共查询到20条相似文献,搜索用时 15 毫秒
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In this paper, human interaction with embedded or ubiquitous technology is considered. The techniques focus on the use of what might be termed "everyday" objects and actions as a means of controlling (or otherwise interacting with) technology. While this paper is not intended to be an exhaustive review, it does present a view of the immediate future of human-computer interaction (HCI) in which users move beyond the desktop to where interacting with technology becomes merged with other activity. At one level this places HCI in the context of other forms of personal and domestic technologies. At another level, this raises questions as to how people will interact with technologies of the future. Until now, HCI had often relied on people learning obscure command sets or learning to recognise words and objects on their computer screen. The most significant advance in HCI (the invention of the WIMP interface) is already some 40 years old. Thus, the future of HCI might be one in which people are encouraged (or at least allowed) to employ the skills that they have developed during their lives in order to interact with technology, rather than being forced to learn and perfect new skills. 相似文献
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Shin Jangseop Kim MoonKwon Paek Yunheung Ko Kwangman 《Multimedia Tools and Applications》2018,77(22):30051-30065
Multimedia Tools and Applications - As the computing power of modern devices become greater, computer vision is increasingly adopted as the means of human-computer interaction. The industry is... 相似文献
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Charles L. Winslow Jr. 《Computers & Industrial Engineering》1986,11(1-4):434-438
The Production Engineering Department began implementation of a plan two years ago whereby a central multi-user department computer system would be provided within the department. The current Production Engineering Department Personal Computer/Multi-user micro computer network system is used for this purpose. 相似文献
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Implicit human computer interaction through context 总被引:4,自引:0,他引:4
Albrecht Schmidt 《Personal and Ubiquitous Computing》2000,4(2-3):191-199
In this paper the term implicit human-computer interaction is defined. It is discussed how the availability of processing power and advanced sensing technology can enable a shift in HCI from explicit interaction, such as direct manipulation GUIs, towards a more implicit interaction based on situational context. In the paper, an algorithm is given based on a number of questions to identify applications that can facilitate implicit interaction. An XML-based language to describe implicit HCI is proposed. The language uses contextual variables that can be grouped using different types of semantics as well as actions that are called by triggers. The term of perception is discussed and four basic approaches are identified that are useful when building context-aware applications. Two examples, a wearable context awareness component and a sensor-board, show how sensor-based perception can be implemented. It is also discussed how situational context can be exploited to improve input and output of mobile devices. 相似文献
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Community computing as human - computer interaction 总被引:1,自引:0,他引:1
John M. Carroll 《Behaviour & Information Technology》2001,20(5):307-314
There is too little engagement between community computing and human - computer interaction. In the future there should be more. Better integrating community computing and human - computer interaction can help to make HCI richer and more comprehensive, conceptually and methodologically. It can help HCI to have more of an impact on society and on everyday collective life. Six examples are briefly discussed. 相似文献
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This paper aims at constructing a music composition system that composes music by the interaction between human and a computer.
Even users without special musical knowledge can compose 16-bar musical works with one melody part and some backing parts
using this system. The interactive Genetic Algorithm is introduced to music composition so that users’ feeling toward music
is reflected in the composed music. One chromosome corresponds to 4-bar musical work information. Users participate in music
composition by evaluating composed works after GA operators such as crossover, mutation, virus infection are applied to chromosomes
based on the evaluation results. From the experimental results, it is found that the users’ evaluation values become high
over the progress of generations. That is, the system can compose 16-bar musical works reflecting users’ feeling.
Muneyuki Unehara: He received his M.S. in Engineering in 2002 from Institute of Science and Engineering, University of Tsukuba. Currently,
he is a Ph.D. candidate of Graduate School of Systems and Information Engineering, University of Tsukuba. His research interests
include the construction of intelligent systems by considering soft computing techniques and human interface.
Takehisa Onisawa, Ph.D.: He received Dr.Eng. in Systems Science in 1986 from Tokyo Institute of Technology. Currently, he is a Professor in the Graduate
School of Systems and Information Engineering, University of Tsukuba. His research interests include applications of soft
computing techniques to human centered systems thinking. He is a member of IEEE and IFSA. 相似文献
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We propose a real-time model-based 3D hand tracker that combines image regions and the signal from an off-the-shelf 3-axis accelerometer placed on the user's hand. The visual regions allow the tracker to cope with occlusions, motion blur and background clutter, while the latter aids with the inherent silhouette-pose ambiguities. The accelerometer and tracker are synchronised by casting the calibration problem as one of principal component analysis. Based on the assumption that, often, the number of possible hand configurations is limited by the activity the hand is engaging in, we use a multiclass pose classifier to distinguish between a number of activity dependent articulated hand configurations. We demonstrate the benefits of our method, both qualitatively and quantitatively, on a variety of video sequences and hand configurations and show a proof-of-concept human computer interface based on our system. 相似文献
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R. Barea L. Boquete S. Ortega E. López J.M. Rodríguez-Ascariz 《Expert systems with applications》2012,39(3):2677-2683
This paper describes a new eye-control method for eye-based computer interaction using EOG. This work aims to resolve some of the problems encountered in current systems when used for long periods of time and users become tired. For this purpose, a new electrooculographic eye model based on wavelet transform and neural networks is proposed. The results obtained demonstrate the system’s reliability in detecting eye movements and show an error of less than 2° during long periods of use. The system proposed may be used to control any graphical interface using eye movements detected by electrooculography. 相似文献
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《Interacting with computers》2006,18(1):117-138
It is argued that the engineering discipline of human–computer interaction (HCI) has developed over the last couple of decades in an ad hoc manner, driven by the need to solve real problems, rather than being informed by high level, general theories of the discipline. A retrospective role for general HCI theories is suggested. A start at such a general theory, which must be simple and able to encompass all the discipline of HCI's activities, is proposed, based on the concept of tasks. Tasks are characterised as the means by which work is performed. A general systems modelling approach is introduced which divides the assumed world it models into work systems and the application domains that are changed by work performance. The role of different work systems, defined by their differing boundaries and goals, to define different subtasks is introduced and illustrated with a number of simple examples. 相似文献
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Nicu Sebe Ira Cohen Fabio G. Cozman Theo Gevers Thomas S. Huang 《Multimedia Systems》2005,10(6):484-498
Human–computer interaction (HCI) lies at the crossroads of many scientific areas including artificial intelligence, computer
vision, face recognition, motion tracking, etc. It is argued that to truly achieve effective human–computer intelligent interaction,
the computer should be able to interact naturally with the user, similar to the way HCI takes place. In this paper, we discuss
training probabilistic classifiers with labeled and unlabeled data for HCI applications. We provide an analysis that shows
under what conditions unlabeled data can be used in learning to improve classification performance, and we investigate the
implications of this analysis to a specific type of probabilistic classifiers, Bayesian networks. Finally, we show how the
resulting algorithms are successfully employed in facial expression recognition, face detection, and skin detection. 相似文献
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讨论了通信系统中常用的ICA算法,并用性能指数对算法的性能进行了评估.独立分量信号用亚高斯信号、超高斯信号描述,将若干个独立分量信号进行线性混合以此来模拟通信系统中的信号.实验结果显示JADE-ICA的算法性能指数最低,性能最好,是通信系统较好的选择. 相似文献
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James L. Crowley 《Robotics and Autonomous Systems》1997,19(3-4):347-358
Computer vision provides a powerful tool for the interaction between man and machine. The barrier between physical objects (paper, pencils, calculators) and their electronic counterparts limits both the integration of computing into human tasks, and the population willing to adapt to the required input devices. Computer vision, coupled with video projection using low cost devices, makes it possible for a human to use any convenient object, including fingers, as digital input devices. In such an “augmented reality”, information is projected onto ordinary objects and acquired by watching the way objects are manipulated. In the first part of this paper we describe experiments with techniques for watching the hands and recognizing gestures.
Vision of the face is an important aspect of human-to-human communication. We have been experimenting with the use of computer vision “watch the face”. In the second part of this paper we describe techniques for detecting, tracking and recognizing faces. When combined with real time image processing and active control of camera parameters, these techniques can greatly reduce the communications bandwidth required for videophone and videoconference communications. 相似文献
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The correct functioning of interactive computer systems depends on both the faultless operation of the device and correct
human actions. In this paper, we focus on system malfunctions due to human actions. We present abstract principles that generate
cognitively plausible human behaviour. These principles are then formalised in a higher-order logic as a generic, and so retargetable, cognitive architecture, based on results from cognitive psychology. We instantiate the generic cognitive
architecture to obtain specific user models. These are then used in a series of case studies on the formal verification of
simple interactive systems. By doing this, we demonstrate that our verification methodology can detect a variety of realistic,
potentially erroneous actions, which emerge from the combination of a poorly designed device and cognitively plausible human
behaviour. 相似文献
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设计了一种能够在一次测量中完成同一方向上多个目标测距的系统。该系统利用数字匹配滤波器的捕获功能,实现多个回波的捕获,多用户检测器对捕获进行处理;利用比相器得到测距的到达时间差,从而完成了同一方向上的多个目标测距。与传统测距相比,多目标测距可以在一次测距过程中,对测距范围和测距方向上出现的多个目标同时进行测量,从而大大提高了测距系统的实用性和灵活性。 相似文献