desktop computing
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Author(s):  
Hongying Dong ◽  
Aaron Teklay Kinfe ◽  
Jiakai Yu ◽  
Qi Liu ◽  
Dan Kilper ◽  
...  

Author(s):  
Dominic Canare ◽  
Barbara Chaparro ◽  
Alex Chaparro

Novel input devices can increase the bandwidth between users and their devices. Traditional desktop computing uses windows, icons, menus, and pointers – an interface built for the computer mouse and very effective for pointing-and-clicking. Alternative devices provide a variety of interactions including touch-free, gesture-based input and gaze-tracking to determine the user’s on-screen gaze location, but these input channels are not well-suited to a point-and-click interface. This study evaluates five new schemes, some multi-modal. These experimental schemes perform worse than mouse-based input for a picture sorting task, and motion-based gesture control creates more errors. Some gaze-based input has similar performance to the mouse while not creating additional workload.


2017 ◽  
Author(s):  
John Prpić

New techniques leveraging IT-mediated crowds such as Crowdsensing, Situated Crowdsourcing, Spatial Crowdsourcing, and Wearables Crowdsourcing have now materially emerged. These techniques, here termed next generation Crowdsourcing, serve to extend Crowdsourcing efforts beyond the heretofore dominant desktop computing paradigm. Employing new configurations of hardware, software, and people, these techniques represent new forms of organization for IT-mediated crowds (Prpić et al 2015; 2015b, 2015c, 2015d, Prpić & Shukla 2013; 2014; 2016). However, it is not known how these new techniques change the processes and outcomes of IT-mediated crowds for Collective Intelligence purposes? The aim of this exploratory work is to begin to answer this question. The work ensues by outlining the relevant findings of the first generation Crowdsourcing paradigm, before reviewing the emerging literature pertaining to the new generation of Crowdsourcing techniques. Premised on this review, a collectively exhaustive and mutually exclusive typology is formed, organizing the next generation Crowdsourcing techniques along two salient dimensions common to all first generation Crowdsourcing techniques. As a result, this work situates the next generation Crowdsourcing techniques within the extant Crowdsourcing literature, and identifies new research avenues stemming directly from the analysis.Prpić, J. (2016). Next Generation Crowdsourcing for Collective Intelligence. Collective Intelligence Conference, 2016. Stern School of Business, NYU.


2017 ◽  
Vol 59 (5) ◽  
Author(s):  
Enkelejda Kasneci

AbstractThe human gaze provides paramount cues for communication and interaction. Following this insight, gaze-based interfaces have been proposed for human-computer interaction (HCI) since the early 90s, with some believing that such interfaces will revolutionize the way we interact with our devices. Since then gaze-based HCI in stationary scenarios (e. g., desktop computing) has been rapidly maturing, and the production costs of mainstream eye trackers have been steadily decreasing. In consequence, a variety of new applications with the ambitious goal to apply eye tracking to dynamic, real-world HCI tasks and scenarios have emerged. This article gives an overview of the research conducted by the Perception Engineering Group at the University of Tübingen.


2016 ◽  
Vol 29 (1) ◽  
pp. 45-47
Author(s):  
Anthony McMullen

Purpose This study aims to provide insights and commentary into issues encountered in providing computing services to library users in an era of shrinking budgets, reductions in staffing and increased utility costs. Design/methodology/approach The study uses examples and illustrations from a real-world deployment of thin client technologies to illustrate efficiencies achieved in not only maintenance and continued upkeep but also consumption of power. Findings Although thin client technologies were largely displaced with the proliferation of inexpensive and powerful desktop computing, great savings in both staff time and electricity can be achieved with a phasing out of desktop computing in favor of a thin client model. Originality/value This paper describes the benefits of a test of the viability of a thin client computing model in a highly utilized academic library computing facility. The consumption of power of the thin client model is compared and contrasted with the desktop systems that were displaced.


2016 ◽  
pp. 429-443
Author(s):  
Shilo H. Anders ◽  
Judith W. Dexheimer

The use of mobile devices in healthcare is increasing in prevalence and poses different constraints for use than traditional desktop computing. This chapter introduces several usability testing methods that are appropriate for use when designing and developing mobile technologies. Approaching the development of mobile technologies through a user-centered approach is critical to improve the interaction and use of the hardware and software that is implemented on a mobile platform in healthcare. User-centered design adds value by getting feedback about functionality, design, and constraints that need to be built into the system prior to its completion. Future work in this domain will require further tailoring and use of novel usability methods to evaluate and improve the design of mobile healthcare technologies.


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