1,720,985 research outputs found

    Haptic feedback design for a virtual button along force-displacement curves

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    In this paper, we present a haptic feedback method for a virtual button based on the force-displacement curves of a physical button. The original feature of the proposed method is that it provides haptic feedback, not only for the "click" sensation but also for the moving sensation before and after transition points in a force-displacement curve. The haptic feedback is by vibrotactile stimulations only and does not require a force feedback mechanism. We conducted user experiments to show that the resultant haptic feedback is realistic and distinctive. Participants were able to distinguish among six different virtual buttons, with 94.1% accuracy even in a noisy environment. In addition, participants were able to associate four virtual buttons with their physical counterparts, with a correct answer rate of 79.2%

    Usability of different types of commercial selfie sticks

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    This paper reviews and categorizes the most common types of selfie sticks available in the market and discusses their design and usability. Through a theoretical analysis, it demonstrates how most commercial selfie sticks ignore important human factors, including ergonomics. It, then, presents results of an online survey, where selfie stick users (N=105), predominantly from the Republic of Korea, rated the usability of their selfie sticks. Results of the survey provided an insight into users' selfie stick usage behavior and suggested that most commercial selfie sticks are unergonomic, causing the users short-term fatigues that coul

    Design and Evaluation of Semi-Transparent Keyboards on a Touchscreen Tablet

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    @inproceedings{Kim:2018:DES:3279778.3279801, author = {Kim, Sunjun and Lee, Geehyuk}, title = {Design and Evaluation of Semi-Transparent Keyboards on a Touchscreen Tablet}, booktitle = {Proceedings of the 2018 ACM International Conference on Interactive Surfaces and Spaces}, series = {ISS '18}, year = {2018}, isbn = {978-1-4503-5694-7}, location = {Tokyo, Japan}, pages = {155--166}, numpages = {12}, url = {http://doi.acm.org/10.1145/3279778.3279801}, doi = {10.1145/3279778.3279801}, acmid = {3279801}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {mobile, semi-transparent, soft keyboard, tablet, text entry, touchscreen, translucent, transparency, virtual keyboard}, }As tablet computers are hosting more productivity applications, efficient text entry is becoming more important. A soft keyboard, which is the primary text entry interface for tablets, however, often competes with applications for the limited screen space. A promising solution to this problem may be a semi-transparent soft keyboard (STK), which can share the screen with an application. A few commercial STK products are already available, but research questions about the STK design have not been explored in depth yet. Therefore, we conducted three experiments to answer 1) the effect of the transparency level on usability, 2) exploration of diverse design options for an STK, and 3) the effect of an STK on the different text caret positions. The results imply that STKs with 50% opacity showed a balanced performance; well-designed STKs were acceptable in both content reading and typing situations; which could reach 90-100% of an opaque keyboard in terms of overall performance; and the text caret could intrude the STK down to the number row.Peer reviewe

    ThickPad

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    We explored the use of a hover tracking touchpad in a laptop environment. In order to study the new experience, we implemented a prototype touchpad consisting of infrared LEDs and photo-transistors, which can track fingers as far as 10mm over the surface. We demonstrate here three major interaction techniques that would become possible when a hovertracking touchpad meets a laptop

    Press'Em: Simulating Varying Button Tactility via FDVV Models

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    Push-buttons provide rich haptic feedback during a press via mechanical structures. While different buttons have varying haptic qualities, few works have attempted to dynamically render such tactility, which limits designers from freely exploring buttons' haptic design. We extend the typical force-displacement (FD) model with vibration (V) and velocity-dependence characteristics (V) to form a novel FDVV model. We then introduce Press'Em, a 3D-printed prototype capable of simulating button tactility based on FDVV models. To drive Press'Em, an end-to-end simulation pipeline is presented that covers (1) capturing any physical buttons, (2) controlling the actuation signals, and (3) simulating the tactility. Our system can go beyond replicating existing buttons to enable designers to emulate and test non-existent ones with desired haptic properties. Press'Em aims to be a tool for future research to better understand and iterate over button designs

    LongPad

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    In this paper, we explore the possibility of a long touchpad that utilizes the entire area below the keyboard of a laptop computer. An essential prerequisite for such a touchpad is a robust palm rejection method, which we satisfy using a proximity-sensing touchpad. We developed LongPad, a proximity-sensing optical touchpad that is as wide as a laptop keyboard, and implemented a palm rejection algorithm that utilizes proximity images from LongPad. In a user study conducted, we observed that LongPad rejected palm touches almost perfectly while participants were repeating typing and pointing tasks. We also summarize the new design space enabled by LongPad and demonstrate a few of the interaction techniques it facilitates

    Reflector

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    Reflector is a novel direct pointing method that utilizes hidden design space on reflective screens. By aligning a part of the user's onscreen reflection with objects rendered on the screen, Reflector enables (1) distance-independent and (2) private pointing on commodity screens. Reflector can be implemented easily in both desktop and mobile conditions through a single camera installed at the edge of the screen. Reflector's pointing performance was compared to today's major direct input devices: eye trackers and touchscreens. We demonstrate that Reflector allows the user to point more reliably, regardless of distance from the screen, compared to an eye tracker. Further, due to the private nature of an onscreen reflection, Reflector shows a shoulder surfing success rate 20 times lower than that of touchscreens for the task of entering a 4-digit PIN

    TapBoard

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    A physical keyboard key has three states, whereas a touch screen usually has only two. Due to this difference, the state corresponding to the touched state of a physical key is missing in a touch screen keyboard. This touched state is an important factor in the usability of a keyboard. In order to recover the role of a touched state in a touch screen, we propose the TapBoard, a touch screen software keyboard that regards tapping actions as keystrokes and other touches as the touched state. In a series of user studies, we validate the effectiveness of the TapBoard concept. First, we show that tapping to type is in fact compatible with the existing typing skill of most touch screen keyboard users. Second, users quickly adapt to the TapBoard and learn to rest their fingers in the touched state. Finally, we confirm by a controlled experiment that there is no difference in text-entry performance between the TapBoard and a traditional touch screen software keyboard. In addition to these experimental results, we demonstrate a few new interaction techniques that will be made possible by the TapBoard
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