57,733 research outputs found

    Control theoretic models of pointing

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    This article presents an empirical comparison of four models from manual control theory on their ability to model targeting behaviour by human users using a mouse: McRuer’s Crossover, Costello’s Surge, second-order lag (2OL), and the Bang-bang model. Such dynamic models are generative, estimating not only movement time, but also pointer position, velocity, and acceleration on a moment-to-moment basis. We describe an experimental framework for acquiring pointing actions and automatically fitting the parameters of mathematical models to the empirical data. We present the use of time-series, phase space, and Hooke plot visualisations of the experimental data, to gain insight into human pointing dynamics. We find that the identified control models can generate a range of dynamic behaviours that captures aspects of human pointing behaviour to varying degrees. Conditions with a low index of difficulty (ID) showed poorer fit because their unconstrained nature leads naturally to more behavioural variability. We report on characteristics of human surge behaviour (the initial, ballistic sub-movement) in pointing, as well as differences in a number of controller performance measures, including overshoot, settling time, peak time, and rise time. We describe trade-offs among the models. We conclude that control theory offers a promising complement to Fitts’ law based approaches in HCI, with models providing representations and predictions of human pointing dynamics, which can improve our understanding of pointing and inform design

    Gesture Typing on Virtual Tabletop: Effect of Input Dimensions on Performance

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    The association of tabletop interaction with gesture typing presents interaction potential for situationally or physically impaired users. In this work, we use depth cameras to create touch surfaces on regular tabletops. We describe our prototype system and report on a supervised learning approach to fingertips touch classification. We follow with a gesture typing study that compares our system with a control tablet scenario and explore the influence of input size and aspect ratio of the virtual surface on the text input performance. We show that novice users perform with the same error rate at half the input rate with our system as compared to the control condition, that an input size between A5 and A4 present the best tradeoff between performance and user preference and that users' indirect tracking ability seems to be the overall performance limiting factor

    Advanced display object selection methods for enhancing user-computer productivity

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    The User-Interface Technology Branch at NCCOSC RDT&E Division has been conducting a series of studies to address the suitability of commercial off-the-shelf (COTS) graphic user-interface (GUI) methods for efficiency and performance in critical naval combat systems. This paper presents an advanced selection algorithm and method developed to increase user performance when making selections on tactical displays. The method has also been applied with considerable success to a variety of cursor and pointing tasks. Typical GUI's allow user selection by: (1) moving a cursor with a pointing device such as a mouse, trackball, joystick, touchscreen; and (2) placing the cursor on the object. Examples of GUI objects are the buttons, icons, folders, scroll bars, etc. used in many personal computer and workstation applications. This paper presents an improved method of selection and the theoretical basis for the significant performance gains achieved with various input devices tested. The method is applicable to all GUI styles and display sizes, and is particularly useful for selections on small screens such as notebook computers. Considering the amount of work-hours spent pointing and clicking across all styles of available graphic user-interfaces, the cost/benefit in applying this method to graphic user-interfaces is substantial, with the potential for increasing productivity across thousands of users and applications

    Designing an Adaptive Web Navigation Interface for Users with Variable Pointing Performance

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    Many online services and products require users to point and interact with user interface elements. For individuals who experience variable pointing ability due to physical impairments, environmental issues or age, using an input device (e.g., a computer mouse) to select elements on a website can be difficult. Adaptive user interfaces dynamically change their functionality in response to user behavior. They can support individuals with variable pointing abilities by 1) adapting dynamically to make element selection easier when a user is experiencing pointing difficulties, and 2) informing users about these pointing errors. While adaptive interfaces are increasingly prevalent on the Web, little is known about the preferences and expectations of users with variable pointing abilities and how to design systems that dynamically support them given these preferences. We conducted an investigation with 27 individuals who intermittently experience pointing problems to inform the design of an adaptive interface for web navigation. We used a functional high-fidelity prototype as a probe to gather information about user preferences and expectations. Our participants expected the system to recognize and integrate their preferences for how pointing tasks were carried out, preferred to receive information about system functionality and wanted to be in control of the interaction. We used findings from the study to inform the design of an adaptive Web navigation interface, PINATA that tracks user pointing performance over time and provides dynamic notifications and assistance tailored to their specifications. Our work contributes to a better understanding of users' preferences and expectations of the design of an adaptive pointing system

    Factors influencing visual attention switch in multi-display user interfaces: a survey

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    Multi-display User Interfaces (MDUIs) enable people to take advantage of the different characteristics of different display categories. For example, combining mobile and large displays within the same system enables users to interact with user interface elements locally while simultaneously having a large display space to show data. Although there is a large potential gain in performance and comfort, there is at least one main drawback that can override the benefits of MDUIs: the visual and physical separation between displays requires that users perform visual attention switches between displays. In this paper, we present a survey and analysis of existing data and classifications to identify factors that can affect visual attention switch in MDUIs. Our analysis and taxonomy bring attention to the often ignored implications of visual attention switch and collect existing evidence to facilitate research and implementation of effective MDUIs.Postprin

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    AMPA experimental communications systems

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    The program was conducted to demonstrate the satellite communication advantages of Adaptive Phased Array Technology. A laboratory based experiment was designed and implemented to demonstrate a low earth orbit satellite communications system. Using a 32 element, L-band phased array augmented with 4 sets of weights (2 for reception and 2 for transmission) a high speed digital processing system and operating against multiple user terminals and interferers, the AMPA system demonstrated: communications with austere user terminals, frequency reuse, communications in the face of interference, and geolocation. The program and experiment objectives are described, the system hardware and software/firmware are defined, and the test performed and the resultant test data are presented

    In-home and remote use of robotic body surrogates by people with profound motor deficits

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    By controlling robots comparable to the human body, people with profound motor deficits could potentially perform a variety of physical tasks for themselves, improving their quality of life. The extent to which this is achievable has been unclear due to the lack of suitable interfaces by which to control robotic body surrogates and a dearth of studies involving substantial numbers of people with profound motor deficits. We developed a novel, web-based augmented reality interface that enables people with profound motor deficits to remotely control a PR2 mobile manipulator from Willow Garage, which is a human-scale, wheeled robot with two arms. We then conducted two studies to investigate the use of robotic body surrogates. In the first study, 15 novice users with profound motor deficits from across the United States controlled a PR2 in Atlanta, GA to perform a modified Action Research Arm Test (ARAT) and a simulated self-care task. Participants achieved clinically meaningful improvements on the ARAT and 12 of 15 participants (80%) successfully completed the simulated self-care task. Participants agreed that the robotic system was easy to use, was useful, and would provide a meaningful improvement in their lives. In the second study, one expert user with profound motor deficits had free use of a PR2 in his home for seven days. He performed a variety of self-care and household tasks, and also used the robot in novel ways. Taking both studies together, our results suggest that people with profound motor deficits can improve their quality of life using robotic body surrogates, and that they can gain benefit with only low-level robot autonomy and without invasive interfaces. However, methods to reduce the rate of errors and increase operational speed merit further investigation.Comment: 43 Pages, 13 Figure
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