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1

Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these f
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Manresa, Yee Cristina Suemay. "Advanced and natural interaction system for motion-impaired users." Doctoral thesis, Universitat de les Illes Balears, 2009. http://hdl.handle.net/10803/9412.

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Human-computer interaction is an important area that searches for better and more comfortable systems to promote communication between humans and machines. Vision-based interfaces can offer a more natural and appealing way of communication. Moreover, it can help in the e-accessibility component of the e-inclusion. The aim is to develop a usable system, that is, the end-user must consider the use of this device effective, efficient and satisfactory. <br/>The research's main contribution is SINA, a hands-free interface based on computer vision techniques for motion impaired users. This interface
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De, La Cruz Laureano Eliel Josue. "Technology integration in the architectural schematic design phase: understanding the factors that affect users' acceptance." Thesis, The University of Sydney, 2017. http://hdl.handle.net/2123/17841.

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Tangible user interfaces and augmented reality are just some of the emerging technologies which are blending in our everyday lives. The number of systems and devices which use these technologies is quickly increasing, yet little has been done towards investigating the connection between architectural designers’ preferences, the factors that determine their use of technology, and ways to integrate technology in the design process. This research identified and studied factors which affect users’ acceptance of technology, as well as its integration in the schematic phase of the architectural desi
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Di, Tore Stefano. "Il corpo aumentato: le interfacce naturali come strategia semplesse di interazione uomo-macchina. Implicazioni didattiche e linee di ricerca." Doctoral thesis, Universita degli studi di Salerno, 2013. http://hdl.handle.net/10556/1329.

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2011 - 2012<br>I concetti di corpo e di corporeità sono stati oggetto, nel corso degli ultimi decenni, di una attenzione che li ha condotti ad essere il luogo teorico di incontro (e di scontro) tra diversi saperi e diverse traiettorie di ricerca scientifica. Dalla filosofia alla medicina, dalle neuroscienze all‟antropologia, dal diritto alla pedagogia, le discipline che pongono l‟uomo come oggetto della propria indagine hanno rivendicato tutte, ognuna da un proprio peculiare punto di vista epistemico, la centralità del corpo. Nell‟ambito degli studi sulla cognizione e sull‟apprendimento, spin
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Janis, Sean Patrick. "Interactive natural user interfaces /." Online version of thesis, 2010. http://hdl.handle.net/1850/12267.

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

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Natural User Interfaces (NUI) are system interfaces that aim to make the human-computer interaction more “natural”. Both academic and industry sectors have developed for years new ways to interact with the machines. With the development of these interaction techniques to support more and more complex communication actions between a human and a machine new challenges arise. In this work the theory part describe the challenges of developing NUI from the perspective of developers and designers of those systems and also discusses methods of evaluating the system under development. In addition for
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Martín, San José Juan Fernando. "USING NATURAL USER INTERFACES TO SUPPORT LEARNING ENVIRONMENTS." Doctoral thesis, Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/55845.

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[EN] Considering the importance of games and new technologies for learning, in this thesis, two different systems that use Natural User Interfaces (NUI) for learning about a period of history were designed and developed. One of these systems uses autostereoscopic visualization, which lets the children see themselves as a background in the game, and that renders the elements with 3D sensation without the need for wearing special glasses or other devices. The other system uses frontal projection over a large-size tabletop display for visualization. The two systems have been developed from scratc
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Saber, Tehrani Daniel, and Lemon Samuel Johansson. "Natural and Assistive Driving Simulator User Interfaces for CARLA." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-293836.

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As the autonomous vehicles are getting clo-ser to commercial roll out, the challenges for the developersof the software are getting more complex. One challenge thedevelopers are facing is the interaction between humans andautonomous vehicles in traffic.Such situation requires a hugeamount of data to in order to design and proof test autonomoussystem than can handle complex interactions with humans.Such data can not be collected in real traffic situations withoutcompromising the safety of the human counterparts, thereforesimulations will be necessary. Since human driving behavior ishard to pred
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Chandra, Yohan. "Natural Language Interfaces to Databases." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5474/.

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Natural language interfaces to databases (NLIDB) are systems that aim to bridge the gap between the languages used by humans and computers, and automatically translate natural language sentences to database queries. This thesis proposes a novel approach to NLIDB, using graph-based models. The system starts by collecting as much information as possible from existing databases and sentences, and transforms this information into a knowledge base for the system. Given a new question, the system will use this knowledge to analyze and translate the sentence into its corresponding database query stat
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Potgieter, Timothy Kyle. "Using natural user interfaces to support synchronous distributed collaborative work." Thesis, Nelson Mandela Metropolitan University, 2014. http://hdl.handle.net/10948/10880.

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Synchronous Distributed Collaborative Work (SDCW) occurs when group members work together at the same time from different places together to achieve a common goal. Effective SDCW requires good communication, continuous coordination and shared information among group members. SDCW is possible because of groupware, a class of computer software systems that supports group work. Shared-workspace groupware systems are systems that provide a common workspace that aims to replicate aspects of a physical workspace that is shared among group members in a co-located environment. Shared-workspace groupwa
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Williamson, Brian. "RealNav: Exploring Natural User Interfaces for Locomotion in Video Games." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4285.

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We present an exploration into realistic locomotion interfaces in video games using spatially convenient input hardware. In particular, we use Nintendo Wii Remotes to create natural mappings between user actions and their representation in a video game. Targeting American Football video games, we used the role of the quarterback as an exemplar since the game player needs to maneuver effectively in a small area, run down the field, and perform evasive gestures such as spinning, jumping, or the "juke". In our study, we developed three locomotion techniques. The first technique used a single Wii
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Williamson, Brian M. "RealNav exploring natural user interfaces for locomotion in video games /." Orlando, Fla. : University of Central Florida, 2009. http://purl.fcla.edu/fcla/etd/CFE0002938.

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Coelho, Tiago Miguel Martins. "Avatar modeling: a telepresence study with natural user interface." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/10975.

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Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores<br>Virtual environments are an increasing trend in today’s society. In this context, the avatar concept appears as the representation of the user in the virtual world. Nevertheless the relationship between avatars and human beings lacks on empirical studies in what concerns their interaction. Based on this motivation, this work aimed at studying how the morphology’s modeling and dynamics affect the control between the avatar and its user. An experiment was conducted to measure telepresence and ownership
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Kolagani, Vijay Kumar. "Gesture Based Human-Computer Interaction with Natural User Interface." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1542601474940954.

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

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El estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas t
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Micheloni, Edoardo. "Models and methods for sound-based input in Natural User Interfaces." Doctoral thesis, Università degli studi di Padova, 2019. http://hdl.handle.net/11577/3422847.

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In the last years, the Multimodal Interfaces and the Natural User Interfaces (NUIs)are finding more and more applications, thanks to the diffusion of mobile devices and smart objects that do not allow a traditional WIMP interaction. In these contexts, the interaction modes most used are the natural language and the gestures recognition. The objective of this thesis is to explore innovative interfaces based on non-verbal sounds,produced by the interaction of the user with common objects. The potentialities and the problems related to the design and implementation of this type of interfaces will
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Lenz, Anthony M. "COFFEE: Context Observer For Fast Enthralling Entertainment." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1244.

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Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many devices available to the average consumer, the limitations and pitfalls of each interface are becoming more apparent. Swimming in devices, users often have to stop and think about how to interact with each device to accomplish the current tasks at hand. The goal of this thesis is to minimize user cognitive effort in handling multiple devices by creating a context aware hybrid interface. The context aware system will be explored through the hybridization of gesture and touch interfaces using a multi-touch coffee table
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Erazo, Moreta Orlando Ramiro. "A predictive model for user performance time with natural user interfaces based on touchless hand gestures." Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/142559.

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Doctor en Ciencias, Mención Computación<br>Las interfaces naturales de usuario (NUIs) basadas en gestos manuales sin contacto (THG) tienen ventajas sobre las interfaces de usuario (UIs) convencionales en varios escenarios. Sin embargo, éstas aún presentan problemas desafiantes por ser investigados, tales como su diseño y evaluación con la finalidad de obtener resultados satisfactorios. El enfoque clásico de la participación de usuarios para escoger gestos o analizar diseños de interfaces necesita ser complementado con evaluaciones predictivas para los casos en que los métodos basados en usuari
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Clifford, Rory. "Natural User Interface Design using Multiple Displays for Courier Dispatch Operations." Thesis, University of Canterbury. Human Interface Technology, 2013. http://hdl.handle.net/10092/8740.

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This thesis explores how Natural User Interface (NUI) interaction and Multiple Display Technology (MDT) can be applied to an existing Freight Management System (FMS), to improve the command and control interface of the dispatch operators. Situational Awareness (SA) and Task Efficiency (TE) are identified as being the main requirements for dispatchers. Based on studies that have been performed on SA and TE in other time critical occupations such as Emergency Medical Dispatch (EMD) and Air Traffic Control (ATC), a substitute dispatch display system was designed with focus on courier driver and f
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Xu, Siyuan. "A Natural User Interface for Virtual Object Modeling for Immersive Gaming." Digital WPI, 2013. https://digitalcommons.wpi.edu/etd-theses/1048.

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" We designed an interactive 3D user interface system to perform object modeling in virtual environments. Expanding on existing 3D user interface techniques, we integrate low-cost human gesture recognition that endows the user with powerful abilities to perform complex virtual object modeling tasks in an immersive game setting. Much research has been done to explore the possibilities of developing biosensors for Virtual Reality (VR) use. In the game industry, even though full body interaction techniques are involved in modern game consoles, most of the utilizations, in terms of game control, a
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Milzoni, Alessandro. "Kinect e openNI a supporto delle NUI (Natural User Interface) applications." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6113/.

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Demeter, Nora. "Context aware voice user interface." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22417.

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In this thesis I address the topic of a non-visual approach for interaction on mobile,as an alternative to their existing visual displays in situations where hands free usageof the device is preferred. The current technology will be examined through existingwork with special attention to its limitations, which user groups are currently using anysort of speech recognition or voice command functions and look at in which scenariosare these the most used and most desired. Then I will examine through interviews whypeople trust or distrust voice interactions and how they feel about the possibilities
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Aragon, Ramirez V. "A user interface for the online elucidation of natural language search statements." Thesis, Lancaster University, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.377384.

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

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Woodley, Alan Paul. "NLPX : a natural language query interface for facilitating user-oriented XML-IR." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/16642/1/Alan_Woodley_Thesis.pdf.

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Most information retrieval (IR) systems respond to users' representation of their information needs (queries) with a ranked list of relevant results, usually text documents. XML documents di er from traditional text documents by explicitly separating structure and content. XML-IR systems aim to exploit this separation by searching and retrieving relevant components of documents (called elements) rather than entire documents thereby, better ful lling users' information needs. Despite the potential bene t of XML-IR systems, most research in this area has not been centered on the needs of users
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Woodley, Alan Paul. "NLPX : a natural language query interface for facilitating user-oriented XML-IR." Queensland University of Technology, 2008. http://eprints.qut.edu.au/16642/.

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Most information retrieval (IR) systems respond to users' representation of their information needs (queries) with a ranked list of relevant results, usually text documents. XML documents di er from traditional text documents by explicitly separating structure and content. XML-IR systems aim to exploit this separation by searching and retrieving relevant components of documents (called elements) rather than entire documents thereby, better ful lling users' information needs. Despite the potential bene t of XML-IR systems, most research in this area has not been centered on the needs of users
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Medeiros, Anna Carolina Soares. "Processo de desenvolvimento de gestos para interfaces de usuário." Universidade Federal da Paraíba, 2015. http://tede.biblioteca.ufpb.br:8080/handle/tede/7863.

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Submitted by Clebson Anjos (clebson.leandro54@gmail.com) on 2016-02-16T22:01:14Z No. of bitstreams: 1 arquivototal.pdf: 4433829 bytes, checksum: 4713f292d2686f95f4ec248322aee517 (MD5)<br>Made available in DSpace on 2016-02-16T22:01:14Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 4433829 bytes, checksum: 4713f292d2686f95f4ec248322aee517 (MD5) Previous issue date: 2015-05-26<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The use of our body language to communicate with computer systems is an increas-ingly possible and applicable feature in the real world. This fact
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Oliveira, Fábio Henrique Monteiro. "Uso de interfaces naturais na modelagem de objetos virtuais." Universidade Federal de Uberlândia, 2013. https://repositorio.ufu.br/handle/123456789/14551.

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Fundação de Amparo a Pesquisa do Estado de Minas Gerais<br>The researches about gestural interfaces have been grown significantly. In particular, after the development of sensors that can accurately capture bodily movements. Consequently, several fields arise for the application of these technologies. Among them stands the 3D modeling industry, which is characterized by having robust software. However, these software often lack a facilitator human-computer interface. This happens since the interaction is usually enabled by 2 degrees of freedom mouse. Due to these limitations, common tasks such
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Ell, Basil [Verfasser]. "User Interfaces to the Web of Data based on Natural Language Generation / Basil Ell." Karlsruhe : KIT Scientific Publishing, 2017. http://www.ksp.kit.edu.

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Diniz, Wendell Fioravante da Silva 1982. "Acionamento de dispositivos robóticos através de interface natural em realidade aumentada." [s.n.], 2012. http://repositorio.unicamp.br/jspui/handle/REPOSIP/264034.

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Orientador: Eurípedes Guilherme de Oliveira Nóbrega<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecânica<br>Made available in DSpace on 2018-08-20T08:14:05Z (GMT). No. of bitstreams: 1 Diniz_WendellFioravantedaSilva_M.pdf: 9463256 bytes, checksum: 22904c4d85179e589b6a43dd655dc3ca (MD5) Previous issue date: 2012<br>Resumo: Desde o início da História e particularmente da Revolução Industrial, o homem tem buscado substituir ou complementar sua força de trabalho com dispositivos e máquinas capazes de ampliar a capacidade produtiva ou resolver tarefas pa
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Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.

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This thesis addresses the subject of converging real and virtual environments to a combined entity that can facilitate physiologically complying interfaces for the purpose of training. Based on the mobility and physiological demands of dismounted soldiers, the base assumption is that greater immersion means better learning and potentially higher training transfer. As the user can interface with the system in a natural way, more focus and energy can be used for training rather than for control itself. Identified requirements on a simulator relating to physical and psychological user aspects are
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DE, PACE FRANCESCO. "Natural and multimodal interfaces for human-machine and human-robot interaction." Doctoral thesis, Politecnico di Torino, 2021. http://hdl.handle.net/11583/2918004.

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Loachamín, Valencia Mauricio Renán. "Natural user interfaces and smart devices for the assessment of spatial memory using auditory stimuli." Doctoral thesis, Universitat Politècnica de València, 2019. http://hdl.handle.net/10251/107955.

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En esta tesis, el objetivo principal fue diseñar y desarrollar una nueva tarea que combinara interfaces de usuario naturales (NUI) y dispositivos inteligentes para evaluar la memoria espacial utilizando estímulos auditivos, y su validación tanto en niños como en adultos. La nueva tarea evalúa la capacidad de los participantes para detectar y localizar estímulos auditivos que se emiten en diferentes posiciones del área de trabajo. La tarea reconoce los movimientos de los brazos del usuario, utilizando para ello Kinect. Los dispositivos inteligentes (conejos Karotz) se utilizan para emitir estím
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Sidhu, Jadvinder Singh. "Development of a natural language interface system that allows the user population to tailor the system iteratively to their own requirements." Thesis, Nottingham Trent University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.245101.

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Lindberg, Martin. "Introducing Gestures: Exploring Feedforward in Touch-Gesture Interfaces." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23555.

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This interaction design thesis aimed to explore how users could be introduced to the different functionalities of a gesture-based touch screen interface. This was done through a user-centred design research process where the designer was taught different artefacts by experienced users. Insights from this process lay the foundation for an interactive, digital gesture-introduction prototype.Testing said prototype with users yielded this study's results. While containing several areas for improvement regarding implementation and behaviour, the prototype's base methods and qualities were well rece
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Amanzi, Richard. "A natural user interface architecture using gestures to facilitate the detection of fundamental movement skills." Thesis, Nelson Mandela Metropolitan University, 2015. http://hdl.handle.net/10948/6204.

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Fundamental movement skills (FMSs) are considered to be one of the essential phases of motor skill development. The proper development of FMSs allows children to participate in more advanced forms of movements and sports. To be able to perform an FMS correctly, children need to learn the right way of performing it. By making use of technology, a system can be developed that can help facilitate the learning of FMSs. The objective of the research was to propose an effective natural user interface (NUI) architecture for detecting FMSs using the Kinect. In order to achieve the stated objective, an
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Olcay, Taner. "Expressing Temporality In Graphical User Interface." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23102.

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Temporality has been given attention in HCI research, with scholars arguing that temporal aspects in function-oriented graphical user interface are overlooked. However, these works have not adequately addressed practical approaches to manifest time in the design of such. This paper presents an approach for implementing temporal metaphors in the design of graphical user interface. In this design research, I materialize temporal metaphors into material qualities, in order to manifest time into the design of graphical user interface and shape the experiences of such designs. I argue that the desi
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Ell, Basil [Verfasser], and R. [Akademischer Betreuer] Studer. "User Interfaces to the Web of Data based on Natural Language Generation / Basil Ell. Betreuer: R. Studer." Karlsruhe : KIT-Bibliothek, 2015. http://d-nb.info/1097380998/34.

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Figueiredo, Cátia Filipa Pinho. "A experiência mediada por interfaces gestuais touchless em contexto turístico." Doctoral thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/17909.

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Doutoramento em Informação e Comunicação em Plataformas Digitais<br>A evolução das Tecnologias da Informação e Comunicação impeliu novos modelos e estímulos para o sector do turismo. Estas mudanças, combinadas com uma nova postura do turista, repercutindo as dinâmicas da Web 2.0 e manifestando os contornos de uma cultura de participação, abriram espaço para o surgimento de novos serviços turísticos, de possível acesso ubíquo e personalizado ao longo de todo o ciclo da experiência turística. Simultaneamente, o surgimento de novos paradigmas de Interação Humano- Computador, de que são exe
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Orso, Valeria. "Toward multimodality: gesture and vibrotactile feedback in natural human computer interaction." Doctoral thesis, Università degli studi di Padova, 2016. http://hdl.handle.net/11577/3424451.

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In the present work, users’ interaction with advanced systems has been investigated in different application domains and with respect to different interfaces. The methods employed were carefully devised to respond to the peculiarities of the interfaces under examination. We could extract a set of recommendations for developers. The first application domain examined regards the home. In particular, we addressed the design of a gestural interface for controlling a lighting system embedded into a piece of furniture in the kitchen. A sample of end users was observed while interacting with the vir
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Sousa, Alexandre Martins Ferreira de. "Superfície mágica: criando superfícies interativas por meio de câmeras RGBD e projetores." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-23122015-104315/.

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Em computação ubíqua, existe a ideia de tornar o computador onipresente, \"invisível\", de modo a aproximar computadores e humanos. Com o avanço das tecnologias de hardware e de software, torna-se interessante investigar possibilidades inovadoras de interação com os computadores. Neste trabalho, exploramos novas formas de interação inspiradas nos atos de desenhar, agarrar e gesticular. Para testá-las, desenvolvemos novos algoritmos baseados em câmeras RGBD para detecção, classificação e rastreamento de objetos, o que permite a concepção de uma instalação interativa que utilize equipamentos por
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Wallén, Fredrik. "Comparing voice and touch interaction for smartphone radio and podcast application." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210693.

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Today voice recognition is becoming mainstream and nowadays it is also possible to include in individual smartphone apps. However, it has not previously been investigated for which tasks it is preferable from a usability perspective to use voice recognition rather than touch. In order to investigate this, a voice user interface was created for a smartphone radio application, which already had a touch interface. The voice user interface was also tested with users in order to improve its usability. After that, a test was conducted where the participants were asked to perform the same tasks using
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Kern, Dagmar [Verfasser], Albrecht [Akademischer Betreuer] Schmidt, and Antonio [Akademischer Betreuer] Krüger. "Supporting the Development Process of Multimodal and Natural Automotive User Interfaces / Dagmar Kern. Gutachter: Antonio Krüger. Betreuer: Albrecht Schmidt." Duisburg, 2012. http://d-nb.info/1021899739/34.

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Green, Anders. "Designing and Evaluating Human-Robot Communication : Informing Design through Analysis of User Interaction." Doctoral thesis, KTH, Människa-datorinteraktion, MDI, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-9917.

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This thesis explores the design and evaluation of human-robot communication for service robots that use natural language to interact with people.  The research is centred around three themes: design of human-robot communication; evaluation of miscommunication in human-robot communication; and the analysis of spatial influence as empiric phenomenon and design element.  The method has been to put users in situations of future use through means of Hi-fi simulation. Several scenarios were enacted using the Wizard-of-Oz technique: a robot intended for fetch- and carry services in an office environm
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Tintarev, Nava. "Explaining recommendations." Thesis, Available from the University of Aberdeen Library and Historic Collections Digital Resources, 2009. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?application=DIGITOOL-3&owner=resourcediscovery&custom_att_2=simple_viewer&pid=59438.

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46

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

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L'affinage technique et l'adoption récente des technologies tactiles multi-points par les industriels et les utilisateurs ont fixé l'attention des designers d'interaction sur ces technologies. Tandis que de nombreuses études en interaction homme-machine se sont intéressées à comparer la performance de ces interfaces à celle des interfaces WIMP traditionnelles, peu se sont attachées à intégrer dans leur approche les spécificités du canal gestuel et les modalités d'interactions multi-tactiles. Dans cette étude, je défends l'idée que le design de telles interactions ne peut être approché qu'en su
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Pillon, Carolina Bravo. "Requisitos para o desenvolvimento de jogos digitais utilizando a interface natural a partir da perspectiva dos usuários idosos caidores." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/134925.

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O aumento da população senescente no Brasil e no mundo implica ações específicas para satisfazer às necessidades e preferências do público idoso. Diversas áreas do conhecimento dedicam-se aos estudos relacionados ao envelhecimento humano com a finalidade de garantir a autonomia, independência, qualidade de vida e expectativa de vida saudável das pessoas com mais de 60 anos. Nesse contexto, novas tecnologias de intervenção baseadas nos jogos digitais têm sido utilizadas para promover a prá-tica de atividade física com o propósito de prevenir o declínio funcional em indivíduos idosos. Sendo assi
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McEwan, Mitchell W. "The influence of naturally mapped control interfaces for video games on the player experience and intuitive interaction." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/107983/2/Mitchell_McEwan_Thesis.pdf.

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This thesis empirically explores the influence of different types of naturally mapped control interfaces (NMCIs) for video games on the player experience and intuitive interaction. Across two repeated-measures experiments on racing and tennis games, more naturally mapped controls were shown to have largely positive effects, with some differences associated with player characteristics. The compensatory effects of natural mapping for casual players are revealed, along with some aversion to NMCIs amongst hardcore players. Overall implications are discussed, and a new NMCI Dimensions Framework pre
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Freitag, Georg. "Konzepte der Anwendungsentwicklung für und mit Multi-Touch." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-162112.

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Mit dem Aufkommen natürlicher Benutzerschnittstellen zum Erreichen einer möglichst intuitiven Interaktion mit Computern wird auch über die Bedeutung der Gestaltungsaspekte LOOK und FEEL der darzustellenden Benutzeroberflächen neu verhandelt. Dies bedeutet für den Entwurf und die Entwicklung neuer Anwendungen, die bisherigen Vorgehensmodelle, Werkzeuge und Interaktionen zu überdenken und hinsichtlich der neuen Herausforderungen zu überprüfen. Als Leitmotiv der vorliegenden Arbeit dient der Ansatz: Ähnliches wird durch Ähnliches entwickelt, der sich am Beispielfall der Multi-Touch-Technologie k
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ROGER, BERTRAND. "Un systeme de dialogue intelligent avec un interlocuteur a la decouverte du monde simule par un logiciel quelconque." Paris 6, 1987. http://www.theses.fr/1987PA066202.

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Le systeme presente s'adapte progressivement a son interlocuteur, en observant ses habitudes et ses preferences, ainsi que les connaissances que ce dernier acquiert au cours de sa decouverte du monde simule par chaque logiciel. La base de connaissances attachee a chaque logiciel est donnee sous forme d'objets representant la syntaxe et la semantique des commandes de ce logiciel et le modele conceptuel du monde qu'il simule. Le systeme lui-meme est constitue d'un ensemble d'expertises ou paquets de regles de production, independantes des logiciels auxquels il est applique
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