5 research outputs found

    Advanced and natural interaction system for motion-impaired users

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    Human-computer interaction is an important area that searches for better and more comfortable systems to promote communication between humans and machines. Vision-based interfaces can offer a more natural and appealing way of communication. Moreover, it can help in the e-accessibility component of the e-inclusion. The aim is to develop a usable system, that is, the end-user must consider the use of this device effective, efficient and satisfactory. The research's main contribution is SINA, a hands-free interface based on computer vision techniques for motion impaired users. This interface does not require the user to use his upper body limbs, as only nose motion is considered. Besides the technical aspect, user's satisfaction when using an interface is a critical issue. The approach that we have adopted is to integrate usability evaluation at relevant points of the software developmen

    Diseño y desarrollo de herramientas y entornos digitales para escenarios educativos híbridos

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    Este trabajo presenta y describe algunas de las líneas de investigación y desarrollo del subproyecto “Metodologías y herramientas para la apropiación de tecnologías digitales en escenarios educativos híbridos”, correspondiente al Instituto de Investigación en Informática LIDI. Se detallan más específicamente los avances y resultados del año 2020, e inicios del 2021. Este subproyecto aborda la investigación, desarrollo e innovación en el área de tecnologías digitales para escenarios educativos. Se estudian metodologías y herramientas para el diseño y desarrollo de diferentes sistemas de interés para escenarios educativos, en los que se entraman diferentes dispositivos, contextos, formas de acceso y dinámicas de trabajo. Además, se participa fuertemente en la formación de recursos humanos en el área y en la cooperación con otras universidades del país y del exterior.Red de Universidades con Carreras en Informátic

    Advanced and natural interaction system for motion-impaired users

    No full text
    Human-computer interaction is an important area that searches for better and more comfortable systems to promote communication between humans and machines. Vision-based interfaces can offer a more natural and appealing way of communication. Moreover, it can help in the e-accessibility component of the e-inclusion. The aim is to develop a usable system, that is, the end-user must consider the use of this device effective, efficient and satisfactory. The research's main contribution is SINA, a hands-free interface based on computer vision techniques for motion impaired users. This interface does not require the user to use his upper body limbs, as only nose motion is considered. Besides the technical aspect, user's satisfaction when using an interface is a critical issue. The approach that we have adopted is to integrate usability evaluation at relevant points of the software development

    Educational e-inclusion for students with severe motor difficulties

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    The purposes of educational e-inclusion are fairness, equality and quality in the educational processes and offering the benefits of ICTs to all students. The impossibility of using computers or accessing the Internet increases educational exclusion and segregation. In this paper, we present an experience carried out at a special education center. This experience involved users with severe motor disabilities, and its purpose was to design and develop a computer-access system that was usable and adapted to the user. This system has allowed adding activities to the educational curriculum based on new technologie

    Fitts’ Law: On Calculating Throughput and Non-ISO Tasks

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    We used a target-selection task to evaluate head-tracking as an input method for mobile devices. First, the method of calculating Fitts’ throughput is described by means of a raw data detailed example. Then, the method of calculating throughput is discussed for non-ISO tasks, since the procedure targets were randomly positioned from trial to trial. Due to a non-constant amplitude within each sequence of trials, throughput was calculated using two methods of data aggregation: the first one, by sequence of trials using the mean amplitude, and the second one, by common A-W conditions. For each data set, we used four methods for calculating throughput. The grand mean for throughput (calculated through the division of means and the adjustment for accuracy) was of 0.74 bps, which is 45 % lower than the value obtained using an ISO task. We recommend to calculate throughput using the division of means plus the adjustment for accuracy, and to avoid using the reciprocal slope of the regression model. We present various design recommendations for non-ISO tasks, such as: i) to keep amplitude and constant target within each sequence of trials, and ii) to use strategies to avoid or remove reaction time.En este trabajo se presenta el uso de una tarea de selección de objetivos en la evaluación de un head-tracker para dispositivos móviles. Primero, se describe el método de cálculo del rendimiento mediante un ejemplo detallado. A continuación, se discute el método de cálculo para tareas que no cumplen el estándar ISO. Debido a la amplitud no constante de la tarea dentro de cada secuencia, se calcula el rendimiento utilizando dos métodos de agregación de datos: por secuencia, calculando la amplitud media, y por condiciones comunes A-W. Se recomienda calcular el rendimiento utilizando la división de medias y el ajuste de precisión. La media general de rendimiento ha sido de 0,74 bps (un 45 % menor que con una tarea ISO). Se presentan dos recomendaciones de diseño para tareas que no cumplen el estándar ISO: mantener constantes A-W dentro de cada secuencia y utilizar estrategias para evitar el tiempo de reacción
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