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ویرایش: 1
نویسندگان: Cezary Biele
سری: Studies in Computational Intelligence
ISBN (شابک) : 3030900037, 9783030900038
ناشر: Springer
سال نشر: 2022
تعداد صفحات: 146
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 2 مگابایت
در صورت تبدیل فایل کتاب Human Movements in Human-Computer Interaction (HCI) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب حرکت انسان در تعامل انسان و کامپیوتر (HCI) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Contents 1 Introduction 1.1 General Remarks 1.2 Book Composition 2 Face Movement 2.1 Introduction 2.2 Perception of Emotional Expressions 2.3 Neurophysiological Bases of Emotional Expression Recognition 2.3.1 Fear 2.3.2 Anger and Sadness 2.3.3 Disgust 2.3.4 Happiness 2.3.5 Surprise 2.3.6 Summary 2.4 Face Movement During Emotional Expression 2.5 Facial Expressions in Human–Computer Interaction 2.5.1 Video-Based Facial Expression Recognition 2.5.2 Applications of Computer-Based Face Movement Recognition 2.5.3 Surface Electromyography for Movement Detection 2.5.4 Facial Muscle Activity as Signals in HCI 2.5.5 Facial Muscle Activity as Emotion Signals References 3 Eye Movement 3.1 Movement of the Eyes 3.2 What is Eye Tracking? 3.3 Use of Eye Movement Research in Human-Computer Interaction 3.3.1 Usability Testing 3.3.2 Accessibility 3.3.3 Psychological Research 3.3.4 Gaze-based Interaction 3.3.5 Market Research 3.3.6 Authentication 3.4 Eye Movements and Cognitive Processing 3.4.1 Fixations 3.4.2 Saccades 3.4.3 Changes in the Size of Pupils 3.4.4 Gaze Aversion 3.4.5 Microsaccades 3.5 Cognitive Processing and Digital Reading 3.6 Eye Tracking for Human-Computer Interaction 3.6.1 Using Eye Movements to Control Interaction 3.6.2 A potential Solution to the Midas Touch Problem 3.6.3 Error Correction in Head-Mounted Eye Trackers References 4 Hand Movements Using Keyboard and Mouse 4.1 Introduction 4.2 Keyboard 4.2.1 Keyboard Usage Dynamics and Identification 4.2.2 Keyboard Usage Dynamics and Emotions 4.2.3 The Keyboard for Note Taking 4.3 Mouse 4.3.1 Mouse Movement and Identification 4.3.2 Mouse Movement and Emotions 4.3.3 Mouse Movements in Psychological Research 4.3.4 Mouse Movement in Survey Research References 5 Leg and Foot Movement 5.1 Introduction 5.2 Anatomy of the Foot 5.3 Foot and Leg Movement from a Psychological Perspective 5.4 Leg and Foot Interaction 5.4.1 Leg and Foot Interfaces 5.5 Conclusions References 6 Whole-Body Movement 6.1 Introduction 6.2 Recognition of Body Movements 6.2.1 Body Movements and Affective Computing 6.2.2 Automatic Recognition of Body Movements 6.2.3 Automatic Recognition Using Motion Capture Systems 6.2.4 Automatic Recognition Using Video Data 6.3 Practical Application of Body Movement Recognition 6.3.1 Interpretation of Sign Language 6.3.2 Person Identification 6.4 Body Movement as Input for Interactions 6.4.1 Remote Operation of Non-humanoid Robots 6.4.2 Body-Machine Interfaces 6.4.3 Control of Drones Using Body-Machine Interfaces 6.4.4 Virtual Mouse 6.5 New Paradigms of Body-Movement-Based Interaction 6.5.1 Body Menu 6.6 Conclusions References 7 Movement in Virtual Reality 7.1 Introduction 7.2 Psychological Research in Virtual Reality 7.2.1 Emotions are Observable in Movement 7.2.2 Machine Learning Can Be Used as a Tool to Analyze Human Motion Data 7.2.3 Differences Between Men’s and Women’s Behavior in IVR 7.2.4 Personality Traits and Behavior in Immersive Virtual Reality 7.2.5 Measuring Brain Activity During Movement in IVR 7.2.6 Measuring Visual Attention and Spatial Behavior in Virtual Reality 7.2.7 Virtual Reality as a Tool for the Treatment of Disorders 7.3 Learning Movements in Virtual Reality 7.4 Risks of Virtual Reality 7.4.1 Factors that Influence Cybersickness References 8 Movement in the Environment 8.1 Introduction 8.2 Recognition of User Movement on a Small-Scale 8.2.1 Multi-layer Localization Monitoring in Industrial Setting 8.2.2 Recognition of Movement and User Safety 8.2.3 Recognition of User Movement and Ecology 8.2.4 Shared Mobility and Ecology 8.2.5 Other Uses of Human Movement Detection Algorithms 8.3 Recognition of User Movement Patterns from the Perspective of Urban Mobility 8.3.1 Localization Based on GPS Data 8.3.2 Predicting User Movement 8.3.3 Combining GPS and External Data 8.4 Navigation and Human Behavior 8.5 Spatial Crowdsourcing 8.5.1 Psychological Factors Influencing Spatial Crowdsourcing 8.5.2 Other Crowdsourcing Paradigms Involving Movement 8.6 Location Monitoring and Privacy 8.6.1 User Perspective on Location Privacy 8.6.2 Privacy and Shared Mobility 8.6.3 Privacy and Spatial Crowdsourcing 8.7 Conclusions References 9 Perception of Movement 9.1 Introduction 9.1.1 What is Perception? 9.2 Perception of Movement 9.2.1 Biological Movement Perception 9.2.2 The Neural Basis of Perception of Biological Movement 9.2.3 Perception of Implied Motion 9.2.4 The Mirror Mechanism in Action Perception 9.3 Perception of Movement in Human–Computer Interactions 9.3.1 Using Movement to Influence Interaction Flow 9.3.2 Emotion and the Perception of Affective Qualities of Interface 9.3.3 Modelling Attitudes with Perceived Motion 9.3.4 Perceived System Performance and User Interface Animations 9.3.5 Motion and Intelligibility of Computer Systems 9.3.6 Effectiveness of Animation in Research Results Dissemination 9.3.7 Perception of Motion of Avatars References 10 Movement, Cognition and Learning 10.1 Introduction 10.2 Influence of Movement on Cognitive Function 10.3 Brain Mechanisms Underlying the Connection Between Physical Activity and Cognition 10.4 Using Computers to Promote Physical Activity 10.4.1 Physical Activity in Active Video Games 10.4.2 Engaging Whole Body Movement 10.4.3 Hardware Solutions for Exergames 10.4.4 Virtual Reality and Physical Activity Promotion 10.4.5 Psychological Effects for VR Exercise 10.5 Virtual Reality in Training and Rehabilitation 10.5.1 Movement in Virtual Reality in Education 10.5.2 Movement in Virtual Reality in Rehabilitation References 11 Future Directions 11.1 Introduction 11.2 Brain-Computer Interfaces 11.2.1 Opportunities for Aging Populations 11.2.2 Opportunities for Users Without Special Needs 11.3 Voice Interfaces 11.3.1 Voice Interfaces and Children 11.3.2 Language Communication and Voice Assistants 11.3.3 The Anthropomorphization of Voice Assistants 11.3.4 Voice Assistants and Ethics 11.4 Behavior Research in Psychology 11.4.1 Dissociative Disorders 11.4.2 Approach-Avoidance Behaviors 11.4.3 Negativity Bias 11.4.4 Research on Morality 11.4.5 Cyber-Sickness 11.5 Conclusions References