48,754 research outputs found

    Modelling and correcting for the impact of the gait cycle on touch screen typing accuracy

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    Walking and typing on a smartphone is an extremely common interaction. Previous research has shown that error rates are higher when walking than when stationary. In this paper we analyse the acceleration data logged in an experiment in which users typed whilst walking, and extract the gait phase angle. We find statistically significant relationships between tapping time, error rate and gait phase angle. We then use the gait phase as an additional input to an offset model, and show that this allows more accurate touch interaction for walking users than a model which considers only the recorded tap position

    Investigating five key predictive text entry with combined distance and keystroke modelling

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    This paper investigates text entry on mobile devices using only five-keys. Primarily to support text entry on smaller devices than mobile phones, this method can also be used to maximise screen space on mobile phones. Reported combined Fitt's law and keystroke modelling predicts similar performance with bigram prediction using a five-key keypad as is currently achieved on standard mobile phones using unigram prediction. User studies reported here show similar user performance on five-key pads as found elsewhere for novice nine-key pad users

    Comparing Evaluation Methods for Encumbrance and Walking on Interaction with Touchscreen Mobile Devices

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    In this paper, two walking evaluation methods were compared to evaluate the effects of encumbrance while the preferred walking speed (PWS) is controlled. Users frequently carry cumbersome objects (e.g. shopping bags) and use mobile devices at the same time which can cause interaction difficulties and erroneous input. The two methods used to control the PWS were: walking on a treadmill and walking around a predefined route on the ground while following a pacesetter. The results from our target acquisition experiment showed that for ground walking at 100% of PWS, accuracy dropped to 36% when carrying a bag in the dominant hand while accuracy reduced to 34% for holding a box under the dominant arm. We also discuss the advantages and limitations of each evaluation method when examining encumbrance and suggest treadmill walking is not the most suitable approach to use if walking speed is an important factor in future mobile studies

    Nomadic input on mobile devices: the influence of touch input technique and walking speed on performance and offset modeling

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    In everyday life people use their mobile phones on-the-go with different walking speeds and with different touch input techniques. Unfortunately, much of the published research in mobile interaction does not quantify the influence of these variables. In this paper, we analyze the influence of walking speed, gait pattern and input techniques on commonly used performance parameters like error rate, accuracy and tapping speed, and we compare the results to the static condition. We examine the influence of these factors on the machine learned offset model used to correct user input and we make design recommendations. The results show that all performance parameters degraded when the subject started to move, for all input techniques. Index finger pointing techniques demonstrated overall better performance compared to thumb-pointing techniques. The influence of gait phase on tap event likelihood and accuracy was demonstrated for all input techniques and all walking speeds. Finally, it was shown that the offset model built on static data did not perform as well as models inferred from dynamic data, which indicates the speed-specific nature of the models. Also, models identified using specific input techniques did not perform well when tested in other conditions, demonstrating the limited validity of offset models to a particular input technique. The model was therefore calibrated using data recorded with the appropriate input technique, at 75% of preferred walking speed, which is the speed to which users spontaneously slow down when they use a mobile device and which presents a tradeoff between accuracy and usability. This led to an increase in accuracy compared to models built on static data. The error rate was reduced between 0.05% and 5.3% for landscape-based methods and between 5.3% and 11.9% for portrait-based methods

    Ambiguous keyboards for AAC

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    Purpose – “Ambiguous keyboards” and “disambiguation processes” are becoming universally recognised through the popularisation of “predictive text messaging” on mobile phones. As this paper shows, although originating in the AT and AAC fields, these terms and techniques no longer appear to be widely understood or adopted by practitioners or users. The purpose of this paper is to introduce these techniques, discussing the research and theory around them, and to suggest them as AT and AAC strategies to be considered by practitioners and users. Design/methodology/approach – This is a conceptual paper that describes the use of ambiguous keyboards and disambiguation. The hypothesis of the paper is that ambiguous keyboards and disambiguation processes offer potential to increase the efficiency and effectiveness of AAC and should thus be considered further in research and practice. Findings – The two broad methods for removing the ambiguity from the output of an ambiguous keyboard are presented. A summary of the literature around the use of disambiguation processes provided and the use of disambiguation processes for AAC discussed. Originality/value – This paper suggests that ambiguity should be adopted as a characteristic of an AAC keyboard as should the method of removing ambiguity – namely either coding or a disambiguation process
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