Results for 'graphical user interface'

983 found
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  1.  33
    Linear mixed-effects models for within-participant psychology experiments: an introductory tutorial and free, graphical user interface (LMMgui).David A. Magezi - 2015 - Frontiers in Psychology 6:110312.
    Linear mixed-effects models (LMMs) are increasingly being used for data analysis in cognitive neuroscience and experimental psychology, where within-participant designs are common. The current article provides an introductory review of the use of LMMs for within-participant data analysis and describes a free, simple, graphical user interface (LMMgui). LMMgui uses the package lme4 (Bates et al., 2014a, b ) in the statistical environment R (R Core Team).
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  2.  50
    Conflicting directional and locational cues afforded by arrowhead cursors in graphical user interfaces.James G. Phillips, Thomas J. Triggs & James W. Meehan - 2003 - Journal of Experimental Psychology: Applied 9 (2):75.
  3.  16
    Corrigendum: Linear mixed-effects models for within-participant psychology experiments: an introductory tutorial and free, graphical user interface.David A. Magezi - 2019 - Frontiers in Psychology 10.
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  4.  45
    Rule-based XML.Go Eguchi & Laurence L. Leff - 2002 - Artificial Intelligence and Law 10 (4):283-294.
    Legal contracts and litigation documents common to the American legal system were encoded in the eXtensible Markup Language (XML). XML also represents rules about the contracts and litigation procedure. In addition to an expert system tool that allows one to make inferences with that engine, a Graphical User Interface (GUI) generates the XML representing the rules. A rulebase is developed by marking up examples of the XML to be interpreted and the XML to be generated, analogously to (...)
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  5.  63
    Automated deduction in a graphical temporal logic.L. E. Moser, P. M. Melliar-Smith, Y. S. Ramakrishna, G. Kutty & L. K. Dillon - 1996 - Journal of Applied Non-Classical Logics 6 (1):29-47.
    ABSTRACT Real-time graphical interval logic is a modal logic for reasoning about time in which the basic modality is the interval. The logic differs from other logics in that it has a natural intuitive graphical representation that resembles the timing diagrams drawn by system designers. We have developed an automted deduction system for the logic, which includes a theorem prover and a user interface. The theorem prover checks the validity of proofs in the logic and produces (...)
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  6.  13
    The impact of different age-friendly smart home interface styles on the interaction behavior of elderly users.Chengmin Zhou, Yawen Qian, Ting Huang, Jake Kaner & Yurong Zhang - 2022 - Frontiers in Psychology 13.
    Smart homes create a beneficial environment for the lives of elderly people and enhance the quality of their home lives. This study aims to explore the design of age-friendly interfaces that can meet the emotional needs of self-care elderly people from the perspective of functional realization of the operating interface. Sixteen elderly users aged fifty-five and above were selected as subjects with healthy eyes and no excessive drooping eyelids to obscure them. Four representative age-friendly applications with different interface (...)
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  7.  41
    Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs?Tyler Pace, Aaron Houssian & Victoria McArthur - 2009 - Journal of Information, Communication and Ethics in Society 7 (2/3):192-210.
    PurposeThe purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor different real life social groups.Design/methodology/approachA novel method combining both quantitative and critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the findings of this study.FindingsThis study concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy literature (...)
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  8.  60
    Programming of subthalamic nucleus deep brain stimulation for Parkinson’s disease with sweet spot-guided parameter suggestions.Simon Nordenström, Katrin Petermann, Ines Debove, Andreas Nowacki, Paul Krack, Claudio Pollo & T. A. Khoa Nguyen - 2022 - Frontiers in Human Neuroscience 16:925283.
    Deep Brain Stimulation (DBS) is an effective treatment for advanced Parkinson’s disease. However, identifying stimulation parameters, such as contact and current amplitudes, is time-consuming based on trial and error. Directional leads add more stimulation options and render this process more challenging with a higher workload for neurologists and more discomfort for patients. In this study, a sweet spot-guided algorithm was developed that automatically suggested stimulation parameters. These suggestions were retrospectively compared to clinical monopolar reviews. A cohort of 24 Parkinson’s disease (...)
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  9.  24
    Hackers in Hiding: a Foucaultian Analysis.Ejvind Hansen - 2016 - Philosophy and Technology 29 (1):5-19.
    On several occasions Michel Foucault advocated a methodological turn towards what he called a ‘happy positivism’. Foucault’s emphasis on the surface does not deny the importance of structures of hiding, but understands it as a game in which the structures of hiding are viewed as contingently given. In this paper, I will analyse the conflict between the hacker movement and the field of corporate interests. I argue that the introduction of graphical user interfaces and the maintaining of copyright (...)
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  10.  27
    Redeeming the Icons.Timothy Stanley - 2005 - Journal for Cultural and Religious Theory 6 (2):39-62.
    Computer technology has become an integral part of daily life. From online banking and shopping to email and instant messaging, cyberspace is increasingly woven into the fabric of our everyday lives. The mouse, the monitor and keyboard are all a part of the interfacing devices that over time become extensions of our bodies as we “surf” through graphical user interfaces. Icons patterned together in a mosaic on our screens link to infinite possibilities. We can visit museums, chat with (...)
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  11.  29
    NsGTFA: A GUI Tool to Easily Measure Network Performance through the Ns2 Trace File.Hans-Wolfgang Loidl, Peter J. B. King & Idris Skloul Ibrahim - 2015 - Journal of Intelligent Systems 24 (4):467-477.
    Ns2 is an open-source communications network simulator primarily used in research and teaching. Ns2 provides substantial support for simulation of TCP, routing, and multicast protocols over wired and wireless networks. Although Ns2 is a widely used powerful simulator, it lacks a way to measure networks that are used to assess reliability and performance metrics and it does not analyse the trace files it produces. The data obtained from the simulations are not straightforward to analyse. Ns2 is still unable to provide (...)
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  12.  36
    BCCT: A GUI Toolkit for Brain Structural Covariance Connectivity Analysis on MATLAB.Qiang Xu, Qirui Zhang, Gaoping Liu, Xi-Jian Dai, Xinyu Xie, Jingru Hao, Qianqian Yu, Ruoting Liu, Zixuan Zhang, Yulu Ye, Rongfeng Qi, Long Jiang Zhang, Zhiqiang Zhang & Guangming Lu - 2021 - Frontiers in Human Neuroscience 15.
    Brain structural covariance network can delineate the brain synchronized alterations in a long-range time period. It has been used in the research of cognition or neuropsychiatric disorders. Recently, causal analysis of structural covariance network, winner-take-all and cortex–subcortex covariance network, and modulation analysis of structural covariance network have expended the technology breadth of SCN. However, the lack of user-friendly software limited the further application of SCN for the research. In this work, we developed the graphical user interface (...)
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  13. Back to the future: An historical perspective on the pendulum-like changes in literacy.Oren Soffer & Yoram Eshet-Alkalai - 2009 - Minds and Machines 19 (1):47-59.
    This article focuses on the pendulum-like change in the way people read and use text, which was triggered by the introduction of new reading and writing technologies in human history. The paper argues that textual features, which characterized the ancient pre-print writing culture, disappeared with the establishment of the modern-day print culture and has been “revived” in the digital post-modern era. This claim is based on the analysis of four cases which demonstrate this textual-pendulum swing: (1) The swing from concrete (...)
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  14.  44
    Simulation Testing of Maritime Cyber-Physical Systems: Application of Model-View-ViewModel.Dong-Chul Lee, Kyung-Min Seo, Hee-Mun Park & Byeong Soo Kim - 2022 - Complexity 2022:1-14.
    From the perspective of the system of systems development, system-level functional testing is required for designing subsystems. This study utilizes modeling and simulation techniques to analyze the operational behaviors of the subsystems and confirm data communication between them. The targeted system in the study is a naval combat system, which is a typical type of defense cyber-physical system. Three types of models were designed for the simulation testing of the NCS: a combat-management model for simulating the overall computational activities, physical (...)
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  15.  20
    (2 other versions)Towards using Unmanned Aerial Vehicles (UAVs) in Wilderness Search and Rescue.Michael A. Goodrich, Bryan S. Morse, Cameron Engh, Joseph L. Cooper & Julie A. Adams - 2009 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 10 (3):453-478.
    Wilderness Search and Rescue is the process of finding and assisting persons who are lost in remote wilderness areas. Because such areas are often rugged or relatively inaccessible, searching for missing persons can take huge amounts of time and resources. Camera-equipped mini-Unmanned Aerial Vehicles have the potential for speeding up the search process by enabling searchers to view aerial video of an area of interest while closely coordinating with nearby ground searchers. In this paper, we report on lessons learned by (...)
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  16.  28
    Students' Performances in Computer Programming of Higher Education for Sustainable Development: The Effects of a Peer-Evaluation System.Tsung-Chih Hsiao, Ya-Hsueh Chuang, Tzer-Long Chen, Chien-Yun Chang & Chih-Cheng Chen - 2022 - Frontiers in Psychology 13.
    Modern education attaches great importance to interdisciplinary skills, among which computational thinking is a core element, and heralds a new era. IT application has shaped education in the 21st century. Computational thinking has provided further impetus for building an all-encompassing social network and fostering a DIY culture enabled by digital technologies. One empirical study used four apps to test children's development in computational thinking and fluency. The article will help students overcome their fears of coding. Peer reviews provide students with (...)
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  17.  73
    How relative absolute can be: SUMI and the impact of the nature of the task in measuring perceived software usability. [REVIEW]Humberto Cavallin, W. Mike Martin & Ann Heylighen - 2007 - AI and Society 22 (2):227-235.
    This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading drafting application. (...)
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  18.  65
    Approximate databases: a support tool for approximate reasoning.Patrick Doherty, Martin Magnusson & Andrzej Szalas - 2006 - Journal of Applied Non-Classical Logics 16 (1-2):87-117.
    This paper describes an experimental platform for approximate knowledge databases called the Approximate Knowledge Database, based on a semantics inspired by rough sets. The implementation is based upon the use of a standard SQL database to store logical facts, augmented with several query interface layers implemented in JAVA through which extensional, intensional and local closed world nonmonotonic queries in the form of crisp or approximate logical formulas can be evaluated tractably. A graphical database design user interface (...)
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  19. Designing user interfaces for problem solving, with application to hypertext and creative writing.Harold Thimbleby - 1994 - AI and Society 8 (1):29-44.
    Interactive computer systems can support their users in problem solving, both in Performing their work tasks and in using the systems themselves. Not only is direct support for heuristics beneficial, but to do so modifies the form of computer support provided. This Paper defines and explores the use of problem solving heuristics in user interface design.
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  20.  93
    User interfaces for communication bridges across the digital divide.Edwin H. Blake & William D. Tucker - 2006 - AI and Society 20 (2):232-242.
    Connecting people across the digital divide is as much a social effort as a technological one. We are developing a community-centred approach to learn how interaction techniques can compensate for poor communication across the digital divide. We have incorporated the lessons learned regarding social intelligence design in an abstraction and in a device called the SoftBridge. The SoftBridge allows communication to flow from endpoints through adapters, getting converted if necessary, and out to destination endpoints. Field trials are underway with two (...)
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  21. User interface tools for telerobotic systems for handling hazardous waste.Edward Angel, Forrest Thompson, Anthony Ferrara & Jeff VanDyke - 1991 - Ai 1991 Frontiers in Innovative Computing for the Nuclear Industry Topical Meeting, Jackson Lake, Wy, Sept. 15-18, 1991 1.
     
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  22. User interface design.Andrew Dillon - 2003 - In L. Nadel (ed.), Encyclopedia of Cognitive Science. Nature Publishing Group.
  23.  33
    A new tangible user interface for machine learning document review.Caroline Privault, Jacki O’Neill, Victor Ciriza & Jean-Michel Renders - 2010 - Artificial Intelligence and Law 18 (4):459-479.
    This paper describes a tool for assisting lawyers and paralegal teams during document review in eDiscovery. The tool combines a machine learning technology (CategoriX) and advanced multi-touch interface capable of not only addressing the usual cost, time and accuracy issues in document review, but also of facilitating the work of the review teams by capitalizing on the intelligence of the reviewers and enabling collaborative work.
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  24.  15
    How user interfaces can improve DSSs: visual simulation modelling.Jasna Kuljis - 1995 - Journal of Intelligent Systems 5 (2-4):225-248.
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  25.  16
    NPSNET: Four user interface paradigms for entity control in a virtual world.David Pratt, John Locke, Paul Barham & John Falby - 1995 - Journal of Intelligent Systems 5 (2-4):89-110.
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  26.  10
    Human-computer interaction emotional design and innovative cultural and creative product design.Zhimin Gao & Jiaxi Huang - 2022 - Frontiers in Psychology 13.
    To make the interface design of computer application system better, meet the psychological and emotional needs of users, and be more humanized, the emotional factor is increasingly valued by interface designers. In the design of human-computer interaction graphical interfaces, the designer attaches great importance to the emotional design of the interface, and enhances the humanized design of the interface, which cannot only improve the comfort of the interface, but also improve the fun of the (...)
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  27.  22
    A Theoretical Framework of Haptic Processing in Automotive User Interfaces and Its Implications on Design and Engineering.Stefan Josef Breitschaft, Stella Clarke & Claus-Christian Carbon - 2019 - Frontiers in Psychology 10:455986.
    Driving a car is a highly visual task. Despite the trend towards increased driver assistance and autonomous vehicles, drivers still need to interact with the car for both driving and non-driving relevant tasks, at times simultaneously. The often-resulting high cognitive load is a safety issue which can be addressed by providing the driver with alternative feedback modalities, such as haptics. Recent trends in the automotive industry are moving towards the seamless integration of control elements through touch-sensitive surfaces. Psychological knowledge on (...)
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  28. Graphic interface design and deductive proof construction.Marvin Croy - manuscript
    A graphic means of representing deductive proofs in a sentential system of symbolic logic is presented. Proof construction is characterized as a domain of the cognitive theory of problem solving, and three different interface designs for supporting the working backwards method of proof construction are demonstrated. Following a description of the rule set and the working backwards method, an analysis is given of student performance data that has guided interface development during the past two years. One interface (...)
     
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  29.  12
    MUDS as textbased spatial user interfaces and research tools.Jolanda Tromp & Andreas Dieberger - 1995 - Journal of Intelligent Systems 5 (2-4):179-202.
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  30.  15
    Automatically generating personalized user interfaces with Supple.Krzysztof Z. Gajos, Daniel S. Weld & Jacob O. Wobbrock - 2010 - Artificial Intelligence 174 (12-13):910-950.
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  31.  29
    Semiotics of the user interface.René Jorna & Barend van Heusden - 1996 - Semiotica 109 (3-4):237-250.
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  32.  20
    Risk analysis and prediction in welfare institutions using a recommender system.Maayan Zhitomirsky-Geffet & Avital Zadok - 2018 - AI and Society 33 (4):511-525.
    Recommender systems are recently developed computer-assisted tools that support social and informational needs of various communities and help users exploit huge amounts of data for making optimal decisions. In this study, we present a new recommender system for assessment and risk prediction in child welfare institutions in Israel. The system exploits a large diachronic repository of manually completed questionnaires on functioning of welfare institutions and proposes two different rule-based computational models. The system accepts users’ requests via a simple graphical (...)
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  33. The role of cognitive modeling for user interface design representations: An epistemological analysis of knowledge engineering in the context of human-computer interaction. [REVIEW]Markus F. Peschl & Chris Stary - 1998 - Minds and Machines 8 (2):203-236.
    In this paper we review some problems with traditional approaches for acquiring and representing knowledge in the context of developing user interfaces. Methodological implications for knowledge engineering and for human-computer interaction are studied. It turns out that in order to achieve the goal of developing human-oriented (in contrast to technology-oriented) human-computer interfaces developers have to develop sound knowledge of the structure and the representational dynamics of the cognitive system which is interacting with the computer.We show that in a first (...)
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  34. Cut-free single-pass tableaux for the logic of common knowledge.Rajeev Gore - unknown
    We present a cut-free tableau calculus with histories and variables for the EXPTIME-complete multi-modal logic of common knowledge. Our calculus constructs the tableau using only one pass, so proof-search for testing theoremhood of ϕ does not exhibit the worst-case EXPTIME-behaviour for all ϕ as in two-pass methods. Our calculus also does not contain a “finitized ω-rule” so that it detects cyclic branches as soon as they arise rather than by worst-case exponential branching with respect to the size of ϕ. Moreover, (...)
     
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  35.  74
    Media Literacy Education in Art: Motion Expression and the New Vision of Art Education.Kenta Motomura - 2003 - Journal of Aesthetic Education 37 (4):58.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 37.4 (2003) 58-64 [Access article in PDF] Media Literacy Education in Art:Motion Expression and the New Vision of Art EducationThe Bauhaus, which established the foundation of modern design, has greatly influenced Japanese design and art education. It is a historical fact that the movement views "synthetic art" as an integration of the various fields and the integration of the art and machine technology experimentally. (...)
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  36.  21
    Engineering Service Descriptions from Legacy User Interfaces: An Asset Management Example.A. Johnston & M. Lycett - 2006 - Journal of Intelligent Systems 15 (1-4):203-232.
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  37.  8
    Assessing neuroelectrical markers of emotional appraisal during the interaction with adaptive user interfaces.Feroze Malik, Kathrin Pollmann, Matthias Peissner & Mathias Vukelić - 2018 - Frontiers in Human Neuroscience 12.
  38.  40
    Examples of what can be done with the Pop-11 RCLIB package For 2-D graphical interfaces.Aaron Sloman - unknown
    RCLIB is a 2-D graphical interface package available as an addition to the Poplog software development system. "RC" stands for "Relative Coordinates": all the graphical commands are relative to a frame of reference, which can be changed without altering the commands, making it easy to draw the same thing in different parts of a display, using different sizes or orientations, and possibly stretched or sheared.
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  39.  62
    User’s Self-Prediction of Performance in Motor Imagery Brain–Computer Interface.Minkyu Ahn, Hohyun Cho, Sangtae Ahn & Sung C. Jun - 2018 - Frontiers in Human Neuroscience 12.
  40.  29
    A Novel Interface for the Graphical Analysis of Music Practice Behaviors.Janis Sokolovskis, Dorien Herremans & Elaine Chew - 2018 - Frontiers in Psychology 9.
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  41.  26
    Representing the graphics context to support understanding plural anaphora in multi-modal interfaces.Elise H. Turner & Roy M. Turner - 2001 - In P. Bouquet V. Akman (ed.), Modeling and Using Context. Springer. pp. 330--342.
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  42.  23
    Towards an Intelligent Graphical Interface for Linear Programming Modelling.E. L. F. Senne, C. Lucas & S. Taylor - 1996 - Journal of Intelligent Systems 6 (1):63-94.
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  43.  13
    Promoting online collaborative learning on moodle platform with the “quick chat” plugin.Umberto Dello Iacono - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 11 (3):1-10.
    In recent years, several Vygotskian computer-based learning activities (VCBLAs) were designed in the context of (mathematics) education and implemented on Moodle platform. However, Moodle does not allow users to visualize all chats on a single browser page, and they are forced to open multiple browser windows and switch among them very frequently. This paper describes the features of a plugin for Moodle, called “Quick Chat,” which allows to manage in a single browser window both the narrative flow of a VCBLA (...)
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  44.  21
    The interface envelope: gaming, technology, power.James Ash - 2015 - New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
    In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren (...)
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  45. Reader as user: Applying interface design techniques to the Web.Karen McGrane Chauss - 1996 - Kairos: A Journal of Rhetoric, Technology, and Pedagogy 1 (2).
    he World Wide Web is not just an electronic display of text and information. To navigate the WWW, readers need to make decisions about how to pursue and translate their decisions into physical actions. The Web is an interface. -/- Because the WWW shares common ground with both papertext writing and with software interfaces, theories and research from interface design, human-computer interaction, and cognitive science can be used to improve web page interfaces and make the design and presentation (...)
     
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  46. Internal vs. external information in visual perception.Ronald A. Rensink - 2002 - In Proceedings of the Second International Symposium on Smart Graphics,. pp. 63-70.
    One of the more compelling beliefs about vision is that it is based on representations that are coherent and complete, with everything in the visual field described in great detail. However, changes made during a visual disturbance are found to be difficult to see, arguing against the idea that our brains contain a detailed, picture-like representation of the scene. Instead, it is argued here that a more dynamic, "just-in-time" representation is involved, one with deep similarities to the way that users (...)
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  47.  58
    What is it like to use a BCI? – insights from an interview study with brain-computer interface users.Johannes Kögel, Ralf J. Jox & Orsolya Friedrich - 2020 - BMC Medical Ethics 21 (1):1-14.
    BackgroundThe neurotechnology behind brain-computer interfaces (BCIs) raises various ethical questions. The ethical literature has pinpointed several issues concerning safety, autonomy, responsibility and accountability, psychosocial identity, consent, privacy and data security. This study aims to assess BCI users’ experiences, self-observations and attitudes in their own right and looks for social and ethical implications.MethodsWe conducted nine semi-structured interviews with BCI users, who used the technology for medical reasons. The transcribed interviews were analyzed according to the Grounded Theory coding method.ResultsBCI users perceive themselves (...)
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  48. Ghost in the Machine: A Philosophical Analysis of the Relationship Between Brain-Computer Interface Applications and their Users.Richard Heersmink - 2009 - Dissertation, University of Twente.
    This Master’s thesis explores the relationship between Brain-Computer Interfaces (BCIs) and their human users from a functional, epistemological and phenomenological perspective. The analysis has four steps. I start out with a technical description of BCI systems in which I conceptually analyze different types of BCI applications. This results in the development of a taxonomy of applications which is the point of departure for further philosophical analysis. Thereafter, I explore the functional relationship between BCI applications and their users. That is to (...)
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  49.  31
    What It Takes to Be a Pioneer: Ability Expectations From Brain-Computer Interface Users.Johannes Kögel & Gregor Wolbring - 2020 - NanoEthics 14 (3):227-239.
    Brain-computer interfaces are envisioned to enable new abilities of action. This potential can be fruitful in particular when it comes to restoring lost motion or communication abilities or to implementing new possibilities of action. However, BCIs do not come without presuppositions. Applying the concept of ability expectations to BCIs, a wide range of requirements on the side of the users becomes apparent. We examined these ability expectations by taking the example of therapeutic BCI users who got enrolled into BCI research (...)
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  50.  50
    Study on Smart Home Interface Design Characteristics Considering the Influence of Age Difference: Focusing on Sliders.Na Yu, Ziwei Ouyang & Hehe Wang - 2022 - Frontiers in Psychology 13.
    Smart homes represent an effective approach to improve one’s quality of life. Developing user interfaces that are both comfortable and understandable can assist users, particularly the elderly, embrace smart home technologies. It’s critical to concentrate on the characteristics of smart home interface design and their impact on people of various ages. Since sliders are one of the most common components utilized in the smart home user interface, this article aimed to investigate the effects of slider design (...)
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