[1]
Gaze vs. Mouse: A Fast and Accurate Gaze-Only Click Alternative
Session 6A: Gaze
/
Lutteroth, Christof
/
Penkar, Moiz
/
Weber, Gerald
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.385-394
© Copyright 2015 ACM
Summary: Eye gaze tracking is a promising input method which is gradually finding its
way into the mainstream. An obvious question to arise is whether it can be used
for point-and-click tasks, as an alternative for mouse or touch. Pointing with
gaze is both fast and natural, although its accuracy is limited. There are
still technical challenges with gaze tracking, as well as inherent
physiological limitations. Furthermore, providing an alternative to clicking is
challenging.
We are considering use cases where input based purely on gaze is desired,
and the click targets are discrete user interface (UI) elements which are too
small to be reliably resolved by gaze alone, e.g., links in hypertext. We
present Actigaze, a new gaze-only click alternative which is fast and accurate
for this scenario. A clickable user interface element is selected by dwelling
on one of a set of confirm buttons, based on two main design contributions:
First, the confirm buttons stay on fixed positions with easily distinguishable
visual identifiers such as colors, enabling procedural learning of the confirm
button position. Secondly, UI elements are associated with confirm buttons
through the visual identifiers in a way which minimizes the likelihood of
inadvertent clicks. We evaluate two variants of the proposed click alternative,
comparing them against the mouse and another gaze-only click alternative.
[2]
Eyes and Keys: An Evaluation of Click Alternatives Combining Gaze and
Keyboard
Alternative Input Devices for People with Disabilities
/
Yeoh, Ken Neth
/
Lutteroth, Christof
/
Weber, Gerald
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part I
2015-09-14
v.1
p.367-383
Keywords: Eye gaze tracking; Click alternative; Keyboard
© Copyright 2015 Springer International Publishing Switzerland
Summary: With eye gaze tracking technology entering the consumer market, there is an
increased interest in using it as an input device, similar to the mouse. This
holds promise for situations where a typical desk space is not available. While
gaze seems natural for pointing, it is inherently inaccurate, which makes the
design of fast and accurate methods for clicking targets ("click alternatives")
difficult. We investigate click alternatives that combine gaze with a standard
keyboard ("gaze & key click alternatives") to achieve an experience where
the user's hands can remain on the keyboard all the time. We propose three
novel click alternatives ("Letter Assignment", "Offset Menu" and "Ray
Selection") and present an experiment that compares them with a naive gaze
pointing approach ("Gaze & Click") and the mouse. The experiment uses a
randomized, realistic click task in a web browser to collect data about click
times and click accuracy, as well as asking users for their preference. Our
results indicate that eye gaze tracking is currently too inaccurate for the
Gaze & Click approach to work reliably. While Letter Assignment and Offset
Menu were usable and a large improvement, they were still significantly slower
and less accurate than the mouse.
[3]
Recognizing Hand-drawn Glyphs from One Example and Four Lines of Code
/
Blagojevic, R.
/
Dhir, D.
/
Ranganathan, K.
/
Lutteroth, C.
/
Plimmer, B.
Proceedings of AUIC 2015 Australasian User Interface Conference
2015-01-27
p.21-29
© Copyright 2015 Australian Computer Society
Summary: The biggest challenge in the development of gesture-based user interfaces is
the creation of a gesture recognizer. Existing approaches to support high-level
recognition of glyphs require a lot of effort from developers, are error prone,
and suffer from low recognition rates. We propose a tool that generates a
recognizer for hand-drawn glyphs from one example. Our tool uses the output of
a basic shape recognizer as input to the glyph recognition. The recognizer can
be integrated into an app by adding only four lines of code. By reducing the
development effort required, the approach makes it possible for many
touch-interaction apps to take advantage of hand-drawn content. We demonstrate
the tools effectiveness with two examples. Furthermore, our within-subject
evaluation shows that programmers with no knowledge of gesture recognition can
generate a recognizer and integrate it into an app more quickly and easily than
manually coding recognition rules, and that the generated recognizer is more
accurate than a manually coded one.
[4]
Challenges in Virtual Reality Exergame Design
/
Shaw, L. A.
/
Wunsche, B. C.
/
Lutteroth, C.
/
Marks, S.
/
Callies, R.
Proceedings of AUIC 2015 Australasian User Interface Conference
2015-01-27
p.61-68
© Copyright 2015 Australian Computer Society
Summary: Exercise video games have become increasingly popular due to their potential
as tools to increase user motivation to exercise. In recent years we have seen
an emergence of consumer level interface devices suitable for use in gaming.
While past research has indicated that immersion is a factor in exergame
effectiveness, there has been little research investigating the use of
immersive interface technologies such as head mounted displays for use in
exergames. In this paper we identify and discuss five major design challenges
associated with the use of immersive technologies in exergaming: motion
sickness caused by sensory disconnect when using a head mounted display,
reliable bodily motion tracking controls, the health and safety concerns of
exercising when using immersive technologies, the selection of an appropriate
player perspective, and physical feedback latency. We demonstrate a prototype
exergame utilising several affordable immersive gaming devices as a case study
in overcoming these challenges. The results of a user study we conducted found
that our prototype game was largely successful in overcoming these challenges,
although further work would lead to improvement and we were able to identify
further issues associated with the use of a head mounted display during
exercise.
[5]
Image Warping for Enhancing Consumer Applications of Head-mounted Displays
Virtual and Augmented Reality
/
Peek, E. M.
/
Wunsche, B. C.
/
Lutteroth, C.
Proceedings of AUIC'14, Australasian User Interface Conference
2014-01-22
p.47-56
© Copyright 2014 Australian Computer Society
Summary: Head-mounted displays (HMDs) are highly immersive display devices which are
increasingly targeted towards consumer-level video games, E-learning, training
and other forms of digital entertainment. Despite the hardware now being
available, quality factors -- particularly latency -- are still issues in large
part due to consumer graphics hardware being tailored for throughput instead of
latency, and the expectation of a nausea-free experience even on weak hardware.
In this paper we discuss the benefits and disadvantages of using image warping
as a means to improve frame rate and latency in the context of consumer
applications. As part of this, we suggest two appropriate algorithms for
performing the image warping. These methods are compatible with other latency
reduction strategies such as predictive tracking, and require minimal changes
to conventional 3D rendering processes. In addition, they are implemented
purely in software and are therefore suitable for use on existing consumer PCs
and HMDs. Initial evaluations indicate that artefacts from both warping
algorithms are minimally visible for typical environments.
[6]
Effects of 3D Display Technologies on Spatial Memory
Posters
/
Mehrabi, M.
/
Lutteroth, C.
/
Wunsche, B. C.
Proceedings of AUIC'14, Australasian User Interface Conference
2014-01-22
p.91-92
© Copyright 2014 Australian Computer Society
Summary: Spatial memory has been recognized as an important factor in efficient
human-computer interaction. However, most previous studies are limited to very
simple depth cues and 2D displays. We present a study investigating the effects
of head-coupled perspective, stereoscopy and simple landmarks on spatial memory
by measuring performance and accuracy in a memory game. Our results indicate
that head-coupled perspective affects spatial memory positively and should be
investigated further. The polarized stereoscopic display and the landmarks used
in this study had a significant negative effect, suggesting that they should be
used with care. Users' perceived efficiency of a 3D display technology turned
out to be a bad indicator of its actual efficiency.
[7]
An evaluation of advanced user interface customization
Evaluation and usability
/
Zeidler, Clemens
/
Lutteroth, Christof
/
Weber, Gerald
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.295-304
© Copyright 2013 ACM
Summary: Many graphical user interfaces (GUIs) are customizable. While there are many
approaches to user interface customization, most of them are fairly simplistic,
e.g., they only allow users to customize menus and toolbars. However, one can
think of more advanced customization approaches that allow more complex GUI
layout customizations and even functional customization. Functional
customization goes deeper into the application logic and makes it possible to
change the behavior of an application. In this paper we target two open
questions: (1) Are technical users able to use such advanced customization
approaches? (2) Would technical users apply such approaches in practice?
We introduce prototypical systems for layout and functional customization of
GUIs. In a user study, these systems were evaluated to address the research
questions mentioned above. 18 technical users were given customization tasks
for three layout and two functional customization scenarios. The participants
were observed during the tasks and were asked to complete questionnaires. The
results indicate that users are able to use the proposed customization systems,
and would also employ them in practice. This suggests that it would be
beneficial to include such customization facilities into current and future
applications.
[8]
A generic front-stage for semi-stream processing
DB track: data streams and ranking
/
Naeem, M. Asif
/
Weber, Gerald
/
Dobbie, Gillian
/
Lutteroth, Christof
Proceedings of the 2013 ACM Conference on Information and Knowledge
Management
2013-10-27
p.769-774
© Copyright 2013 ACM
Summary: Recently, a number of semi-stream join algorithms have been published. The
typical system setup for these consists of one fast stream input that has to be
joined with a disk-based relation R. These semi-stream join approaches
typically perform the join with a limited main memory partition assigned to
them, which is generally not large enough to hold the whole relation R. We
propose a caching approach that can be used as a front-stage for different
semi-stream join algorithms, resulting in significant performance gains for
common applications. We analyze our approach in the context of a seminal
semi-stream join, MESHJOIN (Mesh Join), and provide a cost model for the
resulting semi-stream join algorithm, which we call CMESHJOIN (Cached Mesh
Join). The algorithm takes advantage of skewed distributions; this article
presents results for Zipfian distributions of the type that appears in many
applications.
[9]
The auckland layout editor: an improved GUI layout specification process
GUI
/
Zeidler, Clemens
/
Lutteroth, Christof
/
Sturzlinger, Wolfgang
/
Weber, Gerald
Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.1
p.343-352
© Copyright 2013 ACM
Summary: Layout managers are used to control the placement of widgets in graphical
user interfaces (GUIs). Constraint-based layout managers are among the most
powerful. However, they are also more complex and their layouts are prone to
problems such as over-constrained specifications and widget overlap. This poses
challenges for GUI builder tools, which ideally should address these issues
automatically. We present a new GUI builder -- the Auckland Layout Editor (ALE)
-- that addresses these challenges by enabling GUI designers to specify
constraint-based layouts using simple, mouse-based operations. We give a
detailed description of ALE's edit operations, which do not require direct
constraint editing. ALE guarantees that all edit operations lead to sound
specifications, ensuring solvable and non-overlapping layouts. To achieve that,
we present a new algorithm that automatically generates the constraints
necessary to keep a layout non-overlapping. Furthermore, we discuss how our
innovations can be combined with manual constraint editing in a sound way.
Finally, to aid designers in creating layouts with good resize behavior, we
propose a novel automatic layout preview. This displays the layout at its
minimum and in an enlarged size, which allows visualizing potential resize
issues directly. All these features permit GUI developers to focus more on the
overall UI design.
[10]
An Online Social-Networking Enabled Telehealth System for Seniors -- A Case
Study
Papers: Evaluations
/
Dhillon, J. S.
/
Wünsche, B. C.
/
Lutteroth, C.
Proceedings of AUIC'13, Australasian User Interface Conference
2013-01-29
p.53-62
© Copyright 2013 Australian Computer Society
Summary: The past decade has seen healthcare costs rising faster than government
expenditure in most developed countries. Various telehealth solutions have been
proposed to make healthcare services more efficient and cost-effective.
However, existing telehealth systems are focused on treating diseases instead
of preventing them, suffer from high initial costs, lack extensibility, and do
not address the social and psychological needs of patients. To address these
shortcomings, we have employed a user-centred approach and leveraged Web 2.0
technologies to develop Healthcare4Life (HC4L), an online telehealth system
targeted at seniors. In this paper, we report the results of a 6-week user
study involving 43 seniors aged 60 and above. The results indicate that seniors
welcome the opportunity of using online tools for managing their health, and
that they are able to use such tools effectively. Functionalities should be
tailored towards individual needs (health conditions). Users have strong
opinions about the type of information they would like to submit and share.
Social networking functionalities are desired, but should have a clear purpose
such as social games or exchanging information, rather than broadcasting
emotions and opinions. The study suggests that the system positively changes
the attitude of users towards their health management, i.e. users realise that
their health is not controlled by health professionals, but that they have the
power to positively affect their well-being.
[11]
Making 3D Work: A Classification of Visual Depth Cues, 3D Display
Technologies and Their Applications
Papers: Applications
/
Mehrabi, M.
/
Peek, E. M.
/
Wuensche, B. C.
/
Lutteroth, C.
Proceedings of AUIC'13, Australasian User Interface Conference
2013-01-29
p.91-100
© Copyright 2013 Australian Computer Society
Summary: 3D display technologies improve perception and interaction with 3D scenes,
and hence can make applications more effective and efficient. This is achieved
by simulating depth cues used by the human visual system for 3D perception. The
type of employed depth cues and the characteristics of a 3D display technology
affect its usability for different applications. In this paper we review,
analyze and categorize 3D display technologies and applications, with the goal
of assisting application developers in selecting and exploiting the most
suitable technology. Our first contribution is a classification of depth cues
that incorporates their strengths and limitations. These factors have not been
considered in previous contributions, but they are important considerations
when selecting depth cues for an application. The second contribution is a
classification of display technologies that highlights their advantages and
disadvantages, as well as their requirements. We also provide examples of
suitable applications for each technology. This information helps system
developers to select an appropriate display technology for their applications.
[12]
Determining the Relative Benefits of Pairing Virtual Reality Displays with
Applications
Papers: Applications
/
Peek, E. M.
/
Wünsche, B.
/
Lutteroth, C.
Proceedings of AUIC'13, Australasian User Interface Conference
2013-01-29
p.111-120
© Copyright 2013 Australian Computer Society
Summary: Over the last century, virtual reality (VR) technologies (stereoscopic
displays in particular) have repeatedly been advertised as the future of
movies, television, and more recently, gaming and general HCI. However after
each wave of commercial VR products, consumer interest in them has slowly faded
away as the novelty of the experience wore off and its benefits were no longer
perceived as enough to outweigh the cost and limitations. Academic research has
shown that the amount of benefit a VR technology provides depends in the
application it is used for and that, contrary to how these technologies are
often marketed, there is currently no one-size-fits-all 3D technology. In this
paper we present an evaluation framework designed to determine the quality of
depth cues produced when using a 3D display technology with a specific
application. We also present the results of using this framework to evaluate
some common consumer VR technologies. Our framework works by evaluating the
technical properties of both the display and application against a set of
quality metrics. This framework can help identify the 3D display technology
which provides the largest benefit for a desired application.
[13]
An Evaluation of Stacking and Tiling Features within the Traditional Desktop
Metaphor
Display Manipulations
/
Zeidler, Clemens
/
Lutteroth, Christof
/
Weber, Gerald
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-1
2013
v.1
p.702-719
Keywords: window manager; tabbing; usability; evaluation
© Copyright 2013 IFIP
Summary: Having many open windows on the desktop can lead to various usability
problems. Window content may get occluded by other windows and working with
multiple windows may get cumbersome. In this paper, we evaluate the idea to
integrate stacking and tiling features into the traditional desktop metaphor.
For this purpose we introduce the Stack & Tile window manager, which allows
users to stack and tile arbitrary windows into groups that can be moved and
resized similar to single windows. To evaluate if stacking and tiling can
improve productivity, we conducted an experimental evaluation. We found that
participants were able to perform various multi-window tasks and switch between
tasks significantly faster using Stack & Tile. Furthermore, we found that
the time to set up a Stack & Tile window group is reasonably low. Stack
& Tile is open-source and has been used for over two years now. To evaluate
its usefulness in practice, we conducted a web-based survey that reveals how
people are actually using the new stacking and tiling features.
[14]
Eyes Only: Navigating Hypertext with Gaze
Gaze-Enabled Interaction Design
/
Penkar, Abdul Moiz
/
Lutteroth, Christof
/
Weber, Gerald
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-2
2013
v.2
p.153-169
Keywords: Eye gaze tracking; dwell; navigation
© Copyright 2013 IFIP
Summary: Eye gaze tracking is an obvious candidate for a future input device, perhaps
even for everyday computing. The hard problems with gaze-controlled interfaces
are inaccuracy and inadvertent clicking. We attempt to mitigate these problems
in the context of a gaze-controlled web browser. Four click alternatives
(Dwell, Single Confirm, Multiple Confirm and Radial Confirm) were implemented
along with a fifth mouse-controlled version for comparison. Two alternatives
make use of additional buttons that confirm a selection made previously by
dwell, hence improving accuracy. Our results indicate that the Multiple Confirm
alternative performed best among the gaze-based alternatives; it makes use of
multiple confirmation buttons when letting the user choose between different
options. When compared to the mouse, the clicking times were worse but the
accuracy was indistinguishable. User feedback also indicates that, although
mouse was considered best, Multiple Confirm was not perceived as slow and
generated excitement. This indicates that the Multiple Confirm click
alternative has potential as an interaction method for gaze interfaces.
[15]
Evaluating Direct Manipulation Operations for Constraint-Based Layout
Interface Layout and Data Entry
/
Zeidler, Clemens
/
Lutteroth, Christof
/
Stuerzlinger, Wolfgang
/
Weber, Gerald
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-2
2013
v.2
p.513-529
Keywords: GUI builder; layout editing; layout manager; constraint-based layout; layout
preview; evaluation
© Copyright 2013 IFIP
Summary: Layout managers are used to control the placement of widgets in graphical
user interfaces (GUIs). Constraint-based layout managers are more powerful than
other ones. However, they are also more complex and their layouts are prone to
problems that usually require direct editing of constraints. Today, designers
commonly use GUI builders to specify GUIs. The complexities of traditional
approaches to constraint-based layouts pose challenges for GUI builders.
We evaluate a novel GUI builder, the Auckland Layout Editor (ALE), which
addresses these challenges by enabling GUI designers to specify
constraint-based layouts via direct manipulation using simple, mouse-based
operations. These operations hide the complexity of the constraint-based layout
model, while giving designers access to its benefits.
In a user evaluation we compared ALE with two other mainstream layout
builders, a grid-based and a constraint-based one. The time taken to create
realistic sample layouts with our builder was significantly shorter, and most
participants preferred ALE's approach. The evaluation demonstrates that good
usability for authoring constraint-based layouts is possible.
[16]
Designing for the eye: design parameters for dwell in gaze interaction
/
Penkar, Abdul Moiz
/
Lutteroth, Christof
/
Weber, Gerald
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.479-488
© Copyright 2012 CHISIG and authors
Summary: Eye gaze tracking provides a natural and fast method of interacting with
computers. Many click alternatives have been proposed so far, each with their
own merits and drawbacks. We focus on the most natural selection method, i.e.
the dwell, with which a user can select an on-screen object by just gazing at
it for a pre-defined dwell time.
We have looked at three design parameters of the dwell click alternative,
namely dwell time, button size and placement of content. Two experiments, with
similar user interfaces, were designed and conducted with 21 and 15
participants, respectively. Different combinations of dwell times and button
sizes were tested in each experiment for each participant. One experiment had
content placed on the buttons to be gazed at, while the other had content
placed above the buttons.
One important finding is that moving the content outside the clickable areas
avoids accidental clicking, i.e. the Midas Touch problem. In such a design, a
combination of big buttons and short dwell times are most suited for maximizing
accuracy and ease of use, due to a phenomenon identified as the 'gaze-hold'
problem.
[17]
Evaluation of a social web-based telehealth system
/
Dhillon, Jaspaljeet Singh
/
Wünsche, Burkhard C.
/
Lutteroth, Christof
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.550-553
© Copyright 2012 CHISIG and authors
Summary: Increasing healthcare costs and demographic changes necessitate healthcare
interventions that foster independent care. Existing telehealth systems are
focused on treating diseases instead of preventing them, suffer from high
initial costs, lack extensibility, and do not address the social and
psychological needs of patients. We developed Healthcare4Life, an online
telehealth system for seniors. In this paper, we report the results of a 6-week
user study involving 43 seniors (aged 60 and above). Results indicate that
seniors are ready to take charge of their health via a web-based telehealth
system, provided there are suitable health applications for them to use. The
social networking features require a sufficiently large user base to be useful.
The results also suggest that web-based telehealth solutions can positively
change the attitude of seniors towards managing their own healthcare.
[18]
Comparing the usability of grid-bag and constraint-based layouts
/
Zeidler, Clemens
/
Müller, Johannes
/
Lutteroth, Christof
/
Weber, Gerald
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.674-682
© Copyright 2012 CHISIG and authors
Summary: While the usability of GUI design methods has been studied in general, the
usability of layout specification methods is largely unexplored.
In this paper we provide an empirical comparison of two popular GUI layout
models, grid-bag layout and constraint-based layout. While the grid-bag layout
is a powerful layout model, the constraint-based layout is able to generate
even more general and flexible layout configurations. We performed a controlled
experiment with postgraduate students of Computer Science and Software
Engineering, measuring efficiency, accuracy and preference for typical layout
specification and editing tasks.
The results show significant differences between both layout models: the
initial specification of GUIs is faster with a grid-bag layout whereas editing
of existing complex layouts is faster and more accurate with a constraint-based
layout. The study shows that constraint-based layout, although it may seem more
complicated at first glance, can compete with and in some cases even outperform
more conventional techniques in terms of their usability.
[19]
Evaluation of a web-based telehealth system: a preliminary investigation
with seniors in New Zealand
Long and short papers
/
Dhillon, Jaspaljeet Singh
/
Wünsche, Burkhard C.
/
Lutteroth, Christof
Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2012-07-02
p.17-24
© Copyright 2012 ACM
Summary: Home telehealth systems are gaining popularity among seniors, but they are
mostly doctor centric, focused on managing diseases instead of preventing them,
and do not take into account the social needs of the users. Increasing numbers
of seniors going online opens up opportunities to address the shortcomings of
current telehealth systems. We have developed a patient-centric, web-based
telehealth system which uses Web 2.0 technologies to add social support and
user defined content. In this study, we have evaluated the functionalities,
usability and user interface of the functional prototype with eight seniors of
age range 67 to 90 by using a multi-method approach involving individual
walkthrough, system usability scale (SUS), protocol analysis and interviews.
Overall, users were satisfied with the usability of the system and
functionalities promoting exercises and supporting weight management were in
most demand. The evaluation of our prototype demonstrates that combining
telehealth functionalities with social component and user-generated content is
a promising way to enable users to proactively manage and improve their health.
[20]
Leveraging consumer sensing devices for telehealth
Long and short papers
/
Dhillon, Jaspaljeet Singh
/
Ramos, Czarina
/
Wünsche, Burkhard C.
/
Lutteroth, Christof
Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2012-07-02
p.29-35
© Copyright 2012 ACM
Summary: Home telehealth applications are increasingly gaining in popularity among
patients due their promise to use healthcare resources more effectively and
hence to lower costs. Commercial telehealth systems usually employ patient
stations and vital sign monitoring equipment in order to fulfill the need of
medical professionals by enabling close monitoring of patients with severe
chronic diseases. However, due their high cost, vendor lock-in, and doctor
centric design, these systems are not suitable for general healthcare
applications such as improving cardiac fitness, monitoring overall health,
improving muscle strength and balance of elderly, or assisting with dieting
programs. We argue that many of these goals can be supported in a cost
effective manner by leveraging mainstream sensing devices such as game
controllers and smartphones. Open-ended web-based telehealth systems can be
integrated with such devices, in order to add a social component, collect
health data unobtrusively, and provide feedback and health related information.
In this paper, we systematically categorise and analyse consumer-level sensing
devices in terms of their potential to extend the capability of telehealth
systems. We show that the devices have immense potential as tools for therapy
and rehabilitation activities, diagnosis, health monitoring and social support,
and we reveal opportunities for professionals in computer vision, graphics and
signal processing to participate in this trend.
[21]
Bimanual natural user interaction for 3D modelling application using stereo
computer vision
Long and short papers
/
Yang, Roy Sirui
/
Strozzi, Alfonso Gastélum
/
Lau, Anthony
/
Lutteroth, Christof
/
Chan, Yuk Hin
/
Delmas, Patrice
Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2012-07-02
p.44-51
© Copyright 2012 ACM
Summary: This paper presents a system that allows the user to perform 3D modelling
and sculpting using postures and 3D movements of their hands. The system
utilises the concept of a Natural User Interface using computer vision
techniques. This enables the user to operate 3D modelling software. The
system's bimanual control allows left hand postures to select control mode
commands, while the right hand controls movements. To evaluate the real world
performance of the concept of motion and hand-posture-based control in 3D
modelling, a usability test with 10 people was conducted. Participants were
asked to perform test tasks that involved moving an object in 3D space. These
participants performed the tasks multiple times while being timed, both with
the mouse and using the 3D hand tracking system. The results indicated that
participants who used the hand tracking system completed the tasks more quickly
than those who used the mouse. However, approximately half of the participants
reported that they found it easier to use the mouse than the hand tracking
system. Overall, the participants reported that they enjoyed using the system.
[22]
Constraint solving for beautiful user interfaces: how solving strategies
support layout aesthetics
Long and short papers
/
Zeidler, Clemens
/
Lutteroth, Christof
/
Weber, Gerald
Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2012-07-02
p.72-79
© Copyright 2012 ACM
Summary: Layout managers provide an automatic way to place controls in a graphical
user interface (GUI). With the wide distribution of fully GUI-enabled
smartphones, as well as very large or even multiple personal desktop monitors,
the logical size of commonly used GUIs has become highly variable. A layout
manager can cope with different size requirements and rearrange controls
depending on the new layout size. However, there has been no research on how
the distribution of additional or lacking space, to all controls in the layout,
effects aesthetics.
Much of the previous research focuses on discrete changes to layout. This
includes changing the layout elements [15], or swapping around layout elements
[7]. In this paper we focus strictly on the optimization of resizing of GUI
components, and in this area we focus on rather subtle changes. This paper
describes and compares strategies to distribute available space in a visual
appealing way. All strategies are modeled with a constraint-based layout
manager, since such a layout manager can be used to describe a wide range of
layouts. Some aesthetic problems of constraint based layout managers have been
identified and solutions have been provided.
In a user evaluation three solving strategies, equal distribution, weighted
distribution and a minimal deviation, have been compared. As a result, the
minimal deviation approach seems to be a good strategy for large and small
layout sizes. The minimal deviation and the equal distribution strategy is best
at large layout sizes while the weighted distribution approach seems to perform
better at small layout sizes. Furthermore, the evaluation shows that layouts
with a high degree of symmetry are clearly preferred by the users.
[23]
Healthcare4Life: a ubiquitous patient-centric telehealth system
Demo abstracts
/
Dhillon, Jaspaljeet Singh
/
Wünsche, Burkhard C.
/
Lutteroth, Christof
Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2012-07-02
p.93
© Copyright 2012 ACM
Summary: Telehealth is a promising technology for improving the quality of care of
seniors while using healthcare resources more effectively. Major obstacles to a
more widespread use are the high initial costs and a vendor specific design,
which makes it difficult and expensive to add new functionalities. Many
existing systems are designed to manage diseases rather than prevent them and
do not address the social and psychological needs of the patient. The
increasing numbers of seniors going online to look for health related
information indicates that Internet is the right medium to deliver
health-related services to patients. We present Healthcare4Life, a novel
patient-centric, web-based telehealth system developed using Web 2.0
technologies which allow integration of third party health applications and
provides social support to its users.
[24]
Bimanual natural user interaction for 3D modelling application using stereo
computer vision
Demo abstracts
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Yang, Roy Sirui
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Lau, Anthony
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Chan, Yuk Hin
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Strozzi, Alfonso Gastélum
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Lutteroth, Christof
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Delmas, Patrice
Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2012-07-02
p.95
© Copyright 2012 ACM
Summary: We demonstrate a system that allows the user to perform 3D modelling and
sculpting using postures and 3D movements of their hands. The system utilises
the concept of a Natural User Interface using computer vision techniques. This
enables the user to operate 3D modelling software. The system's bimanual
control allows left hand postures to select control mode commands, while the
right hand controls movements.
[25]
The Auckland layout editor: an improved GUI layout specification process
Demo abstracts
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Zeidler, Clemens
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Lutteroth, Christof
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Weber, Gerald
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Stürzlinger, Wolfgang
Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2012-07-02
p.103
© Copyright 2012 ACM
Summary: Constraint-based layout managers are more powerful than the common grid,
grid-bag, and group layout managers. However, they are also more complex and
come with potential problems such as over-constrained specifications and
overlap in a GUI. Current GUI builders have little support for layout
constraints, and it is not clear how such constraints can be made easily
accessible to GUI designers.
We will demonstrate a GUI builder -- the Auckland Layout Editor (ALE) --
that addresses these challenges, by allowing GUI designers to specify
constraint-based layouts using only simple mouse operations. ALE guarantees
that all operations lead to sound specifications, making sure that the layout
is solvable and non-overlapping. To achieve the latter, we propose an algorithm
that automatically generates the missing constraints that are necessary to keep
a layout non-overlapping. Today's applications need to run on multiple devices
with different screen sizes. For this a layout must have a good appearance at
different sizes. To aid the designer in creating a layout with good resizing
behavior, we propose a novel automatic layout preview, which displays the
layout at its minimal and at an enlarged size chosen to visualize layout
problems directly.