scholarly journals H.761 Support of a News input Node and a New "recognition" Node-Event to Enable Multimodal User Interactions

Author(s):  
Alan L. V. Guedes ◽  
Sergio Colcher

Multimedia languages traditionally, they focus on synchronizing a multimedia presentation (based on media and time abstractions) and on supporting user interactions for a single user, usually limited to keyboard and mouse input. Recent advances in recognition technologies, however, have given rise to a new class of multimodal user interfaces (MUIs). In short, MUIs process two or more combined user input modalities (e.g. speech, pen, touch, gesture, gaze, and head and body movements) in a coordinated manner with output modalities . An individual input modality corresponds to a specific type of user-generated information captured by input devices (e.g. speech, pen) or sensors (e.g. motion sensor). An individual output modality corresponds to user-consumed information through stimuli captured by human senses. The computer system produces those stimuli through audiovisual or actuation devices (e.g. tactile feedback). In this proposal, we aim at extending the NCL multimedia language to take advantage of multimodal features.

Author(s):  
John Fulcher

Much has changed in computer interfacing since the early days of computing—or has it? Admittedly, gone are the days of punched cards and/or paper tape readers as input devices; likewise, monitors (displays) have superseded printers as the primary output device. Nevertheless, the QWERTY keyboard shows little sign of falling into disuse—this is essentially the same input device as those used on the earliest (electromechanical) TeleTYpewriters, in which the “worst” key layout was deliberately chosen to slow down user input (i.e., fast typists). The three major advances since the 1950s have been (1) the rise of low cost (commodity off-theshelf) CRT monitors in the 1960s (and in more recent times, LCD ones), (2) the replacement of (text-based) command line interfaces with graphical user interfaces in the 1980s, and (3) the rise of the Internet/World Wide Web during the 1990s. In recent times, while speech recognition (and synthesis) has made some inroads (i.e., McTeal, 2002; O’Shaughnessy, 2003), the QWERTY keyboard and mouse remain the dominant input modalities.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


Author(s):  
Shannon K. T. Bailey ◽  
Daphne E. Whitmer ◽  
Bradford L. Schroeder ◽  
Valerie K. Sims

Human-computer interfaces are changing to meet the evolving needs of users and overcome limitations of previous generations of computer systems. The current state of computers consists largely of graphical user interfaces (GUI) that incorporate windows, icons, menus, and pointers (WIMPs) as visual representations of computer interactions controlled via user input on a mouse and keyboard. Although this model of interface has dominated human-computer interaction for decades, WIMPs require an extra step between the user’s intent and the computer action, imposing both limitations on the interaction and introducing cognitive demands (van Dam, 1997). Alternatively, natural user interfaces (NUI) employ input methods such as speech, touch, and gesture commands. With NUIs, users can interact directly with the computer without using an intermediary device (e.g., mouse, keyboard). Using the body as an input device may be more “natural” because it allows the user to apply existing knowledge of how to interact with the world (Roupé, Bosch-Sijtsema, & Johansson, 2014). To utilize the potential of natural interfaces, research must first determine what interactions can be considered natural. For the purpose of this paper, we focus on the naturalness of gesture-based interfaces. The purpose of this study was to determine how people perform natural gesture-based computer actions. To answer this question, we first narrowed down potential gestures that would be considered natural for an action. In a previous study, participants ( n=17) were asked how they would gesture to interact with a computer to complete a series of actions. After narrowing down the potential natural gestures by calculating the most frequently performed gestures for each action, we asked participants ( n=188) to rate the naturalness of the gestures in the current study. Participants each watched 26 videos of gestures (3-5 seconds each) and were asked how natural or arbitrary they interpreted each gesture for the series of computer commands (e.g., move object left, shrink object, select object, etc.). The gestures in these videos included the 17 gestures that were most often performed in the previous study in which participants were asked what gesture they would naturally use to complete the computer actions. Nine gestures were also included that were created arbitrarily to act as a comparison to the natural gestures. By analyzing the ratings on a continuum from “Completely Arbitrary” to “Completely Natural,” we found that the natural gestures people produced in the first study were also interpreted as the intended action by this separate sample of participants. All the gestures that were rated as either “Mostly Natural” or “Completely Natural” by participants corresponded to how the object manipulation would be performed physically. For example, the gesture video that depicts a fist closing was rated as “natural” by participants for the action of “selecting an object.” All of the gestures that were created arbitrarily were interpreted as “arbitrary” when they did not correspond to the physical action. Determining how people naturally gesture computer commands and how people interpret those gestures is useful because it can inform the development of NUIs and contributes to the literature on what makes gestures seem “natural.”


Author(s):  
Derek Brock ◽  
Deborah Hix ◽  
Lynn Dievendorf ◽  
J. Gregory Trafton

Software user interfaces that provide users with more than one device, such as a mouse and keyboard, for interactively performing tasks, are now commonplace. Concerns about how to represent individual differences in patterns of use and acquisition of skill in such interfaces led the authors to develop modifications to the standard format of the User Action Notation (UAN) that substantially augment the notation's expressive power. These extensions allow the reader of an interface specification to make meaningful comparisons between functionally equivalent interaction techniques and task performance strategies in interfaces supporting multiple input devices. Furthermore, they offer researchers a new methodology for analyzing the behavioral aspects of user interfaces. These modifications are documented and their benefits discussed.


2021 ◽  
Vol 16 (1) ◽  
pp. 21
Author(s):  
Chung-Yi Hou ◽  
Matthew S. Mayernik

For research data repositories, web interfaces are usually the primary, if not the only, method that data users have to interact with repository systems. Data users often search, discover, understand, access, and sometimes use data directly through repository web interfaces. Given that sub-par user interfaces can reduce the ability of users to locate, obtain, and use data, it is important to consider how repositories’ web interfaces can be evaluated and improved in order to ensure useful and successful user interactions. This paper discusses how usability assessment techniques are being applied to improve the functioning of data repository interfaces at the National Center for Atmospheric Research (NCAR). At NCAR, a new suite of data system tools is being developed and collectively called the NCAR Digital Asset Services Hub (DASH). Usability evaluation techniques have been used throughout the NCAR DASH design and implementation cycles in order to ensure that the systems work well together for the intended user base. By applying user study, paper prototype, competitive analysis, journey mapping, and heuristic evaluation, the NCAR DASH Search and Repository experiences provide examples for how data systems can benefit from usability principles and techniques. Integrating usability principles and techniques into repository system design and implementation workflows helps to optimize the systems’ overall user experience.


Author(s):  
Andreas Lorenz

The use of mobile and hand-held devices is a desirable option for implementation of user interaction with remote services from a distance, whereby the user should be able to select the input device depending on personal preferences, capabilities and availability of interaction devices. Because of the heterogeneity of available devices and interaction styles, the interoperability needs particular attention by the developer. This paper describes the design of a general solution to enable mobile devices to have control on services at remote hosts. The applied approach enhances the idea of separating the user interface from the application logic, leading to the definition of virtual or logical input devices physically separated from the controlled services.


Author(s):  
Mario Ciampi ◽  
Antonio Coronato ◽  
Giuseppe De Pietro ◽  
Luigi Gallo

Virtual Environments are complex systems in that they involve the crucial concept of sharing. Users can share knowledge of each other’s current activities, environments, and actions. In this chapter, the authors discuss about interaction interoperability, intended to mean the ability of two or more users to cooperate despite the heterogeneity of their interfaces. To allow such interoperability, formal methods to formalize the knowledge and middleware solutions for sharing that knowledge are required. After introducing the state-of-the-art solutions and the open issues in the field, the authors describe a system for providing interaction interoperability among multi-user interfaces. Rather than focusing on the de-coupling of input devices from interaction techniques and from interaction tasks, this chapter suggests integrating interactive systems at higher level through an interface standardization. To achieve this aim, the authors propose: i) an architectural model able to handle differences in input devices and interaction tasks; ii) an agent-based middleware that provides basic components to integrate heterogeneous user interfaces. The chapter also presents a case study in which an agent-based middleware is used to support developers in the interconnection of monolithic applications.


2010 ◽  
Vol 2 (3) ◽  
pp. 15-30 ◽  
Author(s):  
Andrew Greaves ◽  
Enrico Rukzio

Co-present viewing and sharing of images on mobile devices is a popular but very cumbersome activity. Firstly, it is difficult to show a picture to a group of friends due to the small mobile phone screen and secondly it is difficult to share media between multiple friends, e.g., when considering Bluetooth usage and technical limitations, limited input and repeated user interactions. This paper introduces the View & Share system which allows mobile phone users to spontaneously form a group and engage in the viewing and sharing of images. A member of the group has a personal projector (e.g., projector phone) which is used to view pictures collaboratively. View & Share supports sharing with a single user, multiple users or all users, allows members to borrow the projected display and provides a private viewing mode between co-located users. This paper reports on the View & Share system, its implementation and an explorative user study with 12 participants showing the advantages of our system and user feedback.


2021 ◽  
Vol 10 (2) ◽  
pp. 82
Author(s):  
Ruslan Rydvanskiy ◽  
Nick Hedley

Interest in and use of 3D visualizations for analysis and communication of flooding risks has been increasing. At the same time, an ecosystem of 3D user interfaces has also been emerging. Together, they offer exciting potential opportunities for flood visualization. In order to understand how we turn potential into real value, we need to develop better understandings of technical workflows, capabilities of the resulting systems, their usability, and implications for practice. Starting with existing geospatial datasets, we develop single user and collaborative visualization prototypes that leverage capabilities of the state-of-the art HoloLens 2 mixed reality system. By using the 3D displays, positional tracking, spatial mapping, and hand- and eye-tracking, we seek to unpack the capabilities of these tools for meaningful spatial data practice. We reflect on the user experience, hardware performance, and usability of these tools and discuss the implications of these technologies for flood risk management, and broader spatial planning practice.


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