You are previewing Handbook of Research on Human-Computer Interfaces, Developments, and Applications.
O'Reilly logo
Handbook of Research on Human-Computer Interfaces, Developments, and Applications

Book Description

Human Computer Interaction (HCI) is easy to define yet difficult to predict. Encompassing the management, study, planning, and design of the ways in which users interact with computers, this field has evolved from using punch cards to force touch in a matter of decades. What was once considered science fiction is now ubiquitous. The future of HCI is mercurial, yet predictions point to the effortless use of high-functioning services. The Handbook of Research on Human-Computer Interfaces, Developments, and Applications is primarily concerned with emerging research regarding gesture interaction, augmented reality, and assistive technologies and their place within HCI. From gaming to rehabilitation systems, these new technologies share the need to interface with humans, and as computers become thoroughly integrated into everyday life, so does the necessity of HCI research. This handbook of research benefits the research needs of programmers, developers, students and educators in computer science, and researchers.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. Foreword
  7. Preface
  8. Acknowledgment
  9. Chapter 1: A Comparative Study of Machine Learning Techniques for Gesture Recognition Using Kinect
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. GESTURE RECOGNITION AS A MACHINE LEARNING PROBLEM
    5. EXPERIMENTAL RESULTS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  10. Chapter 2: Dynamic Motion Analysis of Gesture Interaction
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. DEFINITION OF GESTURE ANALYSIS MODEL
    5. EXPERIMENTS AND DISCUSSION
    6. CONCLUSION
    7. FUTURE RESEARCH DIRECTIONS
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
    11. APPENDIX
  11. Chapter 3: Developing 3D Freehand Gesture-Based Interaction Methods for Virtual Walkthroughs
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. DEVELOPING FREEHAND GESTURE-BASED NAVIGATION METHODS
    5. IMPLEMENTING THE METHODS
    6. COMPARING AND VALIDATING TWO METHODS
    7. CONCLUSION
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  12. Chapter 4: Using a Hands-Free System to Manage Common Devices in Constrained Conditions
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. APPLICATIONS OF THE LEAP MOTION CONTROLLER
    5. CONCLUSION
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
  13. Chapter 5: Remote Gripping for Effective Bilateral Teleoperation
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. TELEOPERATION
    5. MAIN FOCUS OF THE CHAPTER
    6. DISTURBANCE OBSERVER
    7. REAL WORLD HAPTIC SENSATION
    8. FUTURE RESEARCH DIRECTIONS
    9. CONCLUSION
    10. REFERENCES
    11. KEY TERMS AND DEFINITIONS
  14. Chapter 6: Multimodal Feedback in Human-Robot Interaction
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. ERRORS IN LEARNING FROM DEMONSTRATION
    5. USER-CENTERED EXPLORATION OF FEEDBACK MODALITIES
    6. DESIGNING VISUAL FEEDBACK SCREENS
    7. TESTING THE LEGIBILITY OF VISUAL FEEDBACK SCREENS
    8. LIFE TEST OF VISUAL FEEDBACK MODALITIES
    9. SOLUTIONS AND RECOMMENDATIONS
    10. FUTURE RESEARCH DIRECTIONS
    11. CONCLUSION
    12. REFERENCES
    13. KEY TERMS AND DEFINITIONS
  15. Chapter 7: PRHOLO
    1. ABSTRACT
    2. INTRODUCTION
    3. CONTEXTUALIZATION
    4. FRONTAL HOLOGRAPHIC INSTALLATION
    5. 180º REAR PROJECTION INSTALLATION
    6. 360º INTERACTIVE HOLOGRAPHIC PUBLIC RELATIONS
    7. CONCLUSION
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  16. Chapter 8: Sixth Sense Technology
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. OPPORTUNITIES OF SIXTH SENSE TECHNOLOGY
    5. CHALLENGES OF SIXTH SENSE TECHNOLOGY
    6. SIXTH SENSE TECHNOLOGY: OPPORTUNITIES VS. CHALLENGES
    7. IMPLEMENTATION OF SIXTH SENSE TECHNOLOGY
    8. SOLUTIONS AND RECOMMENDATIONS
    9. FUTURE RESEARCH DIRECTIONS
    10. CONCLUSION
    11. REFERENCES
    12. KEY TERMS AND DEFINITIONS
  17. Chapter 9: Interacting with Augmented Reality Mirrors
    1. ABSTRACT
    2. INTRODUCTION
    3. CONCEPT AND DESIGN OF AUGMENTED REALITY MIRRORS
    4. PERCEPTUAL AND HUMAN FACTORS ISSUES
    5. AREAS OF APPLICATION
    6. DISCUSSION AND FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  18. Chapter 10: Augmented Reality for Smart Tourism in Religious Heritage Itineraries
    1. ABSTRACT
    2. INTRODUCTION
    3. TOURISM AND TOURISM EXPERIENCES IN THE TECHNOLOGICAL AGE
    4. FRAMEWORK OF THE RTEM
    5. SMART TECHNOLOGY IN THE PROPOSED RTEM
    6. DEVELOPMENT OF THE PROPOSED RTEM
    7. METHODOLOGY USED TO DEVELOP THE RTEM
    8. IMPLEMENTATION OF THE RTEM
    9. SUGGESTIONS FOR FUTURE RESEARCH
    10. CONCLUSION
    11. ACKNOWLEDGMENT
    12. REFERENCES
    13. KEY TERMS AND DEFINITIONS
  19. Chapter 11: Organizing Contextual Data in Context Aware Systems
    1. ABSTRACT
    2. INTRODUCTION
    3. CONTEXT ORGANIZATION AND CONTEXT REPRESENTATION
    4. EVENT CENTRIC STRUCTURE (ES)
    5. CONCLUSION
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
  20. Chapter 12: Using a Design Science Research Approach to Develop a HCI Artifact for Designing Web Interfaces
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. THE SIDE FRAMEWORK: A HCI ARTIFACT
    5. USING THE DSR METHODOLOGY TO DEVELOP THE SIDE FRAMEWORK
    6. DISCUSSION AND CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  21. Chapter 13: Implications of Similarities in Instructional Design, Learner Interface Design and User Interface Design in Designing a User-Friendly Online Module
    1. ABSTRACT
    2. INTRODUCTION
    3. USER INTERFACE
    4. LEARNER INTERFACE
    5. INSTRUCTIONAL DESIGN
    6. CONCLUSION
    7. REFERENCES
  22. Chapter 14: HCI and E-Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. METHOD OF SELECTING RESEARCH ARTICLES
    4. OUTLINES FOR REMAINING CHAPTER
    5. BENCHMARKING MODELS
    6. RETURN ON INVESTMENT REPORT (ROI)
    7. PRODUCT EVALUATION
    8. PERFORMANCE EVALUATION
    9. HANDBOOKS FOR THE EVALUATION OF E-LEARNING
    10. SUMMARY TABLE FROM CHAPTER FINDINGS
    11. STEPS TAKEN IN THIS CHAPTER TO DEVELOP A FRAMEWORK
    12. CONCLUSION
    13. REFERENCES
  23. Chapter 15: Interface for Distributed Remote User Controlled Manufacturing
    1. ABSTRACT
    2. INTRODUCTION
    3. PROBLEM BACKGROUND
    4. ANALYSIS OF GENERAL DATA FOR PARTICIPANTS
    5. ANALYSIS OF DATA FOR INTERFACE USABILITY MEASURES
    6. ANALYSIS OF REPRESENTATIONAL FIDELITY MEASURES
    7. SOLUTIONS AND RECOMMENDATIONS
    8. FUTURE RESEARCH DIRECTIONS
    9. CONCLUSION
    10. Nomenclature
    11. REFERENCES
    12. KEY TERMS AND DEFINITIONS
  24. Chapter 16: Developments of Serious Games in Education
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. APPLICATIONS OF SERIOUS GAMES IN EDUCATION
    5. CONCLUSION
    6. FUTURE RESEARCH DIRECTIONS
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  25. Chapter 17: User Interfaces in Smart Assistive Environments
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. SYSTEM USER INTERFACES
    5. USABILITY
    6. USE CASES
    7. FUTURE RESEARCH DIRECTIONS
    8. CONCLUSION
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  26. Chapter 18: Robotic Assistive System
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. MAIN FOCUS OF THE CHAPTER
    5. DYNAMIC MODELING
    6. RESULT AND DISCUSSION
    7. DISCUSSIONS
    8. FUTURE RESEARCH DIRECTIONS
    9. CONCLUSION
    10. ACKNOWLEDGMENT
    11. REFERENCES
    12. ADDITIONAL READING
    13. KEY TERMS AND DEFINITIONS
  27. Chapter 19: Immersive Virtual Reality as a Non-Pharmacological Analgesic for Pain Management
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. PAIN SELF-MODULATION AND PAIN DISTRACTION
    5. CONCLUSION
    6. FUTURE WORK
    7. REFERENCES
  28. Chapter 20: Advergaming – How Does Cognitive Overload Effect Brand Recall?
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. MAIN FOCUS OF THE CHAPTER
    5. SOLUTIONS AND RECOMMENDATIONS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  29. Chapter 21: Towards an Inclusive Walk-in Customer Service Facility
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. UNIVERSAL DESIGN FOR TOUCHSCREEN
    5. INCLUSIVE PARTICIPATIVE WORKSHOPS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  30. Chapter 22: Identity Assurance through EEG Recordings
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. REPRESENTING BRAIN ACTIVITY THROUGH MOTIF DYNAMICS
    5. TOWARDS AN IDENTITY ASSURANCE PROTOCOL
    6. CONCLUSION
    7. REFERENCES
  31. Chapter 23: Interactive/Automated Method to Count Bacterial Colonies
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. EXPERIMENTAL PROCEDURE
    5. AUTOMATIC COLONY COUNTER
    6. INTERACTIVE COLONY COUNTER
    7. EXPERIMENTAL RESULTS AND DISCUSSION
    8. CONCLUSION
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  32. Compilation of References
  33. About the Contributors