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Mobile devices emergent development further enlivens Augmented Reality Technology (AR). AR possess the ability to shift the way community see the world by hauling graphics away from screen display and mix it with real environment. However small screen barrier remains as limitation in restricting the development of mobile games especially in mobile audio based games development. This is maybe due to...
Prototype Fast Breeder Reactor (PFBR) is liquid Sodium cooled, mixed oxide fuelled, fast breeder reactor being built in Kalpakkam, India. This is a first of its kind in India by which we enter into the second stage of the 3-stage nuclear program in commercial scale. Three layered Distributed Digital Control System (DDCS) architecture was decided to be implemented for this reactor. The Graphical User...
The paper investigates the relative efficiency of visual and phonetic features of e-learning system for student's learning effectiveness leading to better academic achievement and employability. The e-learning system is a form of human computer interaction process build and transferable skills through computer. The features used in e-learning system to sustain student's long span of focus attention...
The traditional human-computer interfaces demand good manual agility and refined motor control, which may be absent or unpredictable for people with certain disabilities. Here it is proposed a robust, accurate algorithm with relevant hardware setup to detect eyes and measure the duration of blinks to interpret them in real time to control a computer or computer interfaced devices. The complete system...
This paper collected the literatures (published in the last decade) of Human-computer Interaction from ISI Web of Science, and used the method of Mapping Knowledge Domains, to study the recent key topics and core documents in HCI. the results identify three research directions, including recognition technology, user interface design and usability study. the key topics in each direction and evolution...
Computer haptics has so far been performed on a personal computer (PC). Off the shelf haptic devices provide only PC interfaces and software drivers for control and communication. The new wave of high capable tablet PCs and high end smart phones introduced new platforms for haptic applications. The major problem was to communicate wirelessly to provide user convenience and support mobility which is...
In this article we introduce the C-Model of Interaction between humans and Digital Media1 we empirically researched and analyzed in learning scenarios (workshops). In our trienal research project called “Subject Formation and Digital Culture” (SKUDI) we arranged and designed a series of constructivist and constructionist workshops. In these workshops dealing with robots, smart textiles, fabrication...
The fields of security and usability often conflict with each other. Security focuses on making systems difficult for attackers to compromise. However, doing this also increases difficulty for the user. Users in security are often seen as an obstacle - they are the weakest point of the system, willing to circumvent security policies in order to access their work faster. A large part of security is...
This paper is a study on engaging Academic Career Management Interface design. We approach the Academic Systems from a User Experience (UX) perspective. We identified three interrelated users: the Student, the Faculty and the Employer. For the Student UX, the system is an academic career experience, with decision-making and resource management in the design problem space. We developed a solution space...
Science and technology progress fast, but mouse and keyboard are still used to control multimedia devices. One of the limiting factors of gesture based HCIs adoption is the detection of the user's intention to interact. This study tries to make a step in that direction with use of consumer EEG sensor headset. EEG headset records in real-time data that can help to identify intention of the user based...
Using an e-learning system as a case example of complex information systems, we tested a conceptual framework that expands upon the Technology Acceptance Model (TAM) and incorporate measures of self-efficacy. A survey instrument was developed to gather large samples of users' perceptions on system usability and usefulness. Advanced statistical tests such as structural equation modeling were carried...
Most students learn from a traditional form of teaching called instructor-led approach where students are passive but with the advancement in technology and the popular use of computer, students can become more active. A survey conducted by teachers showed a topic in the application of integration was found to be the most difficult in Calculus. This topic in the application of integration was constructed...
Weiser, and Brown predicted the era of Ubiquitous Computing but what they called the most profound change has been almost completely abandoned, overlooked or misrepresented. Designing calm technology requires a deeper understanding of how we multi-task, but it has the potential to becalm human computer interaction, decreasing stress, and mitigating human error as a cause of accidents.
Computers are not merely data-processing devices. They are an unlimited vast world that enables virtual life. This paper maintains that humans are paradoxical beings who want private and secret life on one hand, and make their thoughts and actions public and open on the other hand. Coining the notion of the Privacy-Openness (PO) game that humans play, this paper reveals that such paradoxical desire...
With health care costs raising astronomically and the number of aging increasing, there are not enough economic or human resources in the way of care givers to meet society's needs. A confluence of technologies including miniature electronics, digital communications, human-computer interaction, robotics, and machine learning makes possible the creation of intelligent assistants that monitor and communicate...
Information technology currently supports the development of human interaction with virtual environment, this development will continue in developing in the form of Human Computer Interaction (HCI). In this study, how the environment 3D virtual computer should be able to recognize human hand as part as virtual object, so it can interact with virtual environment. HCI is a study in which the relationship...
This study empirically evaluates how user perceptions and attitudes influence behavioral intention use of multi-touch gestures on a large multi-touch screen by using Technology Acceptance Model (TAM). In the study the researchers presented 20 novice users with an introduction and hands-on of multi-touch gestures on window, object and image manipulations. Following the hand-on session, data on user...
We evaluate to what extent students are interacting with mobile devices in one of four ways intended in the design of a mobile learning activity. Video data from one class of fifth grade students were analyzed using a model of four different types of interaction. The evaluation shows that the students interacted with the devices in the ways intended in design 64% of the time. The contribution is an...
Four character input methods for eye-gaze input interface were compared from the viewpoints of input speed, input accuracy, and subjective rating on ease of input and fatigue. Four input methods included (1) I-QGSM(vertical), (2)I-QGSM(circle), (3)eye-fixation method, and (4)screen button. While the eye-fixation method (3) led to faster input, the I-QGSM (vertical) led to fewer errors. In conclusion,...
Time series microarray analysis provides an invaluable insight into genetic progression of biological processes such as tumor metastasis. Many algorithms sustain statistical analysis which limits user interaction. We use XMAS to extract knowledge from datasets which increases human-computer synergy, thus providing increased analysis experience. Cancer Metastasis involves complex biological pathway...
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