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[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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
crpit.com/abstracts/CRPITV162Blagojevic.html
crpit.com/confpapers/CRPITV162Blagojevic.pdf
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
crpit.com/abstracts/CRPITV162Shaw.html
crpit.com/confpapers/CRPITV162Shaw.pdf
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
crpit.com/abstracts/CRPITV150Peek.html
crpit.com/confpapers/CRPITV150Peek.pdf
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
crpit.com/abstracts/CRPITV150Mehrabi.html
crpit.com/confpapers/CRPITV150Mehrabi.pdf
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
crpit.com/abstracts/CRPITV139Dhillon.html
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
crpit.com/abstracts/CRPITV139Mehrabi.html
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
crpit.com/abstracts/CRPITV139Peek.html
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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 / Yang, Roy Sirui / Lau, Anthony / Chan, Yuk Hin / Strozzi, Alfonso Gastélum / Lutteroth, Christof / Delmas, Patrice Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction 2012-07-02 p.95
ACM Digital Library Link
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 / Zeidler, Clemens / Lutteroth, Christof / Weber, Gerald / Stürzlinger, Wolfgang Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction 2012-07-02 p.103
ACM Digital Library Link
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.
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