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1

Jackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.

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Sustainability is a growing concern in a world where climate change threatens to inflict massive environmental and human damage in the coming decades. As climate change becomes a global issue, researchers and professionals from many pursuits are beginning to rally around the cause of bringing about an economically and environmentally sustainable future. Computer science and the related fields of human-computer interaction and interaction design have both a moral obligation and profound opportunity to contribute to environmental sustainability. In this thesis, I will examine the efforts of comp
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2

Fleury, Rosanne. "Gender and human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ50310.pdf.

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3

Li, QianQian. "Human-Computer Interaction: Security Aspects." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3427166.

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Along with the rapid development of intelligent information age, users are having a growing interaction with smart devices. Such smart devices are interconnected together in the Internet of Things (IoT). The sensors of IoT devices collect information about users' behaviors from the interaction between users and devices. Since users interact with IoT smart devices for the daily communication and social network activities, such interaction generates a huge amount of network traffic. Hence, users' behaviors are playing an important role in the security of IoT smart devices, and the security a
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4

Sayago, Barrantes Sergio. "Human-computer interaction with older people." Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7560.

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L'envelliment de la població i la importància de les TIC a la societat actual han motivat la necessitat d'integrar més a les persones grans en la interacció persona-ordinador. La investigació actual es centra en factors individuals de l'envelliment i l'aproximació més generalitzada és dissenyar interfícies considerant les persones grans com a conjunt de factors. Aquesta tesi doctoral planteja un paradigma diferent: de factors a persones grans com a actors. En aquest paradigma, prestar atenció als canvis en capacitats funcionals no és l'únic que importa, cal que interacció i ús real estiguin mé
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5

Laberge, Dominic. "Visual tracking for human-computer interaction." Thesis, University of Ottawa (Canada), 2003. http://hdl.handle.net/10393/26504.

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The purpose of this master's thesis project is to design, implement and evaluate vision-based user interfaces for use in the context of virtual environments. Three interfaces are treated. The first one is a 4 degrees of freedom (DOF) mouse that can track the position and 1 DOF or rotation (roll) of a user's hand. The second one is a 6 DOF mouse that can track both the position and the orientation of a user's hand in 3D space. Finally the third one is a laser pointing interface used to track the laser spot of a standard laser pointer, in order to interact with a large screen display. The two la
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6

Abowd, Gregory Dominic. "Formal aspects of human-computer interaction." Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.232812.

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7

Ramsay, Judith Easton. "Measuring and facilitating human-computer interaction." Thesis, University of Glasgow, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.281957.

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8

Roast, Christopher Richard. "Executing models in human computer interaction." Thesis, University of York, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335778.

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9

Westerman, Stephen J. "Individual differences in human-computer interaction." Thesis, Aston University, 1993. http://publications.aston.ac.uk/10853/.

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This thesis initially presents an 'assay' of the literature pertaining to individual differences in human-computer interaction. A series of experiments is then reported, designed to investigate the association between a variety of individual characteristics and various computer task and interface factors. Predictor variables included age, computer expertise, and psychometric tests of spatial visualisation, spatial memory, logical reasoning, associative memory, and verbal ability. These were studied in relation to a variety of computer-based tacks, including: (1) word processing and its compone
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10

Frisk, Henrik. "Improvisation, computers and interaction : rethinking human-computer interaction through music /." Malmö : Malmö Academy of Music, Lund University, 2008. http://www.lu.se/o.o.i.s?id=12588&postid=1239899.

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11

Drewes, Heiko. "Eye Gaze Tracking for Human Computer Interaction." Diss., lmu, 2010. http://nbn-resolving.de/urn:nbn:de:bvb:19-115914.

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12

Bao, Leiming, and Chunyan Sun. "Human-Computer Interaction in a Smart House." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9475.

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The quality attribute concerning usability is generally of significant importance to systems. The area of Human Computer Interaction, HCI, especially handles several usability aspects. This degree project emphasizes HCI in a context of, so called, Smart House. The report is divided into three main sections: theory, application, and measurement results. In the theory section we will present about the context of HCI and the content of HCI, such as HCI model and goals of HCI design. In the application section we discuss the use of mobile phones as a device to remotely control devices of smart hou
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13

Bourges-Waldegg, Paula. "Handling cultural factors in human-computer interaction." Thesis, University of Derby, 1998. http://hdl.handle.net/10545/310928.

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The main objective of the research described in this thesis was to investigate and understand the origins of culturally-determined usability problems in the context of Human Computer Interaction (HCI) to develop a method for treating this issue, when designing systems intended to be shared by culturally-heterogeneous user groups, such as Computer Supported Co-operative Work (CSCW) systems and the Internet. The resulting approach supports HCI designers by providing an alternative to internationalisation and localisation guidelines, which are inappropriate for tackling culturally-determined usab
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14

Bär, Nina. "Human-Computer Interaction And Online Users’ Trust." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-149685.

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Users’ trust in online situations is influenced by various characteristics of human-computer interaction. Looking at the increasing scope of services online, it remains an up-to-date issue, expanding its meaning for both informational and transactional websites. In this work, the Scale for Online Users’ Trust (SCOUT) was developed to assess the trustworthiness of both types of websites. Based on the scale, the effects of user experience on users’ trust were examined in several studies. For informational websites, hedonic qualities appeared to be significant predictors of trustworthiness in add
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15

Tzanavari, Aimilia. "User modeling for intelligent human-computer interaction." Thesis, University of Bristol, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364961.

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16

Sparrell, Carlton James. "Coverbal iconic gesture in human-computer interaction." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/62327.

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17

Oliveira, Victor Adriel de Jesus. "Designing tactile vocabularies for human-computer interaction." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/99335.

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Esta dissertação apresenta um estudo sobre linguagens táteis em interação humanocomputador e uma nova abordagem de prefixação vibrotátil. Nós pretendemos analisar como as escolhas feitas durante o processo de concepção de vocabulários táteis afetam o desempenho do usuário em uma tarefa interativa. Por isso desenvolvemos e testamos diferentes conjuntos de sinais táteis para suporte à navegação em ambientes virtuais. Isso nos levou a esboçar o conceito de Padrão Tátil Modificador para comunicação vibrotátil que foi testado por meio de experimentos com usuários. Na avaliação dos vocabulários táte
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18

Farbiak, Peter. "Správa projektů z oblasti Human-Computer Interaction." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236579.

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This master's thesis deals with problems of testing, especially manual and beta testing. Further thesis discuss area of Human - Computer Interaction and looks for possibilities of effective managing of HCI projects. As solution project hosting area is proposed, explained and existing solutions are examined. In practical part of thesis system for managing HCI projects is designed and implemented based on previous research.
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19

Leiva, Torres Luis Alberto. "Diverse Contributions to Implicit Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/17803.

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Cuando las personas interactúan con los ordenadores, hay mucha información que no se proporciona a propósito. Mediante el estudio de estas interacciones implícitas es posible entender qué características de la interfaz de usuario son beneficiosas (o no), derivando así en implicaciones para el diseño de futuros sistemas interactivos. La principal ventaja de aprovechar datos implícitos del usuario en aplicaciones informáticas es que cualquier interacción con el sistema puede contribuir a mejorar su utilidad. Además, dichos datos eliminan el coste de tener que interrumpir al usuario para que enví
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20

Nápravníková, Hana. "Human-Computer Interaction - spolupráce člověka a počítače." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-359070.

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The work is devoted to Human-computer interaction and its main goal is to get closer to the field. The first part describes two main areas, namely Cognitive Science and Cogni-tive Psychology, from which HCI is based on. The second part deals specifically with Human-computer interaction, the history of the origins, aspects of human factor, ele-ments of interaction and modeling of interaction together with examples from everyday life.
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21

Watkinson, Neil Stephen. "The evaluation of dynamic human-computer interaction." Thesis, Loughborough University, 1991. https://dspace.lboro.ac.uk/2134/7031.

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This thesis describes the development and evaluation of a theoretical framework to account for the dynamic aspects of behaviour at the Human-Computer Interface (HCIF). The purpose behind this work is to allow for the consideration of dynamic Human-Computer Interaction (HCI) in the design of interactive computer systems, and to facilitate the generation of design tools for this purpose. The work describes an example of a design tool which demonstrates how designers of interactive computer systems may account for some aspects of the dynamics of behaviour, involved with the use of computers, in t
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22

Wache, Julia. "Implicit Human-computer Interaction: Two complementary Approaches." Doctoral thesis, Università degli studi di Trento, 2016. https://hdl.handle.net/11572/368869.

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One of the main goals of Human Computer Interaction (HCI) is to improve the interface between users and computers: interfacing should be effortless and easy to learn. In this thesis, we pursue this goal, aiming to reduce the stress of users and increase their wellbeing. We work on two different but complementary approaches: (i) Automatic assessment of user’s inner psychological state, so as to enhance computer-human interaction; and (ii) Information presentation in a comprehensive manner, with no stress added by devices and applications when delivering information. Not only computers should
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23

Wache, Julia. "Implicit Human-computer Interaction: Two complementary Approaches." Doctoral thesis, University of Trento, 2016. http://eprints-phd.biblio.unitn.it/1803/1/Wache_thesis.pdf.

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One of the main goals of Human Computer Interaction (HCI) is to improve the interface between users and computers: interfacing should be effortless and easy to learn. In this thesis, we pursue this goal, aiming to reduce the stress of users and increase their wellbeing. We work on two different but complementary approaches: (i) Automatic assessment of user’s inner psychological state, so as to enhance computer-human interaction; and (ii) Information presentation in a comprehensive manner, with no stress added by devices and applications when delivering information. Not only computers should un
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24

Mohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction." Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.

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25

TRUYENQUE, MICHEL ALAIN QUINTANA. "A COMPUTER VISION APPLICATION FOR HAND-GESTURES HUMAN COMPUTER INTERACTION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=6585@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>A Visão Computacional pode ser utilizada para capturar gestos e criar dispositivos de interação com computadores mais intuitivos e rápidos. Os dispositivos comerciais atuais de interação baseados em gestos utilizam equipamentos caros (dispositivos de seguimento, luvas, câmeras especiais, etc.) e ambientes especiais que dificultam a difusão para o público em geral. Este trabalho apresenta um estudo sobre a viabilidade de utilizarmos câmeras Web como dispositivo de interação baseado em gestos da Mão. Em nosso estudo consideramos que a
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26

Drugge, Mikael. "Wearable computer interaction issues in mediated human to human communication." Licentiate thesis, Luleå : Luleå Univ. of Technology, 2004. http://epubl.luth.se/1402-1757/2004/42.

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27

Erdem, Ibrahim Aykut. "Vision-based Human-computer Interaction Using Laser Pointer." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1128776/index.pdf.

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By the availability of today&rsquo<br>s inexpensive powerful hardware, it becomes possible to design real-time computer vision systems even in personal computers. Therefore, computer vision becomes a powerful tool for human-computer interaction (HCI). In this study, three different vision-based HCI systems are described. As in all vision-based HCI systems, the developed systems requires a camera (a webcam) to monitor the actions of the users. For pointing tasks, laser pointer is used as the pointing device. The first system is Vision-Based Keyboard System. In this system, the keyboard is a pas
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28

Pallotta, Vincenzo. "Cognitive language engineering towards robust human-computer interaction /." Lausanne, 2002. http://library.epfl.ch/theses/?display=detail&nr=2630.

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29

Van, den Bergh Michael. "Visual body pose analysis for human-computer interaction." Konstanz Hartung-Gorre, 2010. http://d-nb.info/1000839370/04.

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30

Gerken, Jens [Verfasser]. "Longitudinal Research in Human-Computer Interaction / Jens Gerken." Konstanz : Bibliothek der Universität Konstanz, 2011. http://d-nb.info/1017933847/34.

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31

Azad, Minoo. "A proto-pattern language for human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0025/MQ52376.pdf.

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32

Costanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.<br>Includes bibliographical references (p. 113-122).<br>The mobile phone is always carried with the user and is always active: it is a very personal device. It fosters and satisfies a need to be constantly connected to one's significant other, friends or business partners. At the same time, mobile devices are often used in public, where one is surrounded by others not involved in the interaction. This private interaction in public is often a cause of unnecessary
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33

Britton, Brent Cabot James. "Enhancing computer-human interaction with animated facial expressions." Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/64856.

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34

Radüntz, Thea. "Biophysiological Mental-State Monitoring during Human-Computer Interaction." Doctoral thesis, Humboldt-Universität zu Berlin, 2021. http://dx.doi.org/10.18452/23026.

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Die langfristigen Folgen von psychischer Fehlbeanspruchung stellen ein beträchtliches Problem unserer modernen Gesellschaft dar. Zur Identifizierung derartiger Fehlbelastungen während der Mensch-Maschine-Interaktion (MMI) kann die objektive, kontinuierliche Messung der psychischen Beanspruchung einen wesentlichen Beitrag leisten. Neueste Entwicklungen in der Sensortechnologie und der algorithmischen Methodenentwicklung auf Basis von KI liefern die Grundlagen zu ihrer messtechnischen Bestimmung. Vorarbeiten zur Entwicklung einer Methode zur neuronalen Beanspruchungsdiagnostik sind bereits erf
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35

Trendafilov, Dari. "An information-theoretic account of human-computer interaction." Thesis, University of Glasgow, 2017. http://theses.gla.ac.uk/8614/.

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This thesis presents a theoretical framework for the study of interactive systems, using methods from information theory, machine learning and control theory. The framework builds on the information-theoretic capacities of empowerment, relevant information and mutual information, which I adapt and apply to the domain of human-computer interaction. Three user studies exploring dynamic interactive scenarios - one car-tracking and two collaborative target-acquisition experiments - provide empirical data for the development of probabilistic models, used in the characterisation of specific aspects
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36

Alshaali, Saif. "Human-computer interaction : lessons from theory and practice." Thesis, University of Southampton, 2011. https://eprints.soton.ac.uk/210545/.

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This thesis explores the gap between theory and practice within the context of humancomputer interaction (HCI), specifically relating to effective implementation of HCI methods and frameworks within practice. The thesis is structured as follows: three connected but stand-alone papers are presented preceded by an introduction, and followed by a conclusion. The introduction defines HCI, discusses its history and evolution, and how it has been influenced by different disciplines. The first paper covers the usability of personalisation of Web sites and consists of three quantitative studies. The m
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37

Martín-Albo, Simón Daniel. "Contributions to Pen & Touch Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/68482.

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[EN] Computers are now present everywhere, but their potential is not fully exploited due to some lack of acceptance. In this thesis, the pen computer paradigm is adopted, whose main idea is to replace all input devices by a pen and/or the fingers, given that the origin of the rejection comes from using unfriendly interaction devices that must be replaced by something easier for the user. This paradigm, that was was proposed several years ago, has been only recently fully implemented in products, such as the smartphones. But computers are actual illiterates that do not understand gestures or
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38

Obrist, Marianna. "DIY HCI do-it-yourself human computer interaction." Saarbrücken VDM Verlag Dr. Müller, 2007. http://d-nb.info/991461355/04.

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39

Garrido, Piedad, Jesús Tramullas, Manuel Coll, Francisco Martínez, and Inmaculada Plaza. "XTM-DITA structure at Human-Computer Interaction Service." Universidad de Castilla-La Mancha, 2008. http://hdl.handle.net/10150/106152.

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This work describes a software engine which works with textual documents containing historical information. The purpose of this work three-fold: firstly to show the validity of the developed engine to correctly identify and label the entities of the universe of discourse with a labelled-combined XTM-DITA model. Secondly to analyze the improvements achieved in the interaction between people (users) and computers with a practical application of the designed methodology to a real-world problem in the semantic web area and thirdly to plan its future integration into a traceability system.
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40

Wheeldon, Alan. "Improving human computer interaction in intelligent tutoring systems." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16587/1/Alan_Wheeldon_Thesis.pdf.

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ITSs (Intelligent Tutoring Systems) provide a way of addressing some of the issues that the more traditional CAI (Computer Aided Instruction) systems do not address - the individual learning needs and individual learning abilities and levels of users - so that the user is in control of their learning experience. An ITS needs to be able to provide an explanation, for a real world situation, that successfully meets the needs of the user. To ensure relevant explanation content requires the ITS be based on sound planning principles and tutoring knowledge as well as knowledge of the domain and the
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41

Wheeldon, Alan. "Improving human computer interaction in intelligent tutoring systems." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16587/.

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ITSs (Intelligent Tutoring Systems) provide a way of addressing some of the issues that the more traditional CAI (Computer Aided Instruction) systems do not address - the individual learning needs and individual learning abilities and levels of users - so that the user is in control of their learning experience. An ITS needs to be able to provide an explanation, for a real world situation, that successfully meets the needs of the user. To ensure relevant explanation content requires the ITS be based on sound planning principles and tutoring knowledge as well as knowledge of the domain and the
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42

King, William Joseph. "Toward the human-computer dyad /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/10325.

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43

Herrera, Acuna Raul. "Advanced computer vision-based human computer interaction for entertainment and software development." Thesis, Kingston University, 2014. http://eprints.kingston.ac.uk/29884/.

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In this thesis we propose novel methods for 3D interaction on 3D environments. The evaluation of these methods was performed based on three interaction environments: 3D interaction using portable multi-touch devices, 3D hand gesture data manipulation using 3D database representation and 3D multi-threaded programing using hand gesture interaction. The three experiments provided qualitative and quantitative information to evaluate the features of the presented interfaces. The first experiment, based on the use on the use of portable multi-touch devices, aimed to evaluate the use of 3D movements
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44

Hamette, Patrick de la. "Embedded stereo vision systems for mobile human-computer interaction /." Zürich : ETH, 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=18075.

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45

Genc, Serkan. "Vision-based Hand Interface Systems In Human Computer Interaction." Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12611700/index.pdf.

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People began to interact with their own environment since their birth. Their main organs to sense their surroundings are their hands, and this is the most natural way of interaction in human-human interactions. The goal of this dissertation is to enable users to employ their hands in interaction with computers similar to human-human interaction. Using hands in the computer interaction increases both the naturalness of computer usage and the speed of interaction. One way of accomplishing this goal is to utilize computer vision methods to develop hand interfaces. In this study, a regular, low-co
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46

Cermak-Sassenrath, Daniel. "The logic of play in everyday human-computer interaction." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4272/.

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Communication, simulation, interactive narrative and ubiquitous computing are widely accepted as perspectives in humancomputer interaction. This paper proposes play as another possible perspective. Everyday uses of the computer increasingly show signs of similarity to play. This is not discussed with regard to the so-called media society, the playful society, the growing cultural acceptance of the computer, the spread of computer games or a new version of Windows, but in view of the playful character of interaction with the computer that has always been part of it. The exploratory learning pro
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47

Schels, Martin [Verfasser]. "Multiple classifier systems in human-computer interaction / Martin Schels." Ulm : Universität Ulm. Fakultät für Ingenieurwissenschaften und Informatik, 2015. http://d-nb.info/1076828493/34.

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48

Limerick, Hannah. "Investigating the sense of agency in human-computer interaction." Thesis, University of Bristol, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.715757.

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49

Surie, Dipak. "An agent-centric approach to implicit human-computer interaction." Thesis, Umeå universitet, Institutionen för datavetenskap, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-52476.

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Humans live in physical world and perform activities that are physical, natural and biological. But humans are forced to shift explicitly from physical world to virtual world and vice-versa in performing computer aided physical activities. The research reported here is investigating: How implicit human-computer interaction can be used as a means to bridge the gap between physical world and virtual world. An agent-centric approach is introduced to extend ubiquitous computing to unlimited geographical space and a framework for implicit human-computer interaction is also discussed. The benefits o
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Raisamo, Roope. "Multimodal human-computer interaction a constructive and empirical study /." Tampere, [Finland] : University of Tampere, 1999. http://acta.uta.fi/pdf/951-44-4702-6.pdf.

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