Comparing multi-touch interaction techniques for manipulation of an abstract parameter space

Author(s):  
Sashikanth Damaraju ◽  
Andruid Kerne
Author(s):  
Sean T. Hayes ◽  
Julie A. Adams

Smartphones pose new design challenges for precise interactions, prompting the development of indirect interaction techniques that improve performance by reducing the occlusion caused by touch input. Direct touch interaction (e.g., tap to select) is imprecise, due to occlusion and the finger’s surface area. Many cursor-based interaction techniques address this issue; however, these techniques do not dynamically adjust the control-to-display movement ratio ( CDratio ) to improve accuracy and interaction times. This paper analyzes the performance benefits of applying adaptive CDratio enhancements to smartphone interaction for target-selection tasks. Existing desktop computer enhancements and a new enhancement method, Magnetic Targets, are compared. Magnetic Targets resulted in significantly shorter target selection times compared to the existing enhancements. Further, a simple method that combined enhancements to provide a CDratio based on a greater context of the interactions demonstrated performance improvements.


2011 ◽  
Vol 10 (4) ◽  
pp. 1-10 ◽  
Author(s):  
Paulo Gallotti Rodrigues ◽  
Alberto Barbosa Raposo ◽  
Luciano Pereira Soares

Traditional interaction devices such as computer mice and keyboards do not adapt very well to immersive envi-ronments, since they were not necessarily designed for users who may be standing or in movement. Moreover, in the current inte-raction model for immersive environments, based on wands and 3D mice, a change of context is necessary in order to execute non-immersive tasks. These constant context changes from im-mersive to 2D desktops introduce a rupture in user interaction with the application. The objective of this work is to study how to adapt interaction techniques from touch surface based systems to 3D virtual environments to reduce this physical rupture from the fully immersive mode to the desktop paradigm. In order to do this, a wireless glove (v-Glove) that maps to a touch interface in a vir-tual reality immersive environment was developed, enabling it to interact in 3D applications. The glove has two main functionalities: tracking the position of the user's index finger and vibrating the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse.


Author(s):  
Sean T. Hayes ◽  
Julie A. Adams

Linear changes in position are difficult to measure using only a mobile device’s onboard sensors. Prior research has relied on external sensors or known environmental references in order to develop mobile phone interaction techniques. The Amazon Fire Phone’s® unique head-tracking capabilities were leveraged and evaluated for navigating large application spaces using device motion gestures. Although touch interaction is shown to outperform the device-motion, this research demonstrates the feasibility of using effective device-motion gestures that rely on changes in the device’s position and orientation. Design guidance for future device motion interaction capabilities is provided.


2011 ◽  
Vol 8 (1) ◽  
pp. 65-73
Author(s):  
E.Sh. Nasibullaeva ◽  
I.Sh. Akhatov

The mathematical model of a bubble cluster subjected to an acoustic field is investigated. In this model the cluster is considered as a large drop containing a liquid and a set of microbubbles. Areas of applicability of the mathematical model of the bubble cluster in the parameter space (α, R_0) are constructed, where α is the bubble concentration in the cluster; R_0 is the initial radius of the cluster.


Author(s):  
Roderick Murray-Smith

This chapter reviews the role of theory and dynamic systems theory for understanding common interaction techniques including: targetting, trajectory generation, panning, scrolling and zooming. It explains how can be seen to be at the foundations of Human–Computer Interaction and might be essential for making progress in novel forms of interface. It reinterprets Fitts’ classical work with theoretic tools. It also highlights the limitations of theory for design of human–computer loops.


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