20 research outputs found

    Factors influencing visual attention switch in multi-display user interfaces: a survey

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    Multi-display User Interfaces (MDUIs) enable people to take advantage of the different characteristics of different display categories. For example, combining mobile and large displays within the same system enables users to interact with user interface elements locally while simultaneously having a large display space to show data. Although there is a large potential gain in performance and comfort, there is at least one main drawback that can override the benefits of MDUIs: the visual and physical separation between displays requires that users perform visual attention switches between displays. In this paper, we present a survey and analysis of existing data and classifications to identify factors that can affect visual attention switch in MDUIs. Our analysis and taxonomy bring attention to the often ignored implications of visual attention switch and collect existing evidence to facilitate research and implementation of effective MDUIs.Postprin

    Effects of interior bezels of tiled-monitor large displays on visual search, tunnel steering, and target selection

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    Tiled-monitor large displays are widely used in various application domains. However, how their interior bezels affect user performance and behavior has not been fully understood. We conducted three controlled experiments to investigate effects of tiled-monitor interior bezels on visual search, straight-tunnel steering, and target selection tasks. The conclusions of our paper are: 1) interior bezels do not affect visual search time nor error rate; however, splitting objects across bezels is detrimental to search accuracy, 2) interior bezels are detrimental to straight-tunnel steering, but not to target selection. In addition, we discuss how interior bezels affect user behaviors, and suggest guidelines for effectively using tiled-monitor large displays and designing user interfaces suited to them

    The effect of interior bezel presence and width on magnitude judgement

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    © The Authors, 2014. This is the author's version of the work. It is posted here by permission for your personal use. Not for redistribution. First published in print by Canadian Human-Computer Communications Society, and also in electronic form by ACM, Wallace, J. R., Vogel, D., & Lank, E. (2014). The effect of interior bezel presence and width on magnitude judgement. In Proceedings of Graphics Interface 2014 (pp. 175–182). Montreal, Quebec, Canada: Canadian Information Processing Society.Large displays are often constructed by tiling multiple small displays, creating visual discontinuities from inner bezels that may affect human perception of data. Our work investigates how bezels impact magnitude judgement, a fundamental aspect of perception. Two studies are described which control for bezel presence, bezel width, and user-to-display distance. Our findings form three implications for the design of tiled displays. Bezels wider than 0.5cm introduce a 4-7% increase in judgement error from a distance, which we simplify to a 5% rule of thumb when assessing display hardware. Length judgements made at arm's length are most affected by wider bezels, and are an important use case to consider. At arm's length, bezel compensation techniques provide a limited benefit in terms of judgement accuracy. Copyright held by authors

    The Effect of Several Tradeoffs in the Implementation of Large Displays on the Performance of the Users of the Displays

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    A large display can be constructed in two different ways: 1. a rectangular grid, or tiling, of many small screens with seams, or bezels, at the boundaries between the screens and 2. one large screen with no bezel inside the screen. The first way costs significantly less than the second way. However, the first way creates a discontinuity in the image because of the bezels, and this discontinuity may impact a user's performance. There are two different ways to implement the first, tiling way of constructing a large display: 1. tiled, multiple projections onto one large screen and 2. tiling of actual LC displays. With the first way, bezels are avoidable, but there is the necessity of continuous, precise coordination of multiple projectors. With the second way, once the displays are mounted, no coordination is necessary, but bezels are unavoidable. While it might seem preferable to avoid bezels and incur higher construction or coordination costs, the reality is that if no user's performance is negatively affected by bezels, then there is no reason not to use the cheaper methods of constructing large displays. Therefore, the aim of this study is to determine how bezels affect a user's task performance. We conducted two controlled experiments in order to determine - how varying the width of bezels affects a user's performance; - how varying the number of bezels affects a user's performance; and - how the choice between tiled, multiple projections and tiling of actual LC displays affects a user's performance. In each experiment, the participants solved a puzzle within a given time. The findings from this study are that user performance is not affected by variation in the width of bezels and by variation in the number of bezels. However, the tiling of actual LC displays is better for user performance than tiled, multiple projections. Therefore, it is more acceptable to use a rectangular grid of actual LC displays to implement a large display

    Predicting human behavior in smart environments: theory and application to gaze prediction

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    Predicting human behavior is desirable in many application scenarios in smart environments. The existing models for eye movements do not take contextual factors into account. This addressed in this thesis using a systematic machine-learning approach, where user profiles for eye movements behaviors are learned from data. In addition, a theoretical innovation is presented, which goes beyond pure data analysis. The thesis proposed the modeling of eye movements as a Markov Decision Processes. It uses Inverse Reinforcement Learning paradigm to infer the user eye movements behaviors

    On the factors causing processing difficulty of multiple-scene displays

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    Multiplex viewing of static or dynamic scenes is an increasing feature of screen media. Most existing multiplex experiments have examined detection across increasing scene numbers, but currently no systematic evaluation of the factors that might produce difficulty in processing multiplexes exists. Across five experiments we provide such an evaluation. Experiment 1 characterises difficulty in change detection when the number of scenes is increased. Experiment 2 reveals that the increased difficulty across multiple-scene displays is caused by the total amount of visual information accounts for differences in change detection times, regardless of whether this information is presented across multiple scenes, or contained in one scene. Experiment 3 shows that whether quadrants of a display were drawn from the same, or different scenes did not affect change detection performance. Experiment 4 demonstrates that knowing which scene the change will occur in means participants can perform at monoplex level. Finally, Experiment 5 finds that changes of central interest in multiplexed scenes are detected far easier than marginal interest changes to such an extent that a centrally interesting object removal in nine screens is detected more rapidly than a marginally interesting object removal in four screens. Processing multiple-screen displays therefore seems dependent on the amount of information, and the importance of that information to the task, rather than simply the number of scenes in the display. We discuss the theoretical and applied implications of these findings

    Behavioral patterns of individuals and groups during co-located collaboration on large, high-resolution displays

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    Collaboration among multiple users on large screens leads to complicated behavior patterns and group dynamics. To gain a deeper understanding of collaboration on vertical, large, high-resolution screens, this dissertation builds on previous research and gains novel insights through new observational studies. Among other things, the collected results reveal new patterns of collaborative coupling, suggest that territorial behavior is less critical than shown in previous research, and demonstrate that workspace awareness can also negatively affect the effectiveness of individual users

    Cross-display attention switching in mobile interaction with large displays

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    Mobile devices equipped with features (e.g., camera, network connectivity and media player) are increasingly being used for different tasks such as web browsing, document reading and photography. While the portability of mobile devices makes them desirable for pervasive access to information, their small screen real-estate often imposes restrictions on the amount of information that can be displayed and manipulated on them. On the other hand, large displays have become commonplace in many outdoor as well as indoor environments. While they provide an efficient way of presenting and disseminating information, they provide little support for digital interactivity or physical accessibility. Researchers argue that mobile phones provide an efficient and portable way of interacting with large displays, and the latter can overcome the limitations of the small screens of mobile devices by providing a larger presentation and interaction space. However, distributing user interface (UI) elements across a mobile device and a large display can cause switching of visual attention and that may affect task performance. This thesis specifically explores how the switching of visual attention across a handheld mobile device and a vertical large display can affect a single user's task performance during mobile interaction with large displays. It introduces a taxonomy based on the factors associated with the visual arrangement of Multi Display User Interfaces (MDUIs) that can influence visual attention switching during interaction with MDUIs. It presents an empirical analysis of the effects of different distributions of input and output across mobile and large displays on the user's task performance, subjective workload and preference in the multiple-widget selection task, and in visual search tasks with maps, texts and photos. Experimental results show that the selection of multiple widgets replicated on the mobile device as well as on the large display, versus those shown only on the large display, is faster despite the cost of initial attention switching in the former. On the other hand, a hybrid UI configuration where the visual output is distributed across the mobile and large displays is the worst, or equivalent to the worst, configuration in all the visual search tasks. A mobile device-controlled large display configuration performs best in the map search task and equal to best (i.e., tied with a mobile-only configuration) in text- and photo-search tasks

    Development of a Powerwall-based solution for the manual flagging of radio astronomy data from eMerlin

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    This project was created with the intention of establishing an optimisation method for the manual flagging of interferometric data of the eMerlin radio astronomy array, using a Powerwall as a visualisation tool. The complexity of this process which is due to the amount of variables and parameters demands a deep understanding of the data treatment. Once the data is achieved by the antennas the signals are correlated. This process generates undesired signals which mostly coming from radio frequency interference. Also when the calibration is performed some values can mislead the expected outcome. Although the flagging is supported with algorithms this method is not one hundred percent accurate. That is why visual inspection is still required. The possibility to use a Powerwall as a visualisation system allows different and new dynamics in terms of the interaction of the analyst with the information required to make the flagging

    User Interfaces and Difference Visualizations for Alternatives

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    Designers often create multiple iterations to evaluate alternatives. Todays computer-based tools do not support such easy exploration of a design space, despite the fact that such support has been advocated. This dissertation is centered on this. I begin by investigating the effectiveness of various forms of difference visualizations and support for merging changes within a system targeted at diagrams with node and edge attributes. I evaluated the benefits of the introduced difference visualization techniques in two user studies. I found that the basic side-by-side juxtaposition visualization was not effective and also not well received. For comparing diagrams with matching node positions, participants preferred the side-by-side option with a difference layer. For diagrams with non-matching positions animation was beneficial, but the combination with a difference layer was preferred. Thus, the difference layer technique was useful and a good complement to animation. I continue by investigating if explicit support for design alternatives better supports exploration and creativity in a generative design system. To investigate the new techniques to better support exploration, I built a new system that supports parallel exploration of alternative designs and generation of new structural combinations. I investigate the usefulness of my prototype in two user studies and interviews. The results and feedback suggest and confirm that supporting design alternatives explicitly enables designers to work more creatively. Generative models are often represented as DAGs (directed acyclic graphs) in a dataflow programming environment. Existing approaches to compare such DAGs do not generalize to multiple alternatives. Informed by and building on the first part of my dissertation, I introduce a novel user interface that enables visual differencing and editing alternative graphsspecifically more than two alternatives simultaneously, something that has not been presented before. I also explore multi-monitor support to demonstrate that the difference visualization technique scales well to up to 18 alternatives. The novel jamming space feature makes organizing alternatives on a 23 monitor system easier. To investigate the usability of the new difference visualization method I conducted an exploratory interview with three expert designers. The received comments confirmed that it meets their design goals
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