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"COMPUTERS / Human-Computer Interaction."
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Research methods in human-computer interaction
by
Lazar, Jonathan
,
Hochheiser, Harry
,
Feng, Jinjuan Heidi
in
Human-computer interaction -- Research
2017
Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods.Since the first edition was published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University.
Persuasive technology : using computers to change what we think and do
Can computers change what you think and do?Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army?\"Yes, they can,\" says Dr.B.J.Fogg, director of the Persuasive Technology Lab at Stanford University.
Deep learning in vision-based static hand gesture recognition
by
Oyedotun, Oyebade K.
,
Khashman, Adnan
in
Artificial Intelligence
,
Artificial neural networks
,
Computational Biology/Bioinformatics
2017
Hand gesture for communication has proven effective for humans, and active research is ongoing in replicating the same success in computer vision systems. Human–computer interaction can be significantly improved from advances in systems that are capable of recognizing different hand gestures. In contrast to many earlier works, which consider the recognition of significantly differentiable hand gestures, and therefore often selecting a few gestures from the American Sign Language (ASL) for recognition, we propose applying deep learning to the problem of hand gesture recognition for the whole 24 hand gestures obtained from the Thomas Moeslund’s gesture recognition database. We show that more biologically inspired and deep neural networks such as convolutional neural network and stacked denoising autoencoder are capable of learning the complex hand gesture classification task with lower error rates. The considered networks are trained and tested on data obtained from the above-mentioned public database; results comparison is then made against earlier works in which only small subsets of the ASL hand gestures are considered for recognition.
Journal Article
Social engineering : the science of human hacking
2018
Harden the human firewall against the most current threats Social Engineering: The Science of Human Hacking reveals the craftier side of the hacker's repertoire--why hack into something when you could just ask for access?.
Brave NUI world : designing natural user interfaces for touch and gesture
by
Wigdor, Daniel
,
Wixon, Dennis
in
Haptic devices
,
Human-computer interaction
,
User interfaces (Computer science)
2011
Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces.Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI).
Observing the user experience : a practitioner's guide to user research
The gap between who designers and developers imagine their users are, and who those users really are can be the biggest problem with product development.Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created.
Crowdsourcing
by
Brabham, Daren C
in
Business networks
,
Communication, Networking and Broadcast Technologies
,
Communications & Telecommunications
2013,2019
Ever since the term \"crowdsourcing\" was coined in 2006 byWiredwriter Jeff Howe, group activities ranging from the creation of the Oxford English Dictionary to the choosing of new colors for M&Ms have been labeled with this most buzz-generating of media buzzwords. In this accessible but authoritative account, grounded in the empirical literature, Daren Brabham explains what crowdsourcing is, what it is not, and how it works. Crowdsourcing, Brabham tells us, is an online, distributed problem solving and production model that leverages the collective intelligence of online communities for specific purposes set forth by a crowdsourcing organization -- corporate, government, or volunteer. Uniquely, it combines a bottom-up, open, creative process with top-down organizational goals. Crowdsourcing is not open source production, which lacks the top-down component; it is not a market research survey that offers participants a short list of choices; and it is qualitatively different from predigital open innovation and collaborative production processes, which lacked the speed, reach, rich capability, and lowered barriers to entry enabled by the Internet. Brabham describes the intellectual roots of the idea of crowdsourcing in such concepts as collective intelligence, the wisdom of crowds, and distributed computing. He surveys the major issues in crowdsourcing, including crowd motivation, the misconception of the amateur participant, crowdfunding, and the danger of \"crowdsploitation\" of volunteer labor, citing real-world examples from Threadless, InnoCentive, and other organizations. And he considers the future of crowdsourcing in both theory and practice, describing its possible roles in journalism, governance, national security, and science and health.
Introduction to EEG- and speech-based emotion recognition
by
Mehrotra, Suresh C.
,
Gawali, Bharti W.
,
Abhang, Priyanka A
in
Brain-computer interfaces
,
Electroencephalography
,
Emotions
2016
Introduction to EEG- and Speech-Based Emotion Recognition Methods examines the background, methods, and utility of using electroencephalograms (EEGs) to detect and recognize different emotions.By incorporating these methods in brain-computer interface (BCI), we can achieve more natural, efficient communication between humans and computers.
An augmented reality application for improving shopping experience in large retail stores
by
Gomez-Donoso, Francisco
,
Rizo, Carlos
,
Mora, Higinio
in
Analytics
,
Augmented reality
,
Customer satisfaction
2019
In several large retail stores, such as malls, sport or food stores, the customer often feels lost due to the difficulty in finding a product. Although these large stores usually have visual signs to guide customers toward specific products, sometimes these signs are also hard to find and are not updated. In this paper, we propose a system that jointly combines deep learning and augmented reality techniques to provide the customer with useful information. First, the proposed system learns the visual appearance of different areas in the store using a deep learning architecture. Then, customers can use their mobile devices to take a picture of the area where they are located within the store. Uploading this image to the system trained for image classification, we are able to identify the area where the customer is located. Then, using this information and novel augmented reality techniques, we provide information about the area where the customer is located: route to another area where a product is available, 3D product visualization, user location, analytics, etc. The system developed is able to successfully locate a user in an example store with 98% accuracy. The combination of deep learning systems together with augmented reality techniques shows promising results toward improving user experience in retail/commerce applications: branding, advance visualization, personalization, enhanced customer experience, etc.
Journal Article
Hand gesture recognition for user-defined textual inputs and gestures
2025
Despite recent progress, hand gesture recognition, a highly regarded method of human computer interaction, still faces considerable challenges. In this paper, we address the problem of individual user style variation, which can significantly affect system performance. While previous work only supports the manual inclusion of customized hand gestures in the context of very specific application settings, here, an effective, adaptable graphical interface, supporting user-defined hand gestures is introduced. In our system, hand gestures are personalized by training a camera-based hand gesture recognition model for a particular user, using data just from that user. We employ a lightweight Multilayer Perceptron architecture based on contrastive learning, reducing the size of the data needed and the training timeframes compared to previous recognition models that require massive training datasets. Experimental results demonstrate rapid convergence and satisfactory accuracy of the recognition model, while a user study collects and analyses some initial user feedback on the system in deployment.
Journal Article