1,667 research outputs found

    Interaction techniques for older adults using touchscreen devices : a literature review

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    International audienceSeveral studies investigated different interaction techniques and input devices for older adults using touchscreen. This literature review analyses the population involved, the kind of tasks that were executed, the apparatus, the input techniques, the provided feedback, the collected data and author's findings and their recommendations. As conclusion, this review shows that age-related changes, previous experience with technologies, characteristics of handheld devices and use situations need to be studied

    Human-computer interaction in ubiquitous computing environments

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    Purpose &ndash; The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings. Design/methodology/approach &ndash; The paper quantifies the performance of human movement based on Fitt\u27s Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium. Findings &ndash; The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm. Practical implications &ndash; In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user\u27s body-based interaction styles. Originality/value &ndash; The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings. <br /

    An eye tracking approach to image search activities using RSVP display techniques

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    Rapid Serial Visual Presentation (RSVP) is now a well-established category of image display methods. In this paper we compare four RSVP techniques when applied to very large collections of images (thousands), in order to extract the highest quantity of items that match a textual description. We report on experiments with more than 30 testers, in which we exploit an eye tracking system to perform the selection of images, thus obtaining quantitative and qualitative data about the efficacy of each presentation mode with respect to this task. Our study aims at confirming the feasibility and convenience of an eye tracking approach for effective image selection in RSVP techniques, compared to the mouse-click "traditional" selection method, in view of a future where eye trackers might become nearly as common as LCD displays are now. We propose an interpretation of the experimental data and provide short considerations on technical issues

    Augmenting User Interfaces with Haptic Feedback

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    Computer assistive technologies have developed considerably over the past decades. Advances in computer software and hardware have provided motion-impaired operators with much greater access to computer interfaces. For people with motion impairments, the main di�culty in the communication process is the input of data into the system. For example, the use of a mouse or a keyboard demands a high level of dexterity and accuracy. Traditional input devices are designed for able-bodied users and often do not meet the needs of someone with disabilities. As the key feature of most graphical user interfaces (GUIs) is to point-and-click with a cursor this can make a computer inaccessible for many people. Human-computer interaction (HCI) is an important area of research that aims to improve communication between humans and machines. Previous studies have identi�ed haptics as a useful method for improving computer access. However, traditional haptic techniques su�er from a number of shortcomings that have hindered their inclusion with real world software. The focus of this thesis is to develop haptic rendering algorithms that will permit motion-impaired operators to use haptic assistance with existing graphical user interfaces. The main goal is to improve interaction by reducing error rates and improving targeting times. A number of novel haptic assistive techniques are presented that utilise the three degrees-of-freedom (3DOF) capabilities of modern haptic devices to produce assistance that is designed speci�- cally for motion-impaired computer users. To evaluate the e�ectiveness of the new techniques a series of point-and-click experiments were undertaken in parallel with cursor analysis to compare the levels of performance. The task required the operator to produce a prede�ned sentence on the densely populated Windows on-screen keyboard (OSK). The results of the study prove that higher performance levels can be i ii achieved using techniques that are less constricting than traditional assistance

    Psychomotor Performance Monitoring System in the Context of Fatigue and Accident Prevention

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    AbstractPerfecting modern design of technical objects highlights the long-known truth that the human is the most unreliable link in the human-technical object system. However, this is a superficial finding not taking into account the root cause of human error – non-ergonomic working conditions. The desire to improve this situation by increasingly including ergonomic requirements, such as in the design of equipment interfaces, brings significant results. Suitable reduction of fatigue of varying nature, in many cases leads to a reduction in the number of errors among equipment operators. The system model assumes the possibility of a verification of psychomotor status in the workplace directly on the job, not relying on the test results to resume work and only allowing the diagnosis of an undesirable condition. The model is based on, among others, Fitts’ Law. The testing software is a form of web application. Each user has an account on which the results are collected and form the basis for drawing conclusions about the state of fatigue. It is necessary therefore to assume that for dedicated positions there is no risk of distraction by the need for an additional device. Time spent on the task cannot be reduced by the tasks resulting from work. The paradigmatic example of the application of this method can be demonstrated in a study of urban transport vehicles before leaving the initial stop. A study of psychomotor skills can be used as an alternative to the fairly common in some countries testing of alcohol content in exhaled air. There are also breathalyzers integrated in such a way with control of the vehicle, that it is only after the verification of sobriety that one can start the vehicle. There are also no reasons that this check cannot warrant a short psychomotor test

    An investigation into gaze-based interaction techniques for people with motor impairments

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    The use of eye movements to interact with computers offers opportunities for people with impaired motor ability to overcome the difficulties they often face using hand-held input devices. Computer games have become a major form of entertainment, and also provide opportunities for social interaction in multi-player environments. Games are also being used increasingly in education to motivate and engage young people. It is important that young people with motor impairments are able to benefit from, and enjoy, them. This thesis describes a program of research conducted over a 20-year period starting in the early 1990's that has investigated interaction techniques based on gaze position intended for use by people with motor impairments. The work investigates how to make standard software applications accessible by gaze, so that no particular modification to the application is needed. The work divides into 3 phases. In the first phase, ways of using gaze to interact with the graphical user interfaces of office applications were investigated, designed around the limitations of gaze interaction. Of these, overcoming the inherent inaccuracies of pointing by gaze at on-screen targets was particularly important. In the second phase, the focus shifted from office applications towards immersive games and on-line virtual worlds. Different means of using gaze position and patterns of eye movements, or gaze gestures, to issue commands were studied. Most of the testing and evaluation studies in this, like the first, used participants without motor-impairments. The third phase of the work then studied the applicability of the research findings thus far to groups of people with motor impairments, and in particular,the means of adapting the interaction techniques to individual abilities. In summary, the research has shown that collections of specialised gaze-based interaction techniques can be built as an effective means of completing the tasks in specific types of games and how these can be adapted to the differing abilities of individuals with motor impairments

    On the usefulness of off-the-shelf computer peripherals for people with Parkinson’s Disease

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    People who suffer from Parkinson’s Disease face many challenges using computers, and mice are particularly problematic input devices. This article describes usability tests of standard peripherals for use by people with Parkinson’s Disease in order to search for optimal combinations relative to the needs of this user group. The results are used to determine their effect upon inertia, muscle stiffness, tremor, pain, strain and coordination and show that widely available equipment could significantly improve mouse pointer control for many users. The results reflect the diversity of challenges experienced by computer users with Parkinson’s Disease, and also illustrate how projector-based technology may improve computer interaction without risking strain injuries

    EOG-Based Eye Movement Classification and Application on HCI Baseball Game

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    © 2013 IEEE. Electrooculography (EOG) is considered as the most stable physiological signal in the development of human-computer interface (HCI) for detecting eye-movement variations. EOG signal classification has gained more traction in recent years to overcome physical inconvenience in paralyzed patients. In this paper, a robust classification technique, such as eight directional movements is investigated by introducing a concept of buffer along with a variation of the slope to avoid misclassification effects in EOG signals. Blinking detection becomes complicated when the magnitude of the signals are considered. Hence, a correction technique is introduced to avoid misclassification for oblique eye movements. Meanwhile, a case study has been considered to apply these correction techniques to HCI baseball game to learn eye-movements
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