26 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

    Vectorpad: A Tool For Visualizing Vector Operations

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    Visualization of three-dimensional vector operations can be very helpful in understanding vector mathematics. However, creating these visualizations using traditional WIMP interfaces can be a troublesome exercise. In this thesis, we present VectorPad, a pen-based application for three-dimensional vector mathematics visualization. VectorPad allows users to define vectors and perform mathematical operations upon them through the recognition of handwritten mathematics. The VectorPad user interface consists of a sketching area, where the user can write vector definitions and other mathematics, and a 3D graph for visualization. After recognition, vectors are visualized dynamically on the graph, which can be manipulated by the user. A variety of mathematical operations can be performed, such as addition, subtraction, scalar multiplication, and cross product. Animations show how operations work on the vectors. We also performed a short, informal user study evaluating the user interface and visualizations of VectorPad. VectorPad\u27s visualizations were generally well liked; results from the study show a need to provide a more comprehensive set of visualization tools as well as refinement to some of the animations

    ABSTRACT

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    Dance games are one of the most popular types of bodycontrolled console games, making them ideal candidates for initiating exertion in players who do not exercise regularly. However, in order to become effective tools for consistent cardiovascular exercise, dance games need to maintain interest over a long time span. One solution that could help with long-term engagement is the addition of more narrative, competitive, and decorative elements. While other gameplay genres utilize this content to keep players involved, motion-controlled dance games are just beginning to incorporate these elements. We built Dance Enhanced, a website designed to offer earnable content to players of the game Dance Central 2. We conducted a four-week study comparing a group of participants playing the game alone with a group that also had access to the website. In this paper, we discuss the methodology for designing and operating this study, as well as our results, which indicated the potential for higher interest in competition, characters and storylines when presented with extra content

    Exploring 3D gestural interfaces for music creation in video games

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    In recent years the popularity of music and rhythm-based games has experienced tremendous growth. However almost all of these games require custom hardware to be used as input devices, and these devices control only one or two similar instruments. In this paper we describe One Man Band, a prototype video game for musical expression that uses novel 3D spatial interaction techniques using accelerometer-based motion controllers. One Man Band provides users with 3D gestural interfaces to control both the timing and sound of the music played, with both single and collaborative player modes. We further investigate the ability to detect different musical gestures without explicit selection of mode, giving the user the ability to seamlessly transition between instrument types with a single input device. A formal user study is then presented comparing the musical interface of One Man Band to that of Nintendo\u27s Wii Music. Our results indicate that users generally preferred the interface of One Man Band over that of Wii Music. We also found that users desire to express their own ideas and have explicit control of the melodies created in music-based video games. Copyright 2009 ACM

    Protein-metabolite interactomics of carbohydrate metabolism reveal regulation of lactate dehydrogenase

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    Metabolic networks are interconnected and influence diverse cellular processes. The protein-metabolite interactions that mediate these networks are frequently low affinity and challenging to systematically discover. We developed mass spectrometry integrated with equilibrium dialysis for the discovery of allostery systematically (MIDAS) to identify such interactions. Analysis of 33 enzymes from human carbohydrate metabolism identified 830 protein-metabolite interactions, including known regulators, substrates, and products as well as previously unreported interactions. We functionally validated a subset of interactions, including the isoform-specific inhibition of lactate dehydrogenase by long-chain acyl-coenzyme A. Cell treatment with fatty acids caused a loss of pyruvate-lactate interconversion dependent on lactate dehydrogenase isoform expression. These protein-metabolite interactions may contribute to the dynamic, tissue-specific metabolic flexibility that enables growth and survival in an ever-changing nutrient environment

    The Woz Recognizer: A Wizard Of Oz Sketch Recognition System

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    Sketch recognition has the potential to be an important input method for computers in the coming years, particularly for STEM (science, technology, engineering, and math) education. However, designing and building an accurate and sophisticated sketch recognition system is a time-consuming and daunting task. Since sketch recognition mistakes are still common, it is important to understand how users perceive and tolerate recognition errors and other user interface elements with these imperfect systems. In order to solve this problem, we developed a Wizard of Oz sketch recognition tool, the WOZ Recognizer, that supports controlled recognition accuracy, multiple recognition modes, and multiple sketching domains for performing controlled experiments. We present the design of the WOZ Recognizer and our process for representing recognition domains using graphs and symbol alphabets. In addition, we discuss how sketches are altered, how to control the WOZ Recognizer, and how users interact with it. Finally, we present an expert user case study that examines the WOZ Recognizer\u27s usability

    The Influence Of Multi-Touch Interaction On Procedural Training

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    This paper explores the use of multi-touch interaction in a 3D training environment as a way to enhance learning of sensorimotor skills as well as procedural knowledge. We present a between subjects experiment with 36 participants distributed into 3 groups that use multi-touch interaction, interaction with the physical apparatus, and a control group using basic mouse-based interaction. A post-training test carried out 3 days later evaluated performance in conducting the real world task from memory. Results show that the multitouch interaction and the real world groups had significantly better performance scores than the mouse interaction group, with no significant difference between multi-touch and real world groups. Our results demonstrate that multi-touch interaction trained participants on the task as well as training on the actual equipment, indicating multi-touch interaction is a potential replacement for the physical apparatus when doing procedural training
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