1,695 research outputs found

    Towards Usable End-user Authentication

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    Authentication is the process of validating the identity of an entity, e.g., a person, a machine, etc.; the entity usually provides a proof of identity in order to be authenticated. When the entity - to be authenticated - is a human, the authentication process is called end-user authentication. Making an end-user authentication usable entails making it easy for a human to obtain, manage, and input the proof of identity in a secure manner. In machine-to-machine authentication, both ends have comparable memory and computational power to securely carry out the authentication process using cryptographic primitives and protocols. On the contrary, as a human has limited memory and computational power, in end-user authentication, cryptography is of little use. Although password based end-user authentication has many well-known security and usability problems, it is the de facto standard. Almost half a century of research effort has produced a multitude of end-user authentication methods more sophisticated than passwords; yet, none has come close to replacing passwords. In this dissertation, taking advantage of the built-in sensing capability of smartphones, we propose an end-user authentication framework for smartphones - called ePet - which does not require any active participation from the user most of the times; thus the proposed framework is highly usable. Using data collected from subjects, we validate a part of the authentication framework for the Android platform. For web authentication, in this dissertation, we propose a novel password creation interface, which helps a user remember a newly created password with more confidence - by allowing her to perform various memory tasks built upon her new password. Declarative and motor memory help the user remember and efficiently input a password. From a within-subjects study we show that declarative memory is sufficient for passwords; motor memory mostly facilitate the input process and thus the memory tasks have been designed to help cement the declarative memory for a newly created password. This dissertation concludes with an evaluation of the increased usability of the proposed interface through a between-subjects study

    From seen to unseen: Designing keyboard-less interfaces for text entry on the constrained screen real estate of Augmented Reality headsets

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    Text input is a very challenging task in the constrained screen real-estate of Augmented Reality headsets. Typical keyboards spread over multiple lines and occupy a significant portion of the screen. In this article, we explore the feasibility of single-line text entry systems for smartglasses. We first design FITE, a dynamic keyboard where the characters are positioned depending on their probability within the current input. However, the dynamic layout leads to mediocre text input and low accuracy. We then introduce HIBEY, a fixed 1-line solution that further decreases the screen real-estate usage by hiding the layout. Despite its hidden layout, HIBEY surprisingly performs much better than FITE, and achieves a mean text entry rate of 9.95 words per minute (WPM) with 96.06% accuracy, which is comparable to other state-of-the-art approaches. After 8 days, participants achieve an average of 13.19 WPM. In addition, HIBEY only occupies 13.14% of the screen real estate at the edge region, which is 62.80% smaller than the default keyboard layout on Microsoft Hololens.Peer reviewe

    A comparative analysis of haptic and EEG devices for evaluation and training of post-stroke patients within a virtual environment

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    Virtual Rehabilitation benefits from the usage of interfaces other than the mouse and keyboard, but also possess disadvantages: haptic peripherals can utilize the subject\u27s hand to provide position information or joint angles, and allow direct training for specific movements; but can also place unneeded strain on the limbs; brain-machine interfaces (BMI) can provide direct connections from the user to external hardware or software, but are currently inaccurate for the full diversity of user movements in daily life and require invasive surgery to implement. A compromise between these two extremes is a BMI that can be adapted to specific users, can function with a wide range of hardware and software, and is both noninvasive and convenient to wear for extended periods of time. A suitable BMI using Electroencephalography (EEG) input, known as the Emotiv EPOCā„¢ by Emotiv Systems was evaluated using multiple input specializations and tested with an external robotic arm to determine if it was suitable for control of peripherals. Users were given a preset periodicity to follow in order to evaluate their ability to translate specific facial movements into commands as well as their responsiveness to change the robot arm\u27s direction. Within 2 weeks of training, they maintained or improved axial control of the robot arm, and reduced their overall performance time. Although the EPOCā„¢ does require further testing and development, its adaptability to multiple software programs, users and peripherals allows it to serve both Virtual Rehabilitation and device control in the immediate future

    The Development of a Computer Operator Risk Index to Assist Computer Operators

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    Computer workstation ergonomics is well into its third decade of computer related injuries and disease. Numerous studies have been completed to inform the scientific and private communities of the threats that are posed when working at a computer. There are also multiple variables involved with attaining a computer related injury or disease, and any one of those variables, or a combination of those variables, may put a computer operator at risk. The purpose of this study was to develop a computer operator risk index (CORI), based on previous literature and containing risk variables approved by an expert panel, which is designed for relatively simple calculations. The four main risk variables were time, posture, stress, and environment. This study used 100 participants (58 females and 42 males), with a mean age of 45.8 years from an age range of 20 to 64 years, who had worked at a computer for at least 1 year and worked at least three hours per day at the computer. Not only were females and males incorporated into this study, but four ethnic backgrounds as well. Participants were asked to complete a demographic survey developed for this study, as well as a combined pain/discomfort rating chart adapted from Corlett and Bishops (1976) body chart and Borgā€™s (1970) CR-10 pain rating scale, a self-evaluating stress test, adapted from Yangā€™ (2003) self-evaluation stress test, and a Likert-type survey, which was part of the CORI form, concerning the computer operatorā€™s work environment. The remaining sections of the CORI form were completed from observations of an expert analyst. Information contained in the demographic survey and the pain/discomfort chart was used to verify previous research that stated gender was considered a risk factor in computer operators for related illnesses or injuries. In this study Chi-Square tests showed no association (X2 = 0.036,p=0.85) in gender to show this to be true. Data from the pain/discomfort chart was combined with data taken from the CORI form and found to show a significant difference with all four major risk variables. Time, posture, stress, and environmental measures at Ī±=.05 , showed correlation (Ļ\u3c.05) with the pain measures. Furthermore, the demographic survey contained data stating that some participants had been previously medically diagnosed with a computer related injury or disease and those participants, using Chi-Square testing, were compared to the results produced from the CORI equation and found to have a significant difference and high correlation (X2 = 6.683, p = .01) . From the data retrieved and calculated in this study a logistic regression model was developed that provided the expert analyst with a means with which to measure risk to computer operators. This model included the four independent variables: time, posture, stress, and environment, which are also the four main sections of the CORI form. The CORI form is recommended for initial risk screening, but is not meant to be solely dependent upon in determining the risk of a computer operator... There are several parts of this study that in themselves may be useful. The Pain/Discomfort Rating Scale may be used to discern between severity levels of pain for computer operators, the Self-Evaluation Stress test may be used to test stress levels of computer operators, and the Computer Operator Survey may be used to collect pertinent demographic information for employers

    Searching for Sounds: Instrumental Agency and Modularity in Electroacoustic Improvisation

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    In their radical departure from conventional instrumental technique and standardized instruments themselves, the practices of electroacoustic improvisation present a particular challenge to prevalent Western concepts of musical instruments. These conceptsā€”which generally treat instruments as fixed objectsā€”are ill-equipped to account for the ways in which electroacoustic improvisers foreground the agency of their instruments and abandon the quest for ā€œmasteryā€ typical especially of classical attitudes. Additionally, electroacoustic improvisers often approach instruments not as singular, self-contained, and static in their materiality, but rather as modular instrumentaria capable of myriad states and ever in flux, similarly problematizing conventional conceptions that view the physical constitutions of instruments as static and circumscribed. After considering common concepts of musical instruments, presenting apparent failures of these concepts, and arguing for the necessity of a new organology, I introduce the practices of electroacoustic improvisation, situating their emergence in Group Ongaku (formed in Tokyo in 1958) and AMM (formed in London in 1965). Drawing from the writings and interviews of the musicians of these groups, I suggest several significant attributes of electroacoustic improvisation, including the formative influence of electronics, the incorporation of free improvisation, the tendency toward a composite group sound and away from featured soloists, and especially the ways in which electroacoustic improvisers cultivate instrumental agency and modularity. After tracing connections between the development of these practices and their flourishing in the work of subsequent generations of improvisers in Berlin, Boston, London, Tokyo, Vienna, and elsewhere, I examine how these practices reveal themselves in performances by contemporary electroacoustic improvisers, paying particular attention to the dynamic relationships performers exhibit with their instrumentaria. At the heart of this study are in-depth analyses of three performances: first, a performance by the longtime duo of Otomo Yoshihide and Sachiko M; next, a first-time collaboration between Olivia Block and Maria Chavez; and finally, a performance by AMM celebrating their fiftieth anniversary. In presenting these analyses, I attempt to focus attention on a significant movement in contemporary creative musical practices and suggest ways in which these practices may be understood. I furthermore propose concepts of musical instruments suitable for addressing the ways in which these musicians use them but that can also be applied to uses of instruments in diverse situations. I argue that, although electroacoustic improvisers foreground instrumental agency and modularity, these aspects always already exist in myriad contexts

    Information and communication technologies for public use and interactive-multimedia city kiosks

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2004Includes bibliographical references (leaves: 103)Text in English; Abstract: Turkish and Englishix, 106 leavesThis thesis provides framework for consideration of the potential of information andcommunication technologies for public events and performances for the developing usage of new products, particularly information public kiosks. In the theoretical framework, the concepts and terms of information and communication technology are generally introduced along with the identification of number of major factors such as elements, diversity, necessity and evolution. Moreover, the importance of ICT technologies in urban settings and human behavior in response to this type of technology are investigated through the history of ICT. The concept of the usage of information and communication technology by actual people is particularly emphasized. Not only the utilization of information and communication technology in public space is described but also effective usage of ICT in the public space and information access provided by public products are identified.Figures of ICT systems and related products, their roots in design differences and new tools and products that are common examples of ICT, particularly the use of the information city kiosk, are presented and discussed. Design principles of the public information kiosk, which play a prominent role in the public use of ICT, are established. The analysis of design factors and human-product relations based on user profile, material choices, form, function and location are discussed. Finally, the thesis includes a conclusion that argues that the information city kiosks and their increased public use will designate the new images of the cities

    Contemporary Approaches to Elementary Piano Pedagogy: A Study of Original Pedagogical Pieces and Representative Elementary Learning Scenarios with a Study on the Integration of Visual Art and Literature into Music Instruction

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    The Independent Studies program closed in 2016. This thesis was one of 25 accepted by Library for long-term preservation and presentation in UWSpace.This thesis presents four original compositions for solo piano, each representing one of four elementary-level learning stages. These learning stages may be defined as the pre-reading level, the preparatory level, and Royal Conservatory Grades 1 and 2. Each composition introduces basic musical skills representing standard pedagogical requirements for the given level. An analytical essay describes the pedagogical significance of these compositions, also detailing how each may be taught to an elementary-level student of typical abilities. Three lesson plans and corresponding evaluations demonstrate lesson planning, presentation, and evaluation in elementary-level teaching scenarios; two further lesson plans for hypothetical students at the Grade 1 and Grade 2 levels represent slightly more advanced teaching scenarios. The research demonstrates that students retain information in a more comprehensive and meaningful way when art forms other than music reinforce musical experiences by combining visual, aural, and kinesthetic learning

    A hotkey interaction technique that promotes hotkeys

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    Hotkeys provide fast interactions to support expert performance. Compared to the traditional pointer-based selection of commands, hotkeys have the advantage in reducing task completion time. However, research shows that users have a tendency of favoring menu selections. This is partially caused by how hotkeys are displayed in most linear and toolbar menus. This thesis provides a review of key findings from literature that aim to promote hotkeys. On the base of these findings, this thesis develops design criteria for hotkey displays that promote hotkey use. This thesis also proposes a new interaction technique which displays hotkeys on the keyboard. Finally, a cognitive model is constructed to describe a userā€™s decision-making process of choosing between hotkeys and pointer-based selections when this new hotkey display technique is presented

    WearPut : Designing Dexterous Wearable Input based on the Characteristics of Human Finger Motions

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    Department of Biomedical Engineering (Human Factors Engineering)Powerful microchips for computing and networking allow a wide range of wearable devices to be miniaturized with high fidelity and availability. In particular, the commercially successful smartwatches placed on the wrist drive market growth by sharing the role of smartphones and health management. The emerging Head Mounted Displays (HMDs) for Augmented Reality (AR) and Virtual Reality (VR) also impact various application areas in video games, education, simulation, and productivity tools. However, these powerful wearables have challenges in interaction with the inevitably limited space for input and output due to the specialized form factors for fitting the body parts. To complement the constrained interaction experience, many wearable devices still rely on other large form factor devices (e.g., smartphones or hand-held controllers). Despite their usefulness, the additional devices for interaction can constrain the viability of wearable devices in many usage scenarios by tethering users' hands to the physical devices. This thesis argues that developing novel Human-Computer interaction techniques for the specialized wearable form factors is vital for wearables to be reliable standalone products. This thesis seeks to address the issue of constrained interaction experience with novel interaction techniques by exploring finger motions during input for the specialized form factors of wearable devices. The several characteristics of the finger input motions are promising to enable increases in the expressiveness of input on the physically limited input space of wearable devices. First, the input techniques with fingers are prevalent on many large form factor devices (e.g., touchscreen or physical keyboard) due to fast and accurate performance and high familiarity. Second, many commercial wearable products provide built-in sensors (e.g., touchscreen or hand tracking system) to detect finger motions. This enables the implementation of novel interaction systems without any additional sensors or devices. Third, the specialized form factors of wearable devices can create unique input contexts while the fingers approach their locations, shapes, and components. Finally, the dexterity of fingers with a distinctive appearance, high degrees of freedom, and high sensitivity of joint angle perception have the potential to widen the range of input available with various movement features on the surface and in the air. Accordingly, the general claim of this thesis is that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. This thesis demonstrates the general claim by providing evidence in various wearable scenarios with smartwatches and HMDs. First, this thesis explored the comfort range of static and dynamic touch input with angles on the touchscreen of smartwatches. The results showed the specific comfort ranges on variations in fingers, finger regions, and poses due to the unique input context that the touching hand approaches a small and fixed touchscreen with a limited range of angles. Then, finger region-aware systems that recognize the flat and side of the finger were constructed based on the contact areas on the touchscreen to enhance the expressiveness of angle-based touch input. In the second scenario, this thesis revealed distinctive touch profiles of different fingers caused by the unique input context for the touchscreen of smartwatches. The results led to the implementation of finger identification systems for distinguishing two or three fingers. Two virtual keyboards with 12 and 16 keys showed the feasibility of touch-based finger identification that enables increases in the expressiveness of touch input techniques. In addition, this thesis supports the general claim with a range of wearable scenarios by exploring the finger input motions in the air. In the third scenario, this thesis investigated the motions of in-air finger stroking during unconstrained in-air typing for HMDs. The results of the observation study revealed details of in-air finger motions during fast sequential input, such as strategies, kinematics, correlated movements, inter-fingerstroke relationship, and individual in-air keys. The in-depth analysis led to a practical guideline for developing robust in-air typing systems with finger stroking. Lastly, this thesis examined the viable locations of in-air thumb touch input to the virtual targets above the palm. It was confirmed that fast and accurate sequential thumb touch can be achieved at a total of 8 key locations with the built-in hand tracking system in a commercial HMD. Final typing studies with a novel in-air thumb typing system verified increases in the expressiveness of virtual target selection on HMDs. This thesis argues that the objective and subjective results and novel interaction techniques in various wearable scenarios support the general claim that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. Finally, this thesis concludes with thesis contributions, design considerations, and the scope of future research works, for future researchers and developers to implement robust finger-based interaction systems on various types of wearable devices.ope
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