1,721,028 research outputs found
A framework for research and design of gesture-based human-computer interactions
Gestures have long been considered an interaction technique that can potentially deliver more natural, creative and intuitive methods for communicating with our computers. For over 40 years, gestures provided an alternative input mode to the keyboard and mouse interactions for most application domains, employing an array of technologies to control multitude of tasks. But how do we make sense of the expanse of this technique so that we may approach gestures from a theoretical perspective, and understand its role in human computer interactions? Existing research tends to focus on the technology, exploring novel methods for enabling gestures, and the tasks they can afford. However few researchers have approached the discipline with the intent of building a cohesive understanding of gestures and the relationships that exist between the different systems and interactions. In this work, we present a theoretical framework to support a systematic approach to researching and designing gesture-based interactions. We propose four categories —physical gestures, input devices, output technologies, and user goals —as the basis from which the framework extends. Each category is defined in terms of manipulatable parameters, and their affect on the user experience. Parameters can be tested using empirical experiments, and amended using qualitative methods. The framework is intended for use as a tool to guide research and design, and presents a structure for providing a theoretical understanding of gesture interactions. Our research began with a review and analysis of the gesture literature, preceded by a series of studies and experiments, which lead to the development of the theoretical framework. This thesis presents a detailed discussion of the qualitative and quantitative research that led to the development of framework, its structure and components, and examples of its application towards a theoretical approach to research an design of gestures for human computer interactions
A study on the use of semaphoric gestures for secondary task interactions
We present results of a study that considers (a) gestures outside the context of a specific implementation and (b) their use in supporting secondary, rather than primary tasks in a multitasking environment. The results show semaphoric gestures offer significant benefits over function keys in such interactions, and how our findings can be used to extend models of design and evaluation for ubiquitous computing environments that support multitasking
Listen to the Music: Audio Preview Cues for Exploration of Online Music.
This paper presents a novel mechanism that seeks to allow people to explore large collections of loosely structured audio. The approach provides a lightweight preview mechanism that allows people to explore the audio collection by providing supporting information (analogous to the use of tooltips in visual interfaces) We present an evaluation of these “preview cues” towards developing a design heuristics for their deployment
Audio Preview Cues: Interaction Aides for Exploration of Online Music and Beyond
We present a light weight mechanism called preview cues that allows non-experts to explore an audio collection by providing supporting information (analogous to the use of tooltips) at the point of interest
Audio Preview Cues: Support for Exploration of Music Information Spaces
This paper presents a novel mechanism that seeks to allow people to explore large collections of loosely structured audio. The approach provides a lightweight preview mechanism that allows people to explore the audio collection by providing supporting information (analogous to the use of tooltips in visual interfaces) We present an evaluation of these “preview cues” towards developing a design heuristics for their deployment
Investigating User Tolerance for Errors in Vision-Enabled Gesture-Based Interactions
In this paper, we describe our investigation into user tolerance of recognition errors during hand gesture interactions with visual displays. The study is based on our proposed interaction model for investigating gesture based interactions, focusing on three elements: Interaction context, system performance and user goals. This Wizard of Oz experiment investigates how recognition system accuracy rates and task characteristics in both desktop and ubiquitous computing scenarios can influence user tolerance for gesture interactions. Results suggest that interaction context is a greater influence on user tolerance than system performance alone, where recognition error rates can potentially reach 40\% before users will abandon gestures and use an alternate interaction mode in a ubiquitous computing scenario. Results also suggest that in a desktop scenario, traditional input methods are more appropriate than gestures
A study on the use of semaphoric gestures to support secondary task interactions
We present results of a study that considers (a) gestures outside the context of a specific implementation and (b) their use in supporting secondary, rather than primary tasks in a multitasking environment. The results show semaphoric gestures offer significant benefits over function keys in such interactions, and how our findings can be used to extend models of design and evaluation for ubiquitous computing environments that support multitasking
mSpace: interaction design for user-determined, adaptable domain exploration in hypermedia
Adaptive Hypermedia systems have sought to support users by anticipating the usersí information requirements for a particular context, and rendering the appropriate version of the content and hypermedia links. Adaptable Hypermedia, on the other hand, takes the approach that there are times when adaptive approaches may not be feasible or available and that it would still be appropriate to facilitate user-determined access to information. For instance, users may come to a hypermedia and not have a well-defined goal in mind. Similarly their goals may change throughout exploration, or their expertise change from one section to another. To support these shifting conditions, we may need affordances on the content that a solely adaptive approach cannot best support. In this paper we present an interaction design to support user-determined adaptable content and describe three techniques which support the interaction: preview cues, dimensional sorting and spatial context. We call the combined approach mSpace. We present the preliminary task analysis that lead us to our interaction design, we describe the three techniques, overview the architecture for our prototype and consider next steps for generalizing deployment
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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