25 research outputs found

    The Impact of Word, Multiple Word, and Sentence Input on Virtual Keyboard Decoding Performance

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    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.

    TapGazer:Text Entry with finger tapping and gaze-directed word selection

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    Freehand Gestural Text Entry for Interactive TV

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    Towards the design of effective freehand gestural interaction for interactive TV

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    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

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    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

    Designing for Effective Freehand Gestural Interaction

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    The Use of Multiple Slate Devices to Support Active Reading Activities

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    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

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    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
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