Journal articles on the topic 'User interfaces (Computer systems) Human-computer interaction. Computer terminals'

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Luz María, Alonso-Valerdi, and Mercado-García Víctor Rodrigo. "Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments." Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/6076913.

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Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction b
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Lopes, José, Francisco Alegria, Luís Redondo, Jorge Rocha, and Eduardo Alves. "Computer Control of a 3 MV Van de Graaff Accelerator." Metrology and Measurement Systems 17, no. 3 (2010): 415–25. http://dx.doi.org/10.2478/v10178-010-0035-3.

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Computer Control of a 3 MV Van de Graaff AcceleratorThe development of accurate computer control of a 3 MV Van de Graaff accelerator operation is described. The developed system comprises the accelerator turn-on and turn-off procedures during a normal run, which includes the setting of the terminal voltage, ion source light up, beam focusing and control of ion beam current and energy during operation. In addition, the computer monitors the vacuum and is able to make a detail register of the most important events during a normal run. The computer control system uses a LabVIEW application for in
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KONSTANTOPOULOS, STASINOS, and VANGELIS KARKALETSIS. "SYSTEM PERSONALITY AND ADAPTIVITY IN AFFECTIVE HUMAN-COMPUTER INTERACTION." International Journal on Artificial Intelligence Tools 22, no. 02 (2013): 1350014. http://dx.doi.org/10.1142/s0218213013500140.

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It has been demonstrated that human users attribute a personality to the computer interfaces they use, regardless of whether one has been explicitly encoded in the system's design or not. In this paper, we explore a method for having explicit control over the personality that a spoken human-robot interface is perceived to exhibit by its users. Our method focuses on the interaction between users and semantic knowledge-based systems where the goal of the interaction is that information from the semantic store is relayed to the user. We describe a personality modelling method that complements a s
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Ferreira, Alessandro Luiz Stamatto, Leonardo Cunha de Miranda, Erica Esteves Cunha de Miranda, and Sarah Gomes Sakamoto. "A Survey of Interactive Systems based on Brain-Computer Interfaces." Journal on Interactive Systems 4, no. 1 (2013): 1. http://dx.doi.org/10.5753/jis.2013.623.

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Brain-Computer Interface (BCI) enables users to interact with a computer only through their brain biological signals, without the need to use muscles. BCI is an emerging research area but it is still relatively immature. However, it is important to reflect on the different aspects of the Human-Computer Interaction (HCI) area related to BCIs, considering that BCIs will be part of interactive systems in the near future. BCIs most attend not only to handicapped users, but also healthy ones, improving interaction for end-users. Virtual Reality (VR) is also an important part of interactive systems,
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Murano, Pietro, and Patrik O’Brian Holt. "Anthropomorphic Feedback in User Interfaces." International Journal of Technology and Human Interaction 3, no. 4 (2007): 52–63. http://dx.doi.org/10.4018/jthi.2007100104.

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Hicinbothom, James H., and Wayne W. Zachary. "A Tool for Automatically Generating Transcripts of Human-Computer Interaction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 15 (1993): 1042. http://dx.doi.org/10.1177/154193129303701514.

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Recording transcripts of human-computer interaction can be a very time-consuming activity. This demonstration presents a new technology to automatically capture such transcripts in Open Systems environments (e.g., from graphical user interfaces running on the X Window System). This technology forms an infrastructure for performing distributed usability testing and human-computer interaction research, by providing integrated data capture, storage, browsing, retrieval, and export capabilities. It may lead to evaluation cost reductions throughout the software development life cycle.
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Liu, We, Keng Soon The, Roshan Peiris, et al. "Internet-Enabled User Interfaces for Distance Learning." International Journal of Technology and Human Interaction 5, no. 1 (2009): 51–77. http://dx.doi.org/10.4018/jthi.2009010105.

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Kocaballi, Ahmet Baki, Liliana Laranjo, and Enrico Coiera. "Understanding and Measuring User Experience in Conversational Interfaces." Interacting with Computers 31, no. 2 (2019): 192–207. http://dx.doi.org/10.1093/iwc/iwz015.

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Abstract Although various methods have been developed to evaluate conversational interfaces, there has been a lack of methods specifically focusing on evaluating user experience. This paper reviews the understandings of user experience (UX) in conversational interfaces literature and examines the six questionnaires commonly used for evaluating conversational systems in order to assess the potential suitability of these questionnaires to measure different UX dimensions in that context. The method to examine the questionnaires involved developing an assessment framework for main UX dimensions wi
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Chu, Chi-Cheng, Jianzhong Mo, and Rajit Gadh. "A Quantitative Analysis on Virtual Reality-Based Computer Aided Design System Interfaces." Journal of Computing and Information Science in Engineering 2, no. 3 (2002): 216–23. http://dx.doi.org/10.1115/1.1518265.

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In this paper, a series of interface tests on interaction approach for the generation of geometric shape designs via multi-sensory user interface of a Virtual Reality (VR) based System is presented. The goal of these interface tests is to identify an effective user interface for VR based Computer-Aided Design (CAD) system. The intuitiveness of the VR based interaction approach arises from the use of natural hand movements/gestures, and voice commands that emulate the way in which human beings discuss geometric shapes in reality. In order to evaluate the proposed interaction approach, a prototy
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Jin, Yucheng, Nava Tintarev, Nyi Nyi Htun, and Katrien Verbert. "Effects of personal characteristics in control-oriented user interfaces for music recommender systems." User Modeling and User-Adapted Interaction 30, no. 2 (2019): 199–249. http://dx.doi.org/10.1007/s11257-019-09247-2.

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Clark, Leigh, Philip Doyle, Diego Garaialde, et al. "The State of Speech in HCI: Trends, Themes and Challenges." Interacting with Computers 31, no. 4 (2019): 349–71. http://dx.doi.org/10.1093/iwc/iwz016.

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AbstractSpeech interfaces are growing in popularity. Through a review of 99 research papers this work maps the trends, themes, findings and methods of empirical research on speech interfaces in the field of human–computer interaction (HCI). We find that studies are usability/theory-focused or explore wider system experiences, evaluating Wizard of Oz, prototypes or developed systems. Measuring task and interaction was common, as was using self-report questionnaires to measure concepts like usability and user attitudes. A thematic analysis of the research found that speech HCI work focuses on ni
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Wintersberger, Philipp, Clemens Schartmüller, and Andreas Riener. "Attentive User Interfaces to Improve Multitasking and Take-Over Performance in Automated Driving." International Journal of Mobile Human Computer Interaction 11, no. 3 (2019): 40–58. http://dx.doi.org/10.4018/ijmhci.2019070103.

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Automated vehicles promise engagement in side activities, but demand drivers to resume vehicle control in Take-Over situations. This pattern of alternating tasks thus becomes an issue of sequential multitasking, and it is evident that random interruptions result in a performance drop and are further a source of stress/anxiety. To counteract such drawbacks, this article presents an attention-aware architecture for the integration of consumer devices in level-3/4 vehicles and traffic systems. The proposed solution can increase the lead time for transitions, which is useful to determine suitable
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Alemerien, Khalid. "User-Friendly Security Patterns for Designing Social Network Websites." International Journal of Technology and Human Interaction 13, no. 1 (2017): 39–60. http://dx.doi.org/10.4018/ijthi.2017010103.

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The number of users in Social Networking Sites (SNSs) is increasing exponentially. As a result, several security and privacy problems in SNSs have appeared. Part of these problems is caused by insecure Graphical User Interfaces (GUIs). Therefore, the developers of SNSs should take into account the balance between security and usability aspects during the development process. This paper proposes a set of user-friendly security patterns to help SNS developers to design interactive environments which protect the privacy and security of individuals while being highly user friendly. The authors pro
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Van Hees, Kris, and Jan Engelen. "Equivalent representations of multimodal user interfaces." Universal Access in the Information Society 12, no. 4 (2012): 339–68. http://dx.doi.org/10.1007/s10209-012-0282-z.

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Wilkinson, Alexander, Michael Gonzales, Patrick Hoey, et al. "Design guidelines for human–robot interaction with assistive robot manipulation systems." Paladyn, Journal of Behavioral Robotics 12, no. 1 (2021): 392–401. http://dx.doi.org/10.1515/pjbr-2021-0023.

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Abstract The design of user interfaces (UIs) for assistive robot systems can be improved through the use of a set of design guidelines presented in this article. As an example, the article presents two different UI designs for an assistive manipulation robot system. We explore the design considerations from these two contrasting UIs. The first is referred to as the graphical user interface (GUI), which the user operates entirely through a touchscreen as a representation of the state of the art. The second is a type of novel UI referred to as the tangible user interface (TUI). The TUI makes use
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Green, Paul. "ISO Human-Computer Interaction Standards: Finding Them and What They Contain." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 400–404. http://dx.doi.org/10.1177/1071181320641090.

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An HFES Task Force is considering if, when, and which, HFES research publications should require the citation of relevant standards, policies, and practices to help translate research into practice. To support the Task Force activities, papers and reports are being written about how to find relevant standards produced by various organizations (e.g., the International Standards Organization, ISO) and the content of those standards. This paper describes the human-computer interaction standards being produced by ISO/IEC Joint Technical Committee 1 (Information Technology). Subcommittees 7 (Softwa
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Bias, Randolph G., and Douglas J. Gillan. "Whither the Science of Human-Computer Interaction? A Debate Involving Researchers and Practitioners." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 5 (1998): 526. http://dx.doi.org/10.1177/154193129804200517.

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The objectives of the debate are (1) to foster a frank discussion and exchange of ideas on the potential value for the design of user interfaces of HCI-related scientific research - both basic research in perception, cognition, and social psychology and applied research on how people interact with computer systems, (2) to identify ways in which technology transfer (from researchers to designers) and design-need transfer (from designers to researchers) can be enhanced, and (3) to continue our on-going attempt to increase the dialogue between HCI researchers and practitioners (see Bias, 1994; Bi
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Paton, Chris, Andre W. Kushniruk, Elizabeth M. Borycki, Mike English, and Jim Warren. "Improving the Usability and Safety of Digital Health Systems: The Role of Predictive Human-Computer Interaction Modeling." Journal of Medical Internet Research 23, no. 5 (2021): e25281. http://dx.doi.org/10.2196/25281.

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In this paper, we describe techniques for predictive modeling of human-computer interaction (HCI) and discuss how they could be used in the development and evaluation of user interfaces for digital health systems such as electronic health record systems. Predictive HCI modeling has the potential to improve the generalizability of usability evaluations of digital health interventions beyond specific contexts, especially when integrated with models of distributed cognition and higher-level sociotechnical frameworks. Evidence generated from building and testing HCI models of the user interface (U
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Pettitt, Michael, and Gary Burnett. "Visual Demand Evaluation Methods for In-Vehicle Interfaces." International Journal of Mobile Human Computer Interaction 2, no. 4 (2010): 45–57. http://dx.doi.org/10.4018/jmhci.2010100103.

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The primary aim of the research presented in this paper is developing a method for assessing the visual demand (distraction) afforded by in-vehicle information systems (IVIS). In this respect, two alternative methods are considered within the research. The occlusion technique evaluates IVIS tasks in interrupted vision conditions, predicting likely visual demand. However, the technique necessitates performance-focused user trials utilising robust prototypes, and consequently has limitations as an economic evaluation method. In contrast, the Keystroke Level Model (KLM) has long been viewed as a
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Gupta, Brij B., and Shaifali Narayan. "A Key-Based Mutual Authentication Framework for Mobile Contactless Payment System Using Authentication Server." Journal of Organizational and End User Computing 33, no. 2 (2021): 1–16. http://dx.doi.org/10.4018/joeuc.20210301.oa1.

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This paper presents a framework for mutual authentication between a user device and a point of sale (POS) machine using magnetic secure transmission (MST) to prevent the wormhole attack in Samsung pay. The primary attribute of this method is authenticating the POS terminals by an authentication server to bind the generated token to a single POS machine. To secure the system from eavesdropping attack, the data transmitted between the user device and the machine is encrypted by using the Elgamal encryption method. The keys used in the method are dynamic in nature. Furthermore, comparison and sec
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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 (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 cont
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Zarikas, Vasilios. "Modeling decisions under uncertainty in adaptive user interfaces." Universal Access in the Information Society 6, no. 1 (2007): 87–101. http://dx.doi.org/10.1007/s10209-007-0072-1.

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Medicherla, Harsha, and Ali Sekmen. "Human–robot interaction via voice-controllable intelligent user interface." Robotica 25, no. 5 (2007): 521–27. http://dx.doi.org/10.1017/s0263574707003414.

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SUMMARYAn understanding of how humans and robots can successfully interact to accomplish specific tasks is crucial in creating more sophisticated robots that may eventually become an integral part of human societies. A social robot needs to be able to learn the preferences and capabilities of the people with whom it interacts so that it can adapt its behaviors for more efficient and friendly interaction. Advances in human– computer interaction technologies have been widely used in improving human–robot interaction (HRI). It is now possible to interact with robots via natural communication mean
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Yuan, Haiyue, Shujun Li, and Patrice Rusconi. "CogTool+." ACM Transactions on Computer-Human Interaction 28, no. 2 (2021): 1–38. http://dx.doi.org/10.1145/3447534.

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Cognitive modeling tools have been widely used by researchers and practitioners to help design, evaluate, and study computer user interfaces (UIs). Despite their usefulness, large-scale modeling tasks can still be very challenging due to the amount of manual work needed. To address this scalability challenge, we propose CogTool+, a new cognitive modeling software framework developed on top of the well-known software tool CogTool. CogTool+ addresses the scalability problem by supporting the following key features: (1) a higher level of parameterization and automation; (2) algorithmic components
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Schmutz, Peter, Silvia Heinz, Yolanda Métrailler, and Klaus Opwis. "Cognitive Load in eCommerce Applications—Measurement and Effects on User Satisfaction." Advances in Human-Computer Interaction 2009 (2009): 1–9. http://dx.doi.org/10.1155/2009/121494.

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Guidelines for designing usable interfaces recommend reducing short term memory load. Cognitive load, that is, working memory demands during problem solving, reasoning, or thinking, may affect users' general satisfaction and performance when completing complex tasks. Whereas in design guidelines numerous ways of reducing cognitive load in interactive systems are described, not many attempts have been made to measure cognitive load in Web applications, and few techniques exist. In this study participants' cognitive load was measured while they were engaged in searching for several products in f
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Reynoso, Juan Manuel Gómez, and Lizeth Itziguery Solano Romo. "Measuring the Effectiveness of Designing End-User Interfaces Using Design Theories." International Journal of Information Technologies and Systems Approach 13, no. 2 (2020): 54–72. http://dx.doi.org/10.4018/ijitsa.2020070103.

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Software systems are one of the most important technologies that are present in every task that humans and computers perform. Humans perform their tasks by using a computer interface. However, because many developers have not been exposed to one or more courses on Human Computer Interaction (HCI), they sometimes create software using their own preferences based on their skills and abilities and do not consult theories that could help them produce better outcomes. A study was carried out to identity whether software that is developed by using Gestalt Theory combined with interface development p
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Shatilov, Kirill A., Dimitris Chatzopoulos, Lik-Hang Lee, and Pan Hui. "Emerging ExG-based NUI Inputs in Extended Realities: A Bottom-up Survey." ACM Transactions on Interactive Intelligent Systems 11, no. 2 (2021): 1–49. http://dx.doi.org/10.1145/3457950.

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Incremental and quantitative improvements of two-way interactions with e x tended realities (XR) are contributing toward a qualitative leap into a state of XR ecosystems being efficient, user-friendly, and widely adopted. However, there are multiple barriers on the way toward the omnipresence of XR; among them are the following: computational and power limitations of portable hardware, social acceptance of novel interaction protocols, and usability and efficiency of interfaces. In this article, we overview and analyse novel natural user interfaces based on sensing electrical bio-signals that c
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West, A. A., B. A. Bowen, R. P. Monfared, and A. Hodgson. "User-responsive interface generation for manufacturing systems: A theoretical basis." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 214, no. 5 (2000): 379–92. http://dx.doi.org/10.1243/0954405001518161.

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Computer integrated manufacturing (CIM) systems with a significant level of human-computer interaction are often inefficient. This is particularly problematical for those users who have to interact with multiple subsystem interfaces. These difficulties can be traced back to the fact that representation of the user in existing manufacturing models and systems is inadequate. An approach that increases user representation to improve CIM interface design is proposed, in which stereotype-based user and task models are used to specify a common user interface for each individual system user. An overv
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Brajnik, Giorgio, Stefano Mizzaro, Carlo Tasso, and Fabio Venuti. "Strategic help in user interfaces for information retrieval." Journal of the American Society for Information Science and Technology 53, no. 5 (2002): 343–58. http://dx.doi.org/10.1002/asi.10035.

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Vaughan, Misha W., and Marc L. Resnick. "Search user interfaces: Best practices and future visions." Journal of the American Society for Information Science and Technology 57, no. 6 (2006): 777–80. http://dx.doi.org/10.1002/asi.20291.

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Kesharwani, Subodh. "Enterprise Resource Planning Interactive Via duct B/w Human & Computer." Asia Pacific Business Review 1, no. 2 (2005): 72–82. http://dx.doi.org/10.1177/097324700500100209.

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Understanding human thinking is crucial in the design and evaluation of human-computer interaction. Computing devices and applications are at this moment employed ahead of the desktop, in dissimilar environments, and this tendency toward ubiquitous computing is gathering speed. As computers become major necessity and having connectivity widespread, we are increasingly becoming competent to access computer power, data, information and knowledge from anyplace and at anytime. Conversely, in order to fetch the benefits of such accessible intelligence (commonly known as ‘ERP’ or a latest buzzword i
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Bowman, Doug A., Ernst Kruijff, Joseph J. LaViola, and Ivan Poupyrev. "An Introduction to 3-D User Interface Design." Presence: Teleoperators and Virtual Environments 10, no. 1 (2001): 96–108. http://dx.doi.org/10.1162/105474601750182342.

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Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also
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Yamada, Seiji, Tsuyoshi Murata, and Yasufumi Takama. "Selected Papers from IWI 2009." Journal of Advanced Computational Intelligence and Intelligent Informatics 14, no. 4 (2010): 383. http://dx.doi.org/10.20965/jaciii.2010.p0383.

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Various Web systems and services currently provide a great deal of benefits to users, with Web interaction becoming increasingly important in research and business. Such Web interaction has been realized through related technologies as interaction design, interactive information retrieval, interactive intelligent systems, personalization, user interfaces and interactive machine learning. However, each study and development in such different fields has been done independently, which might discourage us from studying Web interaction from an unified view of human-system interaction and making Web
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Nakatsu, Robbie T., and Izak Benbasat. "Designing intelligent systems to handle system failures: Enhancing explanatory power with less restrictive user interfaces and deep explanations." International Journal of Human-Computer Interaction 21, no. 1 (2006): 55–72. http://dx.doi.org/10.1080/10447310609526171.

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Resnick, Marc L., and Misha W. Vaughan. "Best practices and future visions for search user interfaces." Journal of the American Society for Information Science and Technology 57, no. 6 (2006): 781–87. http://dx.doi.org/10.1002/asi.20292.

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Tobergte, Andreas. "MiroSurge—Advanced User Interaction Modalities in Minimally Invasive Robotic Surgery." Presence: Teleoperators and Virtual Environments 19, no. 5 (2010): 400–414. http://dx.doi.org/10.1162/pres_a_00022.

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This paper presents MiroSurge, a telepresence system for minimally invasive surgery developed at the German Aerospace Center (DLR), and introduces MiroSurge's new user interaction modalities: (1) haptic feedback with software-based preservation of the fulcrum point, (2) an ultrasound-based approach to the quasi-tactile detection of pulsating vessels, and (3) a contact-free interface between surgeon and telesurgery system, where stereo vision is augmented with force vectors at the tool tip. All interaction modalities aim to increase the user's perception beyond stereo imaging by either augmenti
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Tijerina, Louis. "Design Guidelines and the Human Factors of Interface Design." Proceedings of the Human Factors Society Annual Meeting 30, no. 14 (1986): 1358–62. http://dx.doi.org/10.1177/154193128603001403.

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The proliferation of computer systems in recent years has prompted a growing concern about the human factors of interface design. Industrial and military organizations have responded by supporting studies in user-computer interaction and, more recently, products which might aid in the design of interfaces. One type of design aid which attempts to make findings of user-computer interface (UCI) research available to the system designer is the interface design guidelines document. This paper reviews literature about the design process and how design guidelines or standards might fit into that act
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Huang, Su-Zhen, Min Wu, and Yong-Hua Xiong. "Mobile Transparent Computing to Enable Ubiquitous Operating Systems and Applications." Journal of Advanced Computational Intelligence and Intelligent Informatics 18, no. 1 (2014): 32–39. http://dx.doi.org/10.20965/jaciii.2014.p0032.

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Mobile devices have emerged as an indispensable part of our daily life, one that has resulted in an increased demand for mobile devices to be able to access the Internet and obtain a variety of network services. However, mobile devices are often constrained by limited storage, huge power consumption, and low processing capability. This paper presents a new computing mode, mobile transparent computing (MTC), which combines ubiquitous mobile networks with transparent computing, to address the above challenges and possibly to enable a new world of ubiquitous operating systems (OSes) and applicati
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Paternò, Fabio. "Concepts and design space for a better understanding of multi-device user interfaces." Universal Access in the Information Society 19, no. 2 (2019): 409–32. http://dx.doi.org/10.1007/s10209-019-00650-5.

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Barrera-León, Luisa, Nadia Mejia-Molina, Angela Carrillo-Ramos, Leonardo Flórez-Valencia, and Jaime A. Pavlich-Mariscal. "Tukuchiy: a dynamic user interface generator to improve usability." International Journal of Web Information Systems 12, no. 2 (2016): 150–76. http://dx.doi.org/10.1108/ijwis-09-2015-0028.

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Purpose This paper aims to present a detailed description of Tukuchiy, a framework to dynamically generate adapted user interfaces. Tukuchiy is based on Runa-Kamachiy, a conceptual integration model that combines human–computer interaction (HCI) standards to create user interfaces with user-centered concepts usually addressed by adaptation. Design/methodology/approach The first step was the definition of three profiles: user, context and interface. These profiles contain information, such as user disabilities, location characteristics (e.g. illumination) and preferences (e.g. interface color o
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Donnerer, Michael, and Anthony Steed. "Using a P300 Brain–Computer Interface in an Immersive Virtual Environment." Presence: Teleoperators and Virtual Environments 19, no. 1 (2010): 12–24. http://dx.doi.org/10.1162/pres.19.1.12.

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Brain–computer interfaces (BCIs) provide a novel form of human–computer interaction. The purpose of these systems is to aid disabled people by affording them the possibility of communication and environment control. In this study, we present experiments using a P300 based BCI in a fully immersive virtual environment (IVE). P300 BCIs depend on presenting several stimuli to the user. We propose two ways of embedding the stimuli in the virtual environment: one that uses 3D objects as targets, and a second that uses a virtual overlay. Both ways have been shown to work effectively with no significa
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Paschoarelli, Luis Carlos. "Ergonomics and interfaces of traditional information systems – Case study: packaging." InfoDesign - Revista Brasileira de Design da Informação 10, no. 3 (2013): 313–22. http://dx.doi.org/10.51358/id.v10i3.211.

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The contemporary world is characterized, among other factors, by the influence of the new computer information systems on the behavior of individuals. However, traditional information systems still have interaction problems with users. The aim of this study was to determine whether the interaction aspects between user versus traditional information systems (particularly the graphics) have been fully studied. To do so, the ergonomic aspects and usability of such systems were reviewed, with emphasis on the problems of visibility, legibility and readability. From that criteria, the evolution of e
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Rose, Daniel E. "Reconciling information-seeking behavior with search user interfaces for the Web." Journal of the American Society for Information Science and Technology 57, no. 6 (2006): 797–99. http://dx.doi.org/10.1002/asi.20295.

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Kulshreshtha, Neelabh. "HCI: Use in Cyber Security." International Journal for Research in Applied Science and Engineering Technology 9, no. VII (2021): 109–13. http://dx.doi.org/10.22214/ijraset.2021.36246.

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This paper deals with the uses of HCI (Human-Computer Interaction) with Cyber Security and Information Security. Even though there have been efforts to strengthen the infrastructure of the security systems, there are many endemic problems which still exist and are a major source of vulnerabilities. The paper also aims to bridge the gap between the end-user and the technology of HCI. There have been many widespread security problems from the perspective of the security community, many of which arise due to the bad interaction between humans and systems. Developing on the Human-Computer Interact
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Kontogiorgos, Dimosthenis, Andre Pereira, and Joakim Gustafson. "Grounding behaviours with conversational interfaces: effects of embodiment and failures." Journal on Multimodal User Interfaces 15, no. 2 (2021): 239–54. http://dx.doi.org/10.1007/s12193-021-00366-y.

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AbstractConversational interfaces that interact with humans need to continuously establish, maintain and repair common ground in task-oriented dialogues. Uncertainty, repairs and acknowledgements are expressed in user behaviour in the continuous efforts of the conversational partners to maintain mutual understanding. Users change their behaviour when interacting with systems in different forms of embodiment, which affects the abilities of these interfaces to observe users’ recurrent social signals. Additionally, humans are intellectually biased towards social activity when facing anthropomorph
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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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Neerincx, Mark A., Anita H. M. Cremers, Judith M. Kessens, David A. van Leeuwen, and Khiet P. Truong. "Attuning speech-enabled interfaces to user and context for inclusive design: technology, methodology and practice." Universal Access in the Information Society 8, no. 2 (2008): 109–22. http://dx.doi.org/10.1007/s10209-008-0136-x.

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Still, Jeremiah D., Ashley Cain, and David Schuster. "Human-centered authentication guidelines." Information & Computer Security 25, no. 4 (2017): 437–53. http://dx.doi.org/10.1108/ics-04-2016-0034.

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Purpose Despite the widespread use of authentication schemes and the rapid emergence of novel authentication schemes, a general set of domain-specific guidelines has not yet been developed. This paper aims to present and explain a list of human-centered guidelines for developing usable authentication schemes. Design/methodology/approach The guidelines stem from research findings within the fields of psychology, human–computer interaction and information/computer science. Findings Instead of viewing users as the inevitable weak point in the authentication process, this study proposes that authe
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Paine, Garth. "Interaction as Material: The techno-somatic dimension." Organised Sound 20, no. 1 (2015): 82–89. http://dx.doi.org/10.1017/s1355771814000466.

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This paper proposes an alternative approach to the analysis and design of interaction in real-time performance systems. It draws on the idea that the connection between the human engagement with the interface itself (digital or analogue) and the resultant rich media output forms a proposed experiential dimension containing both technical and somatic considerations. The proposed dimension is characterised by its materiality and is referred to by the author as the techno-somatic dimension. The author proposes that the materiality of the techno-somatic dimension may be usefully examined as part o
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Feng, Jiangfan, and Yanhong Liu. "Intelligent Context-Aware and Adaptive Interface for Mobile LBS." Computational Intelligence and Neuroscience 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/489793.

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Context-aware user interface plays an important role in many human-computer Interaction tasks of location based services. Although spatial models for context-aware systems have been studied extensively, how to locate specific spatial information for users is still not well resolved, which is important in the mobile environment where location based services users are impeded by device limitations. Better context-aware human-computer interaction models of mobile location based services are needed not just to predict performance outcomes, such as whether people will be able to find the informatio
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