2,181 research outputs found

    Proceedings of the 2nd IUI Workshop on Interacting with Smart Objects

    Get PDF
    These are the Proceedings of the 2nd IUI Workshop on Interacting with Smart Objects. Objects that we use in our everyday life are expanding their restricted interaction capabilities and provide functionalities that go far beyond their original functionality. They feature computing capabilities and are thus able to capture information, process and store it and interact with their environments, turning them into smart objects

    Using Variable Dwell Time to Accelerate Gaze-Based Web Browsing with Two-Step Selection

    Full text link
    In order to avoid the "Midas Touch" problem, gaze-based interfaces for selection often introduce a dwell time: a fixed amount of time the user must fixate upon an object before it is selected. Past interfaces have used a uniform dwell time across all objects. Here, we propose a gaze-based browser using a two-step selection policy with variable dwell time. In the first step, a command, e.g. "back" or "select", is chosen from a menu using a dwell time that is constant across the different commands. In the second step, if the "select" command is chosen, the user selects a hyperlink using a dwell time that varies between different hyperlinks. We assign shorter dwell times to more likely hyperlinks and longer dwell times to less likely hyperlinks. In order to infer the likelihood each hyperlink will be selected, we have developed a probabilistic model of natural gaze behavior while surfing the web. We have evaluated a number of heuristic and probabilistic methods for varying the dwell times using both simulation and experiment. Our results demonstrate that varying dwell time improves the user experience in comparison with fixed dwell time, resulting in fewer errors and increased speed. While all of the methods for varying dwell time resulted in improved performance, the probabilistic models yielded much greater gains than the simple heuristics. The best performing model reduces error rate by 50% compared to 100ms uniform dwell time while maintaining a similar response time. It reduces response time by 60% compared to 300ms uniform dwell time while maintaining a similar error rate.Comment: This is an Accepted Manuscript of an article published by Taylor & Francis in the International Journal of Human-Computer Interaction on 30 March, 2018, available online: http://www.tandfonline.com/10.1080/10447318.2018.1452351 . For an eprint of the final published article, please access: https://www.tandfonline.com/eprint/T9d4cNwwRUqXPPiZYm8Z/ful

    Proceedings of the 2009 Joint Workshop of Fraunhofer IOSB and Institute for Anthropomatics, Vision and Fusion Laboratory

    Get PDF
    The joint workshop of the Fraunhofer Institute of Optronics, System Technologies and Image Exploitation IOSB, Karlsruhe, and the Vision and Fusion Laboratory (Institute for Anthropomatics, Karlsruhe Institute of Technology (KIT)), is organized annually since 2005 with the aim to report on the latest research and development findings of the doctoral students of both institutions. This book provides a collection of 16 technical reports on the research results presented on the 2009 workshop

    Fast and precise touch-based text entry for head-mounted augmented reality with variable occlusion

    Get PDF
    We present the VISAR keyboard: An augmented reality (AR) head-mounted display (HMD) system that supports text entry via a virtualised input surface. Users select keys on the virtual keyboard by imitating the process of single-hand typing on a physical touchscreen display. Our system uses a statistical decoder to infer users’ intended text and to provide error-tolerant predictions. There is also a high-precision fall-back mechanism to support users in indicating which keys should be unmodified by the auto-correction process. A unique advantage of leveraging the well-established touch input paradigm is that our system enables text entry with minimal visual clutter on the see-through display, thus preserving the user’s field-of-view. We iteratively designed and evaluated our system and show that the final iteration of the system supports a mean entry rate of 17.75wpm with a mean character error rate less than 1%. This performance represents a 19.6% improvement relative to the state-of-the-art baseline investigated: A gaze-then-gesture text entry technique derived from the system keyboard on the Microsoft HoloLens. Finally, we validate that the system is effective in supporting text entry in a fully mobile usage scenario likely to be encountered in industrial applications of AR HMDs.Per Ola Kristensson was supported in part by a Google Faculty research award and EPSRC grants EP/N010558/1 and EP/N014278/1. Keith Vertanen was supported in part by a Google Faculty research award. John Dudley was supported by the Trimble Fund

    When the fingers do the talking: A study of group participation for different kinds of shareable surfaces

    Get PDF
    and other research outputs When the fingers do the talking: A study of group par-ticipation for different kinds of shareable surface

    Entity Recommendation for Everyday Digital Tasks

    Get PDF
    Recommender systems can support everyday digital tasks by retrieving and recommending useful information contextually. This is becoming increasingly relevant in services and operating systems. Previous research often focuses on specific recommendation tasks with data captured from interactions with an individual application. The quality of recommendations is also often evaluated addressing only computational measures of accuracy, without investigating the usefulness of recommendations in realistic tasks. The aim of this work is to synthesize the research in this area through a novel approach by (1) demonstrating comprehensive digital activity monitoring, (2) introducing entity-based computing and interaction, and (3) investigating the previously overlooked usefulness of entity recommendations and their actual impact on user behavior in real tasks. The methodology exploits context from screen frames recorded every 2 seconds to recommend information entities related to the current task. We embodied this methodology in an interactive system and investigated the relevance and influence of the recommended entities in a study with participants resuming their real-world tasks after a 14-day monitoring phase. Results show that the recommendations allowed participants to find more relevant entities than in a control without the system. In addition, the recommended entities were also used in the actual tasks. In the discussion, we reflect on a research agenda for entity recommendation in context, revisiting comprehensive monitoring to include the physical world, considering entities as actionable recommendations, capturing drifting intent and routines, and considering explainability and transparency of recommendations, ethics, and ownership of data

    The State of Speech in HCI: Trends, Themes and Challenges

    Get PDF
    • …
    corecore