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Journal articles on the topic 'Natural users interfaces'

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1

Marsh, William E., Jonathan W. Kelly, Julie Dickerson, and James H. Oliver. "Fuzzy Navigation Engine: Mitigating the Cognitive Demands of Semi-Natural Locomotion." Presence: Teleoperators and Virtual Environments 23, no. 3 (2014): 300–319. http://dx.doi.org/10.1162/pres_a_00195.

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Many interfaces exist for locomotion in virtual reality, although they are rarely considered fully natural. Past research has found that using such interfaces places cognitive demands on the user, with unnatural actions and concurrent tasks competing for finite cognitive resources. Notably, using semi-natural interfaces leads to poor performance on concurrent tasks requiring spatial working memory. This paper presents an adaptive system designed to track a user's concurrent cognitive task load and adjust interface parameters accordingly, varying the extent to which movement is fully natural. A
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Do, Hyo Jin, Michelle Brachman, Casey Dugan, et al. "Grounding with Structure: Exploring Design Variations of Grounded Human-AI Collaboration in a Natural Language Interface." Proceedings of the ACM on Human-Computer Interaction 8, CSCW2 (2024): 1–27. http://dx.doi.org/10.1145/3686902.

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Selecting an effective utterance among countless possibilities that match a user's intention poses a challenge when using natural language interfaces. To address the challenge, we leveraged the principle of least collaborative effort in communication grounding theory and designed three grounded conversational interactions: 1) a grounding interface allows users to start with a provisional input and then invite a conversational agent to complete their input, 2) a multiple grounding interface presents multiple inputs for the user to select from, and 3) a structured grounding interface guides user
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Pan, Shimei, Michelle Zhou, Keith Houck, and Peter Kissa. "Natural Language Aided Visual Query Building for Complex Data Access." Proceedings of the AAAI Conference on Artificial Intelligence 24, no. 2 (2010): 1821–26. http://dx.doi.org/10.1609/aaai.v24i2.18819.

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Over the past decades, there have been significant efforts on developing robust and easy-to-use query interfaces to databases. So far, the typical query interfaces are GUI-based visual query interfaces. Visual query interfaces however, have limitations especially when they are used for accessing large and complex datasets. Therefore, we are developing a novel query interface where users can use natural language expressions to help author visual queries. Our work enhances the usability of a visual query interface by directly addressing the "knowledge gap" issue in visual query interfaces. We ha
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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 m
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Pollard, Kimberly A., Stephanie M. Lukin, Matthew Marge, Ashley Foots, and Susan G. Hill. "How We Talk with Robots: Eliciting Minimally-Constrained Speech to Build Natural Language Interfaces and Capabilities." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 160–64. http://dx.doi.org/10.1177/1541931218621037.

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Industry, military, and academia are showing increasing interest in collaborative human-robot teaming in a variety of task contexts. Designing effective user interfaces for human-robot interaction is an ongoing challenge, and a variety of single and multiple-modality interfaces have been explored. Our work is to develop a bi-directional natural language interface for remote human-robot collaboration in physically situated tasks. When combined with a visual interface and audio cueing, we intend for the natural language interface to provide a naturalistic user experience that requires little tra
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Marsh, William E., Jonathan W. Kelly, Veronica J. Dark, and James H. Oliver. "Cognitive Demands of Semi-Natural Virtual Locomotion." Presence: Teleoperators and Virtual Environments 22, no. 3 (2013): 216–34. http://dx.doi.org/10.1162/pres_a_00152.

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There is currently no fully natural, general-purpose locomotion interface. Instead, interfaces such as gamepads or treadmills are required to explore large virtual environments (VEs). Furthermore, sensory feedback that would normally be used in real-world movement is often restricted in VR due to constraints such as reduced field of view (FOV). Accommodating these limitations with locomotion interfaces afforded by most virtual reality (VR) systems may induce cognitive demands on the user that are unrelated to the primary task to be performed in the VE. Users of VR systems often have many compe
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Macaranas, A., A. N. Antle, and B. E. Riecke. "What is Intuitive Interaction? Balancing Users' Performance and Satisfaction with Natural User Interfaces." Interacting with Computers 27, no. 3 (2015): 357–70. http://dx.doi.org/10.1093/iwc/iwv003.

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He, Jieling. "Research On the Effect of Unconsciousness on Human-Computer Interaction in Web Interfaces." Highlights in Science, Engineering and Technology 103 (June 26, 2024): 374–80. http://dx.doi.org/10.54097/c6ccdb07.

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Unconscious interaction design can enhance the readability and learnability of web browsing to a certain extent, and it helps users achieve a natural and smooth interactive experience. At present, more and more researchers are involved in the study of unconscious interaction design. This paper argues that web interface design should focus on understanding the potential needs of users during the design process of human-computer interaction. It proposes researching the unconscious behavior of users while browsing and utilizing this research in combination with the design of the three modules in
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Moore, Robert J., Sungeun An, and Olivia H. Marrese. "Understanding is a Two-Way Street: User-Initiated Repair on Agent Responses and Hearing in Conversational Interfaces." Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (2024): 1–26. http://dx.doi.org/10.1145/3641026.

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Although methods for repairing prior turns in natural conversation are critical for enabling mutual understanding, or successful communication, these methods are seldom built into conversational user interfaces systematically. Chatbots and voice assistants tend to ask users to paraphrase what they said if it was not understood, but users cannot do the same if they encounter trouble in understanding what the agent said. Understanding is a one-way street in most (intent-based) conversation-like interfaces. An exception to this is Moore and Arar (2019), who demonstrate nine types of user-initiate
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Majhadi, Khadija, and Mustapha Machkour. "The history and recent advances of Natural Language Interfaces for Databases Querying." E3S Web of Conferences 229 (2021): 01039. http://dx.doi.org/10.1051/e3sconf/202122901039.

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Databases have been always the most important topic in the study of information systems, and an indispensable tool in all information management systems. However, the extraction of information stored in these databases is generally carried out using queries expressed in a computer language, such as SQL (Structured Query Language). This generally has the effect of limiting the number of potential users, in particular non-expert database users who must know the database structure to write such requests. One solution to this problem is to use Natural Language Interface (NLI), to communicate with
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Álvarez Reyes, Julio César. "Design of intuitive user interfaces for virtual assistants in university education." Journal of Scientific and Technological Research Industrial 4, no. 1 (2023): 17–20. http://dx.doi.org/10.47422/jstri.v4i1.34.

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Designing an intuitive user interface for virtual assistants in higher education presents several challenges, chief among them being natural language understanding, virtual assistant customization, user-centered design, integration with existing technology, and consideration of the educational context. The success of virtual assistants in higher education depends on the ability of designers and developers to understand the needs and preferences of users and their ability to design intuitive and effective user interfaces that enhance the learning and teaching experience. To address the challeng
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García, Alberto, J. Ernesto Solanes, Adolfo Muñoz, Luis Gracia, and Josep Tornero. "Augmented Reality-Based Interface for Bimanual Robot Teleoperation." Applied Sciences 12, no. 9 (2022): 4379. http://dx.doi.org/10.3390/app12094379.

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Teleoperation of bimanual robots is being used to carry out complex tasks such as surgeries in medicine. Despite the technological advances, current interfaces are not natural to the users, who spend long periods of time in learning how to use these interfaces. In order to mitigate this issue, this work proposes a novel augmented reality-based interface for teleoperating bimanual robots. The proposed interface is more natural to the user and reduces the interface learning process. A full description of the proposed interface is detailed in the paper, whereas its effectiveness is shown experime
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Coury, Bruce G., John Sadowsky, Paul R. Schuster, Michael Kurnow, Marcus J. Huber, and Edmund H. Durfee. "Reducing the Interaction Burden of Complex Systems." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 1 (1997): 335–39. http://dx.doi.org/10.1177/107118139704100175.

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Reducing the burden of interacting with complex systems has been a long standing goal of user interface design. In our approach to this problem, we have been developing user interfaces that allow users to interact with complex systems in a natural way and in high-level, task-related terms. These capabilities help users concentrate on making important decisions without the distractions of manipulating systems and user interfaces. To attain such a goal, our approach uses a unique combination of multi-modal interaction and interaction planning. In this paper, we motivate the basis for our approac
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Park, Sankyu, Key-Sun Choi, and K. H. (Kane) Kim. "A Framework for Multi-Agent Systems with Multi-Modal User Interfaces in Distributed Computing Environments." International Journal of Software Engineering and Knowledge Engineering 07, no. 03 (1997): 351–69. http://dx.doi.org/10.1142/s0218194097000217.

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In current multi-agent systems, the user is typically interacting with a single agent at a time through relatively inflexible and modestly intelligent interfaces. As a consequence, these systems force the users to submit simplistic requests only and suffer from problems such as the low-level nature of the system services offered to users, the weak reusability of agents, and the weak extensibility of the systems. In this paper, a framework for multi-agent systems called the open agent architecture (OAA) which reduces such problems, is discussed. The OAA is designed to handle complex requests th
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Katsogiannis-Meimarakis, George, Mike Xydas, and Georgia Koutrika. "Natural Language Interfaces for Databases with Deep Learning." Proceedings of the VLDB Endowment 16, no. 12 (2023): 3878–81. http://dx.doi.org/10.14778/3611540.3611575.

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In the age of the Digital Revolution, almost all human activities, from industrial and business operations to medical and academic research, are reliant on the constant integration and utilisation of ever-increasing volumes of data. However, the explosive volume and complexity of data makes data querying and exploration challenging even for experts, and makes the need to democratise the access to data, even for non-technical users, all the more evident. It is time to lift all technical barriers, by empowering users to access relational databases through conversation. We consider 3 main researc
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Shalagin, S. V., and G. E. Shalagina. "Assessing the anthropological impact of interfaces in the design stage of software and hardware." Ontology of designing 14, no. 4 (2024): 483–92. http://dx.doi.org/10.18287/2223-9537-2024-14-4-483-492.

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In the information society, as the scope of human activity expands and deepens, continuous formalisation occurs, underpinned by ontological models of technical and natural systems. The user's perception of comprehensive information about a complex subject area leads to information overload. This situation encourages the use of algorithms that present information in a compressed form. The paper introduces modified indicators and qualitative criteria to estimate the potential for errors in compressing subject area information, as well as evaluate the anthropometric nature of the interface using
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Ricci, Katie, and John Hodak. "Current Issues and Research Related to the Development and Delivery of Interactive Electronic Technical Manuals." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 5 (2002): 632–35. http://dx.doi.org/10.1177/154193120204600507.

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For very practical reasons, technical publications and tactical information for military systems are now delivered with, or are being converted to, electronic format. While Interactive Electronic Technical Manuals (IETMs) have been available for quite some time, many research issues remain. Among these is the need to provide alternative search technologies that quickly and easily allow system users to navigate through large amounts of technical documentation to find required information. Further, natural language interfaces can provide users with a hands-free, voice-activated interface that ma
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Shavitt, Carmel, Anastasia Kuzminykh, Itay Ridel, and Jessica R. Cauchard. "Naturally Together: A Systematic Approach for Multi-User Interaction With Natural Interfaces." Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (2021): 1–31. http://dx.doi.org/10.1145/3476090.

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New technology is moving towards intuitive and natural interaction techniques that are increasingly embedded in human space (e.g., home and office environment) and aims to support multiple users, yet their interfaces do not cover it to the full. Imagine that you have a multi-user device, should it act differently in different situations, people, and group settings? Current Multi-User Interfaces address each of the users as an individual that works independently from others, and there is a lack of understanding of the mechanisms that impact shared usage of these products. Thus we have linked en
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Halvankar, Amol. "College Enquiry For Student using AI ChatBot." International Scientific Journal of Engineering and Management 03, no. 03 (2024): 1–9. http://dx.doi.org/10.55041/isjem01409.

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A chat bot is a computer program that may initiate conversations between users and other computers. A larger audience can use chatbot technology, which is text-based and safe to use.. Chatbots for university research are developed using AI algorithms that interpret user messages and assess user demands. The aims of the chatbot's responses is to match the user's input while avoiding making oneself physically available to the institution in response to queries. The program responds to the students' inquiries by applying its intelligence. For using this type applications, natural processing langu
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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 (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 interactio
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Berdasco, López, Diaz, Quesada, and Guerrero. "User Experience Comparison of Intelligent Personal Assistants: Alexa, Google Assistant, Siri and Cortana." Proceedings 31, no. 1 (2019): 51. http://dx.doi.org/10.3390/proceedings2019031051.

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Natural user interfaces are becoming popular. One of the most common natural user interfaces nowadays are voice activated interfaces, particularly smart personal assistants such as Google Assistant, Alexa, Cortana, and Siri. This paper presents the results of an evaluation of these four smart personal assistants in two dimensions: the correctness of their answers and how natural the responses feel to users. Ninety-two participants conducted the evaluation. Results show that Alexa and Google Assistant are significantly better than Siri and Cortana. However, there is no statistically significant
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Narendra Subbanarasimhaiah Shashidhara. "Natural Language Interfaces - From Queries to Conversations." Journal of Computer Science and Technology Studies 7, no. 4 (2025): 397–403. https://doi.org/10.32996/jcsts.2025.7.4.47.

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Natural Language Interfaces (NLIs) represent a transformative shift in human-computer interaction, enabling communication through everyday language rather than requiring users to adapt to rigid computational systems. This article examines the evolution, technological foundations, core capabilities, applications, and social implications of NLIs. The progression from early systems like ELIZA to contemporary large language models has dramatically expanded what is possible in human-machine communication, creating interfaces that are increasingly context-aware, adaptive, and capable of understandin
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Norouzi, Nahal, Luke Bölling, Gerd Bruder, and Greg Welch. "Augmented rotations in virtual reality for users with a reduced range of head movement." Journal of Rehabilitation and Assistive Technologies Engineering 6 (January 2019): 205566831984130. http://dx.doi.org/10.1177/2055668319841309.

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Introduction: A large body of research in the field of virtual reality is focused on making user interfaces more natural and intuitive by leveraging natural body movements to explore a virtual environment. For example, head-tracked user interfaces allow users to naturally look around a virtual space by moving their head. However, such approaches may not be appropriate for users with temporary or permanent limitations of their head movement. Methods: In this paper, we present techniques that allow these users to get virtual benefits from a reduced range of physical movements. Specifically, we d
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Emroz, Shaik Mahin. "Chat2Code : Apps Made Easy with AI." International Journal for Research in Applied Science and Engineering Technology 13, no. 5 (2025): 1802–7. https://doi.org/10.22214/ijraset.2025.70445.

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Abstract: Chat2Code presents an AI-boosted method of user interface (UI) construction in that natural language descriptions are mapped to fully functional and responsive UI components. Through the integration of natural language processing (NLP) with auto-coded generation, the system allows users to specify interfaces in plain text, which it translates into structured UI compositions. Chat2Code's effect on design efficiency is evaluated in this research based on its speed, interpretative precision, flexibility, and usability. By comparing to traditional UI development processes, the paper desc
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Sezgin, Anıl. "Natural Language Interfaces for Structured Query Generation in IoD Platforms." Drones 9, no. 6 (2025): 444. https://doi.org/10.3390/drones9060444.

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The increasing complexity of Internet of Drones (IoD) platforms demands more accessible ways for users to interact with unmanned aerial vehicle (UAV) data systems. Traditional methods requiring technical API knowledge create barriers for non-specialist users in dynamic operational environments. To address this challenge, we propose a retrieval-augmented generation (RAG) architecture that enables natural language querying over UAV telemetry, mission, and detection data. Our approach builds a semantic retrieval index from structured application programming interface (API) documentation and uses
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Shih, Heloisa Martins, and Ravindra S. Goonetilleke. "Effectiveness of Menu Orientation in Chinese." Human Factors: The Journal of the Human Factors and Ergonomics Society 40, no. 4 (1998): 569–76. http://dx.doi.org/10.1518/001872098779649373.

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Graphical user interface guidelines have been developed predominantly in English-speaking countries, but aspects related to culture (e.g., local metaphors, symbols, color, and flow) are not universal and have received little or no attention. Even though the reading and writing flow of languages such as English, Japanese, and Chinese differ widely, most software interfaces do not take account of this. In this paper we investigate the effectiveness of menu flow or menu orientation in both the Chinese and English languages for Chinese users. The experimental results indicate that for the Chinese
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Trappey, Amy J. C., Charles V. Trappey, Min-Hua Chao, Nan-Jun Hong, and Chun-Ting Wu. "A VR-Enabled Chatbot Supporting Design and Manufacturing of Large and Complex Power Transformers." Electronics 11, no. 1 (2021): 87. http://dx.doi.org/10.3390/electronics11010087.

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Virtual reality (VR) immersive technology allows users to experience enhanced reality using human–computer interfaces (HCI). Many systems have implemented VR with improved HCI to provide strategic market advantages for industry and engineering applications. An intelligent chatbot is a conversational system capable of natural language communication allowing users to ask questions and receive answers online to enhance customer services. This research develops and implements a system framework for a VR-enabled large industrial power transformer mass-customization chatbot. The research collected 1
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Saber Ismail, Dr Walaa. "Human-Centric AI : Enhancing User Experience through Natural Language Interfaces." Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications 15, no. 1 (2024): 172–83. http://dx.doi.org/10.58346/jowua.2024.i1.012.

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AI has significantly altered the way humans interact with technology. It is important to observe the impact of Natural Language Interfaces (NLIs) on user experiences in Human-Centric AI across various industries. Therefore, we specifically focus on the influence of Human-Centric AI and user interactions within AI chatbots in the United Arab Emirates (UAE). The aim of this study is to assess the factors that influence the acceptance of AI, examine its practical implications across different industries, and offer valuable insights for the responsible development of AI. A quantitative survey meth
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Li, Jingya. "Beyond Sight: Enhancing Augmented Reality Interactivity with Audio-Based and Non-Visual Interfaces." Applied Sciences 14, no. 11 (2024): 4881. http://dx.doi.org/10.3390/app14114881.

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Augmented Reality (AR) is rapidly advancing, with a new focus on broadening accessibility beyond the visually dominant interfaces. This study explores the integration of audio-based non-visual interfaces within AR, aiming to cater to a diverse audience, including users with visual impairments. The objective was to develop a prototype that leverages audio feedback to facilitate interaction with the AR environment, enhancing spatial awareness and mental imagery for all users without relying on visual cues. Employing a user-centered design approach, we conducted a comprehensive evaluation with un
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Valério, Francisco Albernaz Machado, Tatiane Gomes Guimarães, Raquel Oliveira Prates, and Heloisa Candello. "Chatbots Explain Themselves: Designers' Strategies for Conveying Chatbot Features to Users." Journal on Interactive Systems 9, no. 3 (2018): 1. http://dx.doi.org/10.5753/jis.2018.710.

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Recently, text-based chatbots had a rise in popularity, possibly due to new APIs for online social networks and messenger services, and development platforms that help dealing with all the necessary Natural Language Processing. But, as chatbots use natural language as interface, their users may struggle to discover which sentences the chatbots will understand and what they can do. Because of that it is important to support their designers in deciding how to convey the chatbots’ features, as this might determine whether the user will continue chatting or not. In this work, our goal is to analyz
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Steinicke, Frank. "Natural Locomotion Interfaces – With a Little Bit of Magic!" Journal on Interactive Systems 2, no. 2 (2011): 1. http://dx.doi.org/10.5753/jis.2011.588.

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The mission of the Immersive Media Group (IMG) is to develop virtual locomotion user interfaces which allow humans to experience arbitrary 3D environments by means of the natural walking metaphor. Traveling through immersive virtual environments (IVEs) by means of real walking is an important activity to increase naturalness of virtual reality (VR)-based interaction. However, the size of the virtual world often differs from the size of the tracked lab space so that a straightforward implementation of omni-directional and unlimited walking is not possible. Redirected walking is one concept to a
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K, Chandhiya. "Conversational File Manager." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 06 (2025): 1–9. https://doi.org/10.55041/ijsrem49663.

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In an era where user interaction with technology is evolving towards simplicity and automation, traditional file management systems continue to rely on rigid, manual interfaces. This paper presents the development of a Conversational File Manager (FileBot) that integrates natural language processing (NLP), voice recognition, and real-time system operations to perform file tasks through conversational commands. The system leverages DeepSeek AI for NLP interpretation, MongoDB for operation logging, and Python libraries for secure file management. A GUI built with Tkinter and a speech-enabled int
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Nanjappan, Vijayakumar, Rongkai Shi, Hai-Ning Liang, Haoru Xiao, Kim King-Tong Lau, and Khalad Hasan. "Design of Interactions for Handheld Augmented Reality Devices Using Wearable Smart Textiles: Findings from a User Elicitation Study." Applied Sciences 9, no. 15 (2019): 3177. http://dx.doi.org/10.3390/app9153177.

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Advanced developments in handheld devices’ interactive 3D graphics capabilities, processing power, and cloud computing have provided great potential for handheld augmented reality (HAR) applications, which allow users to access digital information anytime, anywhere. Nevertheless, existing interaction methods are still confined to the touch display, device camera, and built-in sensors of these handheld devices, which suffer from obtrusive interactions with AR content. Wearable fabric-based interfaces promote subtle, natural, and eyes-free interactions which are needed when performing interactio
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Chaitanya Bharat Dadi. "Natural Language Interfaces for Database Management: Bridging the Gap Between Users and Data through Conversational AI." Journal of Computer Science and Technology Studies 7, no. 3 (2025): 927–33. https://doi.org/10.32996/jcsts.2025.7.3.103.

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Natural Language Interfaces (NLIs) for database management systems represent a transformative technology that bridges the gap between human communication patterns and structured data repositories. This article examines the evolution of database interfaces from traditional SQL syntax to conversational models powered by advanced artificial intelligence. Through a comprehensive assessment of multiple implementations across diverse organizational environments, the article demonstrates how NLIs democratize data access by enabling non-technical stakeholders to interact with complex data structures u
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Bukhari, Syed Ahmad Chan, Hafsa Shareef Dar, M. Ikramullah Lali, Fazel Keshtkar, Khalid Mahmood Malik, and Seifedine Kadry. "Frameworks for Querying Databases Using Natural Language." International Journal of Data Warehousing and Mining 17, no. 2 (2021): 21–38. http://dx.doi.org/10.4018/ijdwm.2021040102.

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A natural language interface is useful for a wide range of users to retrieve their desired information from databases without requiring prior knowledge of database query language such as SQL. The advent of user-friendly technologies, such as speech-enabled interfaces, have revived the use of natural language technology for querying databases; however, the most relevant and last work presenting state of the art was published back in 2013 and does not encompass several advancements. In this paper, the authors have reviewed 47 frameworks that have been developed during the last decade and categor
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Nanjappan, Vijayakumar, Rongkai Shi, Hai-Ning Liang, Kim King-Tong Lau, Yong Yue, and Katie Atkinson. "Towards a Taxonomy for In-Vehicle Interactions Using Wearable Smart Textiles: Insights from a User-Elicitation Study." Multimodal Technologies and Interaction 3, no. 2 (2019): 33. http://dx.doi.org/10.3390/mti3020033.

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Textiles are a vital and indispensable part of our clothing that we use daily. They are very flexible, often lightweight, and have a variety of application uses. Today, with the rapid developments in small and flexible sensing materials, textiles can be enhanced and used as input devices for interactive systems. Clothing-based wearable interfaces are suitable for in-vehicle controls. They can combine various modalities to enable users to perform simple, natural, and efficient interactions while minimizing any negative effect on their driving. Research on clothing-based wearable in-vehicle inte
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Procházka, David, Jaromír Landa, Tomáš Koubek, and Vít Ondroušek. "Mainstreaming gesture based interfaces." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 61, no. 7 (2013): 2655–60. http://dx.doi.org/10.11118/actaun201361072655.

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Gestures are a common way of interaction with mobile devices. They emerged especially with the iPhone production. Gestures in currently used devices are usually based on the original gestures presented by Apple in its iOS (iPhone Operating System). Therefore, there is a wide agreement on the mobile gesture design. In last years, it is possible to see experiments with gesture usage also in the other areas of consumer electronics and computers. The examples can include televisions, large projections etc. These gestures can be marked as spatial or 3D gestures. They are connected with a natural 3D
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Wu, Renzhi, Pramod Chunduri, Ali Payani, Xu Chu, Joy Arulraj, and Kexin Rong. "SketchQL: Video Moment Querying with a Visual Query Interface." Proceedings of the ACM on Management of Data 2, no. 4 (2024): 1–27. http://dx.doi.org/10.1145/3677140.

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Localizing video moments based on the movement patterns of objects is an important task in video analytics. Existing video analytics systems offer two types of querying interfaces based on natural language and SQL, respectively. However, both types of interfaces have major limitations. SQL-based systems require high query specification time, whereas natural language-based systems require large training datasets to achieve satisfactory retrieval accuracy. To address these limitations, we present SketchQL, a video database management system (VDBMS) for offline, exploratory video moment retrieval
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Gehani, Ashish, Raza Ahmad, Hassan Irshad, Jianqiao Zhu, and Jignesh Patel. "Digging into Big Provenance (with SPADE)." Queue 19, no. 3 (2021): 77–106. http://dx.doi.org/10.1145/3475965.3476885.

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Several interfaces exist for querying provenance. Many are not flexible in allowing users to select a database type of their choice. Some provide query functionality in a data model that is different from the graph-oriented one that is natural for provenance. Others have intuitive constructs for finding results but have limited support for efficiently chaining responses, as needed for faceted search. This article presents a user interface for querying provenance that addresses these concerns and is agnostic to the underlying database being used.
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Proença, Ricardo, Arminda Guerra, and Pedro Campos. "A Gestural Recognition Interface for Intelligent Wheelchair Users." International Journal of Sociotechnology and Knowledge Development 5, no. 2 (2013): 63–81. http://dx.doi.org/10.4018/jskd.2013040105.

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The authors present a new system that exploits novel human-machine interfaces based on the recognition of static gestures of human hands. The aim is to aid the occupant of a wheelchair to have access to certain objects in order to facilitate his or her daily life. The authors’ approach is based on simple computational processes and low-cost hardware. Its development involves a comprehensive approach to computer vision problems based on video image capture, image segmentation, feature extraction, pattern recognition and classification. The importance of this work will be reflected in the way th
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Chesebrough, Sam, Babak Hejrati, and John Hollerbach. "The Treadport: Natural Gait on a Treadmill." Human Factors: The Journal of the Human Factors and Ergonomics Society 61, no. 5 (2019): 736–48. http://dx.doi.org/10.1177/0018720818819951.

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Objective: To evaluate the differences between walking on an advanced robotic locomotion interface called the Treadport and walking overground with healthy subjects. Background: Previous studies have compared treadmill-based and overground walking in terms of gait parameters. The Treadport’s unique features including self-selected speed capability, large belt, kinesthetic force feedback, and virtual reality environment distinguish it from other locomotion interfaces and could provide a natural walking experience for the users. Method: Young, healthy subjects ( N = 17) walked 10 meters 10 times
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Colli Alfaro, Jose Guillermo, and Ana Luisa Trejos. "User-Independent Hand Gesture Recognition Classification Models Using Sensor Fusion." Sensors 22, no. 4 (2022): 1321. http://dx.doi.org/10.3390/s22041321.

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Recently, it has been proven that targeting motor impairments as early as possible while using wearable mechatronic devices for assisted therapy can improve rehabilitation outcomes. However, despite the advanced progress on control methods for wearable mechatronic devices, the need for a more natural interface that allows for better control remains. To address this issue, electromyography (EMG)-based gesture recognition systems have been studied as a potential solution for human–machine interface applications. Recent studies have focused on developing user-independent gesture recognition inter
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SOREL, ANTHONY, RICHARD KULPA, EMMANUEL BADIER, and FRANCK MULTON. "DEALING WITH VARIABILITY WHEN RECOGNIZING USER'S PERFORMANCE IN NATURAL 3D GESTURE INTERFACES." International Journal of Pattern Recognition and Artificial Intelligence 27, no. 08 (2013): 1350023. http://dx.doi.org/10.1142/s0218001413500237.

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Recognition of natural gestures is a key issue in many applications including videogames and other immersive applications. Whatever is the motion capture device, the key problem is to recognize a motion that could be performed by a range of different users, at an interactive frame rate. Hidden Markov Models (HMM) that are commonly used to recognize the performance of a user however rely on a motion representation that strongly affects the overall recognition rate of the system. In this paper, we propose to use a compact motion representation based on Morphology-Independent features and we eval
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Kavaz, Ecem, Anna Puig, and Inmaculada Rodríguez. "Chatbot-Based Natural Language Interfaces for Data Visualisation: A Scoping Review." Applied Sciences 13, no. 12 (2023): 7025. http://dx.doi.org/10.3390/app13127025.

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Rapid growth in the generation of data from various sources has made data visualisation a valuable tool for analysing data. However, visual analysis can be a challenging task, not only due to intricate dashboards but also when dealing with complex and multidimensional data. In this context, advances in Natural Language Processing technologies have led to the development of Visualisation-oriented Natural Language Interfaces (V-NLIs). In this paper, we carry out a scoping review that analyses synergies between the fields of Data Visualisation and Natural Language Interaction. Specifically, we fo
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Payal, Mohit. "A Human-Machine Interface for Electronic Assistive Technologies." Mathematical Statistician and Engineering Applications 71, no. 1 (2022): 351–67. http://dx.doi.org/10.17762/msea.v71i1.2127.

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Human-machine interaction (HMI) refers to the two-way exchange of information and actions between a human and a machine via the latter's user interface. Gestures and other forms of natural user interfaces are becoming increasingly popular because they allow humans to interact with technology in ways that feel more natural to them. Gesture-based HMI uses a sensor like the Microsoft Kinect to detect human motion and posture, which is then translated into machine input. Using Kinect's data—which includes RGB (red, green, and blue), depth, and skeleton information—to recognize meaningful human mot
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Ogden, William, and Craig Kaplan. "The use of and and or in a natural language computer interface." Proceedings of the Human Factors Society Annual Meeting 30, no. 8 (1986): 829–33. http://dx.doi.org/10.1177/154193128603000822.

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A study of the use of and and or for specifying intersection and union relationships between conjoined qualifiers of varying characteristics was conducted using a simulated natural language query system. Subjects always used or correctly to indicate union but and was used to indicate both union and intersection. Interpretation rules were defined that could be used to clarify the intended meaning for and for some but not all of the cases. The results indicated subjects could implicitly learn to be more precise. These results suggest that natural language interfaces can be built to recognize amb
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Rajesh Sura. "Natural language interfaces for business intelligence at scale: A review." International Journal of Science and Research Archive 15, no. 3 (2025): 1702–11. https://doi.org/10.30574/ijsra.2025.15.3.1772.

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Natural Language Interfaces (NLIs) do seem like a potential bridge to the problem of a BI domain where people need to interact with complex data systems, but are not equipped technically to do so. However, with the push for more natural language processing (NLP) and machine learning, natural language interfaces (NLIs) have begun to allow users to interact with data warehouses and analytic platforms using simple conversational queries. The paper attempts to give a snapshot of their evolution, architecture, experimental evaluation, and practical domain applications, to the extent that these basi
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Lieberman, Henry. "User Interface Goals, AI Opportunities." AI Magazine 30, no. 4 (2009): 16. http://dx.doi.org/10.1609/aimag.v30i4.2266.

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This is an opinion piece about the relationship between the fields of human-computer interaction (HCI), and artificial intelligence (AI). The ultimate goal of both fields is to make user interfaces more effective and easier to use for people. But historically, they have disagreed about whether "intelligence" or "direct manipulation" is the better route to achieving this. There is an unjustified perception in HCI that AI is unreliable. There is an unjustified perception in AI that interfaces are merely cosmetic. This disagreement is counterproductive.This article argues that AI's goals of intel
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Hudec, Miroslav, Erika Bednárová, and Andreas Holzinger. "Augmenting Statistical Data Dissemination by Short Quantified Sentences of Natural Language." Journal of Official Statistics 34, no. 4 (2018): 981–1010. http://dx.doi.org/10.2478/jos-2018-0048.

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Abstract Data from National Statistical Institutes is generally considered an important source of credible evidence for a variety of users. Summarization and dissemination via traditional methods is a convenient approach for providing this evidence. However, this is usually comprehensible only for users with a considerable level of statistical literacy. A promising alternative lies in augmenting the summarization linguistically. Less statistically literate users (e.g., domain experts and the general public), as well as disabled people can benefit from such a summarization. This article studies
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Huang, Ting-Hao K., Amos Azaria, Oscar J. Romero, and Jeffrey P. Bigham. "InstructableCrowd: Creating IF-THEN Rules for Smartphones via Conversations with the Crowd." Human Computation 6 (September 10, 2019): 113–46. http://dx.doi.org/10.15346/hc.v6i1.104.

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Natural language interfaces have become a common part of modern digital life. Chatbots utilize text-based conversations to communicate with users; personal assistants on smartphones such as Google Assistant take direct speech commands from their users; and speech-controlled devices such as Amazon Echo use voice as their only input mode. In this paper, we introduce InstructableCrowd, a crowd-powered system that allows users to program their devices via conversation. The user verbally expresses a problem to the system, in which a group of crowd workers collectively respond and program relevant m
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