Functional parameters, wrist posture deviations and comfort: A comparison between a computer mouse and a touch pen as input devices

Work ◽  
2020 ◽  
Vol 65 (4) ◽  
pp. 701-706 ◽  
Author(s):  
Karim Hemati ◽  
Sedigheh Mirjalili ◽  
Mohamad Sadegh Ghasemi ◽  
Yeganeh Abdolahian ◽  
Razeyeh Siroos ◽  
...  
2015 ◽  
Vol 21 (4) ◽  
pp. 493-497 ◽  
Author(s):  
Naser Dehghan ◽  
Alireza Choobineh ◽  
Mohsen Razeghi ◽  
Jafar Hasanzadeh ◽  
Moslem Irandoost ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3826
Author(s):  
Cristina Sanchez ◽  
Vanina Costa ◽  
Rodrigo Garcia-Carmona ◽  
Eloy Urendes ◽  
Javier Tejedor ◽  
...  

This study evaluates and compares the suitability for child–computer interaction (CCI, the branch within human–computer interaction focused on interactive computer systems for children) of two devices: a standard computer mouse and the ENLAZA interface, a head mouse that measures the user’s head posture using an inertial sensor. A multidirectional pointing task was used to assess the motor performance and the users’ ability to learn such a task. The evaluation was based on the interpretation of the metrics derived from Fitts’ law. Ten children aged between 6 and 8 participated in this study. Participants performed a series of pre- and post-training tests for both input devices. After the experiments, data were analyzed and statistically compared. The results show that Fitts’ law can be used to detect changes in the learning process and assess the level of psychomotor development (by comparing the performance of adults and children). In addition, meaningful differences between the fine motor control (hand) and the gross motor control (head) were found by comparing the results of the interaction using the two devices. These findings suggest that Fitts’ law metrics offer a reliable and objective way of measuring the progress of physical training or therapy.


Author(s):  
Richard Pekelney ◽  
Robin Chu

The rapid growth of graphical user interfaces on personal computers has led to the mouse input device playing a prominent and central role in the control of computer applications. As their use increases, mouse design and comfort issues are becoming more and more critical. This report describes the ergonomic design criteria and resulting product attributes of a commercially successful mouse computer input device. Although well-founded ergonomic principles were incorporated into the design criteria, very little ergonomic research has been published on the design of mice. There is a need for additional research on the ergonomics computer mouse input devices.


Author(s):  
Dominic Canare ◽  
Barbara Chaparro ◽  
Alex Chaparro

Novel input devices can increase the bandwidth between users and their devices. Traditional desktop computing uses windows, icons, menus, and pointers – an interface built for the computer mouse and very effective for pointing-and-clicking. Alternative devices provide a variety of interactions including touch-free, gesture-based input and gaze-tracking to determine the user’s on-screen gaze location, but these input channels are not well-suited to a point-and-click interface. This study evaluates five new schemes, some multi-modal. These experimental schemes perform worse than mouse-based input for a picture sorting task, and motion-based gesture control creates more errors. Some gaze-based input has similar performance to the mouse while not creating additional workload.


2015 ◽  
Vol 11 (3) ◽  
Author(s):  
Piotr Augustyniak ◽  
Zbigniew Mikrut

AbstractCurrently, a disabled person can participate in social life and proceed with independent individual development with the assistance of intelligent support from modern technology. This paper reviews various approaches and recent achievements in designing and prototyping of interfaces for tetraplegic people originating from Biocybernetics Laboratory AGH. After a short review of other available systems, three categories of activities of daily living (ADL)-supporting solutions are presented: input devices, control software, and stand-alone systems. As a result of testing other alternatives such as touchpad, tongue presspad, eye tracker, blow sensor, and direct sensor of brain electrical activity, joysticks were selected as preferable input devices. They are free from hygienic issues, tolerant to involuntary use or excessive force, and easily operable by using the chin or lips. The operational flexibility required for personalization of input devices is achieved with dedicated software defining the rules of interpretation of operators’ motions. To adapt the final signal to the specificity of a supported human, the interpretation process takes into account the identification of gesture, its duration, and coincidence. The paper also presents two stand-alone systems dedicated to supporting the selected ADL. One of them is a smart interface for infrared-based remote control of home appliances, and the second is a joystick-based emulator of a computer mouse. Both devices provide a learning mode that allows for adaptation to the particular environment (i.e. set of devices to be controlled) and specific abilities of their human operator.


2019 ◽  
Vol 1 (1) ◽  
pp. 73-77
Author(s):  
Feri Fadli Aiyub ◽  
Munawir Munawir

The interaction technology in general is inseparable from the rapid development of Human-Computer Interaction technology or Human and Computer Interaction. Human and computer mouse interactions are called Virtual Mouse. Virtual mouse is designed for users to be able to interact directly with computers without using input devices such as conventional mice but using their hands as driving objects or using other media such as colors. In this research, testing is done on how to track an object that moves in order to do the mouse by using an intermediary in the form of an image processing-based webcam video that is taken in real-time using object tracking in the form of three color variables arranged based on RGB composition using the optical flow method in detecting its movement. Based on research that has been carried out as a whole the color object used as a pointer controller or mouse with the optical flow method can be detected properly in every condition.


Author(s):  
Jennifer M. Roche ◽  
Arkady Zgonnikov ◽  
Laura M. Morett

Purpose The purpose of the current study was to evaluate the social and cognitive underpinnings of miscommunication during an interactive listening task. Method An eye and computer mouse–tracking visual-world paradigm was used to investigate how a listener's cognitive effort (local and global) and decision-making processes were affected by a speaker's use of ambiguity that led to a miscommunication. Results Experiments 1 and 2 found that an environmental cue that made a miscommunication more or less salient impacted listener language processing effort (eye-tracking). Experiment 2 also indicated that listeners may develop different processing heuristics dependent upon the speaker's use of ambiguity that led to a miscommunication, exerting a significant impact on cognition and decision making. We also found that perspective-taking effort and decision-making complexity metrics (computer mouse tracking) predict language processing effort, indicating that instances of miscommunication produced cognitive consequences of indecision, thinking, and cognitive pull. Conclusion Together, these results indicate that listeners behave both reciprocally and adaptively when miscommunications occur, but the way they respond is largely dependent upon the type of ambiguity and how often it is produced by the speaker.


2004 ◽  
Author(s):  
Carolyn M. Sommerich ◽  
Sahika Vatan ◽  
Amy Asmus

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