5,970 research outputs found

    Shall I describe it or shall I move closer? Verbal references and locomotion in VR collaborative search tasks

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    Research in pointing-based communication within immersive collaborative virtual environments (ICVE) remains a compelling area of study. Previous studies explored techniques to improve accuracy and reduce errors when hand-pointing from a distance. In this study, we explore how users adapt their behaviour to cope with the lack of accuracy during pointing. In an ICVE where users can move (i.e., locomotion) when faced with a lack of laser pointers, pointing inaccuracy can be avoided by getting closer to the object of interest. Alternatively, collaborators can enrich the utterances with details to compensate for the lack of pointing precision. Inspired by previous CSCW remote desktop collaboration, we measure visual coordination, the implicitness of deixis’ utterances and the amount of locomotion. We design an experiment that compares the effects of the presence/absence of laser pointers across hard/easy-to-describe referents. Results show that when users face pointing inaccuracy, they prefer to move closer to the referent rather than enrich the verbal reference

    Quantifying gaze and mouse interactions on spatial visual interfaces with a new movement analytics methodology

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    This research was supported by the Royal Society International Exchange Programme (grant no. IE120643).Eye movements provide insights into what people pay attention to, and therefore are commonly included in a variety of human-computer interaction studies. Eye movement recording devices (eye trackers) produce gaze trajectories, that is, sequences of gaze location on the screen. Despite recent technological developments that enabled more affordable hardware, gaze data are still costly and time consuming to collect, therefore some propose using mouse movements instead. These are easy to collect automatically and on a large scale. If and how these two movement types are linked, however, is less clear and highly debated. We address this problem in two ways. First, we introduce a new movement analytics methodology to quantify the level of dynamic interaction between the gaze and the mouse pointer on the screen. Our method uses volumetric representation of movement, the space-time densities, which allows us to calculate interaction levels between two physically different types of movement. We describe the method and compare the results with existing dynamic interaction methods from movement ecology. The sensitivity to method parameters is evaluated on simulated trajectories where we can control interaction levels. Second, we perform an experiment with eye and mouse tracking to generate real data with real levels of interaction, to apply and test our new methodology on a real case. Further, as our experiment tasks mimics route-tracing when using a map, it is more than a data collection exercise and it simultaneously allows us to investigate the actual connection between the eye and the mouse. We find that there seem to be natural coupling when eyes are not under conscious control, but that this coupling breaks down when instructed to move them intentionally. Based on these observations, we tentatively suggest that for natural tracing tasks, mouse tracking could potentially provide similar information as eye-tracking and therefore be used as a proxy for attention. However, more research is needed to confirm this.Publisher PDFPeer reviewe

    Human factors of flight-deck checklists: The normal checklist

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    Although the aircraft checklist has long been regarded as the foundation of pilot standardization and cockpit safety, it has escaped the scrutiny of the human factors profession. The improper use, or the non-use, of the normal checklist by flight crews is often cited as the probable cause or at least a contributing factor to aircraft accidents. An attempt is made to analyze the normal checklist, its functions, format, design, length, usage, and the limitations of the humans who must interact with it. The development of the checklist from the certification of a new model to its delivery and use by the customer are discussed. The influence of the government, particularly the FAA Principle Operations Inspector, the manufacturer's philosophy, the airline's culture, and the end user, the pilot, influence the ultimate design and usage of this device. The effects of airline mergers and acquisitions on checklist usage and design are noted. In addition, the interaction between production pressures and checklist usage and checklist management are addressed. Finally, a list of design guidelines for normal checklists is provided

    E Is for Everyone: The Case for Inclusive Game Design

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning In this chapter I examine the accessibility of today's games, or rather the lack of. Even common medical conditions such as arthritis, repetitive stress injuries, and diminished vision may prevent individuals from playing today's top software titles, not to speak of the barriers that these titles pose to the blind, deaf, and immobile. The clearest and most disheartening manifestation can be found when examining the special-needs sector. There we find children who cannot partake in their most coveted play activities, due to inconsiderate (and therefore inflexible) game design. I chose this sector to both define the problem and explore its solutions. Written from the perspective of a designer, the chapter first describes the lack-of-play and its residual impact as perceived in a school that caters to over 200 children with special needs. In an attempt to create the "ultimate-accessible" game, I demonstrate how games can be designed to be intrinsically accessible while retaining their original playability. Lastly, I show how normalization-of-play may improve upon the social, educational, and therapeutic aspects of the children's daily lives. Tying this fringe-case with the grander ecology of games, I discusses how better accessibility may encourage more people to enjoy games -- be they gamers, students, or patients

    Control theoretic models of pointing

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    This article presents an empirical comparison of four models from manual control theory on their ability to model targeting behaviour by human users using a mouse: McRuer’s Crossover, Costello’s Surge, second-order lag (2OL), and the Bang-bang model. Such dynamic models are generative, estimating not only movement time, but also pointer position, velocity, and acceleration on a moment-to-moment basis. We describe an experimental framework for acquiring pointing actions and automatically fitting the parameters of mathematical models to the empirical data. We present the use of time-series, phase space, and Hooke plot visualisations of the experimental data, to gain insight into human pointing dynamics. We find that the identified control models can generate a range of dynamic behaviours that captures aspects of human pointing behaviour to varying degrees. Conditions with a low index of difficulty (ID) showed poorer fit because their unconstrained nature leads naturally to more behavioural variability. We report on characteristics of human surge behaviour (the initial, ballistic sub-movement) in pointing, as well as differences in a number of controller performance measures, including overshoot, settling time, peak time, and rise time. We describe trade-offs among the models. We conclude that control theory offers a promising complement to Fitts’ law based approaches in HCI, with models providing representations and predictions of human pointing dynamics, which can improve our understanding of pointing and inform design

    Eye&Head:Synergetic Eye and Head Movement for Gaze Pointing and Selection

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    Eye gaze involves the coordination of eye and head movement to acquire gaze targets, but existing approaches to gaze pointing are based on eye-tracking in abstraction from head motion. We propose to leverage the synergetic movement of eye and head, and identify design principles for Eye&Head gaze interaction. We introduce three novel techniques that build on the distinction of head-supported versus eyes-only gaze, to enable dynamic coupling of gaze and pointer, hover interaction, visual exploration around pre-selections, and iterative and fast confirmation of targets. We demonstrate Eye&Head interaction on applications in virtual reality, and evaluate our techniques against baselines in pointing and confirmation studies. Our results show that Eye&Head techniques enable novel gaze behaviours that provide users with more control and flexibility in fast gaze pointing and selection

    Look together: using gaze for assisting co-located collaborative search

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    Gaze information provides indication of users focus which complements remote collaboration tasks, as distant users can see their partner’s focus. In this paper, we apply gaze for co-located collaboration, where users’ gaze locations are presented on the same display, to help collaboration between partners. We integrated various types of gaze indicators on the user interface of a collaborative search system, and we conducted two user studies to understand how gaze enhances coordination and communication between co-located users. Our results show that gaze indeed enhances co-located collaboration, but with a trade-off between visibility of gaze indicators and user distraction. Users acknowledged that seeing gaze indicators eases communication, because it let them be aware of their partner’s interests and attention. However, users can be reluctant to share their gaze information due to trust and privacy, as gaze potentially divulges their interests

    Advanced and natural interaction system for motion-impaired users

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    Human-computer interaction is an important area that searches for better and more comfortable systems to promote communication between humans and machines. Vision-based interfaces can offer a more natural and appealing way of communication. Moreover, it can help in the e-accessibility component of the e-inclusion. The aim is to develop a usable system, that is, the end-user must consider the use of this device effective, efficient and satisfactory. The research's main contribution is SINA, a hands-free interface based on computer vision techniques for motion impaired users. This interface does not require the user to use his upper body limbs, as only nose motion is considered. Besides the technical aspect, user's satisfaction when using an interface is a critical issue. The approach that we have adopted is to integrate usability evaluation at relevant points of the software developmen

    Could hand-eye laterality profiles affect sport performance? A systematic review

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    Laterality effects on sports performance have been a field of interest for the sports sciences, especially in asymmetrical sports, which require the preferential use of one side of the body. Some sports in particular involve the visual system and ocular laterality, due to the need to clearly focus on a dynamic object (ball, opponent, projectile, etc.). The relationship between manual and ocular laterality results in two perceptual-motor profiles, one where the dominant hand and eye are ipsilateral (uncrossed hand-eye laterality profile, UC-HELP), and the other where they are contralateral (crossed hand-eye laterality profile, C-HELP). A systematic review of the literature was carried out to determine the prevalence of hand-eye laterality profiles in the different sports modalities and their relationship with psychological factors and sports performance. Searches of PsycInfo, Medline, Scopus and grey literature identified 14 studies (2,759 participants) regarding hand-eye laterality in sports that met the eligibility criteria. Previous studies have estimated that between 10-30% of the general population exhibit a C-HELP, and 70-90% have an UC-HELP. The results of the reviewed studies indicate that in some sports the percentage of C-HELP is higher in regular and high-level athletes than in the normal population: golf (52.55%), soccer (53%), tennis (42%) and team sports (50.7%). In target sports (archery and shooting) athletes with an UC-HELP seem to have an advantage given the significant concentration of this profile in the highest performing populations (82.3%). In basketball, cricket and golf, the literature reviewed also reported biomechanical differences in the execution of some techniques between the two profiles. We did not find any study in our review that related hand-eye laterality with cognitive, tactical, or psychological aspects of athletes. These results should be taken with great caution due to the potential bias linked to the methodologies used in the investigations, the heterogeneity in the assessment of hand-eye laterality, the few studies available on the subject and the indirect nature of many of the observed relationships between performance and laterality. For further investigation, we propose a standardized terminology and protocol of hand-eye laterality assessment in sports. The advancement in knowledge about hand-eye laterality profiles, along with the study of the relationship with psychological or tactical-sports patterns, can contribute to more effective development plans for athletes and can be a complement to talent detection
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