1,720,966 research outputs found

    Gesture-based computing

    No full text
    This chapter surveys the main methods and techniques for gesture-based computing. We consider both mid-air and touch-based gestures. The survey includes techniques for gesture recognition (both hardware and software) and the most widespread applications in the field. Here, we summarize the state-of-the-art of the field, outline a brief history of its development, and identify future research challenges

    PolyRec Gesture Design Tool: A tool for fast prototyping of gesture-based mobile applications

    No full text
    In this article, we present PolyRec Gesture Design Tool (PolyRec GDT), a tool that allows the definition of gesture sets for mobile applications. It supports the entire process of designing gesture sets, from collecting gestures to analyzing and exporting the set created for use in a mobile application. It is equipped with the PolyRec gesture recognizer, a unistroke recognizer based on template matching with good accuracy and performances while still allowing support for other recognizers. The main features of PolyRec GDT include the ability to collect gestures directly on mobile devices, to detect similarities between gestures to help the designer to detect ambiguities in the design phase, and the ability to automatically select the most representative gestures for each gesture class by using a clustering technique to increase recognition speed without affecting accuracy. Experimental results show that this latter feature allows an increase in accuracy compared with when the same operation is performed manually by developers or randomly by software. Finally, a user study was carried out to evaluate PolyRec GDT, in which participants were asked to use it to add gesture functionality to a mobile application. The results showed that with the support of PolyRec GDT this operation took only a few minutes for participants with mobile development experience, whereas it would have taken much longer without the support of PolyRec GDT

    DrawSE2: an application for the visual definition of visual languages using the local context-based visual language specification

    No full text
    We present DrawSE2, a new web application that allows the definition of visual languages in a more visual way (according to the local context-based visual language specification). The tool allows the user to create visual language elements, define their attaching areas (the hotspots through which language elements can be connected), and define how they can be linked together to form admissible language sentences. The tool also allows semantic attributes to be defined and enables semantic translation (e.g., to a textual representation). The visual language thus defined can then be used in a diagram editor that allows to draw visual sentences of the language, check their correctness and get their semantic translation

    The use of different data sources in the analysis of co-authorship networks and scientific performance

    No full text
    Scientific collaboration is usually derived from archival co-authorship data. Several data sources may be examined, but they all have advantages and disadvantages, especially when a specific discipline or community is of interest. The aim of this paper is to explore the effect of the use of three data sources – Web of Science, Current Index to Statistics and nationally funded research projects – on the analysis of co-authorship networks among Italian academic statisticians. Results provide evidence of our hypotheses on distinct collaboration patterns among statisticians, as well as distinct effects of scientist network positions on scientific performance, by both Statistics subfield and data source

    BubbleBoard: A Zoom-Based Text Entry Method on Smartwatches

    No full text
    We present a novel text entry method for smartwatches named BubbleBoard. It is based on a soft keyboard with a QWERTY layout in which some characters are in a big font and can be entered with a single touch, while other characters are in a small font and a touch enlarges the pressed character and its neighbors, so that they can be entered with a second touch.Different variants of the method, regarding the use of a static or dynamic layout and the input of space/backspace with keys or gestures were evaluated through a user study, with the one with a dynamic layout and space/backspace keys resulting as the fastest.This variant was then compared to ZoomBoard, an existing text entry method for smartwatches based on key magnification. The experiment showed a 33% advantage in text entry speed in favor of BubbleBoard. In particular, participants typed at 10.7 wpm with BubbleBoard and at 8.0 wpm with ZoomBoard

    A novel approach for attention management in e-learning systems

    No full text
    This study presents new approaches for the detection and treatment of the attention of a student by an e-learning system through the use of the information given by the implicit interaction of the student with the system and the data coming from non-invasive devices such as webcams. Furthermore, the paper proposes two models for the treatment of the attention of students to be applied to an existing e-learning environment, in order to provide personalized content to the students and thus improving their learning experience

    Domus: An Educational Multiplayer Game for Touch Tables Using a Tangible User Interface

    No full text
    Educational video games enable participants to actively engage with a specific topic, leading to improved educational processes and learning outcomes. This methodology can also enhance critical thinking while providing an attractive learning environment and discussion platform. This paper introduces Domus, an educational video game inspired by ancient Roman history. The game was developed for museums and designed for multi-touch tables. It uses a Tangible User Interface (TUI) that allows users to move physical game pieces, simulating a real board game. Each participant receives a game piece, with which they have to perform tasks and read information about Roman history related to the task they are performing. Subsequently, we conducted a user study involving 12 participants in game sessions. After the game session, each participant completed a learning outcome questionnaire to assess the learning impact of a single session with Domus. The study found that participants answered 6.41 out of 9 questions on the learning outcomes questionnaire correctly. The average System Usability Scale score was 87.29

    iFree: design and evaluation of a pointing method for disabled users on mobile devices

    No full text
    We present the design and evaluation of a pointing method for disabled people, called iFree, which can run on mobile devices such as smartphones and tablets. The method is based on face recognition and supports target selection (click) in two different modes: by opening and closing the mouth (mouth click) and by making a sound (sound click).The method was experimented on a smartphone with 14 non-disabled participants in order to evaluate its performance and to compare the two above mentioned modes. In particular, we measured its performance using ISO 9241-411 standard task. The throughput grand mean was 0.86 bit/s. The sound click mode had a greater throughput and accuracy, a lower movement time and was preferred by participants

    C-QWERTY: A text entry method for circular smartwatches

    No full text
    We present a study aimed at comparing different circular layouts for entering text on smartwatches. In particular, we measured the extent through which the use of a QWERTY layout increases user performance in the earliest sessions of use. To this aim, we designed C-QWERTY, a soft keyboard designed for circular smartwatches in which the keys are arranged along the edge of the screen in a circular layout. In order to make the keyboard more familiar to users, the order of the keys is similar to the one of traditional rectangular QWERTY keyboards. The method supports two interaction modes: tapping and gesture, in which a whole word can be written with a single gesture. As an evaluation, we compared the C-QWERTY layout with Cirrin, another circular layout in witch the order of the characters has been optimized to minimize the distance between successive keys during writing. The experimental results showed that the C-QWERTY, with a text entry speeds of 9.1 wpm and 7.7 wpm (tapping and gesture mode, respectively), outperformed the Cirrin layout with entry speeds of 6.6 wpm and 5.5 wpm. The increase in text entry speed due to the use of the QWERTY layout was 38 percent
    corecore