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This paper examines the conceptual synthesis processes in conjunction with assistive computational support for individual and collaborative interaction. We present findings from two educational design interaction experiments in product creation processing (PCP). We focus on metacognitive aspects of interaction, externalization and, representation to obtain better performance, shorter ideation time...
The use of hand gestures provides an attractive alternative to cumbersome interface devices for human-computer interaction (HCI). However, the number of hand gestures has not been fully explored for HCI application. It is necessary to achieve more gestures as the command of interface. This paper proposed a method to recognize nine different hand gestures. Using camera to get images of people wearing...
The objective of this paper is to explore the priority of the improvement in respect of the users' requirements of digital game and to identify the engineering characteristics of Human-Computer Interface that can be better improved. Focused on the two most popular games (Massively Multiplayer Online Role Play Game and Action Game), this paper applies Quality Function Deployment to find out the priority...
In this research we propose to use EEG signal to classify two emotions (i.e., positive and negative) elicited by pictures. With power spectrum features, the accuracy rate of SVM classifier is about 85.41%. Considering each pair of channels and different frequency bands, it shows that frontal pairs of channels give a better result than the other area and high frequency bands give a better result than...
In Malaysia, although the government has promoted technology inclusion of rural area, the consideration of readiness for technology is being neglected. Research effort on technology readiness in Malaysian rural area is low. This research argues that low technology readiness may worsen the disparity of e-inclusion in Malaysia. Hence, this research is performed to provide evidence of the extreme importance...
Gestures are used in day to day life like nodding and waving without us being aware of them. It has become an important part in the communication among the humans. In the recent years new methods of Human Computer Interaction (HCI) are being developed. Some of them are based on interaction with machines through hand, head, facial expressions, voice, touch and many are still the current topic of research...
In this paper we present some solutions we have devised to improve eye pointing in ordinary PC use. While eye tracking technology has advanced considerably in the last years, several limitations prevent gaze-based interaction from becoming as comfortable and effective as traditional mouse or touchpad input. The proposed approach combines both automatic and manual error correction techniques (namely...
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...
SincX is an open sourced Controller designed for extensive and intuitive interaction with the computer. At present the most commonly used interface devices are the Keyboard and the Mouse but these devices require both the hands to use and most importantly they are not intuitive. SincX is a single handedly usable, touch sensitive controller. Its great design not only allows interaction to be great...
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...
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