- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Hand Gesture Recognition Systems
- Usability and User Interface Design
- Gaze Tracking and Assistive Technology
- Data Visualization and Analytics
- Speech and dialogue systems
- Personal Information Management and User Behavior
- Mobile Crowdsensing and Crowdsourcing
- Human-Automation Interaction and Safety
- Assistive Technology in Communication and Mobility
- Innovative Human-Technology Interaction
- AI in Service Interactions
- Digital Accessibility for Disabilities
- 3D Surveying and Cultural Heritage
- Human Pose and Action Recognition
- Computer Graphics and Visualization Techniques
- Image and Video Quality Assessment
- Design Education and Practice
- Software Engineering Research
- Natural Language Processing Techniques
- Spatial Cognition and Navigation
- Color perception and design
University of Cambridge
2016-2025
Harvard University Press
2021-2023
University of St Andrews
2011-2015
St. Andrews University
2014
Linköping University
2007
We present Dexmo: an inexpensive and lightweight mechanical exoskeleton system for motion capturing force feedback in virtual reality applications. Dexmo combines multiple types of sensors, actuation units link rod structures to provide users with a pleasant experience. The device tracks the user's uniquely provides passive feedback. In combination 3D graphics rendered environment, user realistic sensation interaction when is example grasping object. An initial evaluation 20 participants...
We studied the memorability of free-form gesture sets for invoking actions. compared three types sets: user-defined sets, designed by authors, and random in studies with 33 participants total. found that gestures are easier to remember, both immediately after creation on next day (up a 24% difference recall rate pre-designed gestures). also discovered differences between mostly due association errors (rather than form errors), prefer they think take less time learn. Finally, we contribute...
Mobile text entry methods are typically evaluated by having study participants copy phrases. However, currently there is no available phrase set that has been composed mobile users. Instead researchers have resorted to using invented phrases probably suffer from low external validity. Further, whose verified be memorable. In this paper we present a collection of email sentences written actual users on devices. We obtained our emails Enron employees their BlackBerry provide empirical data how...
research-article Share on The word-gesture keyboard: reimagining keyboard interaction Authors: Shumin Zhai Google and ACM Transactions Computer-Human Interaction InteractionView Profile , Per Ola Kristensson University of St Andrews AndrewsView Authors Info & Claims Communications the ACMVolume 55Issue 9September 2012 pp 91–101https://doi.org/10.1145/2330667.2330689Published:01 September 2012Publication History 102citation8,706DownloadsMetricsTotal Citations102Total Downloads8,706Last 12...
Cognitive neuroscience defines the sense of agency as experience controlling one's own actions and, through this control, affecting external world. We believe that personal is a key factor in how people interactions with technology. This paper draws on theoretical perspectives cognitive and describes two implicit methods which can be empirically investigated. report experiments applying these to HCI problems. One shows new input modality - skin-based interaction substantially increase users'...
We report on typing behaviour and performance of 168,000 volunteers in an online study. The large dataset allows detailed statistical analyses keystroking patterns, linking them to performance. Besides reporting distributions confirming some earlier findings, we two new findings. First, letter pairs that are typed by different hands or fingers more predictive speed than, for example, repetitions. Second, rollover-typing, wherein the next key is pressed before previous one released, sur-...
We study the design of split keyboards for fast text entry with two thumbs on mobile touchscreen devices. The layout KALQ was determined through first studying how users should grip a device hands. then assigned letters to keys computationally, using model two-thumb tapping. minimizes thumb travel distance and maximizes alternation between thumbs. An error correction algorithm added help address linguistic motor errors. Users reached rate 37 words per minute (with 5% rate) after training program.
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards touchscreen keyboards, for use in Virtual Reality (VR) applications. discuss limitations arising from limited visual feedback, examine efficiency different strategies use. analyze a total 24 hours typing data VR participants find that novice users are able to retain about 60% their speed on keyboard 40-45% keyboard. also no significant learning effects, indicating can transfer skills...
We present VelociTap: a state-of-the-art touchscreen keyboard decoder that supports sentence-based text entry approach. VelociTap enables users to seamlessly choose from three word-delimiter actions: pushing space key, swiping the right, or simply omitting key and letting infer spaces automatically. demonstrate has significantly lower error rate than Google's while retaining same rate. show intermediate visual feedback does not affect rates we find using results in most accurate results....
Virtual reality has the potential to change way we work. We envision future office worker be able work productively everywhere solely using portable standard input devices and immersive head-mounted displays. enable this, by allowing users create working environments of their choice relieving them from physical world limitations, such as constrained space or noisy environments. In this paper, investigate opportunities challenges for realizing vision discuss implications recent findings text...
Alphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of keyboard, without occlusion by user's physical hands. Several hand representations have been proposed typing on standard keyboards. However, to date, these not compared regarding their performance and effects presence entry. Our work addresses this gap comparing existing with minimalistic fingertip visualization. We study...
This paper presents a large-scale dataset on mobile text entry collected via web-based transcription task performed by 37,370 volunteers. The average typing speed was 36.2 WPM with 2.3% uncorrected errors. scale of the data enables powerful statistical analyses correlation between performance and various factors, such as demographics, finger usage, use intelligent techniques. We report effects age usage that correspond to previous studies. also find evidence relationships techniques:...
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to in them an extended period time. Until now, there are limited studies long-term effects when working VR. This paper addresses need understanding such effects. Specifically, we report on a comparative study $i$, which participants were VR entire week-for five days, eight hours each day-as well as baseline physical...
We present our experience in bringing ShapeWriter, a novel HCI research product, from the laboratory to real world users through iPhone's App Store.
We empirically compare five different publicly-available phrase sets in two large-scale (N = 225 and N 150) crowdsourced text entry experiments. also investigate the impact of asking participants to memorize phrases before writing them versus allowing see during entry. find that increases rates at cost slightly increased error rates. This holds for both a familiar an unfamiliar method. statistically significant differences between some terms Based on our data, we arrive set recommendations...
We propose a new research direction for eye-typing which is potentially much faster: dwell-free eye-typing. Dwell-free in principle possible because we can exploit the high redundancy of natural languages to allow users simply look at or near their desired letters without stopping dwell on each letter. As first step created system that simulated perfect recognizer used this investigate how fast write using interface. found after 40 minutes practice, reached mean entry rate 46 wpm. This...
We study the performance and user experience of two popular mainstream mobile text entry methods: Smart Touch Keyboard (STK) Gesture (SGK). Our first is a lab-based ten-session experiment. In our second we use new evaluation methodology based on sampling method (ESM). ESM study, participants installed an Android app their own phones that periodically sampled amid everyday activities for four weeks. The studies show can be entered at average speed 28 to 39 WPM, depending user's experience,...
Immediately Usable by Involving End Users Input in Design 9.3 Making Gestures as Simple Possible 9.4 Distinct 9.5 Systematic 9.6 Self-revealing 9.7 Supporting the Right Level of Chunking 9.8 Progression from Ease to Efficiency 9.9 Providing Game-based Training with Expanding Rehearsal 10 The Separation Command Scope Selection and Stroke Gesture Inking 11 Recognition Algorithms Toolkits 11.
Users often struggle to enter text accurately on touchscreen keyboards. To address this, we present a flexible decoder for entry that combines probabilistic touch models with language model. We investigate two different models. The first model is based Gaussian Process regression approach and implicitly the inherent uncertainty of touching process. second allows users explicitly control via pressure. Using show character error rate can be reduced by up 7% over baseline method, 1.3% leading...
We present a system designed to help blind people navigate around obstacles. Our perceives the environment in front of user using depth camera (a Microsoft Kinect). The identifies nearby structures from map and uses sonification convey obstacle information user. has undergone formative evaluation involving eight blind-folded participants one participant. found that our can be learned within minutes successfully through an course with few collisions.
Virtual and Augmented Reality deliver engaging interaction experiences that can transport extend the capabilities of user. To ensure these paradigms are more broadly usable effective, however, it is necessary to also many conventional functions a smartphone or personal computer. It remains unclear how input tasks, such as text entry, best be translated into virtual augmented reality. In this paper we examine performance potential four alternative entry strategies in reality (VR). These...
We present the VISAR keyboard: An augmented reality (AR) head-mounted display (HMD) system that supports text entry via a virtualised input surface. Users select keys on virtual keyboard by imitating process of single-hand typing physical touchscreen display. Our uses statistical decoder to infer users’ intended and provide error-tolerant predictions. There is also high-precision fall-back mechanism support users in indicating which should be unmodified auto-correction process. A unique...
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR work is that it allows extending 2D displays into third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers information. On other hand, mobile workers often on established devices, tablets, limiting interaction with those devices a small input space. This challenge constrained space intensified in situations when situated cramped environments,...