiquets poden aprendre en major mesura el tema del joc. Les dues maneres comparades han sigut la manera col·laborativa, en la qual els xiquets jugaven per parelles; i la manera individual, en la qual els xiquets jugaven sols. 46 xiquets de 7 a 10 anys han participat en aquest estudi. Pels resultats, observem que existeixen diferències estadístiques significatives entre jugar al joc d'una manera o d'una altra. Els xiquets que van jugar al joc en parelles en la manera col·laborativa van obtindre un millor resultat que els xiquets que van jugar al joc en la manera individual. El tercer estudi compara l'aprenentatge tradicional amb l'aprenentatge col·laboratiu (en parelles i en grups grans). 100 xiquets de 8 a 10 anys ha participat en aquest estudi. Els resultats són similars al segon. Els xiquets van obtindre una millor puntuació jugant en col·laboració que en el mètode tradicional en classe. No va haver-hi diferències estadístiques significatives entre jugar en grups grans i jugar en parelles. Tenint en compte l'aprenentatge personalitzat s'ha inclòs un itinerari lliure d'aprenentatge, en el qual els xiquets poden triar com volen dirigir el seu propi procés d'aprenentatge. A manera de comparació, s'ha inclòs també un itinerari lineal d'aprenentatge, on els xiquets segueixen un flux predeterminat. En aquest quart estudi han participat 29 xiquets de 8 a 9 anys. Els resultats han mostrat que no va haver-hi diferències estadístiques significatives entre els dos itineraris d'aprenentatge. Quant a l'avaluació online amb preguntes de test, normalment, hi ha una pregunta i diverses opcions de resposta, on s'ha de seleccionar solament una d'elles. És molt comú que la resposta estiga formada únicament per text. No obstant açò, també es poden utilitzar imatges. En aquest cinquè estudi s'ha dut a terme una comparació per a determinar si les imatges que representen les respostes són d'ajuda per a triar la correcta. 94 xiquets de 7 a 8 anys han participat en aquest estudi. Els xiquets que van emplenar els qüestionaris amb imatges van obtindre una millor puntuació que els xiquets que van emplenar els qüestionaris en els quals solament hi havia text. No es van trobar diferències estadístiques significatives entre els dos tipus de qüestionaris amb imatges. Els resultats d'aquests estudis suggereixen que els jocs d'aquest tipus podrien ser apropiats per a utilitzar-los com a jocs educatius, i que l'autoestereoscòpia és
Martín San José, JF. (2015). USING NATURAL USER INTERFACES TO SUPPORT LEARNING ENVIRONMENTS [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/55845
TESIS
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Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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Saber, Tehrani Daniel, and Lemon Samuel Johansson. "Natural and Assistive Driving Simulator User Interfaces for CARLA." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-293836.

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As the autonomous vehicles are getting clo-ser to commercial roll out, the challenges for the developersof the software are getting more complex. One challenge thedevelopers are facing is the interaction between humans andautonomous vehicles in traffic.Such situation requires a hugeamount of data to in order to design and proof test autonomoussystem than can handle complex interactions with humans.Such data can not be collected in real traffic situations withoutcompromising the safety of the human counterparts, thereforesimulations will be necessary. Since human driving behavior ishard to predict, these simulations need human interaction inorder to get valid data of human behaviour.The purpose of thisproject is to develop a driving interface and then evaluate theusers experience in an experiment. To do this we have designedand implemented steering,braking and acceleration on a userinterface for a simulator used in autonomous driving researchcalled Car Learning to Act (CARLA) at the Smart Mobility Lab(SML) at KTH. We have implemented two driving simulatoruser interfaces, with different levels of information feedbackto the user. To evaluate the developed user interface, a surveywas designed to measure how intuitive the driving experiencewas while also comparing it to the original setup at SML. Thesurvey showed that the driving experience was more intuitivewith the two developed user interfaces and that 60% would feelcomfortable using the new systems on a real vehicle in traffic.
Allteftersom autonoma bilar kommer närmare kommersiell lansering blir utmaningarna för utvecklarna av mjukvaran mer komplexa. En utmaning som utvecklarna står inför är interaktionen mellan autonoma bilar och människor i och utanför trafiken. Dessa situationer kommer kräva en stor mängd data för att säkerhetställa att autonoma bilar kommer kunna agera optimalt. För att inhämta sådan data utan att riskera säkerheten för alla ute i trafiken kommer simulatorer behövas. Eftersom vi inte kan förutspå mänskligt beteende kommer industrin behöva använda mänskliga förare i dessa simulatorer för att få realistiska resultat. Syftet med detta projekt är att utveckla ett förargränssnitt för människor och sedan utvärdera autenticiten av upplevelsen från ett mänskligt perspektiv. Genom att implementera olika bilmekanismer så som styrning, inbromsning, accelerationen och retardation i en simulator för autonom bil forskning, Car Learning To Act(CARLA) i Smart Mobility Lab(SML) på KTH. Vi implementerade två användargränssnitt med olika nivåer av informations återkoppling till användaren. För att utvärdera användargränssnitten utformades ett frågeformulär för att mäta hur intuitivt körupplevelsen var och samtidigt jämföra med det originella användargränssnittet i SML. Undersökningen visade att körupplevelsen var mer intuitiv med det två utvecklade användargränssnitten och att 60% skulle vara bekväma med att använda ett utav dessa system för att styra ett riktigt fordon i trafik.
Kandidatexjobb i elektroteknik 2020, KTH, Stockholm
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Chandra, Yohan. "Natural Language Interfaces to Databases." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5474/.

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Natural language interfaces to databases (NLIDB) are systems that aim to bridge the gap between the languages used by humans and computers, and automatically translate natural language sentences to database queries. This thesis proposes a novel approach to NLIDB, using graph-based models. The system starts by collecting as much information as possible from existing databases and sentences, and transforms this information into a knowledge base for the system. Given a new question, the system will use this knowledge to analyze and translate the sentence into its corresponding database query statement. The graph-based NLIDB system uses English as the natural language, a relational database model, and SQL as the formal query language. In experiments performed with natural language questions ran against a large database containing information about U.S. geography, the system showed good performance compared to the state-of-the-art in the field.
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Potgieter, Timothy Kyle. "Using natural user interfaces to support synchronous distributed collaborative work." Thesis, Nelson Mandela Metropolitan University, 2014. http://hdl.handle.net/10948/10880.

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Synchronous Distributed Collaborative Work (SDCW) occurs when group members work together at the same time from different places together to achieve a common goal. Effective SDCW requires good communication, continuous coordination and shared information among group members. SDCW is possible because of groupware, a class of computer software systems that supports group work. Shared-workspace groupware systems are systems that provide a common workspace that aims to replicate aspects of a physical workspace that is shared among group members in a co-located environment. Shared-workspace groupware systems have failed to provide the same degree of coordination and awareness among distributed group members that exists in co-located groups owing to unintuitive interaction techniques that these systems have incorporated. Natural User Interfaces (NUIs) focus on reusing natural human abilities such as touch, speech, gestures and proximity awareness to allow intuitive human-computer interaction. These interaction techniques could provide solutions to the existing issues of groupware systems by breaking down the barrier between people and technology created by the interaction techniques currently utilised. The aim of this research was to investigate how NUI interaction techniques could be used to effectively support SDCW. An architecture for such a shared-workspace groupware system was proposed and a prototype, called GroupAware, was designed and developed based on this architecture. GroupAware allows multiple users from distributed locations to simultaneously view and annotate text documents, and create graphic designs in a shared workspace. Documents are represented as visual objects that can be manipulated through touch gestures. Group coordination and awareness is maintained through document updates via immediate workspace synchronization, user action tracking via user labels and user availability identification via basic proxemic interaction. Members can effectively communicate via audio and video conferencing. A user study was conducted to evaluate GroupAware and determine whether NUI interaction techniques effectively supported SDCW. Ten groups of three members each participated in the study. High levels of performance, user satisfaction and collaboration demonstrated that GroupAware was an effective groupware system that was easy to learn and use, and effectively supported group work in terms of communication, coordination and information sharing. Participants gave highly positive comments about the system that further supported the results. The successful implementation of GroupAware and the positive results obtained from the user evaluation provides evidence that NUI interaction techniques can effectively support SDCW.
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Williamson, Brian. "RealNav: Exploring Natural User Interfaces for Locomotion in Video Games." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4285.

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We present an exploration into realistic locomotion interfaces in video games using spatially convenient input hardware. In particular, we use Nintendo Wii Remotes to create natural mappings between user actions and their representation in a video game. Targeting American Football video games, we used the role of the quarterback as an exemplar since the game player needs to maneuver effectively in a small area, run down the field, and perform evasive gestures such as spinning, jumping, or the "juke". In our study, we developed three locomotion techniques. The first technique used a single Wii Remote, placed anywhere on the user's body, using only the acceleration data. The second technique just used the Wii Remote's infrared sensor and had to be placed on the user's head. The third technique combined a Wii Remote's acceleration and infrared data using a Kalman filter. The Wii Motion Plus was also integrated to add the orientation of the user into the video game. To evaluate the different techniques, we compared them with a cost effective six degree of freedom (6DOF) optical tracker and two Wii Remotes placed on the user's feet. Experiments were performed comparing each to this technique. Finally, a user study was performed to determine if a preference existed among these techniques. The results showed that the second and third technique had the same location accuracy as the cost effective 6DOF tracker, but the first was too inaccurate for video game players. Furthermore, the range of the Wii remote infrared and Motion Plus exceeded the optical tracker of the comparison technique. Finally, the user study showed that video game players preferred the third method over the second, but were split on the use of the Motion Plus when the tasks did not require it.
M.S.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science MS
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Williamson, Brian M. "RealNav exploring natural user interfaces for locomotion in video games /." Orlando, Fla. : University of Central Florida, 2009. http://purl.fcla.edu/fcla/etd/CFE0002938.

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Pons, Tomás Patricia. "Towards Intelligent Playful Environments for Animals based on Natural User Interfaces." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/113075.

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El estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar. Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés. Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo.
L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar. Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès. Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps.
The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing. As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest. Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time.
Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075
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Books on the topic "Natural user interfaces"

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Ogiela, Marek R., and Tomasz Hachaj. Natural User Interfaces in Medical Image Analysis. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-07800-7.

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Sabourin, Conrad. Natural language interfaces: Bibliography. Montréal, Qué: Infolingua, 1994.

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Sabourin, Conrad. Natural language interfaces: Bibliography. Montréal: Infolingua Inc., 1994.

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Developing natural language interfaces: Processing human conversations. New York: McGraw-Hill, 1997.

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

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Blake, Joshua. Natural user interfaces in .NET: WPF 4, Surface 2, and Kinect. Greenwich, Conn: Manning, 2011.

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

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Practical Speech User Interface Design. Boca Raton, FL: CRC Press, 2011.

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Spoken dialogue technology: Toward the conversational user interface. London: Springer, 2004.

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

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Book chapters on the topic "Natural user interfaces"

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Câmara, António. "Natural User Interfaces." In Human-Computer Interaction – INTERACT 2011, 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23774-4_1.

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Kientz, Julie A., Matthew S. Goodwin, Gillian R. Hayes, and Gregory D. Abowd. "Natural User Interfaces." In Interactive Technologies for Autism, 93–103. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01595-3_10.

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Kientz, Julie A., Gillian R. Hayes, Matthew S. Goodwin, Mirko Gelsomini, and Gregory D. Abowd. "Natural User Interfaces." In Interactive Technologies and Autism, Second Edition, 119–31. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-031-01604-2_8.

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Gotti, Zineb, Samir Mbarki, Sara Gotti, and Naziha Laaz. "Nooj Graphical User Interfaces Modernization." In Formalizing Natural Languages with NooJ and Its Natural Language Processing Applications, 227–39. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-73420-0_19.

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D’Amico, Gianpaolo, Alberto Del Bimbo, Fabrizio Dini, Lea Landucci, and Nicola Torpei. "Natural Human–Computer Interaction." In Multimedia Interaction and Intelligent User Interfaces, 85–106. London: Springer London, 2010. http://dx.doi.org/10.1007/978-1-84996-507-1_4.

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Gebler, Mark. "Natural User Interfaces (NUI) und Usability." In Georeferenziertes Disponieren mit nutzerfreundlichen, mobilen und stationären Multi-Touch-Systemen, 41–54. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-21879-9_3.

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Jeong, Mun-Ho, Masamichi Ohsugi, Ryuji Funayama, and Hiroki Mori. "Gaze from Motion: Towards Natural User Interfaces." In Advances in Multimedia Information Processing - PCM 2004, 736–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30542-2_91.

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Jofré, Nicolás, Graciela Rodríguez, Yoselie Alvarado, Jacqueline Fernández, and Roberto Guerrero. "Natural User Interfaces: A Physical Activity Trainer." In Communications in Computer and Information Science, 122–31. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75214-3_12.

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Li, Yang, Xin Zhou, and Gang Li. "Bridging Natural Language and Graphical User Interfaces." In Human–Computer Interaction Series, 463–93. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-82681-9_14.

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Bader, Thomas, and Jürgen Beyerer. "Natural Gaze Behavior as Input Modality for Human-Computer Interaction." In Eye Gaze in Intelligent User Interfaces, 161–83. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-4784-8_9.

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Conference papers on the topic "Natural user interfaces"

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Seow, Steven C., Dennis Wixon, Ann Morrison, and Giulio Jacucci. "Natural user interfaces." In the 28th of the international conference extended abstracts. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1753846.1754172.

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Nabiyouni, Mahdi, Ayshwarya Saktheeswaran, Doug A. Bowman, and Ambika Karanth. "Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality." In 2015 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2015. http://dx.doi.org/10.1109/3dui.2015.7131717.

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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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Viswanathan, Sruthi, Fabien Guillot, and Antonietta Maria Grasso. "What is Natural?" In CUI '20: 2nd Conference on Conversational User Interfaces. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3405755.3406174.

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Hunt, Chris J., Guy Brown, and Gordon Fraser. "Automatic Testing of Natural User Interfaces." In 2014 IEEE Seventh International Conference on Software Testing, Verification and Validation (ICST). IEEE, 2014. http://dx.doi.org/10.1109/icst.2014.25.

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Therón, Roberto, Carlos Seguín, Laura de la Cruz, and María Vaquero. "Highly interactive and natural user interfaces." In the First International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2595188.2595215.

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Jain, Jhilmil, Arnold Lund, and Dennis Wixon. "The future of natural user interfaces." In the 2011 annual conference extended abstracts. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1979742.1979527.

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Srinivasan, Arjun, Mira Dontcheva, Eytan Adar, and Seth Walker. "Discovering natural language commands in multimodal interfaces." In IUI '19: 24th International Conference on Intelligent User Interfaces. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3301275.3302292.

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McMahan, Ryan P., Alexander Joel D. Alon, Shaimaa Lazem, Robert J. Beaton, David Machaj, Michael Schaefer, Mara G. Silva, Anamary Leal, Robert Hagan, and Doug A. Bowman. "Evaluating natural interaction techniques in video games." In 2010 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2010. http://dx.doi.org/10.1109/3dui.2010.5444727.

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Costa, Felipe, Sixun Ouyang, Peter Dolog, and Aonghus Lawlor. "Automatic Generation of Natural Language Explanations." In IUI'18: 23rd International Conference on Intelligent User Interfaces. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3180308.3180366.

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Reports on the topic "Natural user interfaces"

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Clement, Michael. Engineering With Nature website user guide. Engineer Research and Development Center (U.S.), March 2022. http://dx.doi.org/10.21079/11681/43440.

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The Engineering With Nature (EWN) program is a high-profile effort that aims to deliver cost-effective, broadly beneficial solutions to natural re-source and sustainability challenges across the nation. A portion of this is accomplished through the use of the EWN website, which features news, podcasts, articles, and more. The content on the EWN website serves to educate and inform hundreds of visitors monthly. This content is generated and managed by EWN team members with web development experience, as it requires manually editing the website HTML and staging changes on a development server. With the EWN website 2.0, a new website framework (WordPress) has been implemented that will save content managers time and effort by providing a front-end user interface (UI) to enable the uploading, staging, and approval of new content for the website, along with a visual refresh to herald the impending release of season 2 of the EWN Podcast. This document’s purpose is to demonstrate the functionality of the new EWN website and provide instructional material for those managing content via the new EWN website.
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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. Fort Belvoir, VA: Defense Technical Information Center, January 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.), April 2021. http://dx.doi.org/10.21079/11681/40262.

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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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Journeay, M., P. LeSueur, W. Chow, and C L Wagner. Physical exposure to natural hazards in Canada. Natural Resources Canada/CMSS/Information Management, 2022. http://dx.doi.org/10.4095/330012.

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Natural hazard threats occur in areas of the built environment where buildings, people, and related financial assets are exposed to the physical effects of earth system processes that have a potential to cause damage, injuries, losses, and related socioeconomic disruption. As cities, towns, and villages continue to expand and densify in response to the pressures of urban growth and development, so too do the levels of exposure and susceptibility to natural hazard threat. While our understanding of natural hazard processes has increased significantly over the last few decades, the ability to assess both overall levels of physical exposure and the expected impacts and consequences of future disaster events (i.e., risk) is often limited by access to an equally comprehensive understanding of the built environment and detailed descriptions of who and what are situated in harm's way. This study addresses the current gaps in our understanding of physical exposure to natural hazards by presenting results of a national model that documents characteristics of the built environment for all settled areas in Canada. The model (CanEM) includes a characterization of broad land use patterns that describe the form and function of cities, towns, and villages of varying size and complexity, and the corresponding portfolios of people, buildings and related financial assets that make up the internal structure and composition of these communities at the census dissemination area level. Outputs of the CanEM model are used to carry out a preliminary assessment of exposure and susceptibility to significant natural hazard threats in Canada including earthquake ground shaking; inundation of low-lying areas by floods and tsunami; severe winds associated with hurricanes and tornados; wildland urban interface fire (wildfire); and landslides of various types. Results of our assessment provide important new insights on patterns of development and defining characteristics of the built environment for major metropolitan centres, rural and remote communities in different physiographic regions of Canada, and the effects of ongoing urbanization on escalating disaster risk trends at the community level. Profiles of physical exposure and hazard susceptibility described in this report are accompanied by open-source datasets that can be used to inform local and/or regional assessments of disaster risk, community planning and emergency management activities for all areas in Canada. Study outputs contribute to broader policy goals and objectives of the International Sustainable Development Goals (SDG 2015-2030; Un General Assembly, 2015) and the Sendai Framework for Disaster Risk Reduction (SFDRR 2015-2030; United Nations Office for Disaster Reduction [UNDRR], 2015), of which Canada is a contributing member. These include a more complete understanding of natural hazard risk at all levels of government, and the translation of this knowledge into actionable strategies that are effective in reducing intrinsic vulnerabilities of the built environment and in strengthening the capacity of communities to withstand and recover from future disaster events.
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NELYUBINA, E., and L. PANFILOVA. ASSESSMENT OF THE QUALITY OF EDUCATIONAL ELECTRONIC PUBLICATIONS AND RESOURCES. Science and Innovation Center Publishing House, 2021. http://dx.doi.org/10.12731/2658-4034-2021-12-4-2-85-97.

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Now the whole life of a person has switched to online mode. These changes also affected the education system. This means the need to introduce new technologies into the educational process. Books, manuals, printed publications are being replaced by electronic educational resources. Providing up-to-date, verified information to students has always been and remains one of the most important functions of the teacher. Unfortunately, with the transition of training to the online mode, the teacher cannot use his literature when conducting classes. In this regard, there is a need to use electronic resources. On the one hand, the development of the global network implies the presence of a large number of a wide variety of sites, which cannot but be a positive aspect, because both the teacher and the student can independently choose a resource that will be most understandable. But on the other hand, the variety of Internet resources implies the presence of unverified, false information, which can negatively affect the quality of education. That is why it is necessary to analyze new information systems. The problem is the presence of a large number of information technologies and resources used in education. Purpose. The goal is to conduct a comparative analysis of educational electronic publications and resources most often used by teachers of the natural science cycle in terms of their fullness, accessibility and use in the educational process. Method or methodology of the work. The requirements for the organization of a comprehensive examination suggest an approach that includes an examination of technical and technological, psychological, pedagogical and design-ergonomic aspects of the creation and use of educational electronic publications and resources, in our work we were based precisely on generalized research methods: 1) Technical and technological expertise (technical component of the site, its position in the network). 2) Psychological and pedagogical expertise (component by the type of educational electronic publication or resource, level of education, type and form of the educational process, assessment of the content and scenario of the informatization tool). 3) Design-ergonomic expertise (assessment of the quality of interface components of educational electronic publications and resources, their compliance with uniform ergonomic, aesthetic and health-saving requirements; assessment of the quality of interface components of educational electronic editions and resources, their compliance with uniform ergonomic, aesthetic and health-saving requirements). Results. The main sites that are frequently used by teachers of the natural science cycle of disciplines are the Russian Textbook corporation, the Enlightenment group of companies, the Binom publishing house, the Digital Age School, the practical significance of the study is determined by the high level of readiness of the results obtained, during the study it was found that it is advisable to introduce an information-electronic educational site - the Russian textbook corporation - into the pedagogical practice of the implementation of natural science subjects. The advantages of this server were established and recommendations for its use in the educational process were developed. Practical implications: the results obtained are expedient to be applied in educational institutions of the Russian Federation.
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Rahman, Shahedur, Rodrigo Salgado, Monica Prezzi, and Peter J. Becker. Improvement of Stiffness and Strength of Backfill Soils Through Optimization of Compaction Procedures and Specifications. Purdue University, 2020. http://dx.doi.org/10.5703/1288284317134.

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Vibration compaction is the most effective way of compacting coarse-grained materials. The effects of vibration frequency and amplitude on the compaction density of different backfill materials commonly used by INDOT (No. 4 natural sand, No. 24 stone sand, and No. 5, No. 8, No. 43 aggregates) were studied in this research. The test materials were characterized based on the particle sizes and morphology parameters using digital image analysis technique. Small-scale laboratory compaction tests were carried out with variable frequency and amplitude of vibrations using vibratory hammer and vibratory table. The results show an increase in density with the increase in amplitude and frequency of vibration. However, the increase in density with the increase in amplitude of vibration is more pronounced for the coarse aggregates than for the sands. A comparison of the maximum dry densities of different test materials shows that the dry densities obtained after compaction using the vibratory hammer are greater than those obtained after compaction using the vibratory table when both tools were used at the highest amplitude and frequency of vibration available. Large-scale vibratory roller compaction tests were performed in the field for No. 30 backfill soil to observe the effect of vibration frequency and number of passes on the compaction density. Accelerometer sensors were attached to the roller drum (Caterpillar, model CS56B) to measure the frequency of vibration for the two different vibration settings available to the roller. For this roller and soil tested, the results show that the higher vibration setting is more effective. Direct shear tests and direct interface shear tests were performed to study the impact of particle characteristics of the coarse-grained backfill materials on interface shear resistance. The more angular the particles, the greater the shear resistance measured in the direct shear tests. A unique relationship was found between the normalized surface roughness and the ratio of critical-state interface friction angle between sand-gravel mixture with steel to the internal critical-state friction angle of the sand-gravel mixture.
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7

Fridman, Eyal, and Eran Pichersky. Tomato Natural Insecticides: Elucidation of the Complex Pathway of Methylketone Biosynthesis. United States Department of Agriculture, December 2009. http://dx.doi.org/10.32747/2009.7696543.bard.

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Plant species synthesize a multitude of specialized compounds 10 help ward off pests. and these in turn may well serve as an alternative to synthetic pesticides to reduce environmental damage and health risks to humans. The general goal of this research was to perform a genetic and biochemical dissection of the natural-insecticides methylketone pathway that is specific to the glandular trichomes of the wild species of tomato, Solanumhabrochaites f. glabratum (accession PI126449). Previous study conducted by us have demonstrated that these compounds are synthesized de novo as a derivate pathway of the fatty acid biosynthesis, and that a key enzyme. designated MethylketoneSynthase 1 (MKS 1). catalyzes conversion of the intermediate B-ketoacyl- ACPs to the corresponding Cn-1 methylketones. The approach taken in this proposed project was to use an interspecific F2 population. derived from the cross between the cultivated lV182 and the wild species PIl26449. for three objectives: (i) Analyze the association between allelic status of candidate genes from the fatty acid biosynthesis pathway with the methylketone content in the leaves (ii) Perform bulk segregant analysis of genetic markers along the tomato genome for identifying genomic regions that harbor QTLs for 2TD content (iii) Apply differential gene expression analysis using the isolated glands of bulk segregant for identifying new genes that are involved in the pathway. The genetic mapping in the interspecific F2 population included app. 60 genetic markers, including the candidate genes from the FAS pathway and SSR markers spread evenly across the genome. This initial; screening identified 5 loci associated with MK content including the candidate genes MKS1, ACC and MaCoA:ACP trans. Interesting observation in this genetic analysis was the connection between shape and content of the glands, i.e. the globularity of the four cells, typical to the wild species. was associated with increased MK in the segregating population. In the next step of the research transcriptomic analysis of trichomes from high- and 10w-MK plants was conducted. This analysis identified a new gene, Methy1ketone synthase 2 (MKS2), whose protein product share sequence similarity to the thioesterase super family of hot-dog enzymes. Genetic analysis in the segregating population confirmed its association with MK content, as well as its overexpression in E. coli that led to formation of MK in the media. There are several conclusions drawn from this research project: (i) the genetic control of MK accumulation in the trichomes is composed of biochemical components in the FAS pathway and its vicinity (MKS 1 and MKS2). as well as genetic factors that mediate the morphology of these specialized cells. (ii) the biochemical pathway is now realized different from what was hypothesized before with MKS2 working upstream to I\1KS 1 and serves as the interface between primary (fatty acids) and secondary (MK) metabolism. We are currently testing the possible physical interactions between these two proteins in vitro after the genetic analysis showed clear epistatic interactions. (iii) the regulation of the pathway that lead to specialized metabolism in the wild species is largely mediated by transcription and one of the achievements of this project is that we were able to isolate and verify the specificity of the MKS1 promoter to the trichomes which allows manipulation of the pathways in these cells (currently in progress). The scientific implications of this research project is the advancement in our knowledge of hitherto unknown biochemical pathway in plants and new leads for studying a new family in plants (hot dog thioesterase). The agricultural and biotechnological implication are : (i) generation of new genetic markers that could assist in importing this pathway to cultivated tomato hence enhancing its natural resistance to insecticides, (ii) the discovery of MKS2 adds a new gene for genetic engineering of plants for making new fatty acid derived compounds. This could be assisted with the use of the isolated and verified MKS1 promoter. The results of this research were summarized to a manuscript that was published in Plant Physiology (cover paper). to a chapter in a proceeding book. and one patent was submitted in the US.
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8

Christoforidou, Eirini, Antonio Bobet, Tommy Nantung, and Philippe L. Bourdeau. Use of Geosynthetics on Subgrade and on Low and Variable Fill Foundations. Purdue University, 2021. http://dx.doi.org/10.5703/1288284317437.

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There are significant problems during construction to establish an adequate foundation for fills and/or subgrade for pavements when the natural ground has low-bearing soils. Geosynthetics such as geogrids, geotextiles, and/or geocells could provide a less time-consuming, costly alternative for establishing an adequate foundation for the fill and/or subgrade. There is extensive evidence in the literature and on DOTs practices about the suitability of using geotextiles in pavements as separators. Previous studies have also shown that the use of geogrids in flexible pavements as a reinforcing mechanism could decrease the thickness of the base layer and/or increase the life of the pavement. In this study, analyses of selected pavement designs using Pavement ME—while considering geogrid-enhanced base or subgrade resilient modulus values—showed that geogrid-reinforcement, when placed at the interface between subgrade and base, did not produce significant benefits and only a modest increase in pavement life was predicted. In addition, parametric finite element analyses were carried out to investigate the potential benefits of placing a geogrid at the base of a fill over a localized weak foundation zone. The analyses showed that the use of geogrids is beneficial only when: (a) the stiffness of the weak foundation soil is about an order of magnitude smaller than the rest of the foundation soil; and (b) the horizontal extent of the weak foundation soil is at least 30% of the base of the embankment foundation. The largest decrease in differential settlements at the surface of the fill, resulting from geogrid-reinforcement, was less than 20% and, therefore, it is unlikely that the sole use of geogrids would be sufficient to mitigate differential settlements. Based on previous studies, a geocell mattress, which is a three-dimensional geosynthetic filled with different types of materials, could act as a stiff platform at the base of an embankment and bridge over weak zones in the foundation. However, given the limited experience in Indiana on the use of geocells, further research is required to demonstrate that geocells can be effectively used in place of other reinforcement methods.
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9

Shmulevich, Itzhak, Shrini Upadhyaya, Dror Rubinstein, Zvika Asaf, and Jeffrey P. Mitchell. Developing Simulation Tool for the Prediction of Cohesive Behavior Agricultural Materials Using Discrete Element Modeling. United States Department of Agriculture, October 2011. http://dx.doi.org/10.32747/2011.7697108.bard.

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The underlying similarity between soils, grains, fertilizers, concentrated animal feed, pellets, and mixtures is that they are all granular materials used in agriculture. Modeling such materials is a complex process due to the spatial variability of such media, the origin of the material (natural or biological), the nonlinearity of these materials, the contact phenomenon and flow that occur at the interface zone and between these granular materials, as well as the dynamic effect of the interaction process. The lack of a tool for studying such materials has limited the understanding of the phenomena relevant to them, which in turn has led to energy loss and poor quality products. The objective of this study was to develop a reliable prediction simulation tool for cohesive agricultural particle materials using Discrete Element Modeling (DEM). The specific objectives of this study were (1) to develop and verify a 3D cohesionless agricultural soil-tillage tool interaction model that enables the prediction of displacement and flow in the soil media, as well as forces acting on various tillage tools, using the discrete element method; (2) to develop a micro model for the DEM formulation by creating a cohesive contact model based on liquid bridge forces for various agriculture materials; (3) to extend the model to include both plastic and cohesive behavior of various materials, such as grain and soil structures (e.g., compaction level), textures (e.g., clay, loam, several grains), and moisture contents; (4) to develop a method to obtain the parameters for the cohesion contact model to represent specific materials. A DEM model was developed that can represent both plastic and cohesive behavior of soil. Soil cohesive behavior was achieved by considering tensile force between elements. The developed DEM model well represented the effect of wedge shape on soil behavior and reaction force. Laboratory test results showed that wedge penetration resistance in highly compacted soil was two times greater than that in low compacted soil, whereas DEM simulation with parameters obtained from the test of low compacted soil could not simply be extended to that of high compacted soil. The modified model took into account soil failure strength that could be changed with soil compaction. A three dimensional representation composed of normal displacement, shear failure strength and tensile failure strength was proposed to design mechanical properties between elements. The model based on the liquid bridge theory. An inter particle tension force measurement tool was developed and calibrated A comprehensive study of the parameters of the contact model for the DEM taking into account the cohesive/water-bridge was performed on various agricultural grains using this measurement tool. The modified DEM model was compared and validated against the test results. With the newly developed model and procedure for determination of DEM parameters, we could reproduce the high compacted soil behavior and reaction forces both qualitatively and quantitatively for the soil conditions and wedge shapes used in this study. Moreover, the effect of wedge shape on soil behavior and reaction force was well represented with the same parameters. During the research we made use of the commercial PFC3D to analyze soil tillage implements. An investigation was made of three different head drillers. A comparison of three commonly used soil tillage systems was completed, such as moldboard plow, disc plow and chisel plow. It can be concluded that the soil condition after plowing by the specific implement can be predicted by the DEM model. The chisel plow is the most economic tool for increasing soil porosity. The moldboard is the best tool for soil manipulation. It can be concluded that the discrete element simulation can be used as a reliable engineering tool for soil-implement interaction quantitatively and qualitatively.
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