17 research outputs found

    Review of three-dimensional human-computer interaction with focus on the leap motion controller

    Get PDF
    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given

    The Existing Of Supportive Technology Tools For Hand Motor-Impaired User: A Systematic Literature Review

    Get PDF
    Diabetes Users who encounter physical and motor impairment persist in struggle to archive the target of performance in the form of hand gesture improvement. Hand gestures are allowed people to give a sign as a communicate medium and to hold, grip and pinch the object. The low ability of hands makes the movement or gesture limited and difficult for them to do the routine activity. This review aim to evaluate the effect of whether the existing supportive technology can assist the hand motor-impairment user. A total of 31 papers were identified and only 10 papers were selected in this review. In this paper, the existing supportive technology tools in the field of motor rehabilitation which is focused on hand motor-impaired users are reviewed. The existing of supportive technology for hand motor-impaired user is not a new field as the paper reviewed from 2014 until 2019. There are few innovations or initiatives from the previous research and study that give a positive effect on the users were identified. Future research is needed to further appreciate and improved the desired role of people with hands motor-impaired in meaningful technology development

    Juego Serio para rehabilitación motora fina en niños: consideraciones de diseño y usabilidad

    Get PDF
    Rehabilitation systems based on serious games have been developed not only to measure the precision of movements but also to motivate and achieve a greater commitment to the exercises performed, even more so when the patients are children. This article presents the development of a serious game for the motor rehabilitation of children between 7 and 13 years old. For this, the Leap Motion device was used, taking into account the attributes of virtual rehabilitation systems for therapies: observational learning, practice, motivation and feedback. To test the usability of the system, the specialized questionnaire for virtual rehabilitation systems for therapy Suitability Evaluation Questionary (SEQ) was used. The results showed the acceptance of the system not only at the level of functionality but also of not presenting discomfort in terms of dizziness, nausea, eye discomfort, among others. Being able to have the results of the SEQ has made it possible to identify improvements in terms of design and usability considerations.Los sistemas de rehabilitación basados en juegos serios se han desarrollado no solo para medir la precisión de los movimientos sino buscando motivar y lograr un mayor compromiso con los ejercicios realizados, más aún cuando los pacientes son niños. En este artículo presenta el desarrollo un juego serio para la rehabilitación motora de niños entre 7 y 13 años. Para ello se hizo uso del dispositivo Leap Motion teniendo en cuenta los atributos de sistemas de rehabilitación virtual para terapias: aprendizaje observacional, práctica, motivación y retroalimentación.  Para probar la usabilidad del sistema se hizo uso del cuestionario especializado para sistemas de rehabilitación virtual para terapia Suitability Evaluation Questionary (SEQ). Los resultados mostraron la aceptación del sistema no sólo a nivel de funcionalidad sino de no presentar incomodidades en cuanto a mareos, náuseas, molestia en los ojos entre otras.  El poder tener los resultados del SEQ ha permitido identificar mejoras en cuanto al diseño y consideraciones de usabilidad

    Application of Artificial Intelligence in User Interfaces Design for Cyber Security Threat Modeling

    Get PDF
    In recent years, Cyber Security threat modeling has been discovered to have the capacity of combatting and mitigating against online threats. In order to minimize the associated risk, these threats need to be modelled with appropriate Intelligent User Interface (IUI) design and consequently the development and evaluation of threat metrics. Artificial Intelligence (AI) has revolutionized every facet of our daily lives and building a responsive Cyber Security Threat Model requires an IUI. The current threat models lack IUI, hence they cannot deliver convenience and efficiency. However, as the User Interface (UI) functionalities and User Experience (UX) continue to increase and deliver more astonishing possibilities, the present threat models lack the predictability capacity thus Machine Learning paradigms must be incorporated. Meanwhile, this deficiency can only be handled through AI-enabled UI that utilizes baseline principles in the design of interfaces for effective Human-Machine Interaction (HMI) with lasting UX. IUI helps developers or designers enhance flexibility, usability, and the relevance of the interaction to improving communication between computer and human. Baseline principles must be applied for developing threat models that will ensure fascinating UI-UX. Application of AI in UI design for Cyber Security Threat Modeling brings about reduction in critical design time and ensures the development of better threat modeling applications and solutions

    Review of Three-Dimensional Human-Computer Interaction with Focus on the Leap Motion Controller

    Get PDF
    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given

    Software Usability

    Get PDF
    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    Use of Human–Computer Interaction Devices and Web 3.0 Skills Among Engineers

    Get PDF
    Despite massive company investments in human–computer interaction devices and software, such as Web 3.0 technologies, engineers are not demonstrating measurable performance and productivity increases. There is a lack of knowledge and understanding related to the motivation of engineers to use Web 3.0 technologies including the semantic web and cloud applications for increased performance. The purpose of this quantitative correlational study was to investigate whether the use of human–computer interaction devices predict Web 3.0 skills among engineers. Solow’s information technology productivity paradox was the theoretical foundation for this study. Convenience sampling was used for a sample of 214 participants from metropolitan areas of Georgia. Multiple linear regression was used to develop a predictive model and evaluate the influence on Web 3.0 skills of 10 independent variables measuring self-reported reliance on and competence with five human–computer interaction devices, two aggregate indices of reliance and competence, and two-factor interactions. Results indicated a significant linear relationship between several predictors (laptop reliance, tablet reliance, desktop competence, wearable competence, and five interactions) and the dependent variable (Web 3.0 skills). The results may enable engineering managers to make more informed, strategic decisions regarding the types of technology to invest in to improve engineer skills and productivity. The results of this study have potential implications for positive social change by helping engineering organizations overcome the information technology productivity paradox to reap the benefits from engineers who are more motivated and skilled

    O contributo dos estudantes na concetualização de uma escola inteligente : o caso do agrupamento de escolas de Estarreja

    Get PDF
    A introdução e expansão das Novas Tecnologias da Informação e Comunicação, tem marcado, decisivamente, a forma como as sociedades se relacionam. A sua incorporação nas escolas tem vindo a dotá-las de uma camada de “inteligência”, nem sempre percebida. Neste estudo procurou-se detetar fatores potenciadores e limitadores da inteligência nas organizações escolares. O enquadramento destes elementos parte de um questionário desenvolvido pela ASLERD, disponibilizado online, que inquiriu alunos do terceiro ciclo do ensino básico da Escola Secundária de Estarreja entre 2017 e 2018, sobre necessidades, interesses e motivações pessoais relativamente à escola. A categorização dos assuntos mais relevantes para os alunos em torno de seis dimensões - necessidades básicas, segurança, capital social, socialização, autorrealização e satisfação - permitiu identificar limitações motivacionais nas relações entre elementos da comunidade, na alimentação e organização do espaço. Partindo deste conhecimento foi desenhado, em co-design, um protótipo de mediação infocomunicacional de baixa fidelidade que incorporou algumas soluções capazes de desbloquear essas limitações motivacionais que impedem os alunos de atingir níveis elevados de satisfação com o ecossistema escola.The introduction and expansion of the New Information and Communication Technologies has decisively marked the way in which societies relate. Their incorporation into schools has been endowed with a layer of "intelligence", not always perceived. In this research, we tried to detect intelligence enhancing and limiting factors in schools. The framing of these elements is based on an online questionnaire developed by ASLERD, which inquired about middle schools students' needs, interests and personal motivations regarding school at Estarreja High School, between 2017 and 2018. The categorization of the most relevant subjects for students around six dimensions - basic needs, safety, social capital, socialization, selffulfillment and satisfaction - allowed to identify motivational limitations in the relationships between community members, in food and space organization. Based on this knowledge, a low fidelity infocommunication mediating prototype was designed in co-design, incorporating some solutions capable of unlocking these motivational limitations that prevent students from achieving high levels of satisfaction with the school ecosystem.Mestrado em Comunicação Multimédi
    corecore