443 research outputs found

    The WOZ Recognizer: A Tool For Understanding User Perceptions of Sketch-Based Interfaces

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    Sketch recognition has the potential to be an important input method for computers in the coming years; however, designing and building an accurate and sophisticated sketch recognition system is a time consuming and daunting task. Since sketch recognition is still at a level where mistakes are common, it is important to understand how users perceive and tolerate recognition errors and other user interface elements with these imperfect systems. A problem in performing this type of research is that we cannot easily control aspects of recognition in order to rigorously study the systems. We performed a study examining user perceptions of three pen-based systems for creating logic gate diagrams: a sketch-based interface, a WIMP-based interface, and a hybrid interface that combined elements of sketching and WIMP. We found that users preferred the sketch-based interface and we identified important criteria for pen-based application design. This work exposed the issue of studying recognition systems without fine-grained control over accuracy, recognition mode, and other recognizer properties. In order to solve this problem, we developed a Wizard of Oz sketch recognition tool, the WOZ Recognizer, that supports controlled symbol and position accuracy and batch and streaming recognition modes for a variety of sketching domains. We present the design of the WOZ Recognizer, modeling recognition domains using graphs, symbol alphabets, and grammars; and discuss the types of recognition errors we included in its design. Further, we discuss how the WOZ Recognizer simulates sketch recognition, controlling the WOZ Recognizer, and how users interact with it. In addition, we present an evaluative user study of the WOZ Recognizer and the lessons we learned. We have used the WOZ Recognizer to perform two user studies examining user perceptions of sketch recognition; both studies focused on mathematical sketching. In the first study, we examined whether users prefer recognition feedback now (real-time recognition) or later (batch recognition) in relation to different recognition accuracies and sketch complexities. We found that participants displayed a preference for real-time recognition in some situations (multiple expressions, low accuracy), but no statistical preference in others. In our second study, we examined whether users displayed a greater tolerance for recognition errors when they used mathematical sketching applications they found interesting or useful compared to applications they found less interesting. Participants felt they had a greater tolerance for the applications they preferred, although our statistical analysis did not positively support this. In addition to the research already performed, we propose several avenues for future research into user perceptions of sketch recognition that we believe will be of value to sketch recognizer researchers and application designers

    Modular Middleware for Gestural Data and Devices Management

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    In the last few years, the use of gestural data has become a key enabler for human-computer interaction (HCI) applications. The growing diffusion of low-cost acquisition devices has thus led to the development of a class of middleware aimed at ensuring a fast and easy integration of such devices within the actual HCI applications. The purpose of this paper is to present a modular middleware for gestural data and devices management. First, we describe a brief review of the state of the art of similar middleware. Then, we discuss the proposed architecture and the motivation behind its design choices. Finally, we present a use case aimed at demonstrating the potential uses as well as the limitations of our middleware

    Software support for multitouch interaction: the end-user programming perspective

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    Empowering users with tools for developing multitouch interaction is a promising step toward the materialization of ubiquitous computing. This survey frames the state of the art of existing multitouch software development tools from an end-user programming perspective.This research has been partially funded by the EUFP7 project meSch (grant agreement 600851 and CREAx grant (Spanish Ministry of Economy and Competitivity TIN2014-56534-R

    Predicting and Reducing the Impact of Errors in Character-Based Text Entry

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    This dissertation focuses on the effect of errors in character-based text entry techniques. The effect of errors is targeted from theoretical, behavioral, and practical standpoints. This document starts with a review of the existing literature. It then presents results of a user study that investigated the effect of different error correction conditions on popular text entry performance metrics. Results showed that the way errors are handled has a significant effect on all frequently used error metrics. The outcomes also provided an understanding of how users notice and correct errors. Building on this, the dissertation then presents a new high-level and method-agnostic model for predicting the cost of error correction with a given text entry technique. Unlike the existing models, it accounts for both human and system factors and is general enough to be used with most character-based techniques. A user study verified the model through measuring the effects of a faulty keyboard on text entry performance. Subsequently, the work then explores the potential user adaptation to a gesture recognizer’s misrecognitions in two user studies. Results revealed that users gradually adapt to misrecognition errors by replacing the erroneous gestures with alternative ones, if available. Also, users adapt to a frequently misrecognized gesture faster if it occurs more frequently than the other error-prone gestures. Finally, this work presents a new hybrid approach to simulate pressure detection on standard touchscreens. The new approach combines the existing touch-point- and time-based methods. Results of two user studies showed that it can simulate pressure detection more reliably for at least two pressure levels: regular (~1 N) and extra (~3 N). Then, a new pressure-based text entry technique is presented that does not require tapping outside the virtual keyboard to reject an incorrect or unwanted prediction. Instead, the technique requires users to apply extra pressure for the tap on the next target key. The performance of the new technique was compared with the conventional technique in a user study. Results showed that for inputting short English phrases with 10% non-dictionary words, the new technique increases entry speed by 9% and decreases error rates by 25%. Also, most users (83%) favor the new technique over the conventional one. Together, the research presented in this dissertation gives more insight into on how errors affect text entry and also presents improved text entry methods

    Application of audio and video processing methods for language research

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    Annotations of media recordings are the grounds for linguistic research. Since creating those annotations is a very laborious task, reaching 100 times longer than the length of the annotated media, innovative audio and video processing algorithms are needed, in order to improve the efficiency and quality of annotation process. The AVATecH project, started by the Max-Planck Institute for Psycholinguistics (MPI) and the Fraunhofer institutes HHI and IAIS, aims at significantly speeding up the process of creating annotations of audio-visual data for humanities research. In order for this to be achieved a range of state-of-the-art audio and video pattern recognition algorithms have been developed and integrated into widely used ELAN annotation tool. To address the problem of heterogeneous annotation tasks and recordings we provide modular components extended by adaptation and feedback mechanisms to achieve competitive annotation quality within significantly less annotation time

    BRAILLESHAPES : efficient text input on smartwatches for blind people

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    Tese de Mestrado, Engenharia Informática, 2023, Universidade de Lisboa, Faculdade de CiênciasMobile touchscreen devices like smartphones or smartwatches are a predominant part of our lives. They have evolved, and so have their applications. Due to the constant growth and advancements in technology, using such devices as a means to accomplish a vast amount of tasks has become common practice. Nonetheless, relying on touch-based interactions, requiring good spatial ability and memorization inherent to mobile devices, and lacking sufficient tactile cues, makes these devices visually demanding, thus providing a strenuous interaction modality for visually impaired people. In scenarios occurring in movement-based contexts or where onehanded use is required, it is even more apparent. We believe devices like smartwatches can provide numerous advantages when addressing such topics. However, they lack accessible solutions for several tasks, with most of the existing ones for mobile touchscreen devices targeting smartphones. With communication being of the utmost importance and intrinsic to humankind, one task, in particular, for which it is imperative to provide solutions addressing its surrounding accessibility concerns is text entry. Since Braille is a reading standard for blind people and provided positive results in prior work regarding accessible text entry approaches, we believe using it as the basis for an accessible text entry solution can help solidify a standardization for this type of interaction modality. It can also allow users to leverage previous knowledge, reducing possible extra cognitive load. Yet, even though Braille-based chording solutions achieved good results, due to the reduced space of the smartwatch’s touchscreen, a tapping approach is not the most feasible. Hence, we found the best option to be a gesture-based solution. Therefore, with this thesis, we explored and validated the concept and feasibility of Braille-based shapes as the foundation for an accessible gesture-based smartwatch text entry method for visually impaired people
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