scholarly journals Human-Computer Interaction on Tabletops

2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Andreas M. Kunz

The most common working situation is standing or sitting at a table, and performing daily business work. Although this situation is very intuitive to the user, a computer support can hardly be found in this area, mainly because of missing or inadequate human-computer interfaces that do not meet the expected requirements of the user. However, ongoing research in this particular field of human-computer interaction addresses this problem. The following paper shows an exemplaric research progress and gives and outlook on future research.

Sensors ◽  
2021 ◽  
Vol 21 (18) ◽  
pp. 6172
Author(s):  
Jiaming Wang ◽  
Rui Cheng ◽  
Mei Liu ◽  
Pin-Chao Liao

Human–computer interaction, an interdisciplinary discipline, has become a frontier research topic in recent years. In the fourth industrial revolution, human–computer interaction has been increasingly applied to construction safety management, which has significantly promoted the progress of hazard recognition in the construction industry. However, limited scholars have yet systematically reviewed the development of human–computer interaction in construction hazard recognition. In this study, we analyzed 274 related papers published in ACM Digital Library, Web of Science, Google Scholar, and Scopus between 2000 and 2021 using bibliometric methods, systematically identified the research progress, key topics, and future research directions in this field, and proposed a research framework for human–computer interaction in construction hazard recognition (CHR-HCI). The results showed that, in the past 20 years, the application of human–computer interaction not only made significant contributions to the development of hazard recognition, but also generated a series of new research subjects, such as multimodal physiological data analysis in hazard recognition experiments, development of intuitive devices and sensors, and the human–computer interaction safety management platform based on big data. Future research modules include computer vision, computer simulation, virtual reality, and ergonomics. In this study, we drew a theoretical map reflecting the existing research results and the relationship between them, and provided suggestions for the future development of human–computer interaction in the field of hazard recognition from a practical perspective.


1991 ◽  
Vol 20 (354) ◽  
Author(s):  
Jonathan Grudin ◽  
Donald A. Norman

Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended ''dialogues'' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer ''languages'' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.


Author(s):  
Rebecca A. Fiebrink ◽  
Baptiste Caramiaux

Machine learning is the capacity of a computational system to learn structure from data in order to make predictions on new data. This chapter draws on music, machine learning, and human-computer interaction to elucidate an understanding of machine learning algorithms as creative tools for music and the sonic arts. It motivates a new understanding of learning algorithms as human-computer interfaces: like other interfaces, learning algorithms can be characterized by the ways their affordances intersect with goals of human users. The chapter also argues that the nature of interaction between users and algorithms impacts the usability and usefulness of those algorithms in profound ways. This human-centred view of machine learning motivates a concluding discussion of what it means to employ machine learning as a creative tool.


Author(s):  
Rocco Servidio ◽  
Barry Davies ◽  
Kevin Hapeshi

Human-Computer Interaction (HCI) studies play an important role in the design, implementation, and evaluation of a new generation of graphical user interfaces designed to support consumer behaviours and information needs. In recent years, the spread of new virtual environments and innovative tools have revolutionized the field of e-commerce. Although new digital environments can enable or facilitate certain user activities, the quality of the user interface will remain a continuing challenge. The chapter aims to underline the relationships between HCI studies and consumer behaviour, focusing attention on virtual environments for electronic and Internet e-commerce (online retail) services. The potential of multi-modal interfaces and virtual environments for business and marketing are examined by: (1) providing an overview of the relationships between HCI and consumer behaviour, (2) showing how different interaction modalities can enhance the communication process between user and consumer system, (3) showing how digital and interactive technologies can offer to the consumer many advantages and unique opportunities in exploring information and products, and (4) new directions for possible future research.


Photonics ◽  
2019 ◽  
Vol 6 (3) ◽  
pp. 90 ◽  
Author(s):  
Bosworth ◽  
Russell ◽  
Jacob

Over the past decade, the Human–Computer Interaction (HCI) Lab at Tufts University has been developing real-time, implicit Brain–Computer Interfaces (BCIs) using functional near-infrared spectroscopy (fNIRS). This paper reviews the work of the lab; we explore how we have used fNIRS to develop BCIs that are based on a variety of human states, including cognitive workload, multitasking, musical learning applications, and preference detection. Our work indicates that fNIRS is a robust tool for the classification of brain-states in real-time, which can provide programmers with useful information to develop interfaces that are more intuitive and beneficial for the user than are currently possible given today’s human-input (e.g., mouse and keyboard).


Author(s):  
Beverly L. Harrison ◽  
Kim J. Vicente

This paper describes a case study of transparent user interface tools in a commercial 3-D modeling and paint application. It represents another step in an ongoing research program evaluating transparent human-computer interfaces. Results from previous controlled experiments were used to inform our design choices in the working product. We collected data from 11 users one month after they received the application, using a semi-structured interview. Working sessions were also video taped and analyzed. Based on these results, modifications were made and a follow-up interview was conducted three weeks later. A number of transparency-related issues were identified. This case study illustrates the value and challenges that one encounters in transitioning from basic research to commercial applications.


2018 ◽  
Vol 4 ◽  
pp. 205520761877032 ◽  
Author(s):  
Ann Blandford ◽  
Jo Gibbs ◽  
Nikki Newhouse ◽  
Olga Perski ◽  
Aneesha Singh ◽  
...  

Research and development for interactive digital health interventions requires multi-disciplinary expertise in identifying user needs, and developing and evaluating each intervention. Two of the central areas of expertise required are Health (broadly defined) and Human–Computer Interaction. Although these share some research methods and values, they traditionally have deep differences that can catch people unawares, and make interdisciplinary collaborations challenging, resulting in sub-optimal project outcomes. The most widely discussed is the contrast between formative evaluation (emphasised in Human–Computer Interaction) and summative evaluation (emphasised in Health research). However, the differences extend well beyond this, from the nature of accepted evidence to the culture of reporting. In this paper, we present and discuss seven lessons that we have learned about the contrasting cultures, values, assumptions and practices of Health and Human–Computer Interaction. The lessons are structured according to a research lifecycle, from establishing the state of the art for a given digital intervention, moving through the various (iterative) stages of development, evaluation and deployment, through to reporting research results. Although our focus is on enabling people from different disciplinary backgrounds to work together with better mutual understanding, we also highlight ways in which future research in this interdisciplinary space could be better supported.


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