9 research outputs found

    Analysis of Locally Coupled 3D Manipulation Mappings Based on Mobile Device Motion

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    We examine a class of techniques for 3D object manipulation on mobile devices, in which the device's physical motion is applied to 3D objects displayed on the device itself. This "local coupling" between input and display creates specific challenges compared to manipulation techniques designed for monitor-based or immersive virtual environments. Our work focuses specifically on the mapping between device motion and object motion. We review existing manipulation techniques and introduce a formal description of the main mappings under a common notation. Based on this notation, we analyze these mappings and their properties in order to answer crucial usability questions. We first investigate how the 3D objects should move on the screen, since the screen also moves with the mobile device during manipulation. We then investigate the effects of a limited range of manipulation and present a number of solutions to overcome this constraint. This work provides a theoretical framework to better understand the properties of locally-coupled 3D manipulation mappings based on mobile device motion

    WRIST : Watch-Ring Interaction and Sensing Technique for wrist gestures and macro-micro pointing

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    Funding: Next-Generation In-ormation Computing Development Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science, ICT (NRF-2017M3C4A7066316) and Institute of Information & communications Technology Planning & Evaluation (IITP) grant funded by the Korea government (MSIT) (No.2019-0-01270, WISE AR UI/UX Platform Development for Smartglasses).To better explore the incorporation of pointing and gesturing into ubiquitous computing, we introduce WRIST, an interaction and sensing technique that leverages the dexterity of human wrist motion. WRIST employs a sensor fusion approach which combines inertial measurement unit (IMU) data from a smartwatch and a smart ring. The relative orientation difference of the two devices is measured as the wrist rotation that is independent from arm rotation, which is also position and orientation invariant. Employing our test hardware, we demonstrate that WRIST affords and enables a number of novel yet simplistic interaction techniques, such as (i) macro-micro pointing without explicit mode switching and (ii) wrist gesture recognition when the hand is held in different orientations (e.g., raised or lowered). We report on two studies to evaluate the proposed techniques and we present a set of applications that demonstrate the benefits of WRIST. We conclude with a discussion of the limitations and highlight possible future pathways for research in pointing and gesturing with wearable devices.Postprin

    Bubbling menus: a selective mechanism for accessing hierarchical drop-down menus

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    This paper introduces bubbling menus, a new design for cascading drop-down menus. Bubbling menus combine the bubble cursor [10] with directional mouse-gesture techniques to facilitate the access of certain items in a menu, such as frequently selected items. Through an extensive iterative design process, we explore bubbling menus in the context of adaptive and customizable user interfaces. Unlike other adaptation and customization techniques such as split menus, bubbling menus do not disrupt the original structure of menus and enable the activation of menus far from a menu bar. Results from two evaluation studies presented in the paper show that bubbling menus provide an effective alternative to accelerate menu selections tasks

    Easing Access for Novice Users in Multi-screen Mashups by Rule-Based Adaption

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    Comparison of Male and Female Adolescent Tennis Players Through Selected Eurofit Test Battery

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    Adaptive hypermedia techniques provide users with personalisation of contents and links. Some of the criticisms of adaptive systems are that users do not always understand why the system is adapting the content and links, and that the adaptation process can lead to prolific or out of place linking. This paper introduces the concept of a multi-dimensional linkbase to describe a single linkbase containing links annotated with metadata that places them in several different contextual dimensions at once. We also allow users to have control over personalisation by enabling direct manipulation of the linkbase. We argue that this approach answer some of the criticisms of adaptive hypermedia

    The Effects of Tactile Feedback and Movement Alteration on Interaction and Awareness with Digital Embodiments

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    Collaborative tabletop systems can employ direct touch, where people’s real arms and hands manipulate objects, or indirect input, where people are represented on the table with digital embodiments. The input type and the resulting embodiment dramatically influence tabletop interaction: in particular, the touch avoidance that naturally governs people’s touching and crossing behavior with physical arms is lost with digital embodiments. One result of this loss is that people are less aware of each others ’ arms, and less able to coordinate actions and protect personal territories. To determine whether there are strategies that can influence group interaction on shared digital tabletops, we studied augmented digital arm embodiments that provide tactile feedback or movement alterations when people touched or crossed arms. The study showed that both augmentation types changed people’s behavior (people crossed less than half as often) and also changed their perception (people felt more aware of the other person’s arm, and felt more awkward when touching). This work shows how groupware designers can influence people’s interaction, awareness, and coordination abilities when physical constraints are absent. Author Keywords Embodiments, tabletop groupware, awareness

    User Control in Adaptive User Interfaces for Accessibility

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    Abstract. Adaptive user interfaces offer great potential for improving the accessibility of interactive systems. At the same time, adaptations can cause usability problems, including disorientation and the feeling of losing control. Adaptations are therefore often discussed in terms of costs and benefits for the users. However, design strategies to overcome the drawbacks of adaptations have received little attention in the literature. We have designed different adaptation patterns to increase the transparency and controllability of run time adaptations in our MyUI system. This paper presents an experimental user study to investigate the effectiveness and acceptability of the proposed patterns in different cost-benefit situations and for different users. The patterns turn out to increase the transparency and controllability of adaptations during the interaction. They help users to optimize the subjective utility of the system’s adaptation behavior. Moreover, the results suggest that preference and acceptance of the different patterns depend on the cost-benefit condition

    EUD survival in the wild :Evaluation challenges for field deployments and how to address them

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    \u3cp\u3eThis chapter discusses methodological choices facing researchers wishing to evaluate end user development technologies. While laboratory evaluations or short term evaluations are often conducted as a way to validate an end user development technology, these do not provide sufficient guarantees regarding the adoption of end user development practices and how systems should be improved to encourage such practices. The challenges pertaining to field deployments are discussed first at an operational level and second at a teleological level where we debate what should be success criteria for such studies. Discussing previous studies and our experiences from a deployment case in the healthcare sector, we propose guidelines for the evaluation of EUD technologies.\u3c/p\u3
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