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Titlebook: Human-Computer Interaction. Novel Interaction Methods and Techniques; 13th International C Julie A. Jacko Conference proceedings 2009 Sprin

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Multi-modal Interface in Multi-Display Environment for Multi-userstures, we established a sophisticated and intuitive interface for MDEs where the displays are stitched seamlessly and dynamically according to the users’ viewpoints. Each user can interact with the multiple displays as if she is in front of an ordinary desktop GUI environment.
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Modeling Multimodal Interaction for Performance Evaluation high level of abstraction, we propose an evaluation of this choice during the design phase, using a multi-criteria principle. The evaluation focuses on several points of view simultaneously, weighted according to the environment and the nature of the task. It relies on measures estimating the adequ
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An Open Source Framework for Real-Time, Incremental, Static and Dynamic Hand Gesture Learning and Res endless possibilities in the way humans can interact with computers, allowing a human hand to be a peripheral by itself. The software framework developed provides a lightweight, robust, and practical application programming interface that helps further research in the area of human-computer intera
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Gesture-Controlled User Input to Complete Questionnaires on Wrist-Worn Watchesecognition system and questionnaire interface into a watch prototype. We analyzed the wearer’s effort and learning performance to use the gesture interface and compared their performance to a classical button-based solution. Moreover we evaluated the system performance to spot wearer gestures and th
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UbiGesture: Customizing and Profiling Hand Gestures in Ubiquitous Environmentnteraction may be negatively affected due to the change in the user’s position, interaction device, or the level of social acceptance of a specific hand gesture. We present UbiGesture as architecture for developers and users who frequently change locations while interacting in ubiquitous environment
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The Gestural Input System for Living Room Digital Devicesand quantitative analysis will be conducted to analyze digital homes – as exemplified by the gesture symbols in the 3D space of the living room in order to deduce the design principles of different perceptive semantics. Samples of the case studies will be constructed in accordance with this design p
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