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ABSTRACT
Projector phones, handheld game consoles and many other
mobile devices increasingly include more than one display,
and therefore present a new breed of mobile Multi-Display
Environments (MDEs) to users. Existing studies illustrate
the effects of visual separation between displays in MDEs
and suggest interaction techniques that mitigate these
effects. Currently, mobile devices with heterogeneous
displays such as projector phones are often designed
without reference to visual separation issues; therefore it is
critical to establish whether concerns and opportunities
raised in the existing MDE literature apply to the emerging
category of Mobile MDEs (MMDEs). This paper
investigates the effects of visual separation in the context of
MMDEs and contrasts these with fixed MDE results, and
explores design factors for Mobile MDEs. Our study uses a
novel eye-tracking methodology for measuring switches in
visual context between displays and identifies that MMDEs
offer increased design flexibility over traditional MDEs in
terms of visual separation. We discuss these results and
identify several design implications.
in list: HCI & Usability
ABSTRACT
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach, harnessing eye tracking technology for analysis and interaction. Such benefits include faster development of innovative games which can be automatically evaluated in an iterative fashion. For this purpose, we present a framework that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is also presented and highlights the framework’s capacity to create and evaluate novel entertainment interfaces.
in list: HCI & Usability
ABSTRACT
Sometimes users of a music retrieval system are not able to explicitly state what they are looking for. They rather want to browse a collection in order to get an overview and to discover interesting content. A common approach for browsing a collection relies on a similarity-preserving projection of objects (tracks, albums or artists) onto the (typically two-dimensional) display space. Inevitably, this implicates the use of dimension reduction techniques that cannot always preserve neighborhood and thus introduce distortions of the similarity space. This paper describes ongoing work on MusicGalaxy – an interactive user-interface
based on an adaptive non-linear multi-focus zoom lens that alleviates the impact of projection distortions. Furthermore, the interface allows manipulation of the neighborhoods as well as the projection by weighting different facets of music similarity. This way the visualization can be adapted to the user’s way of exploring the collection. Apart from the current interface prototype, findings from early evaluations are presented.
in list: HCI & Usability
ABSTRACT
Recommender systems, as a type of Web personalized service to support users’ online product searching, have been widely developed in recent years but with primary emphasis on algorithm accuracy. In this paper, we particularly investigate the efficacy of recommender interface designs in affecting users’ decision making strategies through the observation of their eye movements and product selection behavior. One interface design is the standard list interface where all recommended items are listed one by one. Another two are layout variations of organization-based interface where recommendations are grouped into categories. The eye-tracking user evaluation shows that the organization interfaces, especially the one with a quadrant layout, can significantly attract users’ attentions to more items, with the resulting benefit to enhance their objective decision quality.
in list: HCI & Usability
ABSTRACT
This paper examines gaze gestures and their applicability as a generic selection method for gaze-only controlled interfaces. The method explored here is the Single Gaze Gesture (SGG), i.e. gestures consisting of a single point-to-point eye movement. Horizontal and vertical, long and short SGGs were evaluated on two eye tracking devices (Tobii/QuickGlance (QG)). The main findings show that there is a significant difference in selection times between long and short SGGs, between vertical and horizontal selections, as well as between the different tracking systems.
in list: HCI & Usability
ABSTRACT
A challenging goal today is the use of computer networking and advanced monitoring technologies to extend human intellectual capabilities in medical decision making. Modern commercial eye trackers are used in many of research fields, but the improvement of eye tracking technology, in terms of precision on the eye movements capture, has led to consider the eye tracker as a tool for vision analysis, so that its application in medical research, e.g. in ophthalmology, cognitive psychology and in neuroscience has grown considerably. The improvements of the human eye tracker interface become more and more important to allow medical doctors to increase their diagnosis capacity, especially if the interface allows them to remotely administer the clinical tests more appropriate for the problem at hand. In this paper, we propose a client/server eye tracking system that provides an interactive system for monitoring patients eye movements depending on the clinical test administered by the medical doctors. The system supports the retrieval of the gaze information and provides statistics to both medical research and disease diagnosis.
in list: Medical research
ABSTRACT
A postcompletion error is a distinct type of procedural error where one fails to complete the final step of a task. While redesigning interfaces and providing explicit cues have been shown to be effective in reducing the postcompletion error rate, these methods are not always feasible or well liked. This paper demonstrates how specific eye movement measures can be used to predict when a user will make a postcompletion error. We describe a real-time eye gaze system that provides cues to the user if and only if there is a high probability of the user making a postcompletion error.
in list: HCI & Usability
ABSTRACT
Most research on text-based synchronous computer-mediated communication (SCMC) in language learning has used output logs as the sole data source. I review interactionist and sociocultural SCMC research, focusing in particular on the question of technological determinism, and conclude that, from whichever perspective, reliance on output logs leads to an impoverished picture of the experience of SCMC users and of phenomena relevant to learning. The assumption that output logs are an adequate data source fails to give due weight to the specificities of this form of communication, in particular the constraints and affordances of the computer interface. I examine the potential contribution of other data sources, providing by way of illustration an analysis of sample eye-tracker data from a tandem SCMC session.
in list: Linguistics
ABSTRACT
The supervisory control of ground-based mobile multirobot systems requires to perform multiple concurrent tasks under high levels of time pressure resulting in heavy workload. In this paper we present the design and evaluation of multimodal displays for a particular problem associated with the supervisory control of ground-based multirobot systems: the coordination between the platform specific robot control task, e.g. navigation and obstacle avoidance, and the mission specific payload task. The coordination requires the operator to concurrently monitor and switch attention between the robot control and the payload control tasks depending on the mission requirements. Multimodal human-robot interfaces can significantly support human information processing by communicating information across multiple channels and can therefore improve concurrent task processing. An experiment was designed and carried out with 14 participants which compares four human-robot interface configurations with a simulated two-robot ground-based multirobot system. The results show that the multimodal interfaces perform significantly better across multiple variables and have the lowest workload. Based on our gaze tracking results we can conclude that our multimodal interface has an effect on the visual scanning behaviour in the peripheral regions of the camera display.
in list: Cognitive & Behavioural Psychology
ABSTRACT
Brain-computer interfaces (BCIs) are systems that establish a direct connection between the human brain and a computer, thus providing an additional communication channel. They are used in a broad field of applications nowadays. One important issue is the control of neuroprosthetic devices for the restoration of the grasp function in spinal-cord-injured people. In this communication, an asynchronous (self-paced) four-class BCI based on steady-state visual evoked potentials (SSVEPs) was used to control a two-axes electrical hand prosthesis. During training, four healthy participants reached an online classification accuracy between 44% and 88%. Controlling the prosthetic hand asynchronously, the participants reached a performance of 75.5 to 217.5 s to copy a series of movements, whereas the fastest possible duration determined by the setup was 64 s. The number of false negative (FN) decisions varied from 0 to 10 (the maximal possible decisions were 34). It can be stated that the SSVEP-based BCI, operating in an asynchronous mode, is feasible for the control of neuroprosthetic devices with the flickering lights mounted on its surface.
in list: Medical research
ABSTRACT
In recent years, perceptual interfaces have emerged as an increasingly important research direction. The general focus of this area is to integrate multiple perceptual modalities (such as computer vision, speech and sound processing, and haptic I/O) into the user interface. Broadly dened, perceptual interfaces are highly interactive, multimodal interfaces that enable rich, natural, and ecient interaction with computers. More specically, perceptual interfaces seek to leverage sensing (input) and rendering (output) technologies in order to provide interactions not feasible with standard interfaces and the common triumvirate of I/O devices: the keyboard, mouse and monitor.
In this report, we seek to communicate the motivations and goals of perceptual interfaces, to enumerate the relevant technologies, to discuss the integration of multiple modalities, and to describe in more detail the role of computer vision in human-computer interaction. We cover vision problems, constraints, and approaches that are apropos to the area, survey the state of the art in computer vision research and multi-modal interfaces, and take a look at other perceptual technologies such as brain-computer interfaces. We focus on their application to perceptual interfaces, describe several near-term applications, and suggest promising research directions.
in list: HCI & Usability
ABSTRACT
The eyes are a rich source of information for gathering context in our everyday lives. Using eye-gaze information as a form of input can enable a computer system to gain more contextual information about the user's task, which in turn can be leveraged to design interfaces which are more intuitive and intelligent. With the increasing accuracy and decreasing cost of eye gaze tracking systems it will soon be practical for able-bodied users to use gaze as a form of input in addition to keyboard and mouse. Our research explores how gaze information can be effectively used as an augmented input in addition to traditional input devices. We present several novel prototypes that explore the use of gaze as an augmented input to perform everyday computing tasks. In particular we explore the use of gaze for pointing and selection, scrolling, application switching and password entry. We present the results of user experiments which compare the gaze-augmented interaction techniques with traditional mechanisms and show that the resulting interaction is either comparable to or an improvement over existing input methods. These results show that it is indeed possible to devise novel interaction techniques that use gaze as a form of input while minimizing false activations and without overloading the visual channel. We also discuss some of the problems and challenges of using gaze information as a form of input and propose solutions which, as discovered over the course of the research, can be used to mitigate these issues.
in list: HCI & Usability
INTRODUCTION
SirsiDynix has partnered with INFOhio to develop SchoolRooms. SchoolRooms will be an online portal which will include resources selected by teacher-librarian teams which meet national and state academic content standards. It will also feature a federated or single-search capability which will simultaneously search library catalogs, electronic databases, websites selected by the teacher-librarian teams, and the web using a search engine. ...
in list: HCI & Usability
ABSTRACT
The mouse and keyboard currently serve as the predominant means of passing information from user to computer. Direct manipulation of objects via the mouse was a breakthrough in the design of more natural and intuitive user interfaces for computers. However, in real life we have a rich set of communication methods at our disposal; when interacting with others, we, for example, interpret their gestures, expressions, and eye movements. This information can be used also when moving human-computer interaction toward the more natural and effective. In particular, the focus of the user s attention could often be a valuable source of information. The focus of this work is on examining the benefits and limitations in using the information acquired from a user s eye movements in the humancomputer interface. For this purpose, we developed an example application, iDict. The application assists the reader of an electronic document written in a foreign language by tracking the reader s eye movements and providing assistance automatically when the reader seems to be in need of help. The dissertation is divided into three parts. The first part presents the physiological and psychological basics behind the measurement of eye movements, and we also provide a survey of both the applications that make use of eye tracking and the relevant research into eye movements during reading. The second section introduces the iDict application, from both the user s and the implementer s point of view. Finally, the work presents the experiments that were performed either to inform design decisions or to test the performance of the application. This work is proof that gaze-aware applications can be more pleasing and effective than traditional application interfaces. The human visual system imposes limits on the accuracy of eye tracking, which is why we, for example, are unable to narrow down with certainty the reader s focus of gaze to a target word. This work demonstrates, however, that errors in interpreting the focus of visual attent
in list: HCI & Usability
ABSTRACT
In order to learn how to operate unfamiliar software systems, users must expend mental and physical energy, which may be objectively and quantitatively measured as effort. This thesis hypothesizes that the amount of effort needed by users to achieve operability goals is intrinsic to aspects of system interface layout. To test this hypothesis, two experiments are conducted wherein effort expenditure by users is measured during interaction with varying software systems with differing interface layout properties. The findings of the experiments demonstrate a correlation between the intrinsic effort of an interface and its usability as predicted by extant interface layout guidelines. Based on empirical results, a widget-based predictor of user effort required for goal achievement is derived.
in list: HCI & Usability
Abstract
Purpose – The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings.
Design/methodology/approach – The paper quantifies the performance of human movement based on Fitt's Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium.
Findings – The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm.
Practical implications – In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user's body-based interaction styles.
Originality/value – The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings.
in list: HCI & Usability
ABSTRACT
The experiment described in this paper, shows a test environment constructed with two information spaces; one large with 2000 nodes ordered in semi-structured groups in which participants performed search and browse tasks; the other was smaller and designed for precision zooming, where subjects performed target selection simulation tasks. For both tasks, modes of gaze- and mouse-controlled navigation were compared.
The results of the browse and search tasks showed that the performances of the most efficient mouse and gaze implementations were indistinguishable. However, in the target selection simulation tasks the most efficient gazecontrol proved to be about 16% faster than the most efficient mouse-control.
The results indicate that gaze-controlled pan/zoom navigation is a viable alternative to mouse control in inspection and target exploration of large, multi-scale environments. However, supplementing mouse control with gaze navigation also holds interesting potential for interface and interaction design.
in list: HCI & Usability , Eye Control
ABSTRACT:
This paper proposes combining traditional usability methods with the analysis of eye movement recordings to evaluate interactive map interfaces, and presents a case study in support of this approach. The case study evaluates two informationally equivalent, but differently designed online interactive map interfaces presented to novice users. In a mixed factorial experiment, thirty participants were asked to solve three typical map-use tasks using one of the two interfaces; we then measured user satisfaction, efficiency (completion time) and effectiveness (accuracy) with standard SEE usability metrics. While traditional (bottom line) usability metrics can reveal a range of usability problems, they may be enhanced by additional procedural measures such as eye movement recordings.
Eye movements have been shown to help reveal the amount of cognitive processing a display requires and where these cognitive resources are required. Therefore, we can establish how a display may or may not facilitate task completion by analyzing eye movement recordings. User satisfaction information related to tested stimuli (i.e., collected through standardized questionnaires) can also be linked to eye tracking data for further analysis. We hope that the presented methodology and case study will help cartographers and map interface designers to better identify design issues in their products,and that these insights will eventually lead to more effective and efficient online map interfaces.
in list: HCI & Usability
ABSTRACT
We present a technique for switching between active applications by using a combination of keyboard (or any other trigger) and eye gaze. In particular, our approach combines the use of a two-dimensional layout visualization for showing the user all open applications and the use of eye gaze tracking for selecting the desired window. Our
studies show that this combination of gaze and the visual representation of active tasks allows users to switch between applications quickly and naturally. Users strongly preferred this technique of switching between applications compared to other alternatives.
in list: HCI & Usability
Abstract
Using gaze information as a form of input poses challenges based on the nature of eye movements and how we humans use our eyes in conjunction with other motor actions. In this paper, we present three techniques for improving the use of gaze as a form of input. We first present a saccade detection and smoothing algorithm that works on real-time streaming gaze information. We then present a study which explores some of the timing issues of using gaze in conjunction with a trigger (key press or other motor action) and propose a solution for resolving these issues. Finally, we present the concept of Focus Points, which makes it easier for users to focus their gaze when using gaze-based interaction techniques. Though these techniques were developed for improving the performance of gaze-based pointing, their use is applicable in general to using gaze as a practical form of input.
in list: HCI & Usability , Eye Control
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