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User speech rates and preferences for system speech rates 用户语音速率和对系统语音速率的偏好
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-11 DOI: 10.1016/j.ijhcs.2024.103222
Stewart Dowding , Carl Gutwin , Andy Cockburn

Prior studies of human communication have demonstrated that prosocial outcomes occur when facets of communication converge between interlocutors—for example, social likeability and perceived competence increase when people adapt their pitch or rate of speech towards one another. Inspired by these findings, we examined whether user preference for fast or slow system speech rate covaries with user speech rate. Experimental participants uploaded samples of their reading speech and spontaneous speech, and then listened to fast and slow system speech before choosing their preferred system speech rate. Results aligned with our hypothesis that fast speakers prefer faster system speech and that slow speakers prefer slow. Design implications are discussed, as well as plans for future studies that explore the potential for systems to automatically measure the user’s speech rate and converge towards it.

先前的人类交流研究表明,当对话者之间的交流内容趋同时,就会产生亲社会的结果--例如,当人们调整彼此的音调或语速时,社会好感度和感知能力就会提高。受这些发现的启发,我们研究了用户对系统语速快慢的偏好是否与用户语速有关。实验参与者上传了他们的阅读语音和自发语音样本,然后在选择他们偏好的系统语速之前聆听了快慢系统语音。实验结果与我们的假设一致,即语速快的人更喜欢语速快的系统语音,而语速慢的人更喜欢语速慢的系统语音。我们还讨论了设计方面的影响,以及未来探索系统自动测量用户语速并向其靠拢的可能性的研究计划。
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引用次数: 0
Towards the application of evidence accumulation models in the design of (semi-)autonomous driving systems – an attempt to overcome the sample size roadblock 在(半)自动驾驶系统设计中应用证据积累模型--克服样本量障碍的尝试
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-11 DOI: 10.1016/j.ijhcs.2024.103220
Dominik Bachmann , Leendert van Maanen

For the foreseeable future, automated vehicles (AVs) will coexist on the roads with human drivers. To avoid accidents, AVs will require knowledge on how human drivers typically make high-stakes and time-sensitive decisions (e.g., whether or not to brake). Providing such insights could be statistical models designed to explain human information processing and decision making. This paper attempts to address a roadblock that prevents one class of such "cognitive models", evidence accumulation models (EAMs), from being widely applied in the design of AV systems: their high demands for data. Specifically, we investigate whether Bayesian hierarchical modeling can be used to determine a person's characteristics, if we only have limited data about their behavior but extensive data on other (comparable) people's behaviors. Leveraging a simulation study and a reanalysis of experimental data, we find that most parameters of Decision Diffusion Models (a class of EAMs) – representing information processing components – can be adequately estimated with as few as 20 observations, if prior information regarding the decision-making processes of the population is incorporated. Subsequently, we discuss the implications of our findings for the modeling of traffic situations.

在可预见的未来,自动驾驶汽车(AV)将与人类驾驶员共存于道路上。为了避免事故,自动驾驶汽车需要了解人类驾驶员通常是如何做出高风险、高时效决策的(例如是否刹车)。提供这种见解的可能是旨在解释人类信息处理和决策制定的统计模型。本文试图解决阻碍这类 "认知模型"--证据积累模型(EAM)--广泛应用于视听系统设计的一个障碍:它们对数据的高要求。具体来说,我们研究了如果我们只有有限的个人行为数据,却有大量其他(可比)人的行为数据,那么是否可以使用贝叶斯层次模型来确定一个人的特征。通过模拟研究和对实验数据的重新分析,我们发现,如果纳入有关人群决策过程的先验信息,决策扩散模型(EAMs 的一种)(代表信息处理组件)的大多数参数只需 20 个观测值就能得到充分估计。随后,我们将讨论我们的发现对交通状况建模的影响。
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引用次数: 0
PalmSpace: Leveraging the palm for touchless interaction on public touch screen devices 掌上空间利用手掌在公共触摸屏设备上进行非接触式交互
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-11 DOI: 10.1016/j.ijhcs.2024.103219
Pinku Deb Nath, William Delamare, Khalad Hasan

Touchscreen is the primary solution to interact with public devices such as Automated Teller Machines (ATMs). However, the touch modality raises health concerns since users have to touch the screens, and therefore risking the spread of contagious diseases. We design PalmSpace, an alternate input technique leveraging users’ hand palms to interact with public devices. With Palmspace, UI elements are mapped onto the users’ palms and can be accessed by touching various locations directly on the palm. We conduct a series of user studies to evaluate several design options, such as interface layout, item size, preferred item location, and suitable feedback for items. Based on the results, we design PalmSpace and compare its performance with mid-air input. We show that PalmSpace is a potential solution to interact with public devices without using their touchscreen. We conclude with design guidelines for using the palm as an alternative input space for touchscreen devices.

触摸屏是与自动取款机(ATM)等公共设备进行交互的主要解决方案。然而,由于用户必须触摸屏幕,触摸模式引发了健康问题,因此有传播传染病的风险。我们设计了 PalmSpace,一种利用用户手掌与公共设备交互的替代输入技术。通过 Palmspace,用户界面元素被映射到用户的手掌上,用户可以通过直接触摸手掌上的不同位置来访问这些元素。我们进行了一系列用户研究,评估了几种设计方案,如界面布局、项目大小、首选项目位置和项目的适当反馈。根据研究结果,我们设计了 PalmSpace,并将其性能与空中输入进行了比较。我们表明,PalmSpace 是一种无需使用触摸屏即可与公共设备进行交互的潜在解决方案。最后,我们提出了将手掌作为触摸屏设备替代输入空间的设计指南。
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引用次数: 0
Towards the design of user-centric strategy recommendation systems for collaborative Human–AI tasks 为人机协作任务设计以用户为中心的策略推荐系统
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-06 DOI: 10.1016/j.ijhcs.2023.103216
Lakshita Dodeja , Pradyumna Tambwekar , Erin Hedlund-Botti, Matthew Gombolay

Artificial Intelligence is being employed by humans to collaboratively solve complicated tasks for search and rescue, manufacturing, etc. Efficient teamwork can be achieved by understanding user preferences and recommending different strategies for solving the particular task to humans. Prior work has focused on personalization of recommendation systems for relatively well-understood tasks in the context of e-commerce or social networks. In this paper, we seek to understand the important factors to consider while designing user-centric strategy recommendation systems for decision-making. We conducted a human-subjects experiment (n=60) for measuring the preferences of users with different personality types towards different strategy recommendation systems. We conducted our experiment across four types of strategy recommendation modalities that have been established in prior work: (1) Single strategy recommendation, (2) Multiple similar recommendations, (3) Multiple diverse recommendations, (4) All possible strategies recommendations. While these strategy recommendation schemes have been explored independently in prior work, our study is novel in that we employ all of them simultaneously and in the context of strategy recommendations, to provide us an in-depth overview of the perception of different strategy recommendation systems. We found that certain personality traits, such as conscientiousness, notably impact the preference towards a particular type of system (p < 0.01). Finally, we report an interesting relationship between usability, alignment, and perceived intelligence wherein greater perceived alignment of recommendations with one’s own preferences leads to higher perceived intelligence (p < 0.01) and higher usability (p < 0.01).

人工智能正被人类用于协同解决搜救、制造等复杂任务。通过了解用户偏好并向人类推荐解决特定任务的不同策略,可以实现高效的团队协作。之前的工作主要集中在电子商务或社交网络背景下针对相对容易理解的任务的个性化推荐系统。在本文中,我们试图了解在设计以用户为中心的决策策略推荐系统时需要考虑的重要因素。我们进行了一项人体实验(n=60),以测量不同性格类型的用户对不同策略推荐系统的偏好。我们的实验跨越了之前工作中已经确立的四种策略推荐模式:(1) 单一策略推荐,(2) 多种相似推荐,(3) 多种不同推荐,(4) 所有可能的策略推荐。虽然这些策略推荐方案在之前的研究中都有过独立的探讨,但我们的研究却很新颖,因为我们在策略推荐的背景下同时采用了所有这些方案,从而为我们提供了对不同策略推荐系统感知的深入概览。我们发现,某些人格特质(如自觉性)会明显影响对特定类型系统的偏好(p < 0.01)。最后,我们报告了可用性、一致性和感知智力之间的有趣关系,其中,推荐与个人偏好的一致性越高,感知智力越高(p < 0.01),可用性越高(p < 0.01)。
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引用次数: 0
Can robot advisers encourage honesty?: Considering the impact of rule, identity, and role-based moral advice 机器人顾问能否鼓励诚实?考虑基于规则、身份和角色的道德建议的影响
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-01-02 DOI: 10.1016/j.ijhcs.2024.103217
Boyoung Kim , Ruchen Wen , Ewart J. de Visser , Chad C. Tossell , Qin Zhu , Tom Williams , Elizabeth Phillips

A growing body of human–robot interaction literature is exploring whether and how social robots, by utilizing their physical presence or capacity for verbal and nonverbal behavior, can influence people’s moral behavior. In the current research, we aimed to examine to what extent a social robot can effectively encourage people to act honestly by offering them moral advice. The robot either offered no advice at all or proactively offered moral advice before participants made a choice between acting honestly and cheating, and the underlying ethical framework of the advice was grounded in either deontology (rule-focused), virtue ethics (identity-focused), or Confucian role ethics (role-focused). Across three studies (N=1,693), we did not find a robot’s moral advice to be effective in deterring cheating. These null results were held constant even when we introduced the robot as being equipped with moral capacity to foster common expectations about the robot among participants before receiving the advice from it. The current work led us to an unexpected discovery of the psychological reactance effect associated with participants’ perception of the robot’s moral capacity. Stronger perceptions of the robot’s moral capacity were linked to greater probabilities of cheating. These findings demonstrate how psychological reactance may impact human–robot interaction in moral domains and suggest potential strategies for framing a robot’s moral messages to avoid such reactance.

越来越多的人机交互文献都在探讨社交机器人是否以及如何利用其身体存在或语言和非语言行为能力来影响人们的道德行为。在目前的研究中,我们的目标是研究社交机器人在多大程度上可以通过向人们提供道德建议来有效鼓励人们诚实行事。在参与者选择诚实行事还是作弊之前,机器人要么不提供任何建议,要么主动提供道德建议,而建议的基本道德框架则是基于义务论(以规则为中心)、美德伦理(以身份为中心)或儒家角色伦理(以角色为中心)。在三项研究中(N=1,693),我们没有发现机器人的道德建议能有效阻止作弊行为。即使我们介绍机器人具备道德能力,让参与者在接受机器人的建议之前就对机器人产生共同的期望,这些无效的结果仍然保持不变。目前的工作让我们意外地发现了与参与者对机器人道德能力的认知相关的心理反应效应。对机器人道德能力的更强认知与更高的作弊概率相关。这些研究结果表明了心理反应可能会如何影响道德领域的人机互动,并为机器人道德信息的框架设计提出了避免这种反应的潜在策略。
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引用次数: 0
Adaptative computerized cognitive training decreases mental workload during working memory precision task - A preliminary fNIRS study 适应性计算机化认知训练可减少工作记忆精确任务中的心理工作量。一项初步的 fNIRS 研究。
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-28 DOI: 10.1016/j.ijhcs.2023.103206
Aleksandra Landowska , Max L. Wilson , Michael P. Craven , Kyle Harrington

With the growing concern for the health of ageing populations, much research continues to look at the impact of cognitive training, particularly in relation to cognitive decline. We sought to use novel techniques, including augmented reality and portable neurotechnology, to evaluate the impact of a dynamically adjusting cognitive training programme, in comparison to a statically challenging alternative. Before and after an 8-week training period, and at a 5-week follow-up, we used portable functional Near Infrared Spectroscopy to examine mental workload in a mixed battery of cognitive and transfer tasks. A recently developed tablet-based task was used to identify changes in cognitive misbinding. Augmented Reality was used to create a supermarket shopping experience, as a more ecologically valid and realistic transfer task relating to an everyday task relating to independence that quickly becomes difficult with cognitive decline. The analyses showed a decreased mental workload within the dorsolateral prefrontal cortex and that participants considerably increased their performance in the trained task. Some results were maintained at the 5-week follow-up assessment. In terms of transfer, we observed reliable group differences immediately after training completion, which were mainly driven by distinct conditions. Some behavioural memory gains were maintained during the follow-up. The use of novel technologies brought new insights into the effects produced by the dynamic computerised cognitive training programme, which has potential future applications in cognitive decline screening and prevention.

随着人们对老龄人口健康问题的日益关注,许多研究都在继续关注认知训练的影响,特别是与认知能力下降有关的影响。我们试图利用包括增强现实技术和便携式神经技术在内的新技术来评估动态调整认知训练计划与静态挑战替代计划的影响。在为期 8 周的训练前后和 5 周的随访中,我们使用便携式功能性近红外光谱仪检查了认知和转移任务混合电池中的脑力劳动负荷。最近开发的一项基于平板电脑的任务被用来识别认知误区的变化。我们使用增强现实技术创造了一种超市购物体验,这是一种更符合生态学原理、更现实的转移任务,它涉及到与独立性有关的日常任务,而随着认知能力的下降,这种任务很快就会变得困难。分析表明,背外侧前额叶皮层的脑力劳动负荷减少,参与者在训练任务中的表现大幅提高。一些结果在 5 周的后续评估中得以保持。在迁移方面,我们在训练完成后立即观察到了可靠的组间差异,这主要是由不同的条件造成的。一些行为记忆的提高在后续评估中得以保持。新技术的使用为动态计算机化认知训练计划所产生的效果带来了新的见解,该计划未来有可能应用于认知能力下降的筛查和预防。
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引用次数: 0
A field experiment on gamification of physical activity – Effects on motivation and steps 体育活动游戏化实地实验--对动力和步数的影响
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-22 DOI: 10.1016/j.ijhcs.2023.103205
Elaine Marie Grech , Marie Briguglio , Emanuel Said

Gamification is finding growing application in the field of physical activity, promising engaging and motivating experiences that foster behavioural change. Yet, rigorous empirical work substantiating favourable claims is limited. Our study sought to find evidence for the effects resulting from gamification of physical activity on the users’ motivation, perceived usefulness, and the behavioural change in terms of step counts. We employed a four-week randomised controlled field experiment to investigate how the choice of different gamification designs affects outcomes. Participants were provided with a wearable physical activity tracker and randomly assigned to either a: 1) competitive gamified group; 2) cooperative gamified group; 3) hybrid gamified group; or 4) control group. Data gathered includes a panel dataset of step counts and self-reported data on the users’ intrinsic motivation and perceived usefulness. We found that at the end of the intervention, gamification made no difference to self-assessed intrinsic motivation or perceived usefulness compared to a non-gamified self-tracking experience. Yet, despite the lack of psychological effects, the use of gamification did result in stronger behavioural outcomes relative to the control group - in the form of increased step counts. Indeed, all groups treated with gamification recorded an increase in step counts during the intervention period. Furthermore, amongst the gamified treatments, it was the hybrid design that generated the largest difference in step counts (relative to the control group). The finding that gamification can stimulate a stronger behavioural outcome, but does not evoke a stronger psychological outcome at the end of the intervention merits further investigation as to the mechanisms at play.

游戏化在体育锻炼领域的应用越来越广泛,它有望带来吸引人和激励人的体验,从而促进行为的改变。然而,能够证实其有利说法的严谨实证工作却很有限。我们的研究试图找到证据,证明体育锻炼游戏化对用户的积极性、感知有用性以及在步数方面的行为改变所产生的影响。我们采用了一个为期四周的随机对照现场实验,来研究选择不同的游戏化设计会对结果产生怎样的影响。我们为参与者提供了一个可穿戴的体力活动追踪器,并将他们随机分配到以下两个组别中:1)竞争游戏化组;2)合作游戏化组;3)混合游戏化组;或 4)对照组。收集的数据包括步数的面板数据集以及用户内在动机和感知有用性的自我报告数据。我们发现,在干预结束时,与非游戏化的自我跟踪体验相比,游戏化对自我评估的内在动机或感知有用性没有任何影响。然而,尽管缺乏心理效应,游戏化的使用确实比对照组带来了更强的行为结果--以增加步数的形式。事实上,在干预期间,所有采用游戏化方法的小组的步数都有所增加。此外,在游戏化处理中,混合设计产生的步数差异最大(相对于对照组)。游戏化能激发更强的行为结果,但在干预结束时并不能唤起更强的心理结果,这一发现值得进一步研究其作用机制。
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引用次数: 0
A field experiment on gamification of physical activity – Effects on motivation and steps 体育活动游戏化实地实验--对动力和步数的影响
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-22 DOI: 10.1016/j.ijhcs.2023.103205
Elaine Marie Grech, Marie Briguglio, Emanuel Said

Gamification is finding growing application in the field of physical activity, promising engaging and motivating experiences that foster behavioural change. Yet, rigorous empirical work substantiating favourable claims is limited. Our study sought to find evidence for the effects resulting from gamification of physical activity on the users’ motivation, perceived usefulness, and the behavioural change in terms of step counts. We employed a four-week randomised controlled field experiment to investigate how the choice of different gamification designs affects outcomes. Participants were provided with a wearable physical activity tracker and randomly assigned to either a: 1) competitive gamified group; 2) cooperative gamified group; 3) hybrid gamified group; or 4) control group. Data gathered includes a panel dataset of step counts and self-reported data on the users’ intrinsic motivation and perceived usefulness. We found that at the end of the intervention, gamification made no difference to self-assessed intrinsic motivation or perceived usefulness compared to a non-gamified self-tracking experience. Yet, despite the lack of psychological effects, the use of gamification did result in stronger behavioural outcomes relative to the control group - in the form of increased step counts. Indeed, all groups treated with gamification recorded an increase in step counts during the intervention period. Furthermore, among the gamified treatments, it was the hybrid design that generated the largest difference in step counts (relative to the control group). The finding that gamification can stimulate a stronger behavioural outcome without stimulating a stronger psychological one merits further investigation as to the mechanisms at play.

游戏化在体育锻炼领域的应用越来越广泛,它有望带来吸引人和激励人的体验,促进行为改变。然而,能够证实其有利说法的严谨实证工作却很有限。我们的研究试图找到证据,证明体育锻炼游戏化对用户的积极性、感知有用性以及在步数方面的行为改变所产生的影响。我们采用了一个为期四周的随机对照现场实验,以调查选择不同的游戏化设计会如何影响结果。我们向参与者提供了一个可穿戴的体力活动追踪器,并将他们随机分配到以下两个组别中的任何一个:1)竞争游戏化组;2)合作游戏化组;3)混合游戏化组;或 4)对照组。收集的数据包括步数的面板数据集以及用户内在动机和感知有用性的自我报告数据。我们发现,在干预结束时,与非游戏化的自我跟踪体验相比,游戏化对自我评估的内在动机或感知有用性没有任何影响。然而,尽管缺乏心理效应,游戏化的使用确实比对照组带来了更强的行为结果--以增加步数的形式。事实上,在干预期间,所有采用游戏化方法的小组的步数都有所增加。此外,在游戏化处理中,混合设计产生的步数差异最大(相对于对照组)。游戏化可以激发更强的行为结果,而不会激发更强的心理结果,这一发现值得进一步研究其作用机制。
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引用次数: 0
Dual-Thumb pointing and command selection techniques for tablets 平板电脑的双拇指指向和命令选择技术:使用双手平板电脑增强与大型显示器的远距离交互
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-19 DOI: 10.1016/j.ijhcs.2023.103203
Gary Perelman, Emmanuel Dubois, Marcos Serrano

Tablets are often used as a distant input device to interact with large displays. Users can hold the tablet with two hands when interacting for a long time to avoid fatigue or dropping it. Still, most previous distant interaction techniques consider only one-handed tablets. This paper presents novel interaction techniques to perform distant pointing and command selection tasks using both thumbs while holding the device with two hands. In a first step, we design and evaluate six interaction techniques for distant pointing, based on using one or two thumbs, absolute or relative cursor control and single- or dual-precision pointing. Our results show that a combination of dual-thumb and relative pointing is preferred and more efficient than any other dual-thumb or single-thumb technique we designed. In a second step, we focus on command selection using two thumbs. We designed seven dual-thumb menu techniques based on quarter-pie or half-pie layouts, offering from 64 to 900 items. Our results show that using quarter-pie menu techniques is more efficient, usable and appreciated than using a linear or half-pie menu. Furthermore, we show that augmenting the number of items for quarter-pie and half-pie menu techniques has a low impact on command selection performance. In a third step, we compare our quarter-pie menus to bimanual marking menus. Our results show that quarter-pie menus are more efficient and less error-prone. We finally provide a set of lessons for designing efficient dual-thumb interaction techniques for two-handed tablets.

平板电脑通常被用作与大型显示器交互的远距离输入设备。用户在长时间交互时可以用双手握住平板电脑,以避免疲劳或掉落。不过,以往的远距离交互技术大多只考虑单手操作平板电脑。本文提出了新颖的交互技术,可在双手握持设备的情况下使用两个拇指执行远距离指向和命令选择任务。首先,我们设计并评估了六种远距离指点交互技术,分别基于使用单手或双手拇指、绝对或相对光标控制以及单精度或双精度指点。结果表明,与我们设计的其他双拇指或单拇指技术相比,双拇指和相对指向的组合更受欢迎,也更有效。第二步,我们将重点放在使用双拇指选择命令上。我们设计了七种基于四分之一饼或半饼布局的双拇指菜单技术,提供 64 到 900 个项目。我们的研究结果表明,使用四分之一派菜单技术比使用线性或半派菜单更有效、更易用,也更受欢迎。此外,我们还表明,增加四分之一饼和半饼菜单技术的项目数量对命令选择性能的影响较小。第三步,我们将四分之一饼菜单与双臂标记菜单进行了比较。结果表明,四分之一饼菜单的效率更高,出错率更低。最后,我们为双手平板电脑设计高效的双拇指交互技术提供了一套经验。
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引用次数: 0
Leyenes: A gaze-based text entry method using linear smooth pursuit and target speed 莱恩斯使用线性平滑追逐和目标速度的凝视式文字输入法
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-14 DOI: 10.1016/j.ijhcs.2023.103204
Piercarlo Dondi, Samuel Sapuppo, Marco Porta

Gaze-based writing is one of the most widespread eye tracking applications for human–computer interaction. While eye tracking communication has traditionally been employed as an assistive technology, declining prices of eye trackers now make it a feasible alternative to keyboards or touchscreens in many contexts (for example, the interaction with public info points). In this paper we propose Leyenes, a text entry method based on smooth pursuit, a natural eye movement that occurs when the gaze follows a moving target. Our approach requires no explicit calibration by the user, allowing for more spontaneous interaction and enabling eye input even when calibration is difficult to achieve or maintain. To the best of our knowledge, Leyenes is the first text entry technique based on smooth pursuit that considers both (approximate) gaze speed and position and employs a linear interface instead of the more common circular layouts. The results of the user study we conducted show that the proposed solution is slow but robust, with a very low error rate, which makes it particularly suitable for extemporaneous writing of short text.

基于注视的书写是人机交互中最广泛的眼动跟踪应用之一。虽然眼动跟踪通信传统上被用作辅助技术,但眼动跟踪器价格的下降使其在许多情况下成为键盘或触摸屏的可行替代品(例如,与公共信息点的交互)。在本文中,我们提出了基于平滑追随的文本输入方法 Leyenes,这是一种自然的眼球运动,当目光追随移动目标时就会发生。我们的方法不需要用户进行明确的校准,因此可以实现更自发的交互,即使在校准难以实现或维持的情况下也能进行眼球输入。据我们所知,Leyenes 是第一款基于平滑追随的文本输入技术,它同时考虑了(近似)注视速度和位置,并采用了线性界面而不是更常见的圆形布局。我们进行的用户研究结果表明,所提出的解决方案虽然速度慢,但很稳健,错误率很低,因此特别适合短文的即兴书写。
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引用次数: 0
期刊
International Journal of Human-Computer Studies
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