3,901 research outputs found
Control theoretic models of pointing
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: McRuerâs Crossover, Costelloâs 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 Fittsâ 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
Spatial audio in small display screen devices
Our work addresses the problem of (visual) clutter in mobile device interfaces. The solution we propose involves the translation of technique-from the graphical to the audio domain-for expliting space in information representation. This article presents an illustrative example in the form of a spatialisedaudio progress bar. In usability tests, participants performed background monitoring tasks significantly more accurately using this spatialised audio (a compared with a conventional visual) progress bar. Moreover, their performance in a simultaneously running, visually demanding foreground task was significantly improved in the eye-free monitoring condition. These results have important implications for the design of multi-tasking interfaces for mobile devices
Not Just Pointing: Shannon's Information Theory as a General Tool for Performance Evaluation of Input Techniques
This article was submitted to the ACM CHI conference in September 2017, and rejected in December 2017. It is currently under revision.Input techniques serving, quite literally, to allow users to send information to the computer, the information theoretic approach seems tailor-made for their quantitative evaluation. Shannon's framework makes it straightforward to measure the performance of any technique as an effective information transmission rate, in bits/s. Apart from pointing, however, evaluators of input techniques have generally ignored Shannon, contenting themselves with less rigorous methods of speed and accuracy measurements borrowed from psychology. We plead for a serious consideration in HCI of Shannon's information theory as a tool for the evaluation of all sorts of input techniques. We start with a primer on Shannon's basic quantities and the theoretical entities of his communication model. We then discuss how the concepts should be applied to the input techniques evaluation problem. Finally we outline two concrete methodologies, one focused on the discrete timing and the other on the continuous time course of information gain by the computer
Persistent Homology Guided Force-Directed Graph Layouts
Graphs are commonly used to encode relationships among entities, yet their
abstractness makes them difficult to analyze. Node-link diagrams are popular
for drawing graphs, and force-directed layouts provide a flexible method for
node arrangements that use local relationships in an attempt to reveal the
global shape of the graph. However, clutter and overlap of unrelated structures
can lead to confusing graph visualizations. This paper leverages the persistent
homology features of an undirected graph as derived information for interactive
manipulation of force-directed layouts. We first discuss how to efficiently
extract 0-dimensional persistent homology features from both weighted and
unweighted undirected graphs. We then introduce the interactive persistence
barcode used to manipulate the force-directed graph layout. In particular, the
user adds and removes contracting and repulsing forces generated by the
persistent homology features, eventually selecting the set of persistent
homology features that most improve the layout. Finally, we demonstrate the
utility of our approach across a variety of synthetic and real datasets
Impact of classroom design on interactive whiteboard use in a special needs classroom
The physical environment of a classroomâhow space is organized and controlledâimpacts the use of technology within that setting. This paper presents the initial rationale for choosing an interactive whiteboard (IWB) as the platform for software designed to encourage play in primary students with Autism Spectrum Disorders. An observational study of normal classroom practice and of an installed version of the software uncovered factors in the physical installation of the IWB and its pedagogical use that negatively affect its potential use
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Design Spaces in Visual Analytics Based on Goals: Analytical Behaviour, Exploratory Investigation, Information Design & Perceptual Tasks
This paper considers a number of perspectives on design spaces in visual analytics and proposes a new set of four design spaces, based on user goals. Three of the user goals are derived from the literature and are categorised under the terms exploratory investigation, perceptual tasks, and information design. The fourth goal is categorised as analytical behaviour; a recently defined term referring to the study of decision-making facilitated by visual analytics. This paper contributes to the literature on decision-making in visual analytics with a survey of real-world applications within the analytical behaviour design space and by providing a new perspective on design spaces. Central to our analysis is the introduction of decision concepts and theories from economics into a visual analytics context. Given the recent interest in decision-making we wanted to understand the emerging topic of analytical behaviour as a design space and found it necessary to look at more than just decision-making to make a valuable contribution. The result is an initial framework suitable for use in the analysis or design of analytical behaviour applications
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