2,183 research outputs found
Pointing Devices for Wearable Computers
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
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
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
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
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
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
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
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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