scholarly journals Text Entry by Gazing and Smiling

2013 ◽  
Vol 2013 ◽  
pp. 1-13 ◽  
Author(s):  
Outi Tuisku ◽  
Veikko Surakka ◽  
Ville Rantanen ◽  
Toni Vanhala ◽  
Jukka Lekkala

Face Interface is a wearable prototype that combines the use of voluntary gaze direction and facial activations, for pointing and selecting objects on a computer screen, respectively. The aim was to investigate the functionality of the prototype for entering text. First, three on-screen keyboard layout designs were developed and tested (n=10) to find a layout that would be more suitable for text entry with the prototype than traditional QWERTY layout. The task was to enter one word ten times with each of the layouts by pointing letters with gaze and select them by smiling. Subjective ratings showed that a layout with large keys on the edge and small keys near the center of the keyboard was rated as the most enjoyable, clearest, and most functional. Second, using this layout, the aim of the second experiment (n=12) was to compare entering text with Face Interface to entering text with mouse. The results showed that text entry rate for Face Interface was 20 characters per minute (cpm) and 27 cpm for the mouse. For Face Interface, keystrokes per character (KSPC) value was 1.1 and minimum string distance (MSD) error rate was 0.12. These values compare especially well with other similar techniques.

Author(s):  
Päivi Majaranta

There are several ways to write by gaze. In a typical setup, gaze direction is used to point and dwell-select letters on an on-screen keyboard. Alternatively, if the person cannot fixate, the eyes can be used as switches using blinks or rough gestures to select items. This chapter introduces different ways to enter text by gaze and reviews related research. We will discuss techniques to enhance text entry by gaze, such as word and letter prediction, and show how the possibility of adjusting the duration of the dwell time affects learning and typing speed. In addition, design issues such as keyboard layout and feedback are raised, with practical examples and guidelines that may aid in designing interfaces for gaze-based text entry.


2008 ◽  
Vol 9 (2) ◽  
pp. 179-203 ◽  
Author(s):  
Christoph Bartneck ◽  
Juliane Reichenbach ◽  
Julie Carpenter

This paper presents two studies that investigate how people praise and punish robots in a collaborative game scenario. In a first study, subjects played a game together with humans, computers, and anthropomorphic and zoomorphic robots. The different partners and the game itself were presented on a computer screen. Results showed that praise and punishment were used the same way for computer and human partners. Yet robots, which are essentially computers with a different embodiment, were treated differently. Very machine-like robots were treated just like the computer and the human; robots very high on anthropomorphism / zoomorphism were praised more and punished less. However, barely any of the participants believed that they actually played together with a robot. After this first study, we refined the method and also tested if the presence of a real robot, in comparison to a screen representation, would influence the measurements. The robot, in the form of an AIBO, would either be present in the room or only be represented on the participants’ computer screen (presence). Furthermore, the robot would either make 20% errors or 40% errors (error rate) in the collaborative game. We automatically measured the praising and punishing behavior of the participants towards the robot and also asked the participant to estimate their own behavior. Results show that even the presence of the robot in the room did not convince all participants that they played together with the robot. To gain full insight into this human–robot relationship it might be necessary to directly interact with the robot. The participants unconsciously praised AIBO more than the human partner, but punished it just as much. Robots that adapt to the users’ behavior should therefore pay extra attention to the users’ praises, compared to their punishments.


2021 ◽  
Author(s):  
Jason Tu ◽  
Angeline Vidhula Jeyachandra ◽  
Deepthi Nagesh ◽  
Naresh Prabhu ◽  
Thad Starner
Keyword(s):  

Technologies ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 31 ◽  
Author(s):  
Costas Boletsis ◽  
Stian Kongsvik

The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusing on the text entry rate and accuracy as well as its usability and the user experience it offers. Seventeen participants evaluated the drum-like VR keyboard by having a typing session and completing a usability and a user experience questionnaire. The interface achieved a good usability score, positive experiential feedback around its entertaining and immersive qualities, a satisfying text entry rate (24.61 words-per-minute), as well as moderate-to-high total error rate (7.2%) that can probably be further improved in future studies. The work provides strong indications that the drum-like VR keyboard can be an effective and entertaining way to type in VR.


Author(s):  
James W. Schoonard ◽  
Stephen J. Boies

This study evaluated a typing task which incorporated an encoding operation. This technique, called “short-type,” takes advantage of word repetition to reduce the number of keystrokes required to transcribe documents. Four typists were taught a list of abbreviations for frequently occurring words. Their subsequent task was to enter documents into a computer via a standard keyboard. Each time a word from the training list was detected, the corresponding abbreviation was to be typed in its place. It was found that: (1) over 93% of the to-be-abbreviated words were detected by the typists; (2) the error rate in selecting and typing abbreviations was no greater than the error rate in typing words which were not abbreviated; and (3) the substitution process did not adversely affect the keystroke rate. It was concluded that short-type is a practical technique in improving typing performance.


1987 ◽  
Vol 31 (5) ◽  
pp. 533-535 ◽  
Author(s):  
William P. Marshak ◽  
Gilbert Kuperman ◽  
Eric G. Ramsey ◽  
Denise Wilson

The effectiveness of ego-centered (moving map) and earth-centered (moving plane) displays was studied with subjects monitoring an animated aircraft situational awareness display. Other independent variables were subject experience (aircrew vs non-aircrew) and path complexity (straight vs turning). Periodically, the display blanked and probe questions were asked concerning the relationship of the aircraft to the simulated world. Questions included judgements about angles, distances, time and terrain. Simple paths elicited a 28 percent lower error rate than did complex paths. Moving map displays had a 32 percent lower error rate than moving plane displays. No other significant effects were observed. Subjective ratings by subjects after the experiment revealed unanimous preference for the moving plane display and that the moving plane condition was believed to be easier! This contradiction indicates subjective data is limited in determining display effectiveness.


2019 ◽  
Vol 31 (3) ◽  
pp. 263-281
Author(s):  
Shijian Luo ◽  
Yi Hu

Abstract Entering text with a general five-key TV remote is a laborious task. A strategy for entering text with two interconnected cursors is proposed, whereby a secondary cursor is employed to maneuver the main cursor through fast-tracks. The main cursor is maneuvered in a 2D full-size onscreen keyboard space, whereas the sub-cursor moves among all predictive candidates in a 1D subspace. Each cursor is operated by a specific interaction method, and the movement of either must be mapped from one to the other. Compared to single-cursor methods, the combination of the main cursor and the sub-cursor operations usually results in fewer manual loadings, even when the target character is out of the prediction list range. A computer simulation based on a corpus of 57 258 multimedia titles (in Chinese) demonstrated that the keystrokes per character, powered by a dual-cursor technique, could be predicted to be reduced by 38.6–69.9% with very few predictive candidates for various keyboard layouts (compared with those of conventional non-predictive method). The keyboard layout and the number of candidates were further investigated by means of a usability test. The results revealed that with only 10 min of practice, novice users could achieve a mean text entry speed of 33.3, 29.5 and 22.8 characters per minute for QWERTY, alphabetic square, and alphabetic two-row layouts, respectively, which is 31.6%, 14.3% and 67.6% faster than the corresponding conventional input method, and is 12.7%, 6.9% and 25.0% faster than the current version of popup dialog method. The dual-cursor can significantly improve perceived usability and offers the potential to be applied to numerous other cursor-based text entry contexts. RESEARCH HIGHLIGHTS A new interaction strategy for TV input with two interconnected cursors. This strategy employs long-pressing for jumping around predicted candidates and short-pressing for navigating through keyboard keys. The number of keystrokes could be predicted to be reduced by 38.6–69.9% when compared with that of the conventional non-predictive input method for various keyboard layouts. Few predicted candidates were required to achieve a substantial decrement of keystrokes. The user experiment showed that novice users’ TV input speed could be substantially increased with dual-cursor.


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