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Titlebook: Human-Computer Interaction. Interaction Contexts; 19th International C Masaaki Kurosu Conference proceedings 2017 Springer International Pu

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發(fā)表于 2025-3-23 12:37:31 | 只看該作者
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發(fā)表于 2025-3-23 14:40:27 | 只看該作者
,Rainer Werner Fassbinder’s “Western,” ,inary study three alternative selection methods were identified, we compared these to a smart selection tool. The study showed that a single selection method was the fastest; however, when the amount of targets increased, a multiple selection tool became more efficient. A secondary study with more t
13#
發(fā)表于 2025-3-23 19:12:38 | 只看該作者
14#
發(fā)表于 2025-3-24 01:06:40 | 只看該作者
https://doi.org/10.1007/978-1-4684-2037-1tive fatigue evaluation of users to evaluate the fatigue degree of the basic interactive gestures of the left arm. By analyzing the normalized date of the sEMG in time domain, we featured the EMG discharge. We also find that the operation of information content has lower physical fatigue compared wi
15#
發(fā)表于 2025-3-24 04:53:08 | 只看該作者
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發(fā)表于 2025-3-24 08:54:16 | 只看該作者
17#
發(fā)表于 2025-3-24 14:35:19 | 只看該作者
https://doi.org/10.1007/978-3-662-58453-8input method, called Vouch-T (Voice?+?tOUCH - Text) combining the touch and voice input in complementary way. With Vouch-T, the user makes an approximate touch among densely distributed alphabetic keys, accompanied with the voice input to effectively disambiguate the target among possible candidates
18#
發(fā)表于 2025-3-24 18:15:34 | 只看該作者
Bringing Game Design Models to Lifeorks predominantly function as pedagogic tools rather than something designers can readily use. The availability of multiple frameworks with varying detail as well as the lack of interactive layers on these frameworks makes it difficult for practicing designers to use them effectively..In an attempt
19#
發(fā)表于 2025-3-24 20:35:56 | 只看該作者
20#
發(fā)表于 2025-3-25 01:06:18 | 只看該作者
Towards the Use of a Serious Game to Learn to Identify the Location of a 3D Sound in the Virtual Envcan be used to supplement or to reinforce the visual channel, as the auditory channel helps at monitoring the surrounding beyond the limited field of view: over 360°. In past studies, we have observed that the ability to properly assess the direction of a 3D sound varies greatly from one person to a
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