2,183 research outputs found

    Comparison of integrated pointing devices

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    Pointing Devices for Wearable Computers

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    We present a survey of pointing devices for wearable computers, which are body-mounted devices that users can access at any time. Since traditional pointing devices (i.e., mouse, touchpad, and trackpoint) were designed to be used on a steady and flat surface, they are inappropriate for wearable computers. Just as the advent of laptops resulted in the development of the touchpad and trackpoint, the emergence of wearable computers is leading to the development of pointing devices designed for them. However, unlike laptops, since wearable computers are operated from different body positions under different environmental conditions for different uses, researchers have developed a variety of innovative pointing devices for wearable computers characterized by their sensing mechanism, control mechanism, and form factor. We survey a representative set of pointing devices for wearable computers using an “adaptation of traditional devices” versus “new devices” dichotomy and study devices according to their control and sensing mechanisms and form factor. The objective of this paper is to showcase a variety of pointing devices developed for wearable computers and bring structure to the design space for wearable pointing devices. We conclude that a de facto pointing device for wearable computers, unlike laptops, is not likely to emerge

    Pointing Devices for Wearable Computers

    Get PDF
    We present a survey of pointing devices for wearable computers, which are body-mounted devices that users can access at any time. Since traditional pointing devices (i.e., mouse, touchpad, and trackpoint) were designed to be used on a steady and flat surface they are inappropriate for wearable computers. Just as the advent of laptops resulted in the development of the touchpad and trackpoint, the emergence of wearable computers is leading to the development of pointing devices designed for them. However, unlike laptops, since wearable computers are operated from different body positions under different environmental conditions for different uses, researchers have developed a variety of innovative pointing devices for wearable computers characterized by their sensing mechanism, control mechanism, and form factor. We survey a representative set of pointing devices for wearable computers using an “adaptation of traditional devices” versus “new devices” dichotomy and study devices according to their control and sensing mechanisms and form factor. The objective of this paper is to showcase a variety of pointing devices developed for wearable computers and bring structure to the design space for wearable pointing devices. We conclude that a de facto pointing device for wearable computers, unlike laptops, is not likely to emerge

    Enhancing the Performance of Eye and Head Mice: A Validated Assessment Method and an Investigation into the Performance of Eye and Head Based Assistive Technology Pointing Devices

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    This work poses the question "Could eye and head based assistive technology device interaction performance approach that of basic hand mouse interaction?" To this aim, the work constructs, validates, and applies a detailed and comprehensive pointing device assessment method suitable for assistive technology direct pointing devices, it then uses this method to add enhancement to these devices, finally it then demonstrates that such enhanced eye or head based pointing can approach that of basic hand mouse interaction and be a viable and usable interaction method for people with high-level motor disabilities. Eye and head based pointing devices, or eye and head mice, are often used by high-level motor disabled people to enable computer interaction in the place of a standard desktop hand mouse. The performance of these eye and head mice pointing devices when used for direct manipulation on a standard graphical user interface has generally been regarded as poor in comparison to that of a standard desktop hand mouse, thus putting users of head and eye mice at a disadvantage when interacting with computers. The performance of eye and head based pointing devices during direct manipulation on a standard graphical user interface has not previously been investigated in depth, and the reasons why these devices seem to demonstrate poor performance have not been determined in detail. Few proven methods have been demonstrated and investigated that enhance the performance of these devices based on their performance during direct manipulation. Importantly, and key to this work is that, no validated assessment method has been constructed to allow such an investigation. This work seeks to investigate the performance of eye and head based pointing devices during direct manipulation by constructing and verifying a test method suitable for the detailed performance assessment of eye and head based assistive technology pointing devices. It then uses this method to determine the factors influencing the performance of eye and head mice during direct manipulation. Finally, after identifying these factors, this work hypothesises, and then demonstrates that applying suitable methods for addressing these factors can result in enhanced performance for eye and head mice. It shows that the performance of these enhanced devices can approach the performance of standard desktop hand mice with the use of highly experienced users, together with the enhancement of a supporting modality for object manipulation, and a supporting interface enhancement for object size magnification; thus demonstrating that these devices can approach and equal the performance of basic hand mouse interaction

    Horizontal and Vertical Handheld Pointing Devices Comparison for Increasing Human Systems Integration at the Design Stage

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    In addition to postural and biomechanical aspects related to usage of handheld pointing devices it is also important to perform usability assessment. The paper reports on an experimental study comparing two computer pointing devices, a standard horizontal PC mouse and a vertical device (for neutral pronation of the forearm), both commercially available. The standardized tasks implemented by software and performed by 20 experienced computer mouse users included pointing, dragging and steering. The usability parameters of effectiveness and efficiency were calculated and the participants subjectively assessed their discomfort, effort and ease of use in relation to each device in each task. Efficiency and effectiveness were higher for the horizontal device. Assessments of discomfort, effort and ease of use across the different tasks also supported the consideration of preference for the horizontal device in detriment of the vertical model. The results suggest that designing hybrid configurations may configure a better compromise

    Comparison of relative versus absolute pointing devices

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    In this study, a relative pointing device was compared with two different absolute pointing devices. Participants used a Wii Remote™ controller with the Wii MotionPlus™ attachment in three different configurations of motion sensing: Relative (6-axis: 3-axis accelerometer and 3-axis gyroscope), Camera Absolute (camera only), and Stabilized Absolute (camera + 6-axis). Twenty-four participants were given a series of movement tasks based on Fitts’ test to complete at three different distances. In terms of information throughput, pointing accuracy, and user preference, relative pointing was clearly superior to absolute pointing, even when absolute pointing included stabilization

    AirMouse: Finger Gesture for 2D and 3D Interaction

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    International audienceThis paper presents AirMouse, a new interaction technique based on finger gestures above the laptop's keyboard. At a reasonably low cost, the technique can replace the traditional methods for pointing in two or three dimensions. Moreover, the device-switching time is reduced and no additional surface than the one for the laptop is needed. In a 2D pointing evaluation, a vision-based implementation of the technique is compared with commonly used devices. The same implementation is also compared with the two most commonly used 3D pointing devices. The two user experiments show the benefits of the polyvalent technique: it is easy to learn, intuitive and efficient by providing good performance. In particular, our conducted experiment shows that performance with AirMouse is promising in comparison with a touchpad and with dedicated 3D pointing devices. It shows that AirMouse offers better performance as compared to FlowMouse, a previous solution using fingers above the keyboard

    Hitts Law? A test of the relationship between information load and movement precision

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    Recent technological developments have made viable a man-machine interface heavily dependent on graphics and pointing devices. This has led to new interest in classical reaction and movement time work by Human Factors specialists. Two experiments were designed and run to test the dependence of target capture time on information load (Hitt's Law) and movement precision (Fitts' Law). The proposed model linearly combines Hitt's and Fitts' results into a combination law which then might be called Hitts' Law. Subjects were required to react to stimuli by manipulating a joystick so as to cause a cursor to capture a target on a CRT screen. Response entropy and the relative precision of the capture movement were crossed in a factorial design and data obtained that were found to support the model

    Ninteenth Aerospace Mechanisms Symposium

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    The proceedings of the 19th Aerospace Mechanisms Symposium are reported. Technological areas covered include space lubrication, bearings, aerodynamic devices, spacecraft/Shuttle latches, deployment, positioning, and pointing. Devices for spacecraft docking and manipulator and teleoperator mechanisms are also described
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