touch input
Recently Published Documents


TOTAL DOCUMENTS

108
(FIVE YEARS 21)

H-INDEX

16
(FIVE YEARS 1)

2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-22
Author(s):  
Terence Dickson ◽  
Dr. Rina R. Wehbe ◽  
Fabrice Matulic ◽  
Daniel Vogel

We propose CursorTap, an extension of Forlines et al.'s mixed, absolute and relative "HybridPointing" to large wall-sized multitouch displays. Our technique uses a relative pointing quasimode activated with one hand, while the other hand controls a distant cursor similar to a large touchpad. A controlled experiment compares the technique to standard absolute touch input as a baseline and a whole-display "Drag" technique representing a common alternate approach. Results show CursorTap is fastest for the common usage scenario of reaching distant targets and then returning to nearby targets. Overall, median selection times across distances are similar with CursorTap, but linearly increase with the other techniques. As further validation, a second study explore show people use CursorTap in a two-person game. The results found just over half of the participants choose to use CursorTap for half of the primary interactions where "enemies" are eliminated using a tap, drag, or lasso "tool".


2021 ◽  
Vol 5 (3) ◽  
pp. 128-136
Author(s):  
Valeriy Dubnitskiy ◽  
Anatolii Kobylin ◽  
Oleg Kobylin

We propose a programming system for calculation of economical standards of regulating banking activity by means of Euclidian and interval arithmetic using mobile gadgets. The program was created by means of Microsoft Visual Studio 2017 Express for Windows Phone using C#.  The feature of this programming system is the possibility to be used anywhere: during business negotiations, in the absence of PCs and WiFi, etc. For its application, one needs a smartphone with Android operation system. The smartphone needs to have a capacitive screen with multi-touch input with the possibility of more than four touches at once. The size of the screen can vary, but the resolution must be 480*480 pixels. During the progress, the system calculates the indicators of banking activity approved by National bank of Ukraine. Using of the interval arithmetic gives the possibility to analyse the financial status of the bank under any conditions. The comparison of the results of arithmetical operations by using the axioms of classical and nonstandard interval analysis was carried out. The criterion of the efficiency is the value of the relative change of the final interval of the calculations that were carried out using the axioms of the nonstandard interval analysis related to the same calculations that were carried out using the axioms of the classical interval analysis. For efficiency comparison we choose standard indicators that define the financial safety of the bank. The results of the calculations show that the intervals defined according to the rules of the nonstandard interval mathematics have the size of the interval 12-90% less than the intervals calculated according to the rules of the classical interval mathematics.


Electronics ◽  
2021 ◽  
Vol 10 (12) ◽  
pp. 1475
Author(s):  
Masahiro Okamoto ◽  
Kazuya Murao

With the spread of devices equipped with touch panels, such as smartphones, tablets, and laptops, the opportunity for users to perform touch interaction has increased. In this paper, we constructed a device that generates multi-touch interactions to realize high-speed, continuous, or hands-free touch input on a touch panel. The proposed device consists of an electrode sheet printed with multiple electrodes using conductive ink and a voltage control board, and generates eight multi-touch interactions: tap, double-tap, long-press, press-and-tap, swipe, pinch-in, pinch-out, and rotation, by changing the capacitance of the touch panel in time and space. In preliminary experiments, we investigated the appropriate electrode size and spacing for generating multi-touch interactions, and then implemented the device. From the evaluation experiments, it was confirmed that the proposed device can generate multi-touch interactions with high accuracy. As a result, tap, press-and-tap, swipe, pinch-in, pinch-out, and rotation can be generated with a success rate of 100%. It was confirmed that all the multi-touch interactions evaluated by the proposed device could be generated with high accuracy and acceptable speed.


2021 ◽  
Vol 11 (11) ◽  
pp. 4834
Author(s):  
Kai Ren Teo ◽  
Balamurali B T ◽  
Jianying Zhou ◽  
Jer-Ming Chen

Many mobile electronics devices, including smartphones and tablets, require the user to interact physically with the device via tapping the touchscreen. Conveniently, these compact devices are also equipped with high-precision transducers such as accelerometers and microphones, integrated mechanically and designed on-board to support a range of user functionalities. However, unintended access to these transducer signals (bypassing normal on-board data access controls) may allow sensitive user interaction information to be detected and thereby exploited. In this study, we show that acoustic features extracted from the on-board microphone signals, supported with accelerometer and gyroscope signals, may be used together with machine learning techniques to successfully determine the user’s touch input location on a touchscreen: our ensemble model, namely the random forest model, predicts touch input location with up to 86% accuracy in a realistic scenario. Accordingly, we present the approach and techniques used, the performance of the model developed, and also discuss limitations and possible mitigation methods to thwart possible exploitation of such unintended signal channels.


2021 ◽  
Author(s):  
Alexander Yakobovich

This thesis presents a Virtual Cadaver system, ViC, which allows users to interactively “cut open” and visualize a highly realistic representation of 3D human anatomy, including skin, muscles, bones, arteries and many other anatomical systems and structures. ViC’s interaction and visualization functionality, coupled with a multi-touch interface, provide real-time cutaway operations using simple and familiar gestures. To support the cutaway feature, ViC’s 3D human anatomy dataset is preprocessed, breaking up the large anatomy system data meshes into smaller, more manageable mesh “fragments”. The shape of each fragment is crafted to support semantically meaningful cutaways while the “granularity” of the fragments supports interaction efficiency. ViC uses game technology to enable highly realistic rendering of human anatomy. Furthermore, ViC’s performance and cutaway capabilities were evaluated on consumer-grade hardware to confirm that real-time interaction and visualization with highly-responsive multi-touch input actions can be achieved.


2021 ◽  
Author(s):  
Alexander Yakobovich

This thesis presents a Virtual Cadaver system, ViC, which allows users to interactively “cut open” and visualize a highly realistic representation of 3D human anatomy, including skin, muscles, bones, arteries and many other anatomical systems and structures. ViC’s interaction and visualization functionality, coupled with a multi-touch interface, provide real-time cutaway operations using simple and familiar gestures. To support the cutaway feature, ViC’s 3D human anatomy dataset is preprocessed, breaking up the large anatomy system data meshes into smaller, more manageable mesh “fragments”. The shape of each fragment is crafted to support semantically meaningful cutaways while the “granularity” of the fragments supports interaction efficiency. ViC uses game technology to enable highly realistic rendering of human anatomy. Furthermore, ViC’s performance and cutaway capabilities were evaluated on consumer-grade hardware to confirm that real-time interaction and visualization with highly-responsive multi-touch input actions can be achieved.


Author(s):  
Andrii Matviienko ◽  
Marcel Langer ◽  
Florian Müller ◽  
Martin Schmitz ◽  
Max Mühlhäuser
Keyword(s):  

2021 ◽  
Vol 12 ◽  
Author(s):  
Koeun Choi ◽  
Heather L. Kirkorian ◽  
Tiffany A. Pempek

Toddlers exhibit poor transfer between video and real-world contexts. Contingently responsive video such as that found in touchscreen apps appears to assist transfer for some toddlers but not others. This study investigated the extent to which toddlers' working memory moderates the impact of contingency on toddler's transfer of learning from video. Toddlers (24–36 months; N = 134) watched a hiding event on either (a) contingent video that advanced only after touch input or (b) non-contingent video that proceeded automatically. Toddlers then searched for a corresponding object on a felt board. Additionally, toddlers' working memory (WM) was assessed. Findings indicate WM and age moderated the impact of contingency on transfer: Contingency decreased transfer in younger children while increasing transfer among older children. However, this was only true for children with relatively low WM. Contingency had little impact on transfer among children with relatively high WM, regardless of age. Results from this study suggest that WM is one specific moderator that predicts whether toddlers are likely to learn from contingent vs. non-contingent video, yet WM does not operate in isolation. Together, these findings underscore the importance of considering multiple child characteristics when identifying the optimal conditions for toddlers' learning from symbolic media.


Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 168
Author(s):  
Angela Chan ◽  
Francis Quek ◽  
Haard Panchal ◽  
Joshua Howell ◽  
Takashi Yamauchi ◽  
...  

This article explores the affective impact of remote touch when used in conjunction with video telecon. Committed couples were recruited to engage in semi-structured discussions after they watched a video clip that contained emotionally charged moments. They used paired touch input and output devices to send upper-arm squeezes to each other in real-time. Users were not told how to use the devices and were free to define the purpose of their use. We examined how remote touch was used and its impact on skin conductance and affective response. We observed 65 different touch intents, which were classified into broader categories. We employed a series of analyses within a framework of behavioral and experiential timescales. Our findings revealed that remote touches created a change in the overall psychological affective experience and skin conductance response. Only remote touches that were judged to be affective elicited significant changes in EDA measurements. Our study demonstrates the affective power of remote touch in video telecommunication, and that off-the-shelf wearable EDA sensing devices can detect such affective impacts. Our findings pave the way for new species of technologies with real-time feedback support for a range of communicative and special needs such as isolation, stress, and anxiety.


Sign in / Sign up

Export Citation Format

Share Document