73,039 research outputs found
Exploring the Front Touch Interface for Virtual Reality Headsets
In this paper, we propose a new interface for virtual reality headset: a
touchpad in front of the headset. To demonstrate the feasibility of the front
touch interface, we built a prototype device, explored VR UI design space
expansion, and performed various user studies. We started with preliminary
tests to see how intuitively and accurately people can interact with the front
touchpad. Then, we further experimented various user interfaces such as a
binary selection, a typical menu layout, and a keyboard. Two-Finger and
Drag-n-Tap were also explored to find the appropriate selection technique. As a
low-cost, light-weight, and in low power budget technology, a touch sensor can
make an ideal interface for mobile headset. Also, front touch area can be large
enough to allow wide range of interaction types such as multi-finger
interactions. With this novel front touch interface, we paved a way to new
virtual reality interaction methods
Fast and flexible selection with a single switch
Selection methods that require only a single-switch input, such as a button
click or blink, are potentially useful for individuals with motor impairments,
mobile technology users, and individuals wishing to transmit information
securely. We present a single-switch selection method, "Nomon," that is general
and efficient. Existing single-switch selection methods require selectable
options to be arranged in ways that limit potential applications. By contrast,
traditional operating systems, web browsers, and free-form applications (such
as drawing) place options at arbitrary points on the screen. Nomon, however,
has the flexibility to select any point on a screen. Nomon adapts automatically
to an individual's clicking ability; it allows a person who clicks precisely to
make a selection quickly and allows a person who clicks imprecisely more time
to make a selection without error. Nomon reaps gains in information rate by
allowing the specification of beliefs (priors) about option selection
probabilities and by avoiding tree-based selection schemes in favor of direct
(posterior) inference. We have developed both a Nomon-based writing application
and a drawing application. To evaluate Nomon's performance, we compared the
writing application with a popular existing method for single-switch writing
(row-column scanning). Novice users wrote 35% faster with the Nomon interface
than with the scanning interface. An experienced user (author TB, with > 10
hours practice) wrote at speeds of 9.3 words per minute with Nomon, using 1.2
clicks per character and making no errors in the final text.Comment: 14 pages, 5 figures, 1 table, presented at NIPS 2009 Mini-symposi
An Innovative, Multidisciplinary Educational Program in Interactive Information Storage and Retrieval
There exists a large number of large-scale bibliographic Information Storage and Retrieval Systems containing large amounts of valuable data of interest in a wide variety of research applications. These systems are not used to capacity because the end users, i.e., the researchers, have not been trained in the techniques of accessing such systems. This thesis describes the development of a transportable, university-level course in methods of querying on-line interactive Information Storage and Retrieval systems as a solution to this problem. This course was designed to instruct upper division science and engineering students to enable these end users to directly access such systems. The course is designed to be taught by instructors who are not specialists in either computer science or research skills. It is independent of any particular IS and R system or computer hardware. The project is sponsored by NASA and conducted by the University of Southwestern Louisiana and Southern University
Typing performance of blind users:an analysis of touch behaviors, learning effect, and in-situ usage
Non-visual text-entry for people with visual impairments has focused mostly on the comparison of input techniques reporting on performance measures, such as accuracy and speed. While researchers have been able to establish that non-visual input is slow and error prone, there is little understanding on how to improve it. To develop a richer characterization of typing performance, we conducted a longitudinal study with five novice blind users. For eight weeks, we collected in-situ usage data and conducted weekly laboratory assessment sessions. This paper presents a thorough analysis of typing performance that goes beyond traditional aggregated measures of text-entry and reports on character-level errors and touch measures. Our findings show that users improve over time, even though it is at a slow rate (0.3 WPM per week). Substitutions are the most common type of error and have a significant impact on entry rates. In addition to text input data, we analyzed touch behaviors, looking at touch contact points, exploration movements, and lift positions. We provide insights on why and how performance improvements and errors occur. Finally, we derive some implications that should inform the design of future virtual keyboards for non-visual input. Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces- Input devices and strategies. K4.2 [Computers an
Keystroke dynamics in the pre-touchscreen era
Biometric authentication seeks to measure an individual’s unique physiological attributes for the purpose of identity verification. Conventionally, this task has been realized via analyses of fingerprints or signature iris patterns. However, whilst such methods effectively offer a superior security protocol compared with password-based approaches for example, their substantial infrastructure costs, and intrusive nature, make them undesirable and indeed impractical for many scenarios. An alternative approach seeks to develop similarly robust screening protocols through analysis of typing patterns, formally known as keystroke dynamics. Here, keystroke analysis methodologies can utilize multiple variables, and a range of mathematical techniques, in order to extract individuals’ typing signatures. Such variables may include measurement of the period between key presses, and/or releases, or even key-strike pressures. Statistical methods, neural networks, and fuzzy logic have often formed the basis for quantitative analysis on the data gathered, typically from conventional computer keyboards. Extension to more recent technologies such as numerical keypads and touch-screen devices is in its infancy, but obviously important as such devices grow in popularity. Here, we review the state of knowledge pertaining to authentication via conventional keyboards with a view toward indicating how this platform of knowledge can be exploited and extended into the newly emergent type-based technological contexts
Securing Our Future Homes: Smart Home Security Issues and Solutions
The Internet of Things, commonly known as IoT, is a new technology transforming businesses, individuals’ daily lives and the operation of entire countries. With more and more devices becoming equipped with IoT technology, smart homes are becoming increasingly popular. The components that make up a smart home are at risk for different types of attacks; therefore, security engineers are developing solutions to current problems and are predicting future types of attacks. This paper will analyze IoT smart home components, explain current security risks, and suggest possible solutions. According to “What is a Smart Home” (n.d.), a smart home is a home that always operates in consideration of security, energy, efficiency and convenience, whether anyone is home or not
ReconViguRation: Reconfiguring Physical Keyboards in Virtual Reality.
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area
Thesaurus-assisted search term selection and query expansion: a review of user-centred studies
This paper provides a review of the literature related to the application of domain-specific thesauri in the search and retrieval process. Focusing on studies which adopt a user-centred approach, the review presents a survey of the methodologies and results from empirical studies undertaken on the use of thesauri as sources of term selection for query formulation and expansion during the search process. It summaries the ways in which domain-specific thesauri from different disciplines have been used by various types of users and how these tools aid users in the selection of search terms. The review consists of two main sections covering, firstly studies on thesaurus-aided search term selection and secondly those dealing with query expansion using thesauri. Both sections are illustrated with case studies that have adopted a user-centred approach
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