4 research outputs found

    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

    Technology 2001: The Second National Technology Transfer Conference and Exposition, volume 1

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    Papers from the technical sessions of the Technology 2001 Conference and Exposition are presented. The technical sessions featured discussions of advanced manufacturing, artificial intelligence, biotechnology, computer graphics and simulation, communications, data and information management, electronics, electro-optics, environmental technology, life sciences, materials science, medical advances, robotics, software engineering, and test and measurement

    Investigations in computer-aided design for numerically controlled production

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    Final technical report;"May 1968"--Cover. "Advanced Fabrication Techniques Branch, Manufacturing Technology Division, Air Force Materials Laboratory, Air Force Systems Command, Wright-Patterson Air Force Base, Ohio"--Cover. Errata sheet inserted.Includes bibliographical references.MMP Project. 8-236 United States Air Force. AF-33(600)-40604 AF-33(600)-42859 AF-33(657)-10954D.T. Ross and J.E. Ward

    Interactions Through the Screen: The International Self as a Theory for Internet-Mediated Communication

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    This thesis presents an emerging concept called the interactional self to illustrate how, contrary to theories of "cyberspace" and "cyberselves," there tend not to be sharp socio-phenomenological distinctions between "virtual" and offline sociability within one\u27s life-world. As such, using aspects of the philosophies of experience of Heidegger, Mead, Schutz, and Husserl as foundations, this thesis argues that social interactions online, for most, are extensions of and not apart from their everyday, situated life-worlds. After briefly introducing the path towards our contemporary "will-tovirtuality" and various utopian and dystopian visions of "cyberspace," an alternative conceptual picture of the interactional self is gradually revealed using the metaphor of a portrait painted on a "social-world canvas." In this painting, the ontology of Heidegger\u27s Dasein supplies the first brushes for outlining the early sketches of the interactional self, showing that online, as in offline settings, we encounter the world and others from the position of beings deeply engaged in practical daily acts and "interpretative understandings." These brushes are then dipped into Mead\u27s intertactionist colours and Schutz\u27s sociophenomenological textures, eventually filling in the portrait. Illustrated via a case study of blogging practices, Mead\u27s theory of the "generalized other" highlights the notion that the interactional self does not concretely distinguish between offline and online social settings but instead, as in more traditional "off the network" situations, uses Internet-mediated communication for performative practices that afford self-expression and maintain social cohesion. Schutz\u27s phenomenology of the life-world gives further perspective to the interactional self, showing that online sociability should not be viewed as being apart from the "intersubjective" intersection of life-worlds rooted in everyday life. With some help from Husserl\u27s phenomenology, Schutz is subsequently relied on for understanding online textual embodiment, spatial extensions, community, roleplaying, and fantasy, adding yet more socio-historical shadings to interactions online. Ultimately, the picture that emerges is framed within the following four concluding hypotheses: 1) The interactional self encounters social acts, online and off, as part of its greater life-world, practicing performative and groupenforcing self-management through 2) varying and interlinked dimensions of sociability and 3) pragmatic yet meaningful uses of the communicational tools at hand in 4) contextually relevant degrees of self-disclosure
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