1,873 research outputs found

    Exploring Vision-Based Interfaces: How to Use Your Head in Dual Pointing Tasks

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    The utility of vision-based face tracking for dual pointing tasks is evaluated. We first describe a 3-D face tracking technique based on real-time parametric motion-stereo, which is non-invasive, robust, and self-initialized. The tracker provides a real-time estimate of a ?frontal face ray? whose intersection with the display surface plane is used as a second stream of input for scrolling or pointing, in paral-lel with hand input. We evaluated the performance of com-bined head/hand input on a box selection and coloring task: users selected boxes with one pointer and colors with a second pointer, or performed both tasks with a single pointer. We found that performance with head and one hand was intermediate between single hand performance and dual hand performance. Our results are consistent with previously reported dual hand conflict in symmetric pointing tasks, and suggest that a head-based input stream should be used for asymmetric control

    Improving expressivity in desktop interactions with a pressure-augmented mouse

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    Desktop-based Windows, Icons, Menus and Pointers (WIMP) interfaces have changed very little in the last 30 years, and are still limited by a lack of powerful and expressive input devices and interactions. In order to make desktop interactions more expressive and controllable, expressive input mechanisms like pressure input must be made available to desktop users. One way to provide pressure input to these users is through a pressure-augmented computer mouse; however, before pressure-augmented mice can be developed, design information must be provided to mouse developers. The problem we address in this thesis is that there is a lack of ergonomics and performance information for the design of pressure-augmented mice. Our solution was to provide empirical performance and ergonomics information for pressure-augmented mice by performing five experiments. With the results of our experiments we were able to identify the optimal design parameters for pressure-augmented mice and provide a set of recommendations for future pressure-augmented mouse designs

    RubberEdge: Reducing Clutching by Combining Position and Rate Control with Elastic Feedback

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    Position control devices enable precise selection, but significant clutching degrades performance. Clutching can be reduced with high control-display gain or pointer acceleration, but there are human and device limits. Elastic rate control eliminates clutching completely, but can make precise selection difficult. We show that hybrid position-rate control can outperform position control by 20% when there is significant clutching, even when using pointer acceleration. Unlike previous work, our RubberEdge technique eliminates trajectory and velocity discontinuities. We derive predictive models for position control with clutching and hybrid control, and present a prototype RubberEdge position-rate control device including initial user feedback.Comment: 10 page

    Using gesture recognition to control PowerPoint using the Microsoft Kinect

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    Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (page 61).This thesis describes the design and implementation of a speech and gesture recognition system used to control a PowerPoint presentation using the Microsoft Kinect. This system focuses on the identification of natural gestures that occur during a PowerPoint presentation, making the user experience as fluid as possible. The system uses an HMM to classify the performed gestures in conjunction with an SVM to perform real-time segmentation of gestures. The fusion of these two models allows the system to classify gestures in real time as they are being performed instead of waiting until completion. The incorporation of speech commands gives the user an additional level of precision and control over the system. This system can navigate through a PowerPoint presentation and has a limited control over slide animations.by Stephen M. Chang.M. Eng

    Multi-touch 3D Exploratory Analysis of Ocean Flow Models

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    Modern ocean flow simulations are generating increasingly complex, multi-layer 3D ocean flow models. However, most researchers are still using traditional 2D visualizations to visualize these models one slice at a time. Properly designed 3D visualization tools can be highly effective for revealing the complex, dynamic flow patterns and structures present in these models. However, the transition from visualizing ocean flow patterns in 2D to 3D presents many challenges, including occlusion and depth ambiguity. Further complications arise from the interaction methods required to navigate, explore, and interact with these 3D datasets. We present a system that employs a combination of stereoscopic rendering, to best reveal and illustrate 3D structures and patterns, and multi-touch interaction, to allow for natural and efficient navigation and manipulation within the 3D environment. Exploratory visual analysis is facilitated through the use of a highly-interactive toolset which leverages a smart particle system. Multi-touch gestures allow users to quickly position dye emitting tools within the 3D model. Finally, we illustrate the potential applications of our system through examples of real world significance

    Distributed-Pair Programming can work well and is not just Distributed Pair-Programming

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    Background: Distributed Pair Programming can be performed via screensharing or via a distributed IDE. The latter offers the freedom of concurrent editing (which may be helpful or damaging) and has even more awareness deficits than screen sharing. Objective: Characterize how competent distributed pair programmers may handle this additional freedom and these additional awareness deficits and characterize the impacts on the pair programming process. Method: A revelatory case study, based on direct observation of a single, highly competent distributed pair of industrial software developers during a 3-day collaboration. We use recordings of these sessions and conceptualize the phenomena seen. Results: 1. Skilled pairs may bridge the awareness deficits without visible obstruction of the overall process. 2. Skilled pairs may use the additional editing freedom in a useful limited fashion, resulting in potentially better fluency of the process than local pair programming. Conclusion: When applied skillfully in an appropriate context, distributed-pair programming can (not will!) work at least as well as local pair programming

    HCI models, theories, and frameworks: Toward a multidisciplinary science

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    Motivation The movement of body and limbs is inescapable in human-computer interaction (HCI). Whether browsing the web or intensively entering and editing text in a document, our arms, wrists, and fingers are at work on the keyboard, mouse, and desktop. Our head, neck, and eyes move about attending to feedback marking our progress. This chapter is motivated by the need to match the movement limits, capabilities, and potential of humans with input devices and interaction techniques on computing systems. Our focus is on models of human movement relevant to human-computer interaction. Some of the models discussed emerged from basic research in experimental psychology, whereas others emerged from, and were motivated by, the specific need in HCI to model the interaction between users and physical devices, such as mice and keyboards. As much as we focus on specific models of human movement and user interaction with devices, this chapter is also about models in general. We will say a lot about the nature of models, what they are, and why they are important tools for the research and development of humancomputer interfaces. Overview: Models and Modeling By its very nature, a model is a simplification of reality. However a model is useful only if it helps in designing, evaluating, or otherwise providing a basis for understanding the behaviour of a complex artifact such as a computer system. It is convenient to think of models as lying in a continuum, with analogy and metaphor at one end and mathematical equations at the other. Most models lie somewhere in-between. Toward the metaphoric end are descriptive models; toward the mathematical end are predictive models. These two categories are our particular focus in this chapter, and we shall visit a few examples of each. Two models will be presented in detail and in case studies: Fitts' model of the information processing capability of the human motor system and Guiard's model of bimanual control. Fitts' model is a mathematical expression emerging from the rigors of probability theory. It is a predictive model at the mathematical end of the continuum, to be sure, yet when applied as a model of human movement it has characteristics of a metaphor. Guiard's model emerged from a detailed analysis of how human's use their hands in everyday tasks, such as writing, drawing, playing a sport, or manipulating objects. It is a descriptive model, lacking in mathematical rigor but rich in expressive power

    EYE MOVEMENT-BASED HUMAN-COMPUTER INTERACTION TECHNIQUES

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    user to computer. The movementof a user’s eyes can provide a convenient, natural, and high-bandwidth sourceof additional user input, to help redress this imbalance. We therefore investigatethe introduction of eye movements as a computer input medium. Ouremphasis is on the study of interaction techniques that incorporate eye movementsinto the user-computer dialogue in a convenient and natural way. Thischapter describes research at NRL on developing such interaction techniquesand the broader issue raised by non-command-based interaction styles. Itdiscusses some of the human factors and technical considerations that arise intrying to use eye movements as an input medium, describes our approach andthe first eye movement-based interaction techniques that we have devised andimplemented in our laboratory, reports our experiences and observations onthem, and considers eye movement-based interaction as an exemplar of a new,more general class of non-command-based user computer interactio

    Programmable remapper for image processing

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    A video-rate coordinate remapper includes a memory for storing a plurality of transformations on look-up tables for remapping input images from one coordinate system to another. Such transformations are operator selectable. The remapper includes a collective processor by which certain input pixels of an input image are transformed to a portion of the output image in a many-to-one relationship. The remapper includes an interpolative processor by which the remaining input pixels of the input image are transformed to another portion of the output image in a one-to-many relationship. The invention includes certain specific transforms for creating output images useful for certain defects of visually impaired people. The invention also includes means for shifting input pixels and means for scrolling the output matrix
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