HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,257,235
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Poor_G* Results: 14 Sorted by: Date  Comments?
Help Dates
Limit:   
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
ACM Digital Library Link
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.

Correcting Exercise Form Using Body Tracking Late-Breaking Works: Usable, Useful, and Desirable / Conner, Caleb / Poor, Gene Michael Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3028-3034
ACM Digital Library Link
Summary: In the past twenty years, there have been little to no advances in technology used for free weight exercises. However, with the advances of computer vision and the availability of technology such as the XBox Kinect, having computer assisted exercises are a definite possibility for gym experiences. In this paper we examine the possibility of using a real-time correcting tool for a user's form while performing a free weight exercise. The squat exercise was chosen because it is easily track-able due to its rigid and specific set of form specifications that allow it to be easily corrected. Through our pilot study we showed that a user could learn how to correctly perform an exercise and correct their form by using the feedback provided by our software.

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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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.

On interface closeness and problem solving Compare and contrast / Donahue, Thomas J. / Poor, G. Michael / Mott, Martez E. / Leventhal, Laura Marie / Zimmerman, Guy / Klopfer, Dale Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.139-146
ACM Digital Library Link
Summary: Prior research suggests that "closer" interface styles, such as touch and tangible, would yield poorer performance on problem solving tasks as a result of their more natural interaction style. However, virtually no empirical investigations have been conducted to test this assumption. In this paper we describe an empirical study, comparing three interfaces, varying in closeness (mouse, touchscreen, and tangible) on a novel abstract problem solving task. We found that the tangible interface was significantly slower than both the mouse and touch interfaces. However, the touch and tangible interfaces were significantly more efficient than the mouse interface in problem solving across a number of measures. Overall, we found that the touch interface condition offered the best combination of speed and efficiency; in general, the closer interfaces offer significant benefit over the traditional mouse interface on abstract problem solving.

Mobility Matters: Identifying Cognitive Demands That Are Sensitive to Orientation Cognitive Workload / Poor, G. Michael / Zimmerman, Guy / Klopfer, Dale S. / Jaffee, Samuel D. / Leventhal, Laura Marie / Barnes, Julie Proceedings of IFIP INTERACT'13: Human-Computer Interaction-1 2013 v.1 p.193-210
Keywords: Mobility; Mental Rotation; Presentation Orientation; Spatial Ability
Link to Digital Content at Springer
Summary: Prior studies have shown benefits of interactions on mobile devices. Device mobility itself changes the nature of the user experience; interactions on mobile devices may present better support for cognition. To better understand cognitive demands related to mobility, the current study investigated presentations on a mobile device for a three-dimensional construction task. The task imposed considerable cognitive load, particularly in demands for mental rotation; individual differences in spatial ability are known to interact with these demands. This study specifically investigated mobile device orientations and participants' spatial ability. Subjects with low spatial ability were able to complete the task more effectively when shown the presentation in a favorable orientation. Individuals who saw the presentation in an unfavorable orientation and those of low spatial ability, were differentially disadvantaged. We conclude that mobility can reduce cognitive load by limiting demands for spatial processing relating to reorientation.

Leveraging motor learning for a tangible password system Work-in-progress / Mott, Martez / Donahue, Thomas / Poor, G. Michael / Leventhal, Laura Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2597-2602
ACM Digital Library Citation
Summary: Tangible user interfaces (TUIs) may allow users to have more direct interaction with systems when compared to traditional graphical user interfaces (GUIs). However, the full range of applications where TUIs can be utilized in practice is unclear. To resolve this problem, the benefits of TUIs must be analyzed and matched to an application domain where they hold advantages over more traditional systems. Since TUIs require users to use their hands in order to interact with the system, there is the possibility for these systems to leverage motor learning to help users perform specific tasks. In this paper we will describe an early attempt to understand how motor learning can be used to create a tangible password system. A novel tangible password system was created and a small study conducted in order to identify future research objectives.

Thought cubes: exploring the use of an inexpensive brain-computer interface on a mental rotation task Posters and demonstrations / Poor, G. MIchael / Leventhal, Laura Marie / Kelley, Scott / Ringenberg, Jordan / Jaffee, Samuel D. Thirteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2011-10-24 p.291-292
ACM Digital Library Link
Summary: Brain-computer interfaces (BCI) allow users to relay information to a computer by capturing reactions to their thoughts via brain waves (or similar measurements). This "new" type of interaction allows users with limited motor control to interact with a computer without a mouse/keyboard or other physically manipulated interaction device. While this technology is in its infancy, there have been major strides in the area allowing researchers to investigate potential uses. One of the first such interfaces that has broached the commercial market at an affordable price is the Emotiv "EPOC" headset. This paper reports on results of a study exploring usage of the EPOC headset.

"How Do I Line Up?": Reducing Mental Transformations to Improve Performance Cognitive, Psychological and Behavioural Issues in HCI / Zimmerman, Guy W. / Klopfer, Dale S. / Poor, G. Michael / Barnes, Julie / Leventhal, Laura M. / Jaffee, Samuel D. HCI International 2011: 14th International Conference on Human-Computer Interaction, Part I: Design and Development Approaches 2011-07-09 v.1 p.432-440
Keywords: Mobile Device; Usability; 3D Models; Frames of Reference
Link to Digital Content at Springer
Summary: Mobile devices and visual-spatial presentations of information are pervasive, especially for tasks in which the mobile device can be moved to close proximity of the task. This mobility allows the user to offload mental workload by allowing physical transformations of the device. In this study, we compared a fixed mobile device, a non-fixed mobile device, and a fixed desktop display to determine the effects imposed by the mental workload of transforming the frames of reference into alignment. Our results indicate that allowing the user to manipulate the device's position can influence performance by reducing the need for mental transformations.

More than Speed? An Empirical Study of Touchscreens and Body Awareness on an Object Manipulation Task Touch-Based and Haptic Interaction / Hippler, Rachelle Kristof / Klopfer, Dale S. / Leventhal, Laura M. / Poor, G. Michael / Klein, Brandi A. / Jaffee, Samuel D. HCI International 2011: 14th International Conference on Human-Computer Interaction, Part II: Interaction Techniques and Environments 2011-07-09 v.2 p.33-42
Keywords: Touchscreens; Reality based Interface Model; Cube Comparison Task; Mental Rotation in Virtual Environments
Link to Digital Content at Springer
Summary: Touchscreen interfaces do more than allow users to execute speedy interactions. Three interfaces (touchscreen, mouse-drag, on-screen button) were used in the service of performing an object manipulation task. Results showed that planning time was shortest with touch screens, that touchscreens allowed high action knowledge users to perform the task more efficiently, and that only with touchscreens was the ability to rotate the object the same across all axes of rotation. The concept of closeness is introduced to explain the potential advantages of touchscreen interfaces.

Introducing Animatronics to HCI: Extending Reality-Based Interaction Avatars and Embodied Interaction / Poor, G. Michael / Jacob, Robert J. K. HCI International 2011: 14th International Conference on Human-Computer Interaction, Part II: Interaction Techniques and Environments 2011-07-09 v.2 p.593-602
Keywords: Usability; Animatronics; Lifelike Robotics; Reality-Based Interaction; Interaction Styles
Link to Digital Content at Springer
Summary: As both software and hardware technologies have been improved during the past two decades, a number of interfaces have been developed by HCI researchers. As these researchers began to explore the next generation of interaction styles, it was inevitable that they use a lifelike robot (or animatronic) as the basis for interaction. However, the main use up to this point for animatronic technology had been "edutainment." Only recently was animatronic technology even considered for use as an interaction style. In this research, various interaction styles (conventional GUI, AR, 3D graphics, and introducing an animatronic user interface) were used to instruct users on a 3D construction task which was constant across the various styles. From this experiment the placement, if any, of animatronic technology in the reality-based interaction framework will become more apparent.

Access-a-WoW: Building an Enhanced World of Warcraft™ UI for Persons with Low Visual Acuity Designing for Users Diversity / Poor, G. Michael / Donahue, Thomas J. / Mott, Martez E. / Zimmerman, Guy W. / Leventhal, Laura M. UAHCI 2011: 6th International Conference on Universal Access in Human-Computer Interaction, Part II: Users Diversity 2011-07-09 v.2 p.352-361
Keywords: Human-Computer Interaction; Accessibility; Accessible Gaming
Link to Digital Content at Springer
Summary: World of Warcraft™ (WoW) is a virtual 3D game that offers much in terms of entertainment and collaboration and enjoys extraordinary world wide popularity. However like many other applications that deliver the majority of information visually, the default user interface (UI) is potentially only marginally accessible to users with limited visual acuity. This paper describes the enhanced user interface (UI) we constructed to improve accessibility for these users. We performed a study comparing the two user interfaces; users had simulated low visual acuity. The results of the study suggest that our enhanced UI led to significant improvements in user performance and speed of game play. Our current enhanced UI and planned future work have great potential for expanding opportunities for a user group to participate in the WoW community more fully than is possible with the current UI.

Accessibility: understanding attitudes of CS students Posters and system demonstrations / Poor, G. M. / Leventhal, Laura M. / Barnes, Julie / Hutchings, Duke R. Eleventh Annual ACM SIGACCESS Conference on Assistive Technologies 2009-10-26 p.219-220
Keywords: accessibility, computer science education, usability
ACM Digital Library Link
Summary: Accessibility and usability have become increasingly important in design and development of technology. This poster briefly reviews how accessibility concepts may be included in computer science courses as students are educated to become practitioners. In a usability engineering course, the authors included a group development project that included an accessibility component. They conducted a survey of student attitudes toward these issues at the start and end of the course. Results of the survey indicate that students' awareness of issues related to usability and accessibility are increased after taking the course and completing the project. In particular, students showed a significant increase in their rating of importance for the item "broadening the range of technology users". The authors also performed a factor analysis of the survey responses and determined that items fell into three factors, one of which was concerned with accessibility and usability.