Human Computer Interaction
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2021 ◽  
Vol 28 (5) ◽  
pp. 1-29
Amanda Lazar ◽  
Ben Jelen ◽  
Alisha Pradhan ◽  
Katie A. Siek

Researchers in Human–Computer Interaction (HCI) have long developed technologies for older adults. Recently, researchers are engaging in critical reflections of these approaches. IoT for aging in place is one area around which these conflicting discourses have converged, likely in part driven by government and industry interest. This article introduces diffractive analysis as an approach that examines difference to yield new empirical understandings about our methods and the topics we study. We constructed three analyses of a dataset collected at an IoT design workshop and then conducted a diffractive analysis. We present themes from this analysis regarding the ways that participants are inscribed in our research, considerations related to transferability and novelty between work centered on older adults and other work, and insights about methodologies. Our discussion contributes implications for researchers to form teams and account for their roles in research, as well as recommendations how diffractive analysis can support other research agendas.

2022 ◽  
Vol 54 (9) ◽  
pp. 1-35
Carlos Bermejo ◽  
Pan Hui

Augmented reality (AR) applications have gained much research and industry attention. Moreover, the mobile counterpart—mobile augmented reality (MAR) is one of the most explosive growth areas for AR applications in the mobile environment (e.g., smartphones). The technical improvements in the hardware of smartphones, tablets, and smart-glasses provide an advantage for the wide use of mobile AR in the real world and experience these AR applications anywhere. However, the mobile nature of MAR applications can limit users’ interaction capabilities, such as input and haptic feedback. In this survey, we analyze current research issues in the area of human-computer interaction for haptic technologies in MAR scenarios. The survey first presents human sensing capabilities and their applicability in AR applications. We classify haptic devices into two groups according to the triggered sense: cutaneous/tactile : touch, active surfaces, and mid-air; kinesthetic : manipulandum, grasp, and exoskeleton. Due to MAR applications’ mobile capabilities, we mainly focus our study on wearable haptic devices for each category and their AR possibilities. To conclude, we discuss the future paths that haptic feedback should follow for MAR applications and their challenges.

2021 ◽  
Vol 96 ◽  
pp. 107475
Aldosary Saad ◽  
Abdallah A. Mohamed

2021 ◽  
pp. 1-32
Simone Dornelas Costa ◽  
Monalessa Perini Barcellos ◽  
Ricardo de Almeida Falbo

Human–Computer Interaction (HCI) is a multidisciplinary area that involves a diverse body of knowledge and a complex landscape of concepts, which can lead to semantic problems, hampering communication and knowledge transfer. Ontologies have been successfully used to solve semantics and knowledge-related problems in several domains. This paper presents a systematic literature review that investigated the use of ontologies in the HCI domain. The main goal was to find out how HCI ontologies have been used and developed. 35 ontologies were identified. As a result, we noticed that they cover different HCI aspects, such as user interface, interaction phenomenon, pervasive computing, user modeling / profile, HCI design, interaction experience and adaptive interactive system. Although there are overlaps, we did not identify reuse among the 35 analyzed ontologies. The ontologies have been used mainly to support knowledge representation and reasoning. Although ontologies have been used in HCI for more than 25 years, their use became more frequent in the last decade, when ontologies address a higher number of HCI aspects and are represented as both conceptual and computational models. Concerning how ontologies have been developed, we noticed that some good practices of ontology engineering have not been followed. Considering that the quality of an ontology directly influences the quality of the solution built based on it, we believe that there is an opportunity for HCI and ontology engineering professionals to get closer to build better and more effective ontologies, as well as ontology-based solutions.

Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-12
Xiangkun Li ◽  
Guoqing Sun ◽  
Yifei Li

With the development of science and technology, the introduction of virtual reality technology has pushed the development of human-computer interaction technology to a new height. The combination of virtual reality and human-computer interaction technology has been applied more and more in military simulation, medical rehabilitation, game creation, and other fields. Action is the basis of human behavior. Among them, human behavior and action analysis is an important research direction. In human behavior and action, recognition research based on behavior and action has the characteristics of convenience, intuition, strong interaction, rich expression information, and so on. It has become the first choice of many researchers for human behavior analysis. However, human motion and motion pictures are complex objects with many ambiguous factors, which are difficult to express and process. Traditional motion recognition is usually based on two-dimensional color images, while two-dimensional RGB images are vulnerable to background disturbance, light, environment, and other factors that interfere with human target detection. In recent years, more and more researchers have begun to use fuzzy mathematics theory to identify human behaviors. The plantar pressure data under different motion modes were collected through experiments, and the current gait information was analyzed. The key gait events including toe-off and heel touch were identified by dynamic baseline monitoring. For the error monitoring of key gait events, the screen window is used to filter the repeated recognition events in a certain period of time, which greatly improves the recognition accuracy and provides important gait information for motion pattern recognition. The similarity matching is performed on each template, the correct rate of motion feature extraction is 90.2%, and the correct rate of motion pattern recognition is 96.3%, which verifies the feasibility and effectiveness of human motion recognition based on fuzzy theory. It is hoped to provide processing techniques and application examples for artificial intelligence recognition applications.

Zhihao Cui ◽  
Ting Zheng

Human–computer interaction systems have been developed in large numbers and quickly applied to sports. Badminton is the best sport for applying robotics because it requires quick recognition and fast movement. For the development of badminton recognition and tracking systems, it is important to accurately identify badminton, venues, and opponents. In this paper, we designed and developed a badminton recognition and tracking system using two 2 000 000-pixel high-speed cameras. The badminton tracking system has a transmission speed of 250[Formula: see text]fps and the maximum speed of the badminton resonator is 300[Formula: see text]km/h. The system uses the camera link interface Camera Link to capture images of high-speed cameras and process all captured images in real time using different regions of interest settings. In order to improve accuracy, we propose a new method for judging the center point of badminton. We have proposed a detector that detects the four corner points of the field by using the contour information of the badminton court when the approximate position of the badminton court is known. We set the sensing area according to the approximate position of the badminton court and use the histogram in the sensing area to select the point closest to the contour. Specify the intersection of the line as the corner point of the badminton court. The proposed angle detector has a high detection rate. It is more than 10 times more accurate than traditional detectors. The moving badminton is detected by an elliptical detector. We propose a method to find the center of the correct ellipse from the four candidates by selecting the four candidate contours of the ellipse. Compared to conventional circular detectors and points on three-dimensional coordinates, the proposed elliptical detector reduces the error by about 3[Formula: see text]mm.

Symmetry ◽  
2021 ◽  
Vol 13 (10) ◽  
pp. 1926
Yiqi Xiao ◽  
Ke Miao ◽  
Chenhan Jiang

A stroke is the basic limb movement that both humans and animals naturally and repetitiously perform. Having been introduced into gestural interaction, mid-air stroke gestures saw a wide application range and quite intuitive use. In this paper, we present an approach for building command-to-gesture mapping that exploits the semantic association between interactive commands and the directions of mid-air unistroke gestures. Directional unistroke gestures make use of the symmetry of the semantics of commands, which makes a more systematic gesture set for users’ cognition and reduces the number of gestures users need to learn. However, the learnability of the directional unistroke gestures is varying with different commands. Through a user elicitation study, a gesture set containing eight directional mid-air unistroke gestures was selected by subjective ratings of the direction in respect to its association degree with the corresponding command. We evaluated this gesture set in a following study to investigate the learnability issue, and the directional mid-air unistroke gestures and user-preferred freehand gestures were compared. Our findings can offer preliminary evidence that “return”, “save”, “turn-off” and “mute” are the interaction commands more applicable to using directional mid-air unistrokes, which may have implication for the design of mid-air gestures in human–computer interaction.

2021 ◽  
Vinícius Paes de Camargo ◽  
Renato Balancieri ◽  
Heloise Manica Paris Teixeira ◽  
Guilherme Corredato Guerino

2021 ◽  
Jianxiao Xie ◽  
Wei Ye ◽  
Kai Xu

Abstract Internet of Things (IoT) expects to incorporate massive machine-type (MCT) devices, such as vehicles, sensors, and wearable devices, which brings a large number of application tasks that need to be processed. Additionally, data collected from various devices needs to be executed and processed in a timely, reliable, and efficient manner. Gesture recognition has enabled IoT applications such as human-computer interaction and virtual reality. In this work, we propose a cross-domain device-free gesture recognition (DFGR) model, that exploits 3D-CNN to obtain spatiotemporal features in Wi-Fi sensing. To adapt the sensing data to the 3D model, we carry out 3D data segment and supplement in addition to signal denoising and time-frequency transformation. We demonstrate that our proposed model outperforms the state-of-the-art method in the application of DFGR even cross 3 domain factors simultaneously, and is easy to converge and convenient for training with a less complicated hierarchical structure.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Tehmina Amjad ◽  
Mehwish Sabir ◽  
Azra Shamim ◽  
Masooma Amjad ◽  
Ali Daud

PurposeCitation is an important measure of quality, and it plays a vital role in evaluating scientific research. However, citation advantage varies from discipline to discipline, subject to subject and topic to topic. This study aims to compare the citation advantage of open access and toll access articles from four subfields of computer science.Design/methodology/approachThis research studies the articles published by two prestigious publishers: Springer and Elsevier in the author-pays charges model from 2011 to 2015. For experimentation, four sub-domains of computer science are selected including (a) artificial intelligence, (b) human–computer interaction, (c) computer vision and graphics, and (d) software engineering. The open-access and toll-based citation advantage is studied and analyzed at the micro level within the computer science domain by performing independent sample t-tests.FindingsThe results of the study highlight that open access articles have a higher citation advantage as compared to toll access articles across years and sub-domains. Further, an increase in open access articles has been observed from 2011 to 2015. The findings of the study show that the citation advantage of open access articles varies among different sub-domains of a subject. The study contributed to the body of knowledge by validating the positive movement toward open access articles in the field of computer science and its sub-domains. Further, this work added the success of the author-pays charges model in terms of citation advantage to the literature of open access.Originality/valueTo the best of the authors’ knowledge, this is the first study to examine the citation advantage of the author-pays charges model at a subject level (computer science) along with four sub-domains of computer science.

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