3,153 research outputs found

    Of keyboards and beyond - optimization in human-computer interaction

    Get PDF
    In this thesis, we present optimization frameworks in the area of Human-Computer Interaction. At first, we discuss keyboard layout problems with a special focus on a project we participated in, which aimed at designing the new French keyboard standard. The special nature of this national-scale project and its optimization ingredients are discussed in detail; we specifically highlight our algorithmic contribution to this project. Exploiting the special structure of this design problem, we propose an optimization framework that was efficiently computes keyboard layouts and provides very good optimality guarantees in form of tight lower bounds. The optimized layout that we showed to be nearly optimal was the basis of the new French keyboard standard recently published in the National Assembly in Paris. Moreover, we propose a relaxation for the quadratic assignment problem (a generalization of keyboard layouts) that is based on semidefinite programming. In a branch-and-bound framework, this relaxation achieves competitive results compared to commonly used linear programming relaxations for this problem. Finally, we introduce a modeling language for mixed integer programs that especially focuses on the challenges and features that appear in participatory optimization problems similar to the French keyboard design process.Diese Arbeit behandelt Ansätze zu Optimierungsproblemen im Bereich Human-Computer Interaction. Zuerst diskutieren wir Tastaturbelegungsprobleme mit einem besonderen Fokus auf einem Projekt, an dem wir teilgenommen haben: die Erstellung eines neuen Standards für die französische Tastatur. Wir gehen auf die besondere Struktur dieses Problems und unseren algorithmischen Beitrag ein: ein Algorithmus, der mit Optimierungsmethoden die Struktur dieses speziellen Problems ausnutzt. Mithilfe dieses Algorithmus konnten wir effizient Tastaturbelegungen berechnen und die Qualität dieser Belegungen effektiv (in Form von unteren Schranken) nachweisen. Das finale optimierte Layout, welches mit unserer Methode bewiesenermaßen nahezu optimal ist, diente als Grundlage für den kürzlich in der französischen Nationalversammlung veröffentlichten neuen französischen Tastaturstandard. Darüberhinaus beschreiben wir eine Relaxierung für das quadratische Zuweisungsproblem (eine Verallgemeinerung des Tastaturbelegungsproblems), die auf semidefinieter Programmierung basiert. Wir zeigen, dass unser Algorithmus im Vergleich zu üblich genutzten linearen Relaxierung gut abschneidet. Abschließend definieren und diskutieren wir eine Modellierungssprache für gemischt integrale Programme. Diese Sprache ist speziell auf die besonderen Herausforderungen abgestimmt, die bei interaktiven Optimierungsproblemen auftreten, welche einen ähnlichen Charakter haben wie der Prozess des Designs der französischen Tastatur

    Ability-Based Methods for Personalized Keyboard Generation

    Full text link
    This study introduces an ability-based method for personalized keyboard generation, wherein an individual's own movement and human-computer interaction data are used to automatically compute a personalized virtual keyboard layout. Our approach integrates a multidirectional point-select task to characterize cursor control over time, distance, and direction. The characterization is automatically employed to develop a computationally efficient keyboard layout that prioritizes each user's movement abilities through capturing directional constraints and preferences. We evaluated our approach in a study involving 16 participants using inertial sensing and facial electromyography as an access method, resulting in significantly increased communication rates using the personalized keyboard (52.0 bits/min) when compared to a generically optimized keyboard (47.9 bits/min). Our results demonstrate the ability to effectively characterize an individual's movement abilities to design a personalized keyboard for improved communication. This work underscores the importance of integrating a user's motor abilities when designing virtual interfaces.Comment: 20 pages, 7 figure

    ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality.

    Get PDF
    Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area

    Mobile text entry behaviour in lab and in-the-wild studies : is it different?

    Get PDF
    Text entry in smartphones remains a critical element of mobile HCI. It has been widely studied in lab settings, using primarily transcription tasks, and to a far lesser extent through in-the-wild (field) experiments. So far it remains unknown how well user behaviour during lab transcription tasks approximates real use. In this paper, we present a study that provides evidence that lab text entry behaviour is clearly distinguishable from real world use. Using machine learning techniques, we show that it is possible to accurately identify the type of study in which text entry sessions took place. The implications of our findings relate to the design of future studies in text entry, aiming to support input with virtual smartphone keyboards

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

    Get PDF
    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

    Does emotion influence the use of auto-suggest during smartphone typing?

    Get PDF
    Typing based interfaces are common across many mobile applications, especially messaging apps. To reduce the difficulty of typing using keyboard applications on smartphones, smartwatches with restricted space, several techniques, such as auto-complete, auto-suggest, are implemented. Although helpful, these techniques do add more cognitive load on the user. Hence beyond the importance to improve the word recommendations, it is useful to understand the pattern of use of auto-suggestions during typing. Among several factors that may influence use of auto-suggest, the role of emotion has been mostly overlooked, often due to the difficulty of unobtrusively inferring emotion. With advances in affective computing, and ability to infer user's emotional states accurately, it is imperative to investigate how auto-suggest can be guided by emotion aware decisions. In this work, we investigate correlations between user emotion and usage of auto-suggest i.e. whether users prefer to use auto-suggest in specific emotion states. We developed an Android keyboard application, which records auto-suggest usage and collects emotion self-reports from users in a 3-week in-the-wild study. Analysis of the dataset reveals relationship between user reported emotion state and use of auto-suggest. We used the data to train personalized models for predicting use of auto-suggest in specific emotion state. The model can predict use of auto-suggest with an average accuracy (AUCROC) of 82% showing the feasibility of emotion-aware auto-suggestion
    corecore