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Query: Guinness_D* Results: 4 Sorted by: Date  Comments?
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Reporting and Visualizing Fitts's Law: Dataset, Tools and Methodologies Late-Breaking Works: Novel Interactions / Jude, Alvin / Guinness, Darren / Poor, G. Michael Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2519-2525
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Summary: In this paper we compare methods of reporting and visualizing Fitts regressions. We show that reporting this metric using mean movement time per user over accuracy-adjusted Index of Difficulty (IDe) produces more descriptive visualization. This method displays variance, which is more useful in understanding the interfaces, than an aggregated means-of-means approach using Index of Difficulty. We demonstrate that there is little difference in slope and intercept between the two methods, but has the potential to uncover wider goodness-of-fit coefficients which could allow for better comparison across experiments. We propose the use of quantile regression to report central tendencies as a trend, rather than box plots. The tools released with this paper can be used with any pointing device evaluation done with the FittsStudy program. The dataset released with this paper contains almost 25,000 samples, which can be used in future research for reporting or visualizing Fitts regressions.

An evaluation of touchless hand gestural interaction for pointing tasks with preferred and non-preferred hands / Jude, Alvin / Poor, G. Michael / Guinness, Darren Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.668-676
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Summary: Performance evaluations of touchless gestural interaction are generally done by benchmarking pointing performance against existing interactive devices, requiring the use of user's preferred hand. However, as there is no reason for this interaction to be limited to only one hand, evaluation should rightfully consider both hands. In this paper we evaluate the performance of touchless gestural interaction for pointer manipulation with both the preferred and non-preferred hands. This interaction is benchmarked against the mouse and the touchpad with a multidirectional task. We compared the performance between all devices, improvement in performance between 2 rounds, and the degradation of performance between hands. The results show the mouse has no performance increase between rounds but high degradation across hands, the touchpad has medium performance increase and medium degradation, and gestural interaction has the highest performance increase and the lowest degradation between hands.

Gestures with speech for hand-impaired persons Poster abstracts / Guinness, Darren / Poor, G. Michael / Jude, Alvin Sixteenth International ACM SIGACCESS Conference on Computers and Accessibility 2014-10-20 p.259-260
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Summary: Mid-air hand-gestural interaction generally causes a fatigue due to implementations that require the user to hold their arm out during this interaction. Recent research has discovered a new approach to reduce fatigue related to gestural interaction, by allowing users to rest their elbow on a surface, and calibrate their interaction space from this rested position[1]. Additionally, this approach reduced stress on the hand and wrist compared to the mouse, by shifting much of the load to the forearm and shoulder muscles. In this paper we evaluated gesture and speech multimodal interaction as a form of assistive interaction for those with hand impairments. Two participants with hand impairments were recruited to perform the evaluation. We collected qualitative and quantitative data, which showed promising results in using this method for assistive interaction.

Personal space: user defined gesture space for GUI interaction Works-in-progress / Jude, Alvin / Poor, G. Michael / Guinness, Darren Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1615-1620
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Summary: Reality-Based Interaction (RBI) [14] theorizes that realistic user interactions (UIs) are effective because they exploit users' pre-existing knowledge about their bodies and objects in the world. Gesture based interaction allows users to relay information to a computer through body movement without physical contact with additional hardware such as a mouse or trackball. However, this interaction style requires the users to interact in a manner that is tailored for the system to recognize with very strict rules for bodily interaction, not toward a gesture space that is more natural for the user. In this paper we propose a natural method of gestural input through a user-defined 3-dimensional space. We conducted two pilot studies to assess the performance and usability of these augmented gestural pointing methods for cursor manipulation as compared to a standard mouse interaction as well as the current standard approach used in gestural input.