25 research outputs found
The Impact of Word, Multiple Word, and Sentence Input on Virtual Keyboard Decoding Performance
Entering text on non-desktop computing devices is often done
via an onscreen virtual keyboard. Input on such keyboards
normally consists of a sequence of noisy tap events that specify
some amount of text, most commonly a single word. But
is single word-at-a-time entry the best choice? This paper
compares user performance and recognition accuracy of wordat-
a-time, phrase-at-a-time, and sentence-at-a-time text entry
on a smartwatch keyboard. We evaluate the impact of differing
amounts of input in both text copy and free composition tasks.
We found providing input of an entire sentence significantly
improved entry rates from 26wpm to 32wpm while keeping
character error rates below 4%. In offline experiments with
more processing power and memory, sentence input was recognized
with a much lower 2.0% error rate. Our findings suggest
virtual keyboards can enhance performance by encouraging
users to provide more input per recognition event.This work was supported by Google Faculty awards (K.V. and
P.O.K.
Towards the design of effective freehand gestural interaction for interactive TV
As interactive devices become pervasive, people are beginning to looking for
more advanced interaction with televisions in the living room. Interactive
television has the potential to offer a very engaging experience. But most
common user tasks are still challenging with such systems, such as menu
selection or text input. And little work has been done on understanding and
sup-porting the effective design of freehand interaction with an TV in the
living room. In this paper, we perform two studies investi-gating freehand
gestural interaction with a consumer level sensor, which is suitable for TV
scenarios. In the first study, we inves-tigate a range of design factors for
tiled layout menu selection, including wearable feedback, push gesture depth,
target size and position in motor space. The results show that tactile and
audio feedback have no significant effect on performance and prefer-ence, and
these results inform potential designs for high selection performance. In the
second study, we investigate a common TV user task of text input using freehand
gesture. We design and evaluate two virtual keyboard layouts and three freehand
selec-tion methods. Results show that ease of use and error tolerance can be
both achieved using a text entry method utilizing a dual circle layout and an
expanding target selection technique. Finally, we propose design guidelines for
effective, usable and com-fortable freehand gestural interaction for
interactive TV based on the findings.Comment: Preprint version of our paper accepted by Journal of Intelligent and
Fuzzy System
Source Code Interaction on Touchscreens
Direct interaction with touchscreens has become a primary way of using a device. This work seeks to devise interaction methods for editing textual source code on touch-enabled devices. With the advent of the “Post-PC Era”, touch-centric interaction has received considerable attention in both research and development. However, various limitations have impeded widespread adoption of programming environments on modern platforms. Previous attempts have mainly been successful by simplifying or constraining conventional programming but have only insufficiently supported source code written in mainstream programming languages. This work includes the design, development, and evaluation of techniques for editing, selecting, and creating source code on touchscreens. The results contribute to text editing and entry methods by taking the syntax and structure of programming languages into account while exploiting the advantages of gesture-driven control. Furthermore, this work presents the design and software architecture of a mobile development environment incorporating touch-enabled modules for typical software development tasks
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Unmediated Interaction: Communicating with Computers and Embedded Devices as If They Are Not There
Although computers are smaller and more readily accessible today than they have ever been, I believe that we have barely scratched the surface of what computers can become. When we use computing devices today, we end up spending a lot of our time navigating to particular functions or commands to use devices their way rather than executing those commands immediately. In this dissertation, I explore what I call unmediated interaction, the notion of people using computers as if the computers are not there and as if the people are using their own abilities or powers instead. I argue that facilitating unmediated interaction via personalization, new input modalities, and improved text entry can reduce both input overhead and output overhead, which are the burden of providing inputs to and receiving outputs from the intermediate device, respectively. I introduce three computational methods for reducing input overhead and one for reducing output overhead. First, I show how input data mining can eliminate the need for user inputs altogether. Specifically, I develop a method for mining controller inputs to gain deep insights about a players playing style, their preferences, and the nature of video games that they are playing, all of which can be used to personalize their experience without any explicit input on their part. Next, I introduce gaze locking, a method for sensing eye contact from an image that allows people to interact with computers, devices, and other objects just by looking at them. Third, I introduce computationally optimized keyboard designs for touchscreen manual input that allow people to type on smartphones faster and with far fewer errors than currently possible. Last, I introduce the racing auditory display (RAD), an audio system that makes it possible for people who are blind to play the same types of racing games that sighted players can play, and with a similar speed and sense of control as sighted players. The RAD shows how we can reduce output overhead to provide user interface parity between people with and without disabilities. Together, I hope that these systems open the door to even more efforts in unmediated interaction, with the goal of making computers less like devices that we use and more like abilities or powers that we have
The Use of Multiple Slate Devices to Support Active Reading Activities
Reading activities in the classroom and workplace occur predominantly on paper. Since existing electronic devices do not support these reading activities as well as paper, users have difficulty taking full advantage of the affordances of electronic documents.
This dissertation makes three main contributions toward supporting active reading electronically. The first contribution is a comprehensive set of active reading requirements, drawn from three decades of research into reading processes. These requirements explain why existing devices are inadequate for supporting active reading activities.
The second contribution is a multi-slate reading system that more completely supports the active reading requirements above. Researchers believe the suitability of paper for active reading is largely due to the fact it distributes content across different sheets of paper, which are capable of displaying information as well as capturing input. The multi-slate approach draws inspiration from the independent reading and writing surfaces that paper provides, to blend the beneficial features of e-book readers, tablets, PCs, and tabletop computers.
The development of the multi-slate system began with the Dual-Display E-book, which used two screens to provide richer navigation capabilities than a single-screen device. Following the success of the Dual-Display E-book, the United Slates, a general-purpose reading system consisting of an extensible number of slates, was created. The United Slates consisted of custom slate hardware, specialized interactions that enabled the slates to be used cooperatively, and a cloud-based infrastructure that robustly integrated the slates with users' existing computing devices and workflow.
The third contribution is a series of evaluations that characterized reading with multiple slates. A laboratory study with 12 participants compared the relative merits of paper and electronic reading surfaces. One month long in-situ deployments of the United Slates with graduate students in the humanities found the multi-slate configuration to be highly effective for reading. The United Slates system delivered desirable paper-like qualities that included enhanced reading engagement, ease of navigation, and peace-of-mind while also providing superior electronic functionality. The positive feedback suggests that the multi-slate configuration is a desirable method for supporting active reading activities
Effizienz und Ergonomie von Multitouch-Interaktion : Studien und Prototypen zur Bewertung und Optimierung zentraler Interaktionstechniken
Die vorliegende Arbeit beschäftigt sich mit Grundfragen der Effektivität, Effizienz und Zufriedenheit von Multitouch-Interaktionen. Mithilfe einer Multitouch-Steuerung für 3D-Animation konnte gezeigt werden, dass selbst unerfahrene Multitouch-Nutzer in der Lage sind, hoch komplexe Aufgaben koordiniert und effizient zu lösen. Ein neu entwickeltes Koordinationsmaß bestätigt, dass Nutzer den Vorteil eines Multitouch nutzen, indem sie koordiniert mehrere Finger gleichzeitig für 3D-Animationen in Echtzeit einsetzen.
In drei weiteren Studien zu zentralen Multitouch-Interaktionstechniken konnte gezeigt werden, dass die Originalformulierung von Fitts’ Gesetz nicht ausreicht, um die Effizienz von Multitouch-Interaktionen adäquat zu bewerten und zu analysieren. Fitts’ Gesetz ist ein Modell zur Vorhersage und Analyse von Interaktionszeiten und beinhaltet ursprünglich nur die Distanz der Interaktionsbewegung und die Zielgröße. Diese Arbeit zeigt, dass Vorhersagen mit Fitts’ Gesetz bessere Ergebnisse liefern, wenn sie neben diesen beiden Faktoren auch Bewegungsrichtung, Startpunkt der Bewegung und Neigung des Multitouch-Display berücksichtigen.
Die Ergebnisse dieser Arbeitliefern Anhaltspunkte, um effiziente und benutzerfreundliche Interaktionstechniken zu entwickeln. Zudem könnten sie eingesetzt werden, um Analysen von Intertaktionstechniken für Multitouch teilautomatisch durchzuführen.This thesis deals with fundamental questions of efficiency, effectiveness and satisfaction of multitouch interactions. Using a novel multitouch interface for 3D animation it could be shown that even inexperienced multitouch users are capable of solving highly complex tasks in a coordinated and efficient way. A newly developed measure for coordination confirms that users take advantage of multitouch by using several fingers simultaneously to create a 3D real-time animation.
In three additional studies on central interaction techniques for multitouch it was shown that the original Fitts’ law is not sufficient to adequately describe and analyse the efficiency of multitouch interactions. Fitts’ law is a model for the prediction and analysis of interaction time which originally only takes into account the distance of interaction movements and the target size. This work shows that predictions based on Fitts’ law provide better results when, in addition to these two factors, the direction of the movement, the starting point and the tilt of the display are considered, as well.
The present results provide approaches to developing efficient interaction techniques with high usability. Furthermore, they can be used to conduct a semi-automatic analysis of interaction techniques for multitouch