26 research outputs found

    Stabilising touch interactions in cockpits, aerospace, and vibrating environments

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    © Springer International Publishing AG, part of Springer Nature 2018. Incorporating touch screen interaction into cockpit flight systems is increasingly gaining traction given its several potential advantages to design as well as usability to pilots. However, perturbations to the user input are prevalent in such environments due to vibrations, turbulence and high accelerations. This poses particular challenges for interacting with displays in the cockpit, for example, accidental activation during turbulence or high levels of distraction from the primary task of airplane control to accomplish selection tasks. On the other hand, predictive displays have emerged as a solution to minimize the effort as well as cognitive, visual and physical workload associated with using in-vehicle displays under perturbations, induced by road and driving conditions. This technology employs gesture tracking in 3D and potentially eye-gaze as well as other sensory data to substantially facilitate the acquisition (pointing and selection) of an interface component by predicting the item the user intents to select on the display, early in the movements towards the screen. A key aspect is utilising principled Bayesian modelling to incorporate and treat the present perturbation, thus, it is a software-based solution that showed promising results when applied to automotive applications. This paper explores the potential of applying this technology to applications in aerospace and vibrating environments in general and presents design recommendations for such an approach to enhance interactions accuracy as well as safety

    Human Performance Modeling For Two-Dimensional Dwell-Based Eye Pointing

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    Recently, Zhang et al. (2010) proposed an effective performance model for dwell-based eye pointing. However, their model was based on a specific circular target condition, without the ability to predict the performance of acquiring conventional rectangular targets. Thus, the applicability of such a model is limited. In this paper, we extend their one-dimensional model to two-dimensional (2D) target conditions. Carrying out two experiments, we have evaluated the abilities of different model candidates to find out the most appropriate one. The new index of difficulty we redefine for 2D eye pointing (IDeye) can properly reflect the asymmetrical impact of target width and height, which the later exceeds the former, and consequently the IDeyemodel can accurately predict the performance for 2D targets. Importantly, we also find that this asymmetry still holds for varying movement directions. According to the results of our study, we provide useful implications and recommendations for gaze-based interactions

    User interface adaptation for ICT based alternative and augmentative applications

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    Podrška informacijsko komunikacijske tehnologije za potpomognutu komunikaciju može olakšati uključivanje osoba sa složenim komunikacijskim potrebama u svakodnevni život. Takvim je osobama, zbog specifičnih i često individualnih potreba, nužno omogućiti jednostavnu prilagodbu grafičkog korisničkog sučelja u skladu s njihovim potrebama, sposobnostima, teškoćama i mogućnostima. U radu se predlaže inicijalna automatska prilagodba korisničkog sučelja aplikacija PK koja se obavlja samo jednom, a zatim distribuira ostalim aplikacijama PK putem razvijene platforme. Adaptacija je formalno definirana Petrijevim mrežama i evaluirana od strane grupe korisnika, pri čemu su rezultati evaluacije uključeni u sam model. Cilj modela jest implementacija programskih komponenti koje će se moći opetovano koristiti bez potrebe za evaluacijom od strane korisnika PK što je vrlo bitno obzirom na poteškoće i složene potrebe takvih korisnika. Ovakav će pristup u konačnici omogućiti brži razvoj usluga i aplikacija PK. Uz navedeno, u radu se predlažu i evaluiraju metode za odabir simbola.Support of ICT in Alternative and Augmentative Communication (AAC) has been recognized as the key enabler of better inclusion of persons with complex communication needs into everyday life. Due to complex, and often very individual, communication needs, such persons need the ability to quickly adapt graphical user interfaces according to their needs, skills, impairments and possibilities. The paper proposes initial automatic adaptation of AAC application user interfaces that is performed only once and then distributed across AAC applications through a specialized AAC platform. The adaptation is formally specified using timed Petri nets and evaluated on a group of users, aiming at producing components that can be re-used without the need for further evaluation, thus enabling rapid development of new applications without the need for real user testing, due to the nature and availability of AAC users. Finally, the paper proposes several methods of choosing symbols and weighs the benefits of each method according to evaluation results

    Automatically generating user interfaces adapted to users’ motor and vision capabilities

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    Most of today’s GUIs are designed for the typical, able-bodied user; atypical users are, for the most part, left to adapt as best they can, perhaps using specialized assistive technologies as an aid. In this paper, we present an alternative approach: SUPPLE++ automatically generates interfaces which are tailored to an individual’s motor capabilities and can be easily adjusted to accommodate varying vision capabilities. SUPPLE++ models users ’ motor capabilities based on a onetime motor performance test and uses this model in an optimization process, generating a personalized interface. A preliminary study indicates that while there is still room for improvement, SUPPLE++ allowed one user to complete tasks that she could not perform using a standard interface, while for the remaining users it resulted in an average time savings of 20%, ranging from an slowdown of 3 % to a speedup o

    Adaptive model-driven user interface development systems

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    Adaptive user interfaces (UIs) were introduced to address some of the usability problems that plague many software applications. Model-driven engineering formed the basis for most of the systems targeting the development of such UIs. An overview of these systems is presented and a set of criteria is established to evaluate the strengths and shortcomings of the state-of-the-art, which is categorized under architectures, techniques, and tools. A summary of the evaluation is presented in tables that visually illustrate the fulfillment of each criterion by each system. The evaluation identified several gaps in the existing art and highlighted the areas of promising improvement
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