26 research outputs found

    EyePACT: eye-based parallax correction on touch-enabled interactive displays

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    The parallax effect describes the displacement between the perceived and detected touch locations on a touch-enabled surface. Parallax is a key usability challenge for interactive displays, particularly for those that require thick layers of glass between the screen and the touch surface to protect them from vandalism. To address this challenge, we present EyePACT, a method that compensates for input error caused by parallax on public displays. Our method uses a display-mounted depth camera to detect the user's 3D eye position in front of the display and the detected touch location to predict the perceived touch location on the surface. We evaluate our method in two user studies in terms of parallax correction performance as well as multi-user support. Our evaluations demonstrate that EyePACT (1) significantly improves accuracy even with varying gap distances between the touch surface and the display, (2) adapts to different levels of parallax by resulting in significantly larger corrections with larger gap distances, and (3) maintains a significantly large distance between two users' fingers when interacting with the same object. These findings are promising for the development of future parallax-free interactive displays

    Behaviour-aware mobile touch interfaces

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    Mobile touch devices have become ubiquitous everyday tools for communication, information, as well as capturing, storing and accessing personal data. They are often seen as personal devices, linked to individual users, who access the digital part of their daily lives via hand-held touchscreens. This personal use and the importance of the touch interface motivate the main assertion of this thesis: Mobile touch interaction can be improved by enabling user interfaces to assess and take into account how the user performs these interactions. This thesis introduces the new term "behaviour-aware" to characterise such interfaces. These behaviour-aware interfaces aim to improve interaction by utilising behaviour data: Since users perform touch interactions for their main tasks anyway, inferring extra information from said touches may, for example, save users' time and reduce distraction, compared to explicitly asking them for this information (e.g. user identity, hand posture, further context). Behaviour-aware user interfaces may utilise this information in different ways, in particular to adapt to users and contexts. Important questions for this research thus concern understanding behaviour details and influences, modelling said behaviour, and inference and (re)action integrated into the user interface. In several studies covering both analyses of basic touch behaviour and a set of specific prototype applications, this thesis addresses these questions and explores three application areas and goals: 1) Enhancing input capabilities – by modelling users' individual touch targeting behaviour to correct future touches and increase touch accuracy. The research reveals challenges and opportunities of behaviour variability arising from factors including target location, size and shape, hand and finger, stylus use, mobility, and device size. The work further informs modelling and inference based on targeting data, and presents approaches for simulating touch targeting behaviour and detecting behaviour changes. 2) Facilitating privacy and security – by observing touch targeting and typing behaviour patterns to implicitly verify user identity or distinguish multiple users during use. The research shows and addresses mobile-specific challenges, in particular changing hand postures. It also reveals that touch targeting characteristics provide useful biometric value both in the lab as well as in everyday typing. Influences of common evaluation assumptions are assessed and discussed as well. 3) Increasing expressiveness – by enabling interfaces to pass on behaviour variability from input to output space, studied with a keyboard that dynamically alters the font based on current typing behaviour. Results show that with these fonts users can distinguish basic contexts as well as individuals. They also explicitly control font influences for personal communication with creative effects. This thesis further contributes concepts and implemented tools for collecting touch behaviour data, analysing and modelling touch behaviour, and creating behaviour-aware and adaptive mobile touch interfaces. Together, these contributions support researchers and developers in investigating and building such user interfaces. Overall, this research shows how variability in mobile touch behaviour can be addressed and exploited for the benefit of the users. The thesis further discusses opportunities for transfer and reuse of touch behaviour models and information across applications and devices, for example to address tradeoffs of privacy/security and usability. Finally, the work concludes by reflecting on the general role of behaviour-aware user interfaces, proposing to view them as a way of embedding expectations about user input into interactive artefacts

    Investigating the Third Dimension for Authentication in Immersive Virtual Reality and in the Real World

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    Immersive Virtual Reality (IVR) is a growing 3D environment, where social and commercial applications will require user authentication. Similarly, smart homes in the real world (RW), offer an opportunity to authenticate in the third dimension. For both environments, there is a gap in understanding which elements of the third dimension can be leveraged to improve usability and security of authentication. In particular, investigating transferability of findings between these environments would help towards understanding how rapid prototyping of authentication concepts can be achieved in this context. We identify key elements from prior research that are promising for authentication in the third dimension. Based on these, we propose a concept in which users' authenticate by selecting a series of 3D objects in a room using a pointer. We created a virtual 3D replica of a real world room, which we leverage to evaluate and compare the factors that impact the usability and security of authentication in IVR and RW. In particular, we investigate the influence of randomized user and object positions, in a series of user studies (N=48). We also evaluate shoulder surfing by real world bystanders for IVR (N=75). Our results show that 3D passwords within our concept are resistant against shoulder surfing attacks. Interactions are faster in RW compared to IVR, yet workload is comparable

    Writer-Defined AI Personas for On-Demand Feedback Generation

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    Compelling writing is tailored to its audience. This is challenging, as writers may struggle to empathize with readers, get feedback in time, or gain access to the target group. We propose a concept that generates on-demand feedback, based on writer-defined AI personas of any target audience. We explore this concept with a prototype (using GPT-3.5) in two user studies (N=5 and N=11): Writers appreciated the concept and strategically used personas for getting different perspectives. The feedback was seen as helpful and inspired revisions of text and personas, although it was often verbose and unspecific. We discuss the impact of on-demand feedback, the limited representativity of contemporary AI systems, and further ideas for defining AI personas. This work contributes to the vision of supporting writers with AI by expanding the socio-technical perspective in AI tool design: To empower creators, we also need to keep in mind their relationship to an audience.Comment: 25 pages, 7 figures, 2 table

    GazeRoomLock: Using Gaze and Head-Pose to Improve the Usability and Observation Resistance of 3D Passwords in Virtual Reality

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    Authentication has become an important component of Immersive Virtual Reality (IVR) applications, such as virtual shopping stores, social networks, and games. Recent work showed that compared to traditional graphical and alphanumeric passwords, a more promising form of passwords for IVR is 3D passwords. This work evaluates four multimodal techniques for entering 3D passwords in IVR that consist of multiple virtual objects selected in succession. Namely, we compare eye gaze and head pose for pointing, and dwell time and tactile input for selection. A comparison of a) usability in terms of entry time, error rate, and memorability, and b) resistance to real world and offline observations, reveals that: multimodal authentication in IVR by pointing at targets using gaze, and selecting them using a handheld controller significantly improves usability and security compared to the other methods and to prior work. We discuss how the choice of pointing and selection methods impacts the usability and security of 3D passwords in IVR

    Gender, Age, and Technology Education Influence the Adoption and Appropriation of LLMs

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    Large Language Models (LLMs) such as ChatGPT have become increasingly integrated into critical activities of daily life, raising concerns about equitable access and utilization across diverse demographics. This study investigates the usage of LLMs among 1,500 representative US citizens. Remarkably, 42% of participants reported utilizing an LLM. Our findings reveal a gender gap in LLM technology adoption (more male users than female users) with complex interaction patterns regarding age. Technology-related education eliminates the gender gap in our sample. Moreover, expert users are more likely than novices to list professional tasks as typical application scenarios, suggesting discrepancies in effective usage at the workplace. These results underscore the importance of providing education in artificial intelligence in our technology-driven society to promote equitable access to and benefits from LLMs. We urge for both international replication beyond the US and longitudinal observation of adoption
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