337 research outputs found

    SymbolDesign: A User-centered Method to Design Pen-based Interfaces and Extend the Functionality of Pointer Input Devices

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    A method called "SymbolDesign" is proposed that can be used to design user-centered interfaces for pen-based input devices. It can also extend the functionality of pointer input devices such as the traditional computer mouse or the Camera Mouse, a camera-based computer interface. Users can create their own interfaces by choosing single-stroke movement patterns that are convenient to draw with the selected input device and by mapping them to a desired set of commands. A pattern could be the trace of a moving finger detected with the Camera Mouse or a symbol drawn with an optical pen. The core of the SymbolDesign system is a dynamically created classifier, in the current implementation an artificial neural network. The architecture of the neural network automatically adjusts according to the complexity of the classification task. In experiments, subjects used the SymbolDesign method to design and test the interfaces they created, for example, to browse the web. The experiments demonstrated good recognition accuracy and responsiveness of the user interfaces. The method provided an easily-designed and easily-used computer input mechanism for people without physical limitations, and, with some modifications, has the potential to become a computer access tool for people with severe paralysis.National Science Foundation (IIS-0093367, IIS-0308213, IIS-0329009, EIA-0202067

    MathBrush web application: Design and implementation of an online pen-input interface for computer algebra systems

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    Several pen-math systems have been developed for mobile and tablet platforms, most notably by the MathBrush project. With the increasing variety of available devices and platforms used by students, this thesis aims to design and implement a version of MathBrush for the web, such that it can be accessible from any device with a web browser. First, a formative study is conducted to gain a current understanding of the common processes used by post-secondary math students for completing assignments, such as: discussing the reliance of using paper, and identifying benefits/limitations of current tools used. Second, the MathBrush web application is implemented which requires creating a new architecture to support the web-based features of the application. Finally, a user study is performed to gain feedback from current math students. This feedback will highlight students' opinions on the application, and will relate back to discussions from the formative study to determine the overall usability of the MathBrush web application

    Understanding Shoulder Surfing in the Wild: Stories from Users and Observers

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    Research has brought forth a variety of authentication systems to mitigate observation attacks. However, there is little work about shoulder surfing situations in the real world. We present the results of a user survey (N=174) in which we investigate actual stories about shoulder surfing on mobile devices from both users and observers. Our analysis indicates that shoulder surfing mainly occurs in an opportunistic, non-malicious way. It usually does not have serious consequences, but evokes negative feelings for both parties, resulting in a variety of coping strategies. Observed data was personal in most cases and ranged from information about interests and hobbies to login data and intimate details about third persons and relationships. Thus, our work contributes evidence for shoulder surfing in the real world and informs implications for the design of privacy protection mechanisms

    Contributions to Pen & Touch Human-Computer Interaction

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    [EN] Computers are now present everywhere, but their potential is not fully exploited due to some lack of acceptance. In this thesis, the pen computer paradigm is adopted, whose main idea is to replace all input devices by a pen and/or the fingers, given that the origin of the rejection comes from using unfriendly interaction devices that must be replaced by something easier for the user. This paradigm, that was was proposed several years ago, has been only recently fully implemented in products, such as the smartphones. But computers are actual illiterates that do not understand gestures or handwriting, thus a recognition step is required to "translate" the meaning of these interactions to computer-understandable language. And for this input modality to be actually usable, its recognition accuracy must be high enough. In order to realistically think about the broader deployment of pen computing, it is necessary to improve the accuracy of handwriting and gesture recognizers. This thesis is devoted to study different approaches to improve the recognition accuracy of those systems. First, we will investigate how to take advantage of interaction-derived information to improve the accuracy of the recognizer. In particular, we will focus on interactive transcription of text images. Here the system initially proposes an automatic transcript. If necessary, the user can make some corrections, implicitly validating a correct part of the transcript. Then the system must take into account this validated prefix to suggest a suitable new hypothesis. Given that in such application the user is constantly interacting with the system, it makes sense to adapt this interactive application to be used on a pen computer. User corrections will be provided by means of pen-strokes and therefore it is necessary to introduce a recognizer in charge of decoding this king of nondeterministic user feedback. However, this recognizer performance can be boosted by taking advantage of interaction-derived information, such as the user-validated prefix. Then, this thesis focuses on the study of human movements, in particular, hand movements, from a generation point of view by tapping into the kinematic theory of rapid human movements and the Sigma-Lognormal model. Understanding how the human body generates movements and, particularly understand the origin of the human movement variability, is important in the development of a recognition system. The contribution of this thesis to this topic is important, since a new technique (which improves the previous results) to extract the Sigma-lognormal model parameters is presented. Closely related to the previous work, this thesis study the benefits of using synthetic data as training. The easiest way to train a recognizer is to provide "infinite" data, representing all possible variations. In general, the more the training data, the smaller the error. But usually it is not possible to infinitely increase the size of a training set. Recruiting participants, data collection, labeling, etc., necessary for achieving this goal can be time-consuming and expensive. One way to overcome this problem is to create and use synthetically generated data that looks like the human. We study how to create these synthetic data and explore different approaches on how to use them, both for handwriting and gesture recognition. The different contributions of this thesis have obtained good results, producing several publications in international conferences and journals. Finally, three applications related to the work of this thesis are presented. First, we created Escritorie, a digital desk prototype based on the pen computer paradigm for transcribing handwritten text images. Second, we developed "Gestures Ă  Go Go", a web application for bootstrapping gestures. Finally, we studied another interactive application under the pen computer paradigm. In this case, we study how translation reviewing can be done more ergonomically using a pen.[ES] Hoy en dĂ­a, los ordenadores estĂĄn presentes en todas partes pero su potencial no se aprovecha debido al "miedo" que se les tiene. En esta tesis se adopta el paradigma del pen computer, cuya idea fundamental es sustituir todos los dispositivos de entrada por un lĂĄpiz electrĂłnico o, directamente, por los dedos. El origen del rechazo a los ordenadores proviene del uso de interfaces poco amigables para el humano. El origen de este paradigma data de hace mĂĄs de 40 años, pero solo recientemente se ha comenzado a implementar en dispositivos mĂłviles. La lenta y tardĂ­a implantaciĂłn probablemente se deba a que es necesario incluir un reconocedor que "traduzca" los trazos del usuario (texto manuscrito o gestos) a algo entendible por el ordenador. Para pensar de forma realista en la implantaciĂłn del pen computer, es necesario mejorar la precisiĂłn del reconocimiento de texto y gestos. El objetivo de esta tesis es el estudio de diferentes estrategias para mejorar esta precisiĂłn. En primer lugar, esta tesis investiga como aprovechar informaciĂłn derivada de la interacciĂłn para mejorar el reconocimiento, en concreto, en la transcripciĂłn interactiva de imĂĄgenes con texto manuscrito. En la transcripciĂłn interactiva, el sistema y el usuario trabajan "codo con codo" para generar la transcripciĂłn. El usuario valida la salida del sistema proporcionando ciertas correcciones, mediante texto manuscrito, que el sistema debe tener en cuenta para proporcionar una mejor transcripciĂłn. Este texto manuscrito debe ser reconocido para ser utilizado. En esta tesis se propone aprovechar informaciĂłn contextual, como por ejemplo, el prefijo validado por el usuario, para mejorar la calidad del reconocimiento de la interacciĂłn. Tras esto, la tesis se centra en el estudio del movimiento humano, en particular del movimiento de las manos, utilizando la TeorĂ­a CinemĂĄtica y su modelo Sigma-Lognormal. Entender como se mueven las manos al escribir, y en particular, entender el origen de la variabilidad de la escritura, es importante para el desarrollo de un sistema de reconocimiento, La contribuciĂłn de esta tesis a este tĂłpico es importante, dado que se presenta una nueva tĂ©cnica (que mejora los resultados previos) para extraer el modelo Sigma-Lognormal de trazos manuscritos. De forma muy relacionada con el trabajo anterior, se estudia el beneficio de utilizar datos sintĂ©ticos como entrenamiento. La forma mĂĄs fĂĄcil de entrenar un reconocedor es proporcionar un conjunto de datos "infinito" que representen todas las posibles variaciones. En general, cuanto mĂĄs datos de entrenamiento, menor serĂĄ el error del reconocedor. No obstante, muchas veces no es posible proporcionar mĂĄs datos, o hacerlo es muy caro. Por ello, se ha estudiado como crear y usar datos sintĂ©ticos que se parezcan a los reales. Las diferentes contribuciones de esta tesis han obtenido buenos resultados, produciendo varias publicaciones en conferencias internacionales y revistas. Finalmente, tambiĂ©n se han explorado tres aplicaciones relaciones con el trabajo de esta tesis. En primer lugar, se ha creado Escritorie, un prototipo de mesa digital basada en el paradigma del pen computer para realizar transcripciĂłn interactiva de documentos manuscritos. En segundo lugar, se ha desarrollado "Gestures Ă  Go Go", una aplicaciĂłn web para generar datos sintĂ©ticos y empaquetarlos con un reconocedor de forma rĂĄpida y sencilla. Por Ășltimo, se presenta un sistema interactivo real bajo el paradigma del pen computer. En este caso, se estudia como la revisiĂłn de traducciones automĂĄticas se puede realizar de forma mĂĄs ergonĂłmica.[CA] Avui en dia, els ordinadors sĂłn presents a tot arreu i es comunament acceptat que la seva utilitzaciĂł proporciona beneficis. No obstant aixĂČ, moltes vegades el seu potencial no s'aprofita totalment. En aquesta tesi s'adopta el paradigma del pen computer, on la idea fonamental Ă©s substituir tots els dispositius d'entrada per un llapis electrĂČnic, o, directament, pels dits. Aquest paradigma postula que l'origen del rebuig als ordinadors provĂ© de l'Ășs d'interfĂ­cies poc amigables per a l'humĂ , que han de ser substituĂŻdes per alguna cosa mĂ©s coneguda. Per tant, la interacciĂł amb l'ordinador sota aquest paradigma es realitza per mitjĂ  de text manuscrit i/o gestos. L'origen d'aquest paradigma data de fa mĂ©s de 40 anys, perĂČ nomĂ©s recentment s'ha començat a implementar en dispositius mĂČbils. La lenta i tardana implantaciĂł probablement es degui al fet que Ă©s necessari incloure un reconeixedor que "tradueixi" els traços de l'usuari (text manuscrit o gestos) a alguna cosa comprensible per l'ordinador, i el resultat d'aquest reconeixement, actualment, Ă©s lluny de ser ĂČptim. Per pensar de forma realista en la implantaciĂł del pen computer, cal millorar la precisiĂł del reconeixement de text i gestos. L'objectiu d'aquesta tesi Ă©s l'estudi de diferents estratĂšgies per millorar aquesta precisiĂł. En primer lloc, aquesta tesi investiga com aprofitar informaciĂł derivada de la interacciĂł per millorar el reconeixement, en concret, en la transcripciĂł interactiva d'imatges amb text manuscrit. En la transcripciĂł interactiva, el sistema i l'usuari treballen "braç a braç" per generar la transcripciĂł. L'usuari valida la sortida del sistema donant certes correccions, que el sistema ha d'usar per millorar la transcripciĂł. En aquesta tesi es proposa utilitzar correccions manuscrites, que el sistema ha de reconĂšixer primer. La qualitat del reconeixement d'aquesta interacciĂł Ă©s millorada, tenint en compte informaciĂł contextual, com per exemple, el prefix validat per l'usuari. DesprĂ©s d'aixĂČ, la tesi se centra en l'estudi del moviment humĂ  en particular del moviment de les mans, des del punt de vista generatiu, utilitzant la Teoria CinemĂ tica i el model Sigma-Lognormal. Entendre com es mouen les mans en escriure Ă©s important per al desenvolupament d'un sistema de reconeixement, en particular, per entendre l'origen de la variabilitat de l'escriptura. La contribuciĂł d'aquesta tesi a aquest tĂČpic Ă©s important, atĂšs que es presenta una nova tĂšcnica (que millora els resultats previs) per extreure el model Sigma- Lognormal de traços manuscrits. De forma molt relacionada amb el treball anterior, s'estudia el benefici d'utilitzar dades sintĂštiques per a l'entrenament. La forma mĂ©s fĂ cil d'entrenar un reconeixedor Ă©s proporcionar un conjunt de dades "infinit" que representin totes les possibles variacions. En general, com mĂ©s dades d'entrenament, menor serĂ  l'error del reconeixedor. No obstant aixĂČ, moltes vegades no Ă©s possible proporcionar mĂ©s dades, o fer-ho Ă©s molt car. Per aixĂČ, s'ha estudiat com crear i utilitzar dades sintĂštiques que s'assemblin a les reals. Les diferents contribucions d'aquesta tesi han obtingut bons resultats, produint diverses publicacions en conferĂšncies internacionals i revistes. Finalment, tambĂ© s'han explorat tres aplicacions relacionades amb el treball d'aquesta tesi. En primer lloc, s'ha creat Escritorie, un prototip de taula digital basada en el paradigma del pen computer per realitzar transcripciĂł interactiva de documents manuscrits. En segon lloc, s'ha desenvolupat "Gestures Ă  Go Go", una aplicaciĂł web per a generar dades sintĂštiques i empaquetar-les amb un reconeixedor de forma rĂ pida i senzilla. Finalment, es presenta un altre sistema inter- actiu sota el paradigma del pen computer. En aquest cas, s'estudia com la revisiĂł de traduccions automĂ tiques es pot realitzar de forma mĂ©s ergonĂČmica.MartĂ­n-Albo SimĂłn, D. (2016). Contributions to Pen & Touch Human-Computer Interaction [Tesis doctoral no publicada]. Universitat PolitĂšcnica de ValĂšncia. https://doi.org/10.4995/Thesis/10251/68482TESI

    Solving mathematical problems on touch-based devices

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    Research on the use of mobile touch-based devices for mathematics has not kept up with the increasing ubiquity of such machines. Building upon MathBrush, a pen-based system for the recognition of handwritten mathematics, we investigate the iPad as a platform for doing mathematics, with a particular focus on differential equations. This thesis chronicles the work done to bring computational capabilities to MathBrush for the iPad, including the implementation of graphical plotting features, which are relevant for general mathematics as well as for differential equations. Furthermore, we explore new ideas for creating a specialized differential equation solver application, utilizing the MathBrush recognition engine. A vision for a new pen-based interface for differential equation input is presented, and its prototypical implementation is described

    Graphonomics and your Brain on Art, Creativity and Innovation : Proceedings of the 19th International Graphonomics Conference (IGS 2019 – Your Brain on Art)

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    [Italiano]: “Grafonomia e cervello su arte, creatività e innovazione”. Un forum internazionale per discutere sui recenti progressi nell'interazione tra arti creative, neuroscienze, ingegneria, comunicazione, tecnologia, industria, istruzione, design, applicazioni forensi e mediche. I contributi hanno esaminato lo stato dell'arte, identificando sfide e opportunità, e hanno delineato le possibili linee di sviluppo di questo settore di ricerca. I temi affrontati includono: strategie integrate per la comprensione dei sistemi neurali, affettivi e cognitivi in ambienti realistici e complessi; individualità e differenziazione dal punto di vista neurale e comportamentale; neuroaesthetics (uso delle neuroscienze per spiegare e comprendere le esperienze estetiche a livello neurologico); creatività e innovazione; neuro-ingegneria e arte ispirata dal cervello, creatività e uso di dispositivi di mobile brain-body imaging (MoBI) indossabili; terapia basata su arte creativa; apprendimento informale; formazione; applicazioni forensi. / [English]: “Graphonomics and your brain on art, creativity and innovation”. A single track, international forum for discussion on recent advances at the intersection of the creative arts, neuroscience, engineering, media, technology, industry, education, design, forensics, and medicine. The contributions reviewed the state of the art, identified challenges and opportunities and created a roadmap for the field of graphonomics and your brain on art. The topics addressed include: integrative strategies for understanding neural, affective and cognitive systems in realistic, complex environments; neural and behavioral individuality and variation; neuroaesthetics (the use of neuroscience to explain and understand the aesthetic experiences at the neurological level); creativity and innovation; neuroengineering and brain-inspired art, creative concepts and wearable mobile brain-body imaging (MoBI) designs; creative art therapy; informal learning; education; forensics

    Proceedings of the 15th International Conference on Technology in Mathematics Teaching (ICTMT 15)

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    A Survey of User Interfaces for Computer Algebra Systems

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    AbstractThis paper surveys work within the Computer Algebra community (and elsewhere) directed towards improving user interfaces for scientific computation during the period 1963–1994. It is intended to be useful to two groups of people: those who wish to know what work has been done and those who would like to do work in the field. It contains an extensive bibliography to assist readers in exploring the field in more depth. Work related to improving human interaction with computer algebra systems is the main focus of the paper. However, the paper includes additional materials on some closely related issues such as structured document editing, graphics, and communication protocols
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