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Artículos de revistas sobre el tema "Human computer interactio"

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1

Zhang, Tongda, Xiao Sun, Yueting Chai, and Hamid Aghajan. "Human Computer Interaction Activity Based User Identification." International Journal of Machine Learning and Computing 4, no. 4 (2014): 354–58. http://dx.doi.org/10.7763/ijmlc.2014.v4.436.

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2

Bulling, Andreas, and Kai Kunze. "Eyewear computers for human-computer interaction." Interactions 23, no. 3 (2016): 70–73. http://dx.doi.org/10.1145/2912886.

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3

Swartout, William, Ron Artstein, Eric Forbell, et al. "Virtual Humans for Learning." AI Magazine 34, no. 4 (2013): 13–30. http://dx.doi.org/10.1609/aimag.v34i4.2487.

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Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conv
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4

Toledo, Guadalupe Toledo, J. Jesús Arellano Pimentel, Francisco Aguilar Acevedo, and Edwin Williams Molina Rodriguez. "Aprendizaje Basado en Proyectos Dentro de un Curso Universitario de Interacción Humano Computadora." RECIBE, REVISTA ELECTRÓNICA DE COMPUTACIÓN, INFORMÁTICA, BIOMÉDICA Y ELECTRÓNICA 7, no. 2 (2018): C3–1—C3–27. http://dx.doi.org/10.32870/recibe.v7i2.101.

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Hablar de un software de calidad involucra tratar con dos disciplinas importantes, la ingeniería de software y la interacción humano computadora, esta segunda atiende el desarrollo bajo el acompañamiento de los usuarios finales, por lo que resulta atractivo integrar el aprendizaje basado en proyectos como seguimiento de un curso universitario, los cuales estarán diseñados a largo plazo resolviendo una problemática real y afín al estudiante con la intensión que éste se comprometa en proporcionar su solución, tomando como guía curricular el diseño centrado en el usuario. La determinación de los
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5

Modi, Nandini, and Jaiteg Singh. "Role of Eye Tracking in Human Computer Interaction." ECS Transactions 107, no. 1 (2022): 8211–18. http://dx.doi.org/10.1149/10701.8211ecst.

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With the invention of computers arises the need of an interface for users and interacting with a computer has become a natural practice. For all the opportunities a machine can bring, it is now a limiting factor for humans and their interaction with machines. This has given rise to a significant amount of research in the area of human computer interaction to make it more intuitive, simpler, and efficient. Human interaction with computers is no longer confined to printers and keyboards. Traditional input devices give way to natural inputs like voice, gestures, and visual computing using eye tra
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6

Gambino, Andrew, Jesse Fox, and Rabindra Ratan. "Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm." Human-Machine Communication 1 (February 1, 2020): 71–86. http://dx.doi.org/10.30658/hmc.1.5.

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The computers are social actors framework (CASA), derived from the media equation, explains how people communicate with media and machines demonstrating social potential. Many studies have challenged CASA, yet it has not been revised. We argue that CASA needs to be expanded because people have changed, technologies have changed, and the way people interact with technologies has changed. We discuss the implications of these changes and propose an extension of CASA. Whereas CASA suggests humans mindlessly apply human-human social scripts to interactions with media agents, we argue that humans ma
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7

Cheng, Yuyang, Benjamin Fang, Kai Lu, et al. "Overview of key technologies of human-computer interaction." BCP Business & Management 18 (April 13, 2022): 414–21. http://dx.doi.org/10.54691/bcpbm.v18i.579.

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In the 21st century, computers are developing faster and faster. Human-computer interaction(HCL) is defined as a multidisciplinary field of study which focuses on the interaction between humans and computer technology. The advancement of HCL makes a great contribution to nowadays’ society as human beings gradually perceive themselves in a technological world that is in a time of high-speed development.The situation of human-computer interaction is becoming more and more common, and computers have more and more intelligent factors. The latest computer technology has been applied to various disc
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8

Ali, Miss Aliya Anam Shoukat, and Dr V. K. Shandilya. "A Review Paper on Retina Based Cursor Movement Control." International Journal for Research in Applied Science and Engineering Technology 10, no. 3 (2022): 185–87. http://dx.doi.org/10.22214/ijraset.2022.40590.

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Abstract: In this paper a new system exists which uses human iris for computer interaction. With vast development in recent technologies, modern computing systems are becoming more flexible. Modern computers are capable of processing millions of instructions per second. In such situation, traditional input devices such as mouse or keyboard are relatively slow. This can overcome by human interaction with the computers. With the innovation and development in technologies, motion sensors are capable of capturing positions and natural movement of human body. Due to this a new way for interacting w
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9

Kobayashi, Hill Hiroki. "Research in Human-Computer-Biosphere Interaction." Leonardo 48, no. 2 (2015): 186–87. http://dx.doi.org/10.1162/leon_a_00982.

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Currently human-computer interaction (HCI) is primarily focused on human-centric interactions. However, people experience many non-human-centric interactions every day. Interactions with nature can reinforce the importance of our relationship with nature. This paper presents the author’s vision of human-computer-biosphere interaction (HCBI) to facilitate non-human-centric interaction with the goal of moving society towards environmental sustainability.
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10

Hu, Jiayi, Qianchen Ma, Sizhou Liu, et al. "The Development Status and Market Analysis of Human-computer Interaction." BCP Business & Management 13 (November 16, 2021): 154–59. http://dx.doi.org/10.54691/bcpbm.v13i.79.

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Human-computer interaction is one of the main branches of computer science, which aims to study how computers, robots and other systems interact with users in a reasonable manner. In this paper, we reviewed the development history and current situation of Human-computer interaction. And, the current application of Human-computer interaction in vertical industry is introduced. Finally, we analyze the market development prospect of Human-computer interaction in the future.
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11

McNeese, Michael D. "New visions of human–computer interaction: making affect compute." International Journal of Human-Computer Studies 59, no. 1-2 (2003): 33–53. http://dx.doi.org/10.1016/s1071-5819(03)00059-4.

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12

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

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BACKGROUND: The use of computers as a communication tool by people with disabilities can serve as an alternative effective to promote social interactions and the more inclusive and active participation of people in society. OBJECTIVE: This paper presents a systematic mapping of the literature that provides a survey of scientific contributions where Computer Vision is applied to enable users with motor and speech impairments to access computers easily, allowing them to exert their communicative abilities. METHODS: The mapping was conducted employing searches that identified 221 potentially elig
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13

Swiderska, Aleksandra, Eva G. Krumhuber, and Arvid Kappas. "Behavioral and Physiological Responses to Computers in the Ultimatum Game." International Journal of Technology and Human Interaction 15, no. 1 (2019): 33–45. http://dx.doi.org/10.4018/ijthi.2019010103.

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This article describes how studies in the area of decision-making suggest clear differences in behavioral responses to humans versus computers. The current objective was to investigate decision-making in an economic game played only with computer partners. In Experiment 1, participants were engaged in the ultimatum game with computer agents and regular computers while their physiological responses were recorded. In Experiment 2, an identical setup of the game was used, but the ethnicity of the computer agents was manipulated. As expected, almost all equitable monetary splits offered by the com
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14

Dawood, Dr Amina Atiya, and Balasem Alawi Hussain. "Machine Learning for Single and Complex 3D Head Gestures: Classification in Human-Computer Interaction." Webology 19, no. 1 (2022): 1431–45. http://dx.doi.org/10.14704/web/v19i1/web19095.

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This paper presents a new Hidden Markov Model based approach for fast and automatic detection and classification of head movements in real time dynamic videos. The model has been developed to utilize human-computer interaction applications by using only the laptop webcam. The proposed model has the ability to predict single head and combined simultaneously in fast responses. Other models paid more attention to classify head nod and shake only, but our model contribute the role of other head movements. The model proposed here doesn’t need any user intervention or previous knowledge of its envir
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15

Al-Ma'aitah, Mohammed, Ayed Alwadain, and Aldosary Saad. "Application dependable interaction module for computer vision-based human-computer interactions." Computers & Electrical Engineering 97 (January 2022): 107553. http://dx.doi.org/10.1016/j.compeleceng.2021.107553.

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16

Nakauchi, Yasushi. "Special Issue on Human Robot Interaction." Journal of Robotics and Mechatronics 14, no. 5 (2002): 431. http://dx.doi.org/10.20965/jrm.2002.p0431.

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Recent advances in robotics are disseminating robots into the social living environment as humanoids, pets, and caregivers. Novel human-robot interaction techniques and interfaces must be developed, however, to ensure that such robots interact as expected in daily life and work. Unlike conventional personal computers, such robots may assume a variety of configurations, such as industrial, wheel-based, ambulatory, remotely operated, autonomous, and wearable. They may also implement different communications modalities, including voice, video, haptics, and gestures. All of these aspects require t
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17

Helou, Samar, Victoria Abou-Khalil, Riccardo Iacobucci, Elie El Helou, and Ken Kiyono. "Automatic Classification of Screen Gaze and Dialogue in Doctor-Patient-Computer Interactions: Computational Ethnography Algorithm Development and Validation." Journal of Medical Internet Research 23, no. 5 (2021): e25218. http://dx.doi.org/10.2196/25218.

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Background The study of doctor-patient-computer interactions is a key research area for examining doctor-patient relationships; however, studying these interactions is costly and obtrusive as researchers usually set up complex mechanisms or intrude on consultations to collect, then manually analyze the data. Objective We aimed to facilitate human-computer and human-human interaction research in clinics by providing a computational ethnography tool: an unobtrusive automatic classifier of screen gaze and dialogue combinations in doctor-patient-computer interactions. Methods The classifier’s inpu
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18

Jones, Steve, and Steve Marsh. "Human-computer-human interaction." ACM SIGCHI Bulletin 29, no. 3 (1997): 36–40. http://dx.doi.org/10.1145/264853.264872.

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19

Aiyub, Feri Fadli, and Munawir Munawir. "Kontrol Mouse Menggunakan Webcam Berdasarkan Deteksi Warna." JTIM : Jurnal Teknologi Informasi dan Multimedia 1, no. 1 (2019): 73–77. http://dx.doi.org/10.35746/jtim.v1i1.18.

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The interaction technology in general is inseparable from the rapid development of Human-Computer Interaction technology or Human and Computer Interaction. Human and computer mouse interactions are called Virtual Mouse. Virtual mouse is designed for users to be able to interact directly with computers without using input devices such as conventional mice but using their hands as driving objects or using other media such as colors. In this research, testing is done on how to track an object that moves in order to do the mouse by using an intermediary in the form of an image processing-based web
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20

MOON, YOUNGME, and CLIFFORD NASS. "Are computers scapegoats? Attributions of responsibility in human–computer interaction." International Journal of Human-Computer Studies 49, no. 1 (1998): 79–94. http://dx.doi.org/10.1006/ijhc.1998.0199.

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21

Jadhav, Suvrunda, and Patil T R. "Human Computer Interaction." IJARCCE 6, no. 3 (2017): 141–42. http://dx.doi.org/10.17148/ijarcce.2017.6329.

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22

Smithson, Steve. "Human-Computer Interaction." European Journal of Information Systems 1, no. 2 (1991): 143. http://dx.doi.org/10.1057/ejis.1991.23.

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23

Jacob, Robert J. K. "Human-computer interaction." ACM Computing Surveys 28, no. 1 (1996): 177–79. http://dx.doi.org/10.1145/234313.234387.

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24

Carver, Liz, and Murray Turoff. "Human-computer interaction." Communications of the ACM 50, no. 3 (2007): 33–38. http://dx.doi.org/10.1145/1226736.1226761.

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25

Ebert, Achim, Nahum D. Gershon, and Gerrit C. van der Veer. "Human-Computer Interaction." KI - Künstliche Intelligenz 26, no. 2 (2012): 121–26. http://dx.doi.org/10.1007/s13218-012-0174-7.

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26

Grudin, Jonathan. "Human-computer interaction." Annual Review of Information Science and Technology 45, no. 1 (2011): 367–430. http://dx.doi.org/10.1002/aris.2011.1440450115.

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27

Monk, Andrew. "What's happening: computers and fun and Seventh IFIP conference on human-computer interaction." Interactions 5, no. 5 (1998): 7–8. http://dx.doi.org/10.1145/285213.285214.

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28

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

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Human and computer interaction or human computer interaction or abbreviated as HCI is a discipline that studies the relationship between humans and computers. Human to digital interactions are increasing according to human needs that are increasingly complex. At present the world community has entered the stage of industrial revolution 4.0, and law enforcement is needed so that in the Era of the industrial revolution 4.0. get legal certainty in using digital technology or computer technology. As for the formulation of the problem is the Juridical Review of Human Interaction on Digital in Law E
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29

Zander, Thorsten O., and Laurens R. Krol. "Team PhyPA: Brain-Computer Interfacing for Everyday Human-Computer Interaction." Periodica Polytechnica Electrical Engineering and Computer Science 61, no. 2 (2017): 209. http://dx.doi.org/10.3311/ppee.10435.

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Brain-computer interfaces can provide an input channel from humans to computers that depends only on brain activity, bypassing traditional means of communication and interaction. This input channel can be used to send explicit commands, but also to provide implicit input to the computer. As such, the computer can obtain information about its user that not only bypasses, but also goes beyond what can be communicated using traditional means. In this form, implicit input can potentially provide significant improvements to human-computer interaction. This paper describes a selection of work done b
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30

Diwan, Mr Nihal, Prof Dhiraj Kalyankar, and Dr R. R. Keole. "Review Paper on Live Eye Gaze Tracking to Control Mouse Pointer Movement." International Journal for Research in Applied Science and Engineering Technology 10, no. 8 (2022): 411–13. http://dx.doi.org/10.22214/ijraset.2022.46149.

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Abstract: With recent advances in technology, modern computer systems are becoming more flexible. Modern computers are capable of processing millions of information per second. In such cases, traditional input devices such as a mouse or keyboard are relatively slow. In this paper we use system that can be overcome by human interaction with the computer. With innovation and development in technology, motion sensors are able to capture the position and natural movements of the human body. This has made possible a new way of communication with computers. So keeping all these in mind we propose a
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31

Hoa Tat Thang. "Computer control in human-machine interaction systems by hand movements." Journal of Military Science and Technology, CSCE5 (December 15, 2021): 42–48. http://dx.doi.org/10.54939/1859-1043.j.mst.csce5.2021.42-48.

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Computers have become popular in recent years. The forms of human-computer interaction are increasingly diverse. In many cases, controlling the computer is not only through the mouse and keyboard, but humans must control the computer through body language and representation. For some people with physical disabilities, controlling the computer through hand movements is essential to help them interact with the computer. The field of simulation also needs these interactive applications. This paper studies a solution to build a hand tracking and gesture recognition system that allows cursor moveme
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32

Retnoningsih, Endang, and Ari Nurul Alfian. "Human Computer Interaction Pengelolaan Open Journal Systems berbasis Interaction Framework." BINA INSANI ICT JOURNAL 7, no. 1 (2020): 95. http://dx.doi.org/10.51211/biict.v7i1.1338.

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Abstrak: Open Journal Systems (OJS) adalah aplikasi perangkat lunak open source untuk mengelola dan menerbitkan jurnal ilmiah, untuk mendukung fungsinya tersebut Open Journal Systems (OJS) secara umum memiliki fitur yang dalam perkembangan setiap versinya mengalami perbaikan dan penyesuaian dengan kebutuhan. Proses penerbitan jurnal sangat berdampak pada proses akreditasi jurnal, oleh karena itu perlu dipahami proses bisnis alur pengiriman artikel dari author menggunakan Open Journal Systems (OJS) hingga artikel di publish. Dalam sistem diperlukan pemodelan perencanaan, desain dan penggunaan i
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33

Caruana, Nathan, Dean Spirou, and Jon Brock. "Human agency beliefs influence behaviour during virtual social interactions." PeerJ 5 (September 20, 2017): e3819. http://dx.doi.org/10.7717/peerj.3819.

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In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains u
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34

Murthy, G. R. S., and R. S. Jadon. "Computer Vision Based Human Computer Interaction." Journal of Artificial Intelligence 4, no. 4 (2011): 245–56. http://dx.doi.org/10.3923/jai.2011.245.256.

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35

Mancini, Clara. "Animal-computer interaction." Interactions 18, no. 4 (2011): 69–73. http://dx.doi.org/10.1145/1978822.1978836.

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36

Pineda, Roger Gacula. "Where the Interaction Is Not." International Journal of Art, Culture and Design Technologies 5, no. 1 (2016): 1–12. http://dx.doi.org/10.4018/ijacdt.2016010101.

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The concept of interaction is foundational in technology interface design with its presuppositions being taken for granted. But the interaction metaphor has become ambiguous to the extent that its application to interface design contributes to misalignments between people's expected and actual experience with computers. This article re-examines the presuppositions governing human-computer interaction with the motivation of strengthening weaknesses in their foundational concepts. It argues for abandoning the interaction metaphor to refocus design discourse toward the mediation roles of technolo
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37

Abu-Akel, Ahmad M., Ian A. Apperly, Stephen J. Wood, and Peter C. Hansen. "Re-imaging the intentional stance." Proceedings of the Royal Society B: Biological Sciences 287, no. 1925 (2020): 20200244. http://dx.doi.org/10.1098/rspb.2020.0244.

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The commonly used paradigm to investigate Dennet's ‘intentional stance’ compares neural activation when participants compete with a human versus a computer. This paradigm confounds whether the opponent is natural or artificial and whether it is intentional or an automaton. This functional magnetic resonance imaging study is, to our knowledge, the first to investigate the intentional stance by orthogonally varying perceptions of the opponents' intentionality (responding actively or passively according to a script) and embodiment (human or a computer). The mere perception of the opponent (whethe
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38

Shaorya, Raj, Kalia Tuhin, Aggarwal Shivansh, Jaglan Sahil, Nijhawan Nikita, and Sharma Mugdha. "Human Computer Interaction using Virtual User Computer Interaction System." International Journal of Performability Engineering 18, no. 6 (2022): 396. http://dx.doi.org/10.23940/ijpe.22.06.p2.396406.

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39

Sumi, Kaoru. "Affective Human Computer Interaction." Journal of Robotics, Networking and Artificial Life 3, no. 2 (2016): 74. http://dx.doi.org/10.2991/jrnal.2016.3.2.2.

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40

Guo, Philip. "Clarifying human-computer interaction." Communications of the ACM 57, no. 2 (2014): 10–11. http://dx.doi.org/10.1145/2557448.

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41

DeFernandez, Sofia C. "Human computer interaction: introduction." XRDS: Crossroads, The ACM Magazine for Students 3, no. 3 (1997): 2. http://dx.doi.org/10.1145/270974.332126.

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42

Barnes, Julie, Rob Bryant, Daniel D. McCracken, and Susan Reiser. "Teaching human-computer interaction." ACM SIGCSE Bulletin 35, no. 1 (2003): 125–26. http://dx.doi.org/10.1145/792548.611901.

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43

Manaris, Bill. "Editorial - Human-Computer Interaction." Computer Science Education 13, no. 3 (2003): 173–76. http://dx.doi.org/10.1076/csed.13.3.173.14948.

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44

Baber, Christopher, and Konrad Baumann. "Embedded human computer interaction." Applied Ergonomics 33, no. 3 (2002): 273–87. http://dx.doi.org/10.1016/s0003-6870(02)00013-3.

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45

Oulasvirta, Antti, and Stephen Brewster. "Mobile human–computer interaction." International Journal of Human-Computer Studies 66, no. 12 (2008): 833–37. http://dx.doi.org/10.1016/j.ijhcs.2008.10.001.

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46

Sumi, Kaoru. "Affective Human Computer Interaction." Proceedings of International Conference on Artificial Life and Robotics 21 (January 29, 2016): 244–48. http://dx.doi.org/10.5954/icarob.2016.is2.

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47

Carbonell, Noelle. "Multimodal human-computer interaction." ACM SIGCHI Bulletin 26, no. 3 (1994): 15–16. http://dx.doi.org/10.1145/181518.181519.

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48

Rehm, Matthias, Yukiko Nakano, Elisabeth André, and Toyoaki Nishida. "Enculturating human–computer interaction." AI & SOCIETY 24, no. 3 (2009): 209–11. http://dx.doi.org/10.1007/s00146-009-0220-7.

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49

Lytras, Miltiadis D., Francisco Garcia-Peñalvo, and Patricia Ordóñez de Pablos. "Advanced human–computer interaction." Computers in Human Behavior 29, no. 2 (2013): 305–6. http://dx.doi.org/10.1016/j.chb.2012.11.018.

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50

Kelly, John. "The ontological status of computers or what is a computer?" AI & Society 6, no. 4 (1992): 305–23. http://dx.doi.org/10.1007/bf02472784.

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