1,721,056 research outputs found

    ReType: Quick Text Editing with Keyboard and Gaze

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    Keyboard and mouse are often used as primary input devices when users choose to work with high-interactivity applications. For textual applications, the keyboard is used for typing, while the mouse is commonly used for cursor placement within the text. The continuous flipping of hands between the two devices is often irritating and disrupts the workflow. Excessive use of these devices can also lead to musculoskeletal disorders in the wrists and hands. Exploration of a new interaction medium that works in conjunction with conventional user interfaces could benefit many users. Gaze as an input has a lot of potential as it potentially requires no training and is natural and easy to use. Gaze indicates the user’s attention and typically precedes actions that require using input devices. With advances in hardware and software, eye gaze tracking may soon come as an inbuilt standard feature of the new generation of computing devices, especially the desktop. Now imagine you spot a typo you need to correct. What would you expect from a natural user interface (NUI)? That you still have to use the mouse to point to the typo, although you are already looking at it? This thesis proposes ReType, a NUI paradigm integrating keyboard with gaze: you look at the place you want to edit and ‘re-type’ the text as you want it, including a short lead-up to the changed characters. This is similar to how we speak about typos while we correct them. ReType, the novel gaze-assisted technique, helps to facilitate mouse-free cursor positioning and text editing, saving the user from frequent hand switches between keyboard and mouse. This thesis presents the three-stage development of ReType. In the first stage, the initial design of the prototype as a standalone gaze-enabled text editor is proposed. This variant, relying on explicit mode switches, is named ‘modal ReType’. An informal user study shows that the prototype received positive and encouraging feedback. Participants felt they had good control over the system and were able to edit text at a speed similar to when they use a mouse. In response to feed back, the second stage presents ‘automatic ReType’, which allows gaze-enabled automatic switching between the editing and default typing modes. Qualitative and quantitative user studies indicate that ReType enhances the user experience of text editing and was preferred by most participants. It was observed that professional keyboard users (such as touch typists) benefited particularly from the system. By avoiding keyboard–mouse switches, ReType allowed users to focus on the keyboard and make better use of their typing skills. In terms of speed, ReType was able to match or even beat the speed of mouse-based interaction for small text edits. Lastly, seeing that Microsoft Word enjoys a huge market base as a word processing software and is highly popular among professional users, the third stage introduces ReType as a Microsoft Word plugin. The plugin makes it possible to use Microsoft Word features together with gaze-enabled text interaction for error correction, text selection and navigation. A short-term field study indicated that ReType helped participants to remain focused and productive, especially when fixing typing errors. Most participants stated that they would use ReType if it becomes available. All in all, to the best of our knowledge, ReType is currently the best gaze-operated text editing system for the general population of computer users

    Enhancing Wikipedia with semantic technologies

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    As the amount of content grows on the Web, there is an increasing need to provide greater search capabilities that produce relevant results. Users should be given the capability to execute complex queries in order to provide greater accuracy in their searching endeavours over the Web. The semantic Web promises to provide such a feature by making the concepts within data explicit. We examine the benefit and feasibility of implementing semantic technologies over Wikipedia, which is one of the largest repositories of knowledge at present. In our project we begin by creating a corpus of semantic data which we extract from Wikipedia. Then, we create a platform in order to cater for semantic user interface development as separate modules. Finally, we create several semantic user interface modules to test the effectiveness of such an implementation. The results from our project is that a platform to allow access to semantic data over existing content is not only possible, but an effective way to encourage development of semantic technologies. In our project, we were also able to create a way in which could leverage semantic data to allow users to perform a query based on a range of values with the guidance of a graph to visualize the distribution of results

    Designing Gaze Interactions - A Taxonomy and Case Study

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    Gaze is a fast and natural pointing modality that can be used to build engaging user interfaces. The availability of low cost and easy-to-use eye tracking devices offers the potential to use gaze input in everyday interactions. However, gaze input suffers from low accuracy and precision which limits its uptake and puts constraints on the design of gaze interactions. This thesis makes two primary contributions to advance the field of gaze interactions. The first contribution is a practical contribution that demonstrates the potential of gaze input for common work tasks. A prototype, named CodeGazer, has been developed, which replaces the mouse with gaze for common navigation actions in code. An empirical evaluation of the prototype showed that users preferred gaze input for “lookup” tasks, such as go to definition of an identifier or go back in code. For this empirical evaluation, a novel methodology was developed that can be used in further studies. Key resources of the study design have been made publicly available. The contribution points to potential beyond simply code navigation with gaze: code navigation is a stand-in for many common interactions where users will use gaze over the mouse, even if the mouse sits right beside the user, provided that it offers clear benefits to the user. The second contribution is a theoretical contribution to the knowledge of gaze interactions. The thesis develops a taxonomy to systemise gaze interactions in two dimensions - gaze input and targets. The developed framework is used to survey, classify, and compare the state-of-the-art of active gaze interactions on 2D displays. The survey results are analysed to identify design insights and new opportunities for such interactions

    AP1: A Platform for Model-Based Software Engineering

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    This thesis describes the AP1 system, which serves as a platform for model-based CASE technology. AP1 is a set of libraries and tools that support different activities in the software development process. It provides different layers of reusable CASE functionality, and thus facilitates CASE tool development and integration. Some key problems of software development are addressed, such as the storage and management of artifacts, their creation and modification, and the generation of program code. The main parts of the abstract platform are a typed repository for models and model data, and a generic editor that acts as an integrated software development environment (IDE). The former enables data integration; the latter serves as a basis for presentation integration. Both parts have an extensible and customizable architecture that makes it possible for developers to adapt the system to their own individual needs. The thesis discusses different data models, explaining why the parsimonious data model was chosen for the repository. A mapping onto the relational data model is given that makes it possible to leverage a RDBMS for data management. On top of the RDBMS, the AP1 system implements new mechanisms for caching, event notification and change control, resulting in a unique architecture. The thesis introduces novel concepts of robustness and reflection for user interfaces, and delineates their implementation in the generic editor. Furthermore, a concept for code generators is presented that offers a particularly high degree of type-safety, which we call generator type-safety

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    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

    Dataset for "ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay"

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    This is the dataset that accompanies our publication "ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay”. The data was collected over a period of time using a custom ARCore based android app. It depicts a retail aisle. The images can be found in the sub-folders “only_jpgs”. The rest of the ARCore data such as camera poses can be found in “data_all” subfolders for each day data was collected for. The data can be used to run the benchmarks from the original paper. It can also be used to reconstruct points clouds using SFM (structure from motion) software.The data was collected over a number of weeks in a local grocery shop. It includes text files listing the 6DOF poses of the phone, and RGB frames. The frames and text files were acquired with a Google Pixel 2 phone, and the RGB frames were captured every 0.5 seconds at a resolution of 640 by 480.A Google Pixel 2 phone was used for the collection of the data. The frames captures are the default camera frames that ARCore provides, under the name "CPU Images". The were stored locally on the phone and then extracted for use in our publication, "ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay."The data is provided in text files and RGB images, in a jpg format. The text files include additional information such as local poses

    Dataset for "A Novel Neural Network Architecture with Applications to 3D Animation and Interaction in Virtual Reality"

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    This is the dataset for the doctoral thesis "A Novel Neural Network Architecture with Applications to 3D Animation and Interaction in Virtual Reality" by Javier de la Dehesa Cueto-Felgueroso. See the original document for details. The dataset is structured in three parts. The files `gfnn_code.zip` and `gfnn_data.zip` contain the code and data for the experiments with grid-functioned neural networks discussed in chapter 3 of the thesis. The files `quadruped_code.zip` and `quadruped_data.zip` contain the code and data for the quadruped locomotion experiments and user study discussed in chapter 4. The files `framework_code.zip` and `framework_data.zip` contain the code and data for the human-character interaction framework experiments and user studies discussed in chapter 5. Each pair of files should be decompressed in the same directory, but separate from the other parts. Further details and instructions for each of the parts can be found within the corresponding compressed files.Synthetic evaluation data has been generated programmatically. Quadruped locomotion data has been extracted from the dataset published as part of the article "Mode-Adaptive Neural Networks for Quadruped Motion Control" by Zhang et al. (2018). Gesture recognition data was collected with VR hardware in a custom-made virtual scenario, where the subject was presented with a signal indicating a gesture to perform, which they then did while pressing a button on the hand controller. Sword fighting animation data was motion captured with specialised equipment within the facilities of Ninja Theory, Ltd. User studies data was collected through online forms, filled after each condition of each of the studies.Quadruped locomotion data has been extracted from the dataset published as part of the article "Mode-Adaptive Neural Networks for Quadruped Motion Control" by Zhang et al. (2018). A selection of the original dataset was converted from the original BVH format into CSV and TensorFlow's TfRecord formats.Gesture recognition data was captured with an Oculus Rift kit. Animation data was captured with Vicon Bonita hardware.Synthetic evaluation data is stored in TfRecord format including the input and output values for each of the examples. Quadruped locomotion data is expressed in CSV, including the configuration of the character joints on each frame, and in TfRecord format, encoded as described in the thesis. Gesture recognition data is stored in CSV files where each row contains the position and orientation of both hands and the gesture being performed on each frame. Animation data is stored in CSV files where each row contains the position and orientation of each joint of the skeleton. User studies data is stored in JASP files encoding the answers of each participant to each question in the study

    Dataset for "Touché: Data-Driven Interactive Sword Fighting in Virtual Reality"

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    This is the data repository for the paper "Touché: Data-Driven Interactive Sword Fighting in Virtual Reality" by Javier Dehesa, Andrew Vidler, Christof Lutteroth and Julian Padget, presented at CHI 2020 conference in Honolulu, HI, USA. See the publication for details. The archives gesture_recognition_data.zip and gesture_recognition_code.zip contain respectively the data and code for the gesture recognition component. Similarly, the archives animation_data.zip and animation_code.zip contain respectively the data and code for the animation component. Instructions about how to use these are provided within them. The archive user_studies.zip contains information about our user studies. The file questionnaire_study.jasp and interactive_study.jasp contain the data and analysis of the questionnaire and interactive studies respectively. They can be consulted with the open source tool JASP (https://jasp-stats.org/). The video questionnaire_conditions.mp4 shows the full videos used as the three conditions for the questionnaire study.Gesture recognition data was collected with VR hardware in a custom-made virtual scenario, where the subject was presented with a signal indicating a gesture to perform, which they then did while pressing a button on the hand controller. Animation data was motion captured with specialised equipment within the facilities of Ninja Theory, Ltd. User studies data was collected through online forms, filled after each condition of each of the studies.The user studies data was preprocessed for convenience to produce an accessible JASP file. The preprocessing simply translated the raw text of the questions into short identifiers and mapped Likert points (like "strongly agree/disagree") to numerical values. For this publication, free-text comment data was removed from the dataset for anonymisation purposes.Gesture recognition data was captured with an Oculus Rift kit. Animimation data was captured with Vicon Bonita hardware.Gesture recognition data is stored in CSV files where each row contains the position and orientation of both hands and the gesture being performed on each frame. Animation data is stored in CSV files where each row contains the position and orientation of each joint of the skeleton. User studies data is stored in JASP files encoding the answers of each participant to each question in the study

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
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