Conferences related to Keyboards

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2012 16th Annual International Symposium on Wearable Computers (ISWC)

ISWC 2012, the sixteenth annual International Symposium on Wearable Computers, is the premier forum for wearable computing and issues related to on-body and worn mobile technologies. ISWC'12 will bring together researchers, product vendors, fashion designers, textile manufacturers, users, and related professionals to share information and advances in wearable computing.


2012 IEEE 16th International Conference on Computer Supported Cooperative Work in Design (CSCWD)

Collaboration technologies and applications to the design of processes, products, systems, and services in industries and societies. Application domains include aerospace, automotive, manufacturing, logistics, transportation, power and energy, healthcare, infrastructure, administration, social networks, and entertainment.


2009 Fifth International Conference on Autonomic and Autonomous Systems (ICAS)

The ICAS 2009 (International Conference on Autonomic and Autonomous Systems) is a multi-track event covering related topics on theory and practice on systems automation, autonomous systems and autonomic computing.


2009 International Conference on Information and Communication Technologies and Development (ICTD)

The goal of the ICTD conference is to provide a forum for academic researchers and scholarly practitioners working with Information and Communications Technology (ICT) applied to development. The conference will bring together researchers and reflective practitioners in both the social and technical sciences.



Periodicals related to Keyboards

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Consumer Electronics, IEEE Transactions on

The design and manufacture of consumer electronics products, components, and related activities, particularly those used for entertainment, leisure, and educational purposes


Neural Systems and Rehabilitation Engineering, IEEE Transactions on

Rehabilitation aspects of biomedical engineering, including functional electrical stimulation, acoustic dynamics, human performance measurement and analysis, nerve stimulation, electromyography, motor control and stimulation, and hardware and software applications for rehabilitation engineering and assistive devices.


Pervasive Computing, IEEE

The popularity of mobile Internet access, third- and fourth-generation wireless communication, handheld devices, and Bluetooth have made pervasive computing a reality. To help you keep pace, IEEE Pervasive Computing covers mobile computing, wireless networks, security, scalability, intelligent vehicles and environments, and pervasive computing applications.




Xplore Articles related to Keyboards

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Semi-automated Analysis Software for a Novel Biochemistry Assay

Joseph M. Vesco; Frederick C. Harris; Sergiu M. Dascalu; Del R. Jackson; Josh E. Baker 2013 10th International Conference on Information Technology: New Generations, 2013

Some of the work done in the Baker lab at the University of Nevada, Reno has been directed towards the analysis of muscle tissue in a single molecule arrangement. The process is a novel high-throughput single molecule binding assay or SiMBA for short. This assay is performed by binding single-headed skeletal muscle myosin to a cover slip and looking at ...


A Systems Approach to Low-Cost Electronic Tuning Address

B. Howell; J. Reid; F. Zlotnick IEEE Transactions on Consumer Electronics, 1978

First Page of the Article ![](/xploreAssets/images/absImages/04043094.png)


Implicit Calibration of a Remote Gaze Tracker

X. L. C. Brolly; J. B. Mulligan 2004 Conference on Computer Vision and Pattern Recognition Workshop, 2004

We describe a system designed to monitor the gaze of a user working naturally at a computer workstation. The system consists of three cameras situated between the keyboard and the monitor. Free head movements are allowed within a three-dimensional volume approximately 40 centimeters in diameter. Two fixed, wide-field "face" cameras equipped with active-illumination systems enable rapid localization of the subject's ...


Natural Human-Machine Interface using an Interactive Virtual Blackboard

Nicola Conci; Paolo Ceresato; Francesco G. B. De Natale 2007 IEEE International Conference on Image Processing, 2007

Input peripherals such as mouse, tablet or touchscreen, significantly contributed to ease the attitude of humans towards computing machines. They reduce the need of a keyboard and make the interaction with the computer faster and more instinctive, in particular for unskilled users. Next step would be the complete removal of any tangible device, towards the concept of "disappearing computer". In ...


An interactive touch phone for office automation

To Hsing; Hoa Quach; C. LeBlanc; J. Stoddard IEEE Communications Magazine, 1985

THIS PAPER describes the exploratory development of a microprocessor- controlled PABX telephone called the Touch Phone. Advanced hardware and software techniques have been utilized in the system design to implement new interface concepts for a user-friendly PABX telephone set. With its interactive capability, the user can easily gain access to the many features of a modern PABX system with minimal ...


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Educational Resources on Keyboards

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eLearning

Semi-automated Analysis Software for a Novel Biochemistry Assay

Joseph M. Vesco; Frederick C. Harris; Sergiu M. Dascalu; Del R. Jackson; Josh E. Baker 2013 10th International Conference on Information Technology: New Generations, 2013

Some of the work done in the Baker lab at the University of Nevada, Reno has been directed towards the analysis of muscle tissue in a single molecule arrangement. The process is a novel high-throughput single molecule binding assay or SiMBA for short. This assay is performed by binding single-headed skeletal muscle myosin to a cover slip and looking at ...


A Systems Approach to Low-Cost Electronic Tuning Address

B. Howell; J. Reid; F. Zlotnick IEEE Transactions on Consumer Electronics, 1978

First Page of the Article ![](/xploreAssets/images/absImages/04043094.png)


Implicit Calibration of a Remote Gaze Tracker

X. L. C. Brolly; J. B. Mulligan 2004 Conference on Computer Vision and Pattern Recognition Workshop, 2004

We describe a system designed to monitor the gaze of a user working naturally at a computer workstation. The system consists of three cameras situated between the keyboard and the monitor. Free head movements are allowed within a three-dimensional volume approximately 40 centimeters in diameter. Two fixed, wide-field "face" cameras equipped with active-illumination systems enable rapid localization of the subject's ...


Natural Human-Machine Interface using an Interactive Virtual Blackboard

Nicola Conci; Paolo Ceresato; Francesco G. B. De Natale 2007 IEEE International Conference on Image Processing, 2007

Input peripherals such as mouse, tablet or touchscreen, significantly contributed to ease the attitude of humans towards computing machines. They reduce the need of a keyboard and make the interaction with the computer faster and more instinctive, in particular for unskilled users. Next step would be the complete removal of any tangible device, towards the concept of "disappearing computer". In ...


An interactive touch phone for office automation

To Hsing; Hoa Quach; C. LeBlanc; J. Stoddard IEEE Communications Magazine, 1985

THIS PAPER describes the exploratory development of a microprocessor- controlled PABX telephone called the Touch Phone. Advanced hardware and software techniques have been utilized in the system design to implement new interface concepts for a user-friendly PABX telephone set. With its interactive capability, the user can easily gain access to the many features of a modern PABX system with minimal ...


More eLearning Resources

IEEE-USA E-Books

  • Bibliography

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In _ Mood and Mobility_, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He s ows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta- moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

  • Index

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In _ Mood and Mobility_, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He s ows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta- moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

  • Epilogue: From Head to World

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In _ Mood and Mobility_, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He s ows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta- moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

  • Solutions to the Problem

    This chapter contains sections titled: When and How to Authenticate Fastwords: Adapting Passwords to Constrained Keyboards Deriving PINs from Passwords Visual Preference Authentication The Deadly Sins of Security User Interfaces SpoofKiller??-??Let's Kiss Spoofing Goodbye! Device Identification and Intelligence How can we Determine if a Device is Infected or not?



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