315 research outputs found
Investigating Performance and Usage of Input Methods for Soft Keyboard Hotkeys
Touch-based devices, despite their mainstream availability, do not support a
unified and efficient command selection mechanism, available on every platform
and application. We advocate that hotkeys, conventionally used as a shortcut
mechanism on desktop computers, could be generalized as a command selection
mechanism for touch-based devices, even for keyboard-less applications. In this
paper, we investigate the performance and usage of soft keyboard shortcuts or
hotkeys (abbreviated SoftCuts) through two studies comparing different input
methods across sitting, standing and walking conditions. Our results suggest
that SoftCuts not only are appreciated by participants but also support rapid
command selection with different devices and hand configurations. We also did
not find evidence that walking deters their performance when using the Once
input method.Comment: 17+2 pages, published at Mobile HCI 202
Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers.
Virtual Reality (VR) has the potential to transform knowledge work. One
advantage of VR knowledge work is that it allows extending 2D displays into the
third dimension, enabling new operations, such as selecting overlapping objects
or displaying additional layers of information. On the other hand, mobile
knowledge workers often work on established mobile devices, such as tablets,
limiting interaction with those devices to a small input space. This challenge
of a constrained input space is intensified in situations when VR knowledge
work is situated in cramped environments, such as airplanes and touchdown
spaces.
In this paper, we investigate the feasibility of interacting jointly between
an immersive VR head-mounted display and a tablet within the context of
knowledge work. Specifically, we 1) design, implement and study how to interact
with information that reaches beyond a single physical touchscreen in VR; 2)
design and evaluate a set of interaction concepts; and 3) build example
applications and gather user feedback on those applications.Comment: 10 pages, 8 figures, ISMAR 202
The Effect of Tactile and Audio Feedback in Handheld Mobile Text Entry
Effects of tactile and audio feedback are examined in the context of touchscreen and mobile use. Prior experimental research is graphically summarized by task type (handheld text entry, tabletop text entry, non-text input), tactile feedback type (active, passive), and significant findings, revealing a research gap evaluating passive tactile feedback in handheld text entry (a.k.a. texting ). A passive custom tactile overlay is evaluated in a new experiment wherein 24 participants perform a handheld text entry task on an iPhone under four tactile and audio feedback conditions with measures of text entry speed and accuracy. Results indicate audio feedback produces better performance, while the tactile overlay degrades performance, consistent with reviewed literature. Contrary to previous findings, the combined feedback condition did not produce improved performance. Findings are discussed in light of skill-based behavior and feed-forward control principles described by Gibson (1966) and Rasmussen (1983)
AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware Armatures
AirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air - with 2-5 armatures poseable in 7DoF within the same workspace - to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. We explore flexible physical arrangement, feedforward of transition options, and layering of devices in-air across a variety of multi-device app scenarios. These include video conferencing with flexible arrangement of the person-space of multiple remote participants around a shared task-space, layered and tiled device formations with overview+detail and shared-to-personal transitions, and flexible composition of UI panels and tool palettes across devices for productivity applications. A preliminary interview study highlights user reactions to AirConstellations, such as for minimally disruptive device formations, easier physical transitions, and balancing "seeing and being seen"in remote work
Multi-touch For General-purpose Computing An Examination Of Text Entry
In recent years, multi-touch has been heralded as a revolution in humancomputer interaction. Multi-touch provides features such as gestural interaction, tangible interfaces, pen-based computing, and interface customization – features embraced by an increasingly tech-savvy public. However, multi-touch platforms have not been adopted as everyday computer interaction devices; that is, multi-touch has not been applied to general-purpose computing. The questions this thesis seeks to address are: Will the general public adopt these systems as their chief interaction paradigm? Can multi-touch provide such a compelling platform that it displaces the desktop mouse and keyboard? Is multi-touch truly the next revolution in human-computer interaction? As a first step toward answering these questions, we observe that generalpurpose computing relies on text input, and ask: Can multi-touch, without a text entry peripheral, provide a platform for efficient text entry? And, by extension, is such a platform viable for general-purpose computing? We investigate these questions through four user studies that collected objective and subjective data for text entry and word processing tasks. The first of these studies establishes a benchmark for text entry performance on a multi-touch platform, across a variety of input modes. The second study attempts to improve this performance by iv examining an alternate input technique. The third and fourth studies include mousestyle interaction for formatting rich-text on a multi-touch platform, in the context of a word processing task. These studies establish a foundation for future efforts in general-purpose computing on a multi-touch platform. Furthermore, this work details deficiencies in tactile feedback with modern multi-touch platforms, and describes an exploration of audible feedback. Finally, the thesis conveys a vision for a general-purpose multi-touch platform, its design and rationale
Investigating Performance and Usage of Input Methods for Soft Keyboard Hotkeys
International audienceTouch-based devices, despite their mainstream availability, do not support a unified and efficient command selection mechanism, available on every platform and application. We advocate that hotkeys, conventionally used as a shortcut mechanism on desktop computers, could be generalized as a command selection mechanism for touch-based devices, even for keyboard-less applications. In this paper, we investigate the performance and usage of soft keyboard shortcuts or hotkeys (abbreviated SoftCuts) through two studies comparing different input methods across sitting, standing and walking conditions. Our results suggest that SoftCuts not only are appreciated by participants but also support rapid command selection with different devices and hand configurations. We also did not find evidence that walking deters their performance when using the Once input method
Keystroke Saving in a Language with Highly Transparent Orthography
This paper proposes a pseudo-syllabic soft keyboard for the Croatian language. The orthogonal keyboard layout makes it possible to improve typing efficiency in terms of keystroke saving, and is based on a highly ordered arrangement of pseudo-syllabic keys. The positions of the consonant and vowel graphemes that constitute a pseudo-syllable are used to access it orthogonally and independently each other. This allows the user to input a pseudo-syllable with a lower cognitive load than with non-orthogonal 2-D layouts. Moreover, due to the almost perfect transparency of the language, a pseudo-syllable to be input can be accessed fast and with a reduced cognitive load starting from its phonetic sounds. The results of the present study show that the obtainable keystroke savings are comparable with those scored by word prediction tools with one suggestion, i.e., those requiring only a moderate cognitive load by the user
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