109 research outputs found

    Developing an educational application for first grade students based on handwriting recognition

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    Tablet computers have become a significant consumer technology by providing a more natural way of interaction via touch sensitive screens, compared to keyboard and mouse input. For this purpose, they are being used increasingly for education purposes, especially aimed for children. In this thesis, an educational application based on handwriting recognition technologies is developed for 1st grade students. The developed application lets teachers prepare online study material directly from text books that students write on and receive back a rich set of information such as timing and writing order, along with a student's completed homework. Arithmetic and linguistic exercises suitable for first grade curriculum are implemented into application. The thesis covers all aspects about designing and developing such an educational application, including: how to design a friendly and straightforward interface for children; how to prepare study material paralleling a variety of question types (matching, arithmetic, Turkish) found in elementary school education; and what applications would be most beneficial on the tablet platform. Besides the design and user interface issues, technical solutions are developed for how to implement sophisticated applications such as a Hidden Markov Model based recognizer on the Android platform, and how to verify answers. After the initial design, assessments are collected from first grade students on two separate occasions and the design of the application was iteratively improved to suit the young students’ needs who have still-developing motor skills and lesser experience with technology compared to most adults

    Applying touch gesture to improve application accessing speed on mobile devices.

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    The touch gesture shortcut is one of the most significant contributions to Human-Computer Interaction (HCI). It is used in many fields: e.g., performing web browsing tasks (i.e., moving to the next page, adding bookmarks, etc.) on a smartphone, manipulating a virtual object on a tabletop device and communicating between two touch screen devices. Compared with the traditional Graphic User Interface (GUI), the touch gesture shortcut is more efficient, more natural, it is intuitive and easier to use. With the rapid development of smartphone technology, an increasing number of data items are showing up in users’ mobile devices, such as contacts, installed apps and photos. As a result, it has become troublesome to find a target item on a mobile device with traditional GUI. For example, to find a target app, sliding and browsing through several screens is a necessity. This thesis addresses this challenge by proposing two alternative methods of using a touch gesture shortcut to find a target item (an app, as an example) in a mobile device. Current touch gesture shortcut methods either employ a universal built-in system- defined shortcut template or a gesture-item set, which is defined by users before using the device. In either case, the users need to learn/define first and then recall and draw the gesture to reach the target item according to the template/predefined set. Evidence has shown that compared with GUI, the touch gesture shortcut has an advantage when performing several types of tasks e.g., text editing, picture drawing, audio control, etc. but it is unknown whether it is quicker or more effective than the traditional GUI for finding target apps. This thesis first conducts an exploratory study to understand user memorisation of their Personalized Gesture Shortcuts (PGS) for 15 frequently used mobile apps. An experiment will then be conducted to investigate (1) the users’ recall accuracy on the PGS for finding both frequently and infrequently used target apps, (2) and the speed by which users are able to access the target apps relative to GUI. The results show that the PGS produced a clear speed advantage (1.3s faster on average) over the traditional GUI, while there was an approximate 20% failure rate due to unsuccessful recall on the PGS. To address the unsuccessful recall problem, this thesis explores ways of developing a new interactive approach based on the touch gesture shortcut but without requiring recall or having to be predefined before use. It has been named the Intelligent Launcher in this thesis, and it predicts and launches any intended target app from an unconstrained gesture drawn by the user. To explore how to achieve this, this thesis conducted a third experiment to investigate the relationship between the reasons underlying the user’s gesture creation and the gesture shape (handwriting, non-handwriting or abstract) they used as their shortcut. According to the results, unlike the existing approaches, the thesis proposes that the launcher should predict the users’ intended app from three types of gestures. First, the non-handwriting gestures via the visual similarity between it and the app’s icon; second, the handwriting gestures via the app’s library name plus functionality; and third, the abstract gestures via the app’s usage history. In light of these findings mentioned above, we designed and developed the Intelligent Launcher, which is based on the assumptions drawn from the empirical data. This thesis introduces the interaction, the architecture and the technical details of the launcher. How to use the data from the third experiment to improve the predictions based on a machine learning method, i.e., the Markov Model, is described in this thesis. An evaluation experiment, shows that the Intelligent Launcher has achieved user satisfaction with a prediction accuracy of 96%. As of now, it is still difficult to know which type of gesture a user tends to use. Therefore, a fourth experiment, which focused on exploring the factors that influence the choice of touch gesture shortcut type for accessing a target app is also conducted in this thesis. The results of the experiment show that (1) those who preferred a name-based method used it more consistently and used more letter gestures compared with those who preferred the other three methods; (2) those who preferred the keyword app search method created more letter gestures than other types; (3) those who preferred an iOS system created more drawing gestures than other types; (4) letter gestures were more often used for the apps that were used frequently, whereas drawing gestures were more often used for the apps that were used infrequently; (5) the participants tended to use the same creation method as the preferred method on different days of the experiment. This thesis contributes to the body of Human-Computer Interaction knowledge. It proposes two alternative methods which are more efficient and flexible for finding a target item among a large number of items. The PGS method has been confirmed as being effective and has a clear speed advantage. The Intelligent Launcher has been developed and it demonstrates a novel way of predicting a target item via the gesture user’s drawing. The findings concerning the relationship between the user’s choice of gesture for the shortcut and some of the individual factors have informed the design of a more flexible touch gesture shortcut interface for ”target item finding” tasks. When searching for different types of data items, the Intelligent Launcher is a prototype for finding target apps since the variety in visual appearance of an app and its functionality make it more difficult to predict than other targets, such as a standard phone setting, a contact or a website. However, we believe that the ideas that have been presented in this thesis can be further extended to other types of items, such as videos or photos in a Photo Library, places on a map or clothes in an online store. What is more, this study also leads the way in tackling the advantage of a machine learning method in touch gesture shortcut interactions

    Predicting and Reducing the Impact of Errors in Character-Based Text Entry

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    This dissertation focuses on the effect of errors in character-based text entry techniques. The effect of errors is targeted from theoretical, behavioral, and practical standpoints. This document starts with a review of the existing literature. It then presents results of a user study that investigated the effect of different error correction conditions on popular text entry performance metrics. Results showed that the way errors are handled has a significant effect on all frequently used error metrics. The outcomes also provided an understanding of how users notice and correct errors. Building on this, the dissertation then presents a new high-level and method-agnostic model for predicting the cost of error correction with a given text entry technique. Unlike the existing models, it accounts for both human and system factors and is general enough to be used with most character-based techniques. A user study verified the model through measuring the effects of a faulty keyboard on text entry performance. Subsequently, the work then explores the potential user adaptation to a gesture recognizer’s misrecognitions in two user studies. Results revealed that users gradually adapt to misrecognition errors by replacing the erroneous gestures with alternative ones, if available. Also, users adapt to a frequently misrecognized gesture faster if it occurs more frequently than the other error-prone gestures. Finally, this work presents a new hybrid approach to simulate pressure detection on standard touchscreens. The new approach combines the existing touch-point- and time-based methods. Results of two user studies showed that it can simulate pressure detection more reliably for at least two pressure levels: regular (~1 N) and extra (~3 N). Then, a new pressure-based text entry technique is presented that does not require tapping outside the virtual keyboard to reject an incorrect or unwanted prediction. Instead, the technique requires users to apply extra pressure for the tap on the next target key. The performance of the new technique was compared with the conventional technique in a user study. Results showed that for inputting short English phrases with 10% non-dictionary words, the new technique increases entry speed by 9% and decreases error rates by 25%. Also, most users (83%) favor the new technique over the conventional one. Together, the research presented in this dissertation gives more insight into on how errors affect text entry and also presents improved text entry methods

    Proceedings of the 2nd IUI Workshop on Interacting with Smart Objects

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    These are the Proceedings of the 2nd IUI Workshop on Interacting with Smart Objects. Objects that we use in our everyday life are expanding their restricted interaction capabilities and provide functionalities that go far beyond their original functionality. They feature computing capabilities and are thus able to capture information, process and store it and interact with their environments, turning them into smart objects

    THaW publications

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    In 2013, the National Science Foundation\u27s Secure and Trustworthy Cyberspace program awarded a Frontier grant to a consortium of four institutions, led by Dartmouth College, to enable trustworthy cybersystems for health and wellness. As of this writing, the Trustworthy Health and Wellness (THaW) project\u27s bibliography includes more than 130 significant publications produced with support from the THaW grant; these publications document the progress made on many fronts by the THaW research team. The collection includes dissertations, theses, journal papers, conference papers, workshop contributions and more. The bibliography is organized as a Zotero library, which provides ready access to citation materials and abstracts and associates each work with a URL where it may be found, cluster (category), several content tags, and a brief annotation summarizing the work\u27s contribution. For more information about THaW, visit thaw.org

    Sketch Recognition on Mobile Devices

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    Sketch recognition allows computers to understand and model hand drawn sketches and diagrams. Traditionally sketch recognition systems required a pen based PC interface, but powerful mobile devices such as tablets and smartphones can provide a new platform for sketch recognition systems. We describe a new sketch recognition library, Strontium (SrL) that combines several existing sketch recognition libraries modified to run on both personal computers and on the Android platform. We analyzed the recognition speed and accuracy implications of performing low-level shape recognition on smartphones with touch screens. We found that there is a large gap in recognition speed on mobile devices between recognizing simple shapes and more complex ones, suggesting that mobile sketch interface designers limit the complexity of their sketch domains. We also found that a low sampling rate on mobile devices can affect recognition accuracy of complex and curved shapes. Despite this, we found no evidence to suggest that using a finger as an input implement leads to a decrease in simple shape recognition accuracy. These results show that the same geometric shape recognizers developed for pen applications can be used in mobile applications, provided that developers keep shape domains simple and ensure that input sampling rate is kept as high as possible

    Biometric walk recognizer. Research and results on wearable sensor-based gait recognition

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    Gait is a biometric trait that can allow user authentication, though being classified as a "soft" one due to a certain lack in permanence, and to sensibility to specific conditions. The earliest research relies on computer vision-based approaches, especially applied in video surveillance. More recently, the spread of wearable sensors, especially those embedded in mobile devices, which are able to capture the dynamics of the walking pattern through simpler 1D signals, has spurred a different research line. This capture modality can avoid some problems related to computer vision-based techniques, but suffers from specific limitations. Related research is still in a less advanced phase with respect to other biometric traits. However, the promising results achieved so far, the increasing accuracy of sensors, the ubiquitous presence of mobile devices, and the low cost of related techniques, make this biometrics attractive and suggest to continue the investigations in this field. The first Chapters of this thesis deal with an introduction to biometrics, and more specifically to gait trait. A comprehensive review of technologies, approaches and strategies exploited by gait recognition proposals in the state-of-the-art is also provided. After such introduction, the contributions of this work are presented in details. Summarizing, it improves preceding result achieved during my Master Degree in Computer Science course of Biometrics and extended in my following Master Degree Thesis. The research deals with different strategies, including preprocessing and recognition techniques, applied to the gait biometrics, in order to allow both an automatic recognition and an improvement of the system accuracy

    WatchTrace: Design and Evaluation of an At-Your-Side Gesture Paradigm

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    In this thesis, we present the exploration and evaluation of a gesture interaction paradigm performed with arms at rest at the side of one's body. This gesture stance is informed persisting challenges in mid-air arm gesture interactions in relation to fatigue and social acceptability. The proposed arms-down posture reduces physical effort by minimizing the shoulder torque placed on the user. While this interaction posture has been previously explored, the gesture vocabulary in previous research has been small and limited. The design of this gesture interaction is motivated by the ability to provide rich and expressive input; the user performs gestures by moving the whole arm at the side of the body to create two-dimensional visual traces, as in hand-drawing in a bounded plane parallel to the ground. Within this space, we present the results of two studies that investigate the use of side-gesture input for interaction. First, we explore the users' mental model for using this interaction by conducting an elicitation study on a set of everyday tasks one would perform on a large display in public to semi-public contexts. The takeaway from this study presents the need for a dynamic and expressive set of gesture vocabulary including ideographic and alphanumeric gesture constructs that can be combined or chained together. We then explore the feasibility of designing such a gesture recognition system using commodity hardware and recognition techniques, dubbed WatchTrace, which supports alphanumeric gestures of up to length three, providing a vibrant, dynamic, and feasible gestural vocabulary. Finally, we explore potential approaches to improve the recognition through the use of adaptive thresholds, n-best lists, and changing reject rates among other conventional techniques in the field of gesture classification
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