18 research outputs found

    Wavelet Menus on Handheld Devices: Stacking Metaphor for Novice Mode and Eyes-Free Selection for Expert Mode

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    International audienceThis paper presents the design and evaluation of the Wavelet menu and its implementation on the iPhone. The Wavelet menu consists of a concentric hierarchical Marking menu using simple gestures. The novice mode, i.e. when the menu is displayed, is well adapted to the limited screen space of handheld devices because the representation of the menu hierarchy is inverted, the deeper submenu being always displayed at the center of the screen. The visual design is based on a stacking metaphor to reinforce the perception of the hierarchy and to help users to quickly understand how the technique works. The menu also supports submenu previsualization, a key property to navigate efficiently in a hierarchy of commands. The quantitative evaluation shows that the Wavelet menu provides an intuitive way for supporting efficient gesture-based navigation. The expert mode, i.e. gesture without waiting for the menu to pop-up, is another key property of the Wavelet menu: By providing stroke shortcuts, the Wavelet favors the selection of frequent commands in expert mode and makes eyes-free selection possible. A user experiment shows that participants are able to select commands, eyes-free, while walking

    Promoting Hotkey Use through Rehearsal with ExposeHK

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    International audienceKeyboard shortcuts allow fast interaction, but they are known to be infrequently used, with most users relying heavily on traditional pointer-based selection for most commands. We describe the goals, design, and evaluation of ExposeHK, a new interface mechanism that aims to increase hotkey use. ExposeHK’s four key design goals are: 1) enable users to browse hotkeys; 2) allow non-expert users to issue hotkey commandsas a physical rehearsal of expert performance; 3) exploit spatial memory to assist non-expert users in identifying hotkeys; and 4) maximise expert performance by using consistent shortcuts in a flat command hierarchy. ExposeHK supports these objectives by displaying hotkeys overlaid on their associated commands when a modifier key is pressed. We evaluated ExposeHK in three empirical studies using toolbars, menus, anda tabbed ‘ribbon’ toolbar. Results show that participants used more hotkeys, and used them more often, with ExposeHK than with other techniques; they were faster with ExposeHK than with either pointing or other hotkey methods; and they strongly preferred ExposeHK. Our research shows that ExposeHK cansubstantially improve the user’s transition from a ‘beginner mode’ of interaction to a higher level of expertise

    Leveraging finger identification to integrate multi-touch command selection and parameter manipulation

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    International audienceIdentifying which fingers are touching a multi-touch surface provides a very large input space. We describe FingerCuts, an interaction technique inspired by desktop keyboard shortcuts to exploit this potential. FingerCuts enables integrated command selection and parameter manipulation, it uses feed-forward and feedback to increase discoverability, it is backward compatible with current touch input techniques, and it is adaptable for different touch device form factors. We implemented three variations of FingerCuts, each tailored to a different device form factor: tabletop, tablet, and smartphone. Qualitative and quantitative studies conducted on the tabletop suggests that with some practice, FingerCuts is expressive, easy-to-use, and increases a sense of continuous interaction flow and that interaction with FingerCuts is as fast, or faster than using a graphical user interface. A theoretical analysis of FingerCuts using the Fingerstroke-Level Model (FLM) matches our quantitative study results, justifying our use of FLM to analyse and validate the performance for the other device form factors

    Human interaction with digital ink : legibility measurement and structural analysis

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    Literature suggests that it is possible to design and implement pen-based computer interfaces that resemble the use of pen and paper. These interfaces appear to allow users freedom in expressing ideas and seem to be familiar and easy to use. Different ideas have been put forward concerning this type of interface, however despite the commonality of aims and problems faced, there does not appear to be a common approach to their design and implementation. This thesis aims to progress the development of pen-based computer interfaces that resemble the use of pen and paper. To do this, a conceptual model is proposed for interfaces that enable interaction with "digital ink". This conceptual model is used to organize and analyse the broad range of literature related to pen-based interfaces, and to identify topics that are not sufficiently addressed by published research. Two issues highlighted by the model: digital ink legibility and digital ink structuring, are then investigated. In the first investigation, methods are devised to objectively and subjectively measure the legibility of handwritten script. These methods are then piloted in experiments that vary the horizontal rendering resolution of handwritten script displayed on a computer screen. Script legibility is shown to decrease with rendering resolution, after it drops below a threshold value. In the second investigation, the clustering of digital ink strokes into words is addressed. A method of rating the accuracy of clustering algorithms is proposed: the percentage of words spoiled. The clustering error rate is found to vary among different writers, for a clustering algorithm using the geometric features of both ink strokes, and the gaps between them. The work contributes a conceptual interface model, methods of measuring digital ink legibility, and techniques for investigating stroke clustering features, to the field of digital ink interaction research

    AUGMENTED TOUCH INTERACTIONS WITH FINGER CONTACT SHAPE AND ORIENTATION

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    Touchscreen interactions are far less expressive than the range of touch that human hands are capable of - even considering technologies such as multi-touch and force-sensitive surfaces. Recently, some touchscreens have added the capability to sense the actual contact area of a finger on the touch surface, which provides additional degrees of freedom - the size and shape of the touch, and the finger's orientation. These additional sensory capabilities hold promise for increasing the expressiveness of touch interactions - but little is known about whether users can successfully use the new degrees of freedom. To provide this baseline information, we carried out a study with a finger-contact-sensing touchscreen, and asked participants to produce a range of touches and gestures with different shapes and orientations, with both one and two fingers. We found that people are able to reliably produce two touch shapes and three orientations across a wide range of touches and gestures - a result that was confirmed in another study that used the augmented touches for a screen lock application

    Interacção gestual sem superfícies de apoio

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    Tese de mestrado em Engenharia Informática (Sistemas de Informação), apresentada à Universidade de Lisboa, através da Faculdade de Ciências, 2011Os periféricos de entrada deixaram de ser a única forma de transmitir intenç-¸ ões à máquina, sendo agora possível fazê-lo com o próprio corpo. Dispositivos que permitem interacção gestual sem recurso a periféricos intermediários têm vindo a aumentar, principalmente na área dos jogos. Esta tendência levanta várias questões a serem investigadas na área da interacção pessoa-máquina. A aproximação simplista de transferir conceitos de interacção do paradigma clássico WIMP, baseado nos dispositivos tradicionais de entrada, rato e teclado, rapidamente conduz a problemas inesperados. As características de uma interface concebida para uma interacção gestual em que não há contacto com nenhum dispositivo de entrada não se irão adequar ao paradigma utilizado nos últimos 40 anos. Estamos assim em condições de explorar como a interacção gestual com ou sem voz pode contribuir para minimizar os problemas com o paradigma clássico WIMP no tipo de interacção em que não há o contacto com nenhum periférico. Neste trabalho irá ser explorado o campo da interacção gestual, com ou sem voz. Através de aplicações pretende-se conduzir vários estudos de manipulação de objectos virtuais baseada em visão computacional. A manipulação dos objectos é realizada com dois modos de interacção (gestos e voz) podendo estes surgir integrados ou não. Pretende-se analisar se a interacção gestual é apelativa para os utilizadores para alguns tipos de aplicações e acções, enquanto para outros tipos, os gestos poderão não ser a modalidade preferida de interacção.The input peripherals aren’t anymore the only way to transmit intentions to the machine, being now possible to do it with our own body. The number of devices that allow gestural interaction, without the need of intermediate peripherals, are increasing, mainly in the area of video games. This tendency raises several questions that need to be investigated in the area of person-machine interaction. The simplistic approach of transferring interaction concepts from the classic paradigm WIMP, based on the traditional input devices, mouse and keyboard, quickly leads to unexpected problems. The characteristics of an interface conceived to a gestural interaction were there isn’t any kind of contact with an input device won’t suit with the paradigm of the last 40 years. So we’re in conditions to exploit how the gestural interaction can contribute to minimize the classic paradigm issues. In this work the field of gestural interaction, with and without voice, will be analyzed. Through the use of applications, it’s intended to lead various studies of virtual objects manipulation based on computational vision. The objects manipulation is done with two kinds of interactions, gestural and voice, that may emerge integrated our not. It’s intended to analyze if the gestural interaction is appealing to the users for some kind of applications and actions, while for other types, gestural may not be the preferred interaction modality

    Contex-aware gestures for mixed-initiative text editings UIs

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    This is a pre-copyedited, author-produced PDF of an article accepted for publication in Interacting with computers following peer review. The version of record is available online at: http://dx.doi.org/10.1093/iwc/iwu019[EN] This work is focused on enhancing highly interactive text-editing applications with gestures. Concretely, we study Computer Assisted Transcription of Text Images (CATTI), a handwriting transcription system that follows a corrective feedback paradigm, where both the user and the system collaborate efficiently to produce a high-quality text transcription. CATTI-like applications demand fast and accurate gesture recognition, for which we observed that current gesture recognizers are not adequate enough. In response to this need we developed MinGestures, a parametric context-aware gesture recognizer. Our contributions include a number of stroke features for disambiguating copy-mark gestures from handwritten text, plus the integration of these gestures in a CATTI application. It becomes finally possible to create highly interactive stroke-based text-editing interfaces, without worrying to verify the user intent on-screen. We performed a formal evaluation with 22 e-pen users and 32 mouse users using a gesture vocabulary of 10 symbols. MinGestures achieved an outstanding accuracy (<1% error rate) with very high performance (<1 ms of recognition time). We then integrated MinGestures in a CATTI prototype and tested the performance of the interactive handwriting system when it is driven by gestures. Our results show that using gestures in interactive handwriting applications is both advantageous and convenient when gestures are simple but context-aware. Taken together, this work suggests that text-editing interfaces not only can be easily augmented with simple gestures, but also may substantially improve user productivity.This work has been supported by the European Commission through the 7th Framework Program (tranScriptorium: FP7- ICT-2011-9, project 600707 and CasMaCat: FP7-ICT-2011-7, project 287576). It has also been supported by the Spanish MINECO under grant TIN2012-37475-C02-01 (STraDa), and the Generalitat Valenciana under grant ISIC/2012/004 (AMIIS).Leiva, LA.; Alabau, V.; Romero Gómez, V.; Toselli, AH.; Vidal, E. (2015). Contex-aware gestures for mixed-initiative text editings UIs. Interacting with Computers. 27(6):675-696. https://doi.org/10.1093/iwc/iwu019S675696276Alabau V. Leiva L. A. Transcribing Handwritten Text Images with a Word Soup Game. Proc. Extended Abstr. Hum. Factors Comput. Syst. (CHI EA) 2012.Alabau V. Rodríguez-Ruiz L. Sanchis A. Martínez-Gómez P. Casacuberta F. 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    Estudo de modos de comando em cenários de interacção gestual

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    Tese de mestrado, Engenharia Informática (Sistemas de Informação), Universidade de Lisboa, Faculdade de Ciências, 2010Recentemente, tem-se assistido a uma “revolução tecnológica” na concepção de dispositivos computacionais que visam a interacção pessoa-máquina. Os periféricos de entrada deixaram de ser a única forma de transmitir intenções às máquinas, sendo agora possível fazê-lo com o próprio corpo. Dispositivos que permitem interacção por toque estão-se a disseminar por locais públicos, mas não é só nestes locais que o fenómeno se verifica. A quantidade de produtos comerciais que permitem este género de interacção também não pára de aumentar, pelo que é necessário compreender as vantagens e desvantagens da interacção gestual e torná-la cada vez mais eficaz. Existem muitas tecnologias que possibilitam a construção de dispositivos tácteis, variando nas suas capacidades e custos. O estudo dessas tecnologias, no decorrer deste trabalho, resultou na construção de uma mesa interactiva multi-toque de “baixo custo”. Nos dispositivos vocacionados para interacção gestual as dimensões da superfície com a qual é possível interagir são iguais às dimensões do ecrã, o que leva à necessidade de ter uma especial atenção na concepção de aplicações para estes dispositivos. As características de uma interface concebida para um ecrã de grandes dimensões poderão não ser adequadas para um ecrã de dimensões mais reduzidas, e vice-versa. Além das dimensões, o género de aplicação também influencia o paradigma de interacção. No caso específico de interacção gestual em aplicações de desenho existe a dificuldade acrescida da aplicação compreender quando o gesto do utilizador tem por objectivo desenhar ou executar um comando. Neste trabalho são apresentados dois conjuntos de gestos de comando com o objectivo de eliminar a ambiguidade existente entre os gestos em aplicações de desenho. São também apresentadas as conclusões de estudos conduzidos para atestar a qualidade dos conjuntos propostos, assim como a sua adequabilidade relativamente a diferentes dimensões de ecrã.Lately we’ve been witnessing a “technologic revolution” in the making of devices that allow human-computer interaction. Input devices are no longer the only way to instruct intentions to computers. It’s now possible to do the same using one's own body. Devices that allow touch interaction are being disseminated in public places, but it’s not only in those places that the phenomenon occurs. The number of commercial products that allow this kind of interaction doesn’t stop growing. So, it’s of vital importance to understand the advantages and disadvantages of gestural interaction and make it more effective. There are a lot of technologies that allow the construction of tactile devices, going through a wide range of capabilities and manufacturing costs. The study of those technologies, during this work, resulted in the construction of a “low-cost” multi-touch interactive table. In devices oriented for gestural interaction, the dimensions of the surface of interaction are equal to the dimensions of the screen, which demands a special attention in the design of applications for those devices. The features of an interface conceived for a large screen may not be suitable for a screen of smaller dimensions, and vice-versa. Apart from the dimensions, the kind of application can also influence the interaction paradigm. In the specific case of gestural interaction in drawing applications there’s also the increased difficulty of making the application understand when the gesture has the objective of drawing or, instead, executing a command. In this work, two sets of command gestures are introduced, with the goal of disambiguating the intent of gestures in drawing applications. Also presented are the conclusions of studies who aimed to test the quality of the proposed sets, as well as their suitability to multi-sized screens

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    An Exploration of Multi-touch Interaction Techniques

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    Research in multi-touch interaction has typically been focused on direct spatial manipulation; techniques have been created to result in the most intuitive mapping between the movement of the hand and the resultant change in the virtual object. As we attempt to design for more complex operations, the effectiveness of spatial manipulation as a metaphor becomes weak. We introduce two new platforms for multi-touch computing: a gesture recognition system, and a new interaction technique. I present Multi-Tap Sliders, a new interaction technique for operation in what we call non-spatial parametric spaces. Such spaces do not have an obvious literal spatial representation, (Eg.: exposure, brightness, contrast and saturation for image editing). The multi-tap sliders encourage the user to keep her visual focus on the tar- get, instead of requiring her to look back at the interface. My research emphasizes ergonomics, clear visual design, and fluid transition between modes of operation. Through a series of iterations, I develop a new technique for quickly selecting and adjusting multiple numerical parameters. Evaluations of multi-tap sliders show improvements over traditional sliders. To facilitate further research on multi-touch gestural interaction, I developed mGestr: a training and recognition system using hidden Markov models for designing a multi-touch gesture set. Our evaluation shows successful recognition rates of up to 95%. The recognition framework is packaged into a service for easy integration with existing applications
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