This document discusses combining gaze and touch input on the same surface for human-computer interaction. It introduces gaze-touch as a technique where gaze is used to select objects while touch is used to manipulate them. This allows for interactions with whole-surface reachability and rapid context switching. The document outlines related work, compares direct touch and gaze-touch, demonstrates gaze-touch techniques in an image gallery application, discusses limitations, and concludes gaze-touch facilitates more flexible and expressive input.
A comprehensive method for image contrast enhancement based on global –local ...eSAT Publishing House
This document presents a method for image contrast enhancement based on combining global and local contrast techniques. It addresses issues with existing local standard deviation based methods when applied to constant image areas, which results in divided by zero errors. The proposed method modifies the local standard deviation calculation by adding a small value to avoid this, allowing contrast enhancement to be applied across the entire image without information loss. Experimental results on test images demonstrate improved contrast enhancement over existing methods, as measured by peak signal-to-noise ratio values.
This document discusses a reflectance perception model based face recognition algorithm that is robust to illumination variations. It begins with an introduction to the challenges of face recognition across different lighting conditions. It then reviews related work on illumination compensation techniques. The document proposes a reflectance perception model that transforms face images into an illumination-insensitive representation by estimating an illumination gain factor. It also describes applying principal component analysis (PCA) to extract facial features from the preprocessed images in a lower dimensional space, removing unwanted vectors. Finally, it discusses fusing matching scores from multiple classifiers using a weighted sum to improve recognition accuracy across variations in lighting.
This document presents a reflectance perception model based face recognition approach that is robust to illumination variations. It proposes a preprocessing algorithm based on the reflectance perception model to generate illumination insensitive images. It then applies principal component analysis (PCA) for feature extraction to reduce the image dimension and remove unwanted vectors. Multiple classifiers are used to extract features from different Fourier domains and frequencies, and scores from these classifiers are combined using a weighted sum fusion method based on equal error rate weights. Experimental results on standard databases show the proposed approach delivers large performance improvements over other face recognition algorithms in handling illumination variations.
Este documento presenta un curso para aprender inglés desde cero sin conocimientos previos de gramática o vocabulario. El curso se enfocará en el desarrollo de las cuatro habilidades del inglés (hablar, escuchar, leer y escribir) a través de estructuras en lugar de palabras aisladas. Los estudiantes aprenderán inglés cotidiano y estándar utilizando recursos como chat, videos, audio, historias cortas, obras de teatro, juegos, cómics y películas de una manera entretenida.
Este cronograma detalla las actividades de un proyecto de investigación de la Facultad de Educación sobre el "Laberinto Ludico", incluyendo la asesoría inicial, la planificación del trabajo de campo, la aplicación de cuestionarios y recolección de información, el análisis de resultados, la redacción del artículo, la aplicación y evaluación del laberinto lúdico, las correcciones finales y la sustentación del proyecto ante el profesor y compañeros. También incluye una lista de los materiales necesarios y sus valores correspondientes
The document discusses social media and community. It covers topics like what social media is, the social media landscape, content and context on social platforms, and how community is formed at the intersection of traditional communications and social platforms. It also discusses strategies for social media execution, including facilitating, aggregating, syndicating and sponsoring existing conversations, as well as the pillars of listening, having a strategy, maintaining identity, and execution.
El documento presenta una serie de ejercicios sobre sistemas tecnológicos. Los estudiantes deben identificar los elementos de objetos tecnológicos, proporcionar ejemplos de sistemas simples y compuestos, y nombrar los elementos de entrada y salida de un objeto tecnológico en particular, así como lugares donde se puede encontrar dicho sistema.
A comprehensive method for image contrast enhancement based on global –local ...eSAT Publishing House
This document presents a method for image contrast enhancement based on combining global and local contrast techniques. It addresses issues with existing local standard deviation based methods when applied to constant image areas, which results in divided by zero errors. The proposed method modifies the local standard deviation calculation by adding a small value to avoid this, allowing contrast enhancement to be applied across the entire image without information loss. Experimental results on test images demonstrate improved contrast enhancement over existing methods, as measured by peak signal-to-noise ratio values.
This document discusses a reflectance perception model based face recognition algorithm that is robust to illumination variations. It begins with an introduction to the challenges of face recognition across different lighting conditions. It then reviews related work on illumination compensation techniques. The document proposes a reflectance perception model that transforms face images into an illumination-insensitive representation by estimating an illumination gain factor. It also describes applying principal component analysis (PCA) to extract facial features from the preprocessed images in a lower dimensional space, removing unwanted vectors. Finally, it discusses fusing matching scores from multiple classifiers using a weighted sum to improve recognition accuracy across variations in lighting.
This document presents a reflectance perception model based face recognition approach that is robust to illumination variations. It proposes a preprocessing algorithm based on the reflectance perception model to generate illumination insensitive images. It then applies principal component analysis (PCA) for feature extraction to reduce the image dimension and remove unwanted vectors. Multiple classifiers are used to extract features from different Fourier domains and frequencies, and scores from these classifiers are combined using a weighted sum fusion method based on equal error rate weights. Experimental results on standard databases show the proposed approach delivers large performance improvements over other face recognition algorithms in handling illumination variations.
Este documento presenta un curso para aprender inglés desde cero sin conocimientos previos de gramática o vocabulario. El curso se enfocará en el desarrollo de las cuatro habilidades del inglés (hablar, escuchar, leer y escribir) a través de estructuras en lugar de palabras aisladas. Los estudiantes aprenderán inglés cotidiano y estándar utilizando recursos como chat, videos, audio, historias cortas, obras de teatro, juegos, cómics y películas de una manera entretenida.
Este cronograma detalla las actividades de un proyecto de investigación de la Facultad de Educación sobre el "Laberinto Ludico", incluyendo la asesoría inicial, la planificación del trabajo de campo, la aplicación de cuestionarios y recolección de información, el análisis de resultados, la redacción del artículo, la aplicación y evaluación del laberinto lúdico, las correcciones finales y la sustentación del proyecto ante el profesor y compañeros. También incluye una lista de los materiales necesarios y sus valores correspondientes
The document discusses social media and community. It covers topics like what social media is, the social media landscape, content and context on social platforms, and how community is formed at the intersection of traditional communications and social platforms. It also discusses strategies for social media execution, including facilitating, aggregating, syndicating and sponsoring existing conversations, as well as the pillars of listening, having a strategy, maintaining identity, and execution.
El documento presenta una serie de ejercicios sobre sistemas tecnológicos. Los estudiantes deben identificar los elementos de objetos tecnológicos, proporcionar ejemplos de sistemas simples y compuestos, y nombrar los elementos de entrada y salida de un objeto tecnológico en particular, así como lugares donde se puede encontrar dicho sistema.
El documento describe un proyecto educativo realizado por estudiantes de bachillerato sobre 20 grandes escritores del siglo XX. Los estudiantes leyeron obras de diferentes géneros literarios como narrativa, poesía y teatro, y luego escribieron resúmenes y reflexiones sobre los textos. El proyecto culminó con un recital poético donde los estudiantes recitaron poemas de los autores estudiados.
The document summarizes an upcoming conference about the implications of the Care Act for social work and care practice in the UK. The conference will provide social workers and care practitioners an understanding of the changes brought about by the Care Act and how it will impact practice. Speakers will address topics like new approaches to social work, adult safeguarding, social work training models abroad, and organizational resilience under the Care Act. The goal is for attendees to gain insights on the new practice landscape resulting from the legislation.
2016 02-09 arreau eip water conf leeuwarden overalleefpipo3
This document outlines the agenda for the EIP-Water conference on accelerating resource recovery from the water cycle (ARREAU). The agenda includes presentations from working groups on phosphorus, cellulose, and drinking water, as well as discussions on cross-cutting issues, financial instruments, and an action plan for 2016. ARREAU aims to facilitate the development and application of innovative solutions to boost opportunities for recovering resources like phosphorus and cellulose from wastewater and residuals from drinking water treatment.
Bundu Mohd. Qureshi is applying for the position of Plant Head. He has over 17 years of experience in formulation, plant management, and project experience related to layout, machine selection and installation, product formulation, and documentation like BMR, BPR, SOPs, validation protocols. He is currently working as the Plant Manager at Vinco Pharmaceutical Nigeria Limited and is looking for a new opportunity.
Este documento discute las causas y consecuencias del pandillaje juvenil. Algunas de las principales causas son la desintegración familiar, la falta de educación y valores, y la pobreza. Esto lleva a los jóvenes a unirse a pandillas donde encuentran aceptación e ingresos fáciles a través de actividades ilegales. El pandillaje tiene consecuencias negativas como pérdida de vidas, daños a la propiedad, y sentimientos de inseguridad. Se proponen soluciones como programas de asesor
El autor Nicolás Negro Ponte explica en su libro la diferencia entre los bits, que son libros virtuales que se pueden acceder desde una computadora o internet, y los átomos, que son libros físicos. También describe el aumento en el número de personas que acceden a contenido digital a través de los bits y dejan de usar con tanta frecuencia los libros físicos de átomos, citando cifras estadísticas sobre este cambio.
Este documento presenta las siguientes ideas:
1) Aplicar la técnica de lluvia de ideas para generar una lista de palabras clave sobre los problemas del entorno.
2) Convertir cada palabra clave en una pregunta de investigación para ser explorada en grupos de trabajo.
3) Realizar un ejercicio individual para copiar las palabras clave asignadas a cada persona y utilizarlas para beneficio del equipo.
PROXIMITY-BASED ADAPTATION OF CONTENT TO GROUPS OF VIEWERS OF PUBLIC DISPLAYSijujournal
Responsive design adapts web content to different viewing contexts to deliver an optimal
viewing and interaction experience. Recent work proposed a model and framework for
proximity-based adaptation of web content as a new dimension for responsive web design.
While it was shown that the model improves the perception and user engagement for single
viewers, until now, the effect had not been investigated for multiple simultaneous viewers
who may be at different distances from the display. In this paper, we report on an initial
study that evaluated and compared the effects of using the average distance of viewers as
the basis for handling adaptation of content to multiple viewers with a classic one that
adapts content based only on display characteristics. Our results show that the adaptive
model provides a better view of the content and improves user engagement, but can be
confusing when serving multiple viewers.
Proximity Based Adaptation of Content to Groups of Viewers of Public Displays ijujournal
Responsive design adapts web content to different viewing contexts to deliver an optimal
viewing and interaction experience. Recent work proposed a model and framework for
proximity-based adaptation of web content as a new dimension for responsive web design.
While it was shown that the model improves the perception and user engagement for single
viewers, until now, the effect had not been investigated for multiple simultaneous viewers
who may be at different distances from the display. In this paper, we report on an initial
study that evaluated and compared the effects of using the average distance of viewers as
the basis for handling adaptation of content to multiple viewers with a classic one that
adapts content based only on display characteristics. Our results show that the adaptive
model provides a better view of the content and improves user engagement, but can be
confusing when serving multiple viewers.
PROXIMITY-BASED ADAPTATION OF CONTENT TO GROUPS OF VIEWERS OF PUBLIC DISPLAYSijujournal
Responsive design adapts web content to different viewing contexts to deliver an optimal
viewing and interaction experience. Recent work proposed a model and framework for
proximity-based adaptation of web content as a new dimension for responsive web design.
While it was shown that the model improves the perception and user engagement for single
viewers, until now, the effect had not been investigated for multiple simultaneous viewers
who may be at different distances from the display. In this paper, we report on an initial
study that evaluated and compared the effects of using the average distance of viewers as
the basis for handling adaptation of content to multiple viewers with a classic one that
adapts content based only on display characteristics. Our results show that the adaptive
model provides a better view of the content and improves user engagement, but can be
confusing when serving multiple viewers.
SOTMEU 2011 - OSM Potlatch2 Usability EvaluationPatrick Weber
This paper presents one of the first systematic investigations into the usability of Volunteered Geographic Information (VGI) editor front-ends, using established best practice in Human Computer Interaction (HCI) research. The two front-ends evaluated are Potlatch 2 and Google Map Maker, to present contrasting views of the user experience of two major VGI projects. Two user groups with no prior experience of VGI contribution were instructed to enrol and contribute data to both VGI projects, and their interaction with the two services were monitored using a mobile eye tracker and video screen capture software in a computer lab environment. The resulting data was analysed to reveal how users interact and experience VGI editors, as well as highlight deficiencies and differences between Potlatch 2 and Google Map Maker. The results from this research project are a set of recommendations for the future development of these editors, specifically relating to improving the user experience and ease of use of VGI editors.
Stellmach.2011.designing gaze supported multimodal interactions for the explo...mrgazer
This document describes research into designing gaze-supported multimodal interactions for exploring large image collections. Specifically, it investigates combining eye gaze with a touch-and-tilt mobile device or keyboard to control an adaptive fisheye lens visualization. User interviews were conducted to understand how people would want to use such input combinations for browsing images. Based on this feedback, a prototype system was developed using a SpringLens technique with gaze and a touch device. A user study provided insights into how well the gaze-supported interaction techniques were experienced.
This document presents a case study on using hand gesture recognition with the MYO armband to navigate maps in the Apple Maps application. A questionnaire was used to assess the usability and ergonomics of this approach. The System Usability Scale score was 49.25, below the acceptable threshold of 64. Participants found the gestures difficult to learn and use, though they felt comfortable performing them. They indicated that the MYO did not improve their ability to perform gestures and that using it caused stress and effort. The study concluded that while wearable devices have potential for controlling maps, the MYO and Apple Maps software need improvements to optimize gesture accuracy and reduce fatigue.
Spakov.2011.comparison of gaze to-objects mapping algorithmsmrgazer
This document summarizes a study that compared different algorithms for mapping eye gaze data to on-screen objects. Nine algorithms from literature were tested, including ones that expand object size, associate gaze with the nearest object, or accumulate "interest" over time. A new "competing algorithm" was also proposed, which adds interest to the gazed object and subtracts from others. Testing involved presenting words, icons, and dots of varying sizes to participants and recording their eye movements. The algorithms were then evaluated based on correct selection rates and selection times. Results showed that a fractional mapping algorithm performed best but also had the highest incorrect rate, while the new "dynamic competing algorithm" showed the next best results with a high incorrect rate. Object type
DragGAN is a new AI image editing tool that lets you manipulate images with simple drag controls developed by researchers at the University of California, Berkeley.
It uses generative AI to create realistic changes to the structure and appearance of objects in images. You can also rotate images as if they were 3D models.
The user can then use a drag-and-drop interface to edit the image. DragGAN will then generate a new image that reflects the user's edits.
The document describes a laser pointer interaction system for manipulating 3D medical images on a large display in operating rooms. The system uses a webcam to detect the laser spot and track its movements. It recognizes two types of gestures - a circle gesture with two directions and a line gesture with four directions. The system was tested on 15 subjects performing rotation and zooming tasks on a 3D model. Experiments showed that the dynamic time warping algorithm recognized gestures with 89.6% accuracy and was faster than the 1$ recognizer algorithm. The laser pointer system provides a potential hands-free alternative to traditional mouse/keyboard control in operating rooms.
This document describes research into developing automatic metrics to evaluate graphical user interface (GUI) aesthetics. It outlines 8 proposed metrics like visual clutter, color range, and symmetry. Two studies were conducted to validate these metrics by having participants rate the aesthetics of webpages and mobile apps, and correlating these ratings with scores from the proposed metrics. The results showed the metrics explained around 50% of the variance in aesthetics ratings for webpages, but were less successful for mobile apps. Future work is needed to further validate the metrics and account for different genres before the metrics can be implemented in an evaluation tool for designers.
El documento describe un proyecto educativo realizado por estudiantes de bachillerato sobre 20 grandes escritores del siglo XX. Los estudiantes leyeron obras de diferentes géneros literarios como narrativa, poesía y teatro, y luego escribieron resúmenes y reflexiones sobre los textos. El proyecto culminó con un recital poético donde los estudiantes recitaron poemas de los autores estudiados.
The document summarizes an upcoming conference about the implications of the Care Act for social work and care practice in the UK. The conference will provide social workers and care practitioners an understanding of the changes brought about by the Care Act and how it will impact practice. Speakers will address topics like new approaches to social work, adult safeguarding, social work training models abroad, and organizational resilience under the Care Act. The goal is for attendees to gain insights on the new practice landscape resulting from the legislation.
2016 02-09 arreau eip water conf leeuwarden overalleefpipo3
This document outlines the agenda for the EIP-Water conference on accelerating resource recovery from the water cycle (ARREAU). The agenda includes presentations from working groups on phosphorus, cellulose, and drinking water, as well as discussions on cross-cutting issues, financial instruments, and an action plan for 2016. ARREAU aims to facilitate the development and application of innovative solutions to boost opportunities for recovering resources like phosphorus and cellulose from wastewater and residuals from drinking water treatment.
Bundu Mohd. Qureshi is applying for the position of Plant Head. He has over 17 years of experience in formulation, plant management, and project experience related to layout, machine selection and installation, product formulation, and documentation like BMR, BPR, SOPs, validation protocols. He is currently working as the Plant Manager at Vinco Pharmaceutical Nigeria Limited and is looking for a new opportunity.
Este documento discute las causas y consecuencias del pandillaje juvenil. Algunas de las principales causas son la desintegración familiar, la falta de educación y valores, y la pobreza. Esto lleva a los jóvenes a unirse a pandillas donde encuentran aceptación e ingresos fáciles a través de actividades ilegales. El pandillaje tiene consecuencias negativas como pérdida de vidas, daños a la propiedad, y sentimientos de inseguridad. Se proponen soluciones como programas de asesor
El autor Nicolás Negro Ponte explica en su libro la diferencia entre los bits, que son libros virtuales que se pueden acceder desde una computadora o internet, y los átomos, que son libros físicos. También describe el aumento en el número de personas que acceden a contenido digital a través de los bits y dejan de usar con tanta frecuencia los libros físicos de átomos, citando cifras estadísticas sobre este cambio.
Este documento presenta las siguientes ideas:
1) Aplicar la técnica de lluvia de ideas para generar una lista de palabras clave sobre los problemas del entorno.
2) Convertir cada palabra clave en una pregunta de investigación para ser explorada en grupos de trabajo.
3) Realizar un ejercicio individual para copiar las palabras clave asignadas a cada persona y utilizarlas para beneficio del equipo.
PROXIMITY-BASED ADAPTATION OF CONTENT TO GROUPS OF VIEWERS OF PUBLIC DISPLAYSijujournal
Responsive design adapts web content to different viewing contexts to deliver an optimal
viewing and interaction experience. Recent work proposed a model and framework for
proximity-based adaptation of web content as a new dimension for responsive web design.
While it was shown that the model improves the perception and user engagement for single
viewers, until now, the effect had not been investigated for multiple simultaneous viewers
who may be at different distances from the display. In this paper, we report on an initial
study that evaluated and compared the effects of using the average distance of viewers as
the basis for handling adaptation of content to multiple viewers with a classic one that
adapts content based only on display characteristics. Our results show that the adaptive
model provides a better view of the content and improves user engagement, but can be
confusing when serving multiple viewers.
Proximity Based Adaptation of Content to Groups of Viewers of Public Displays ijujournal
Responsive design adapts web content to different viewing contexts to deliver an optimal
viewing and interaction experience. Recent work proposed a model and framework for
proximity-based adaptation of web content as a new dimension for responsive web design.
While it was shown that the model improves the perception and user engagement for single
viewers, until now, the effect had not been investigated for multiple simultaneous viewers
who may be at different distances from the display. In this paper, we report on an initial
study that evaluated and compared the effects of using the average distance of viewers as
the basis for handling adaptation of content to multiple viewers with a classic one that
adapts content based only on display characteristics. Our results show that the adaptive
model provides a better view of the content and improves user engagement, but can be
confusing when serving multiple viewers.
PROXIMITY-BASED ADAPTATION OF CONTENT TO GROUPS OF VIEWERS OF PUBLIC DISPLAYSijujournal
Responsive design adapts web content to different viewing contexts to deliver an optimal
viewing and interaction experience. Recent work proposed a model and framework for
proximity-based adaptation of web content as a new dimension for responsive web design.
While it was shown that the model improves the perception and user engagement for single
viewers, until now, the effect had not been investigated for multiple simultaneous viewers
who may be at different distances from the display. In this paper, we report on an initial
study that evaluated and compared the effects of using the average distance of viewers as
the basis for handling adaptation of content to multiple viewers with a classic one that
adapts content based only on display characteristics. Our results show that the adaptive
model provides a better view of the content and improves user engagement, but can be
confusing when serving multiple viewers.
SOTMEU 2011 - OSM Potlatch2 Usability EvaluationPatrick Weber
This paper presents one of the first systematic investigations into the usability of Volunteered Geographic Information (VGI) editor front-ends, using established best practice in Human Computer Interaction (HCI) research. The two front-ends evaluated are Potlatch 2 and Google Map Maker, to present contrasting views of the user experience of two major VGI projects. Two user groups with no prior experience of VGI contribution were instructed to enrol and contribute data to both VGI projects, and their interaction with the two services were monitored using a mobile eye tracker and video screen capture software in a computer lab environment. The resulting data was analysed to reveal how users interact and experience VGI editors, as well as highlight deficiencies and differences between Potlatch 2 and Google Map Maker. The results from this research project are a set of recommendations for the future development of these editors, specifically relating to improving the user experience and ease of use of VGI editors.
Stellmach.2011.designing gaze supported multimodal interactions for the explo...mrgazer
This document describes research into designing gaze-supported multimodal interactions for exploring large image collections. Specifically, it investigates combining eye gaze with a touch-and-tilt mobile device or keyboard to control an adaptive fisheye lens visualization. User interviews were conducted to understand how people would want to use such input combinations for browsing images. Based on this feedback, a prototype system was developed using a SpringLens technique with gaze and a touch device. A user study provided insights into how well the gaze-supported interaction techniques were experienced.
This document presents a case study on using hand gesture recognition with the MYO armband to navigate maps in the Apple Maps application. A questionnaire was used to assess the usability and ergonomics of this approach. The System Usability Scale score was 49.25, below the acceptable threshold of 64. Participants found the gestures difficult to learn and use, though they felt comfortable performing them. They indicated that the MYO did not improve their ability to perform gestures and that using it caused stress and effort. The study concluded that while wearable devices have potential for controlling maps, the MYO and Apple Maps software need improvements to optimize gesture accuracy and reduce fatigue.
Spakov.2011.comparison of gaze to-objects mapping algorithmsmrgazer
This document summarizes a study that compared different algorithms for mapping eye gaze data to on-screen objects. Nine algorithms from literature were tested, including ones that expand object size, associate gaze with the nearest object, or accumulate "interest" over time. A new "competing algorithm" was also proposed, which adds interest to the gazed object and subtracts from others. Testing involved presenting words, icons, and dots of varying sizes to participants and recording their eye movements. The algorithms were then evaluated based on correct selection rates and selection times. Results showed that a fractional mapping algorithm performed best but also had the highest incorrect rate, while the new "dynamic competing algorithm" showed the next best results with a high incorrect rate. Object type
DragGAN is a new AI image editing tool that lets you manipulate images with simple drag controls developed by researchers at the University of California, Berkeley.
It uses generative AI to create realistic changes to the structure and appearance of objects in images. You can also rotate images as if they were 3D models.
The user can then use a drag-and-drop interface to edit the image. DragGAN will then generate a new image that reflects the user's edits.
The document describes a laser pointer interaction system for manipulating 3D medical images on a large display in operating rooms. The system uses a webcam to detect the laser spot and track its movements. It recognizes two types of gestures - a circle gesture with two directions and a line gesture with four directions. The system was tested on 15 subjects performing rotation and zooming tasks on a 3D model. Experiments showed that the dynamic time warping algorithm recognized gestures with 89.6% accuracy and was faster than the 1$ recognizer algorithm. The laser pointer system provides a potential hands-free alternative to traditional mouse/keyboard control in operating rooms.
This document describes research into developing automatic metrics to evaluate graphical user interface (GUI) aesthetics. It outlines 8 proposed metrics like visual clutter, color range, and symmetry. Two studies were conducted to validate these metrics by having participants rate the aesthetics of webpages and mobile apps, and correlating these ratings with scores from the proposed metrics. The results showed the metrics explained around 50% of the variance in aesthetics ratings for webpages, but were less successful for mobile apps. Future work is needed to further validate the metrics and account for different genres before the metrics can be implemented in an evaluation tool for designers.
COMP lecture 4 given by Bruce Thomas on August 16th 2017 at the University of South Australia about 3D User Interfaces for VR. Slides prepared by Mark Billinghurst.
Bieg Eye And Pointer Coordination In Search And Selection TasksKalle
Selecting a graphical item by pointing with a computer mouse is a ubiquitous task in many graphical user interfaces. Several techniques have been suggested to facilitate this task, for instance, by reducing the required movement distance. Here we
measure the natural coordination of eye and mouse pointer
control across several search and selection tasks. We find that users automatically minimize the distance to likely targets in an intelligent, task dependent way. When target location is highly predictable, top-down knowledge can enable users to initiate pointer movements prior to target fixation. These findings question the utility of existing assistive pointing techniques and suggest that alternative approaches might be more effective.
This document summarizes two experiments that compare an eye gaze interaction technique for object selection to selection using a mouse. In the first experiment, participants selected highlighted circles from a grid using either eye gaze or a mouse, and in the second they selected letters from a grid. The results showed that the eye gaze technique was faster than using a mouse in both experiments. The eye gaze technique was effective because it leveraged an understanding of eye movements and preserved the natural quickness of the eye, despite latencies from the eye tracking hardware.
This document describes a virtual supermarket simulator application created by Emil Rosenlund Høeg and Luca Mangano. The application was developed for Aalborg University's Integrated Food Studies program as a tool to study consumer behavior and decision making in a virtual environment. A usability test was conducted with 17 participants to evaluate the application based on learnability, effectiveness, efficiency, errors, and satisfaction. The results showed that participants felt limited by the application's current functionality but provided suggestions for improvements to enhance the experience. The project demonstrated potential for a virtual simulation tool but requires further refinement of the user interface, textures, and interaction techniques to achieve its goals.
Skovsgaard Small Target Selection With Gaze AloneKalle
Accessing the smallest targets in mainstream interfaces using gaze
alone is difficult, but interface tools that effectively increase the size of selectable objects can help. In this paper, we propose a conceptual framework to organize existing tools and guide the development of new tools. We designed a discrete zoom tool and conducted a proof-of-concept experiment to test the potential of the framework and the tool. Our tool was as fast as and more accurate than the currently available two-step magnification tool. Our framework shows potential to guide the design, development, and testing of zoom tools to facilitate the accessibility of mainstream
interfaces for gaze users.
This paper examines single gaze gestures (SGGs) as a selection method for gaze-controlled interfaces. SGGs involve making a single point-to-point eye movement between two on-screen locations. The study evaluated horizontal and vertical, long and short SGGs on two eye tracking devices. It found that long SGGs took significantly longer to complete than short SGGs. Horizontal SGGs were also completed significantly faster than vertical SGGs. However, there was no significant difference in error rates between horizontal and vertical SGGs. The study provides evidence that SGGs can be an effective selection technique, with properties like selection time varying based on gesture length and direction.
A major challenge for the next decade is to design virtual and augmented reality systems (VR at large) for real-world use cases such as healthcare, entertainment, e-education, and high-risk missions. This requires VR systems to operate at scale, in a personalized manner, remaining bandwidth-tolerant whilst meeting quality and latency criteria. One key challenge to reach this goal is to fully understand and anticipate user behaviours in these mixed reality settings.
This can be accomplished only by a fundamental revolution of the network and VR systems that have to put the interactive user at the heart of the system rather than at the end of the chain. With this goal in mind, in this talk, we describe our current researches on user-centric systems. First, we describe our view-port based streaming strategies for 360-degree video. Then, we present more in details our research on of users‘ behaviour analysis, when users interact with the 360-degree content. Specifically, we describe a set of metrics that allows us to identify key behaviours among users and quantify the level of similarity of these behaviours. Specifically, we present our clique-based clustering methodology, information theory and trajectory base in-depth analysis. Finally, we conclude with an overview of the extension of this work to navigation within volumetric video sequences.
3d Machine Vision Systems Paper Presentationguestac67362
ww
1) 3D machine vision systems have advanced to enable quantitative metrology applications on the shop floor. Technologies like laser scanning, structured light, and stereo vision can provide measurements in the sub-mil range at speeds of a few seconds.
2) Key factors for production use are measurement resolution in mils/sub-mils, speeds under a few seconds, and robustness to varying surface finishes and conditions. Technologies were tested on features like edges, textures, and spheres to evaluate performance.
3) Applications include industrial inspection, autonomous vehicles, transport safety, surveillance, remote sensing, and medical imaging. Continued improvements in computing, cameras, and light sources will further expand use of 3D machine
A Comprehensive Guide to DeFi Development Services in 2024Intelisync
DeFi represents a paradigm shift in the financial industry. Instead of relying on traditional, centralized institutions like banks, DeFi leverages blockchain technology to create a decentralized network of financial services. This means that financial transactions can occur directly between parties, without intermediaries, using smart contracts on platforms like Ethereum.
In 2024, we are witnessing an explosion of new DeFi projects and protocols, each pushing the boundaries of what’s possible in finance.
In summary, DeFi in 2024 is not just a trend; it’s a revolution that democratizes finance, enhances security and transparency, and fosters continuous innovation. As we proceed through this presentation, we'll explore the various components and services of DeFi in detail, shedding light on how they are transforming the financial landscape.
At Intelisync, we specialize in providing comprehensive DeFi development services tailored to meet the unique needs of our clients. From smart contract development to dApp creation and security audits, we ensure that your DeFi project is built with innovation, security, and scalability in mind. Trust Intelisync to guide you through the intricate landscape of decentralized finance and unlock the full potential of blockchain technology.
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Paper Link: https://eprint.iacr.org/2024/257
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With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
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This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
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The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
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- Key themes to consider in developing and maintaining your privacy program
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
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HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAU
Gaze touch
1. Gaze Touch
Combining Gaze with Multi-touch for
Interaction on the Same Surface
Behnam Akbari
April 2015
2. Overview
• INTRODUCTION
• RELATED WORK
• DIRECT-TOUCH VS. GAZE-TOUCH
• APPLICATION (IMAGE GALLERY)
• MULTIPLE OBJECTS
• Limitations
• CONCLUSION
3. INTRODUCTION
• In past HCI research, gaze has often been considered as
an alternative to default modalities although it has also
been argued that gaze might have greater potential as an
addition to other modalities.
• with a clear division of labour: gaze selects, touch
manipulates
• for whole-surface reachability and rapid context switching.
4. INTRODUCTION
Gaze-touch spatially separates the hand from the target.
The potential utility of this separation can be considered
from two viewpoints:
• More expressive input from the same touch position:
• More expressive input to the same target :
5. INTRODUCTION
The second part of the explore how gaze-touch can be
used in relation to direct-touch:
1. Gaze-touch or direct-touch:
2. Gaze-touch and direct-touch:
3. Gaze-touch instead of direct-touch:
4. Gaze-touch extends direct-touch:
6. RELATED WORK
Although gaze has shown efficient pointing speed faster than any
other..
it suffers from not having a natural mechanism to confirm a
selection.
gaze is often complemented with a second
• Stellmach and Dachselt employed touch on a handheld
device to assist with gaze acquisition and manipulation of
targets on a remote screen.
• Turner etal. studied the same combination of devices, and
combined gaze selection on remote screens with touch
gestures on the handheld device to support transfer of
content
7. RELATED WORK
work is distinct from these prior works on gaze and
touch in three aspects:
1. use gaze to advance established direct interaction, e.g.
by providing solutions for occlusion or fatigue issues.
2. present techniques that leverage gaze and multi-touch
on one large surface.
3. our techniques consistently use the division of gaze
selects, touch manipulates.
8. DIRECT-TOUCH VS. GAZE-TOUCH
• Similarities
• Occlusion
• Precision of selection
• Precision of manipulation
• Physical aspects
• Multiple object selection
• Multi-touch to one point
11. APPLICATION (IMAGE GALLERY)
Implementational Details:
Study Design: 13 volunteers, 22-33 year,
(M=27.9, SD=3.73, 4 female) ,
Apparatus: LC Technology Eye Follower (b) ,
a touchscreen that is tilted 30◦ ,
eyes were approximately 50cm ,
i7 2.3GHz CPU computer,
applications are written in Java.
User Feedback:Our evaluation showed that having direct and
indirect manipulation within the same application is feasible, The
majority of users kept using gaze-touch for single-touch dragging, and
direct-touch for two-touch scaling and rotation.
16. CONCLUSION
In this paper we introduced gaze-touch as a novel
interaction technique that faciliates gaze and multi-touch on
the same surface. The technique makes existing direct
interactions more flexible, as it allows for implicit mode
switching by a glance, and manipulation of many targets
without directly touching them.
This leads to novel application designs where gaze-touch can
be used complementary or alternately to existing direct
manipulation, and even can replace or extend tasks that
previously belonged to the territory of direct input.
Our work makes four contributions. First, we introduce gazetouch as a novel mode of interaction to complement direct interaction on the same interactive surface. Second, we analyse the design space of gaze-touch in comparison to default direct-touch interaction. Third, we demonstrate how gazetouch complements direct-touch in four application examples. Fourth, we present nine interaction techniques that are based on gaze-touch and introduced with the applications.
Gaze is used to select a target, and coupled with multi-touch gestures that the user can perform anywhere on the surface. Gaze-touch enables users to manipulate any target from the same touch position, for whole-surface reachability and rapid context switching. Conversely, gaze-touch enables manipulation of the same target from any touch position on the surface
As eye tracking is maturing, gaze input can become as widely available for interaction with surfaces as multi-touch is presently. In past HCI research, gaze has often been considered as an alternative to default modalities although it has also been argued that gaze might have greater potential as an addition to other modalities.
We present gaze-touch, a technique that integrates the gaze and touch modalities with a clear division of labour: gaze selects, touch manipulates. Gaze-touch is best explained in comparison with direct-touch interaction, which normally involves: (i) moving the hand to the target, (ii) touching down on the target to select it, and (iii) direct manipulation with the fingers on the surface. Gaze-touch, in contrast, is based on (i) looking at the target, (ii) touching down anywhere on the surface to select it, and (iii) manipulation with the fingers on the surface (but displaced from the target, Figure 1a).
Gaze-touch spatially separates the hand from the target. The potential utility of this separation can be considered from two viewpoints:
• More expressive input from the same touch position
(Fig. 2): finger touches in the same position can resolve
to selection of any point on the surface. Without moving
their hands out of position, users can reach and select any
position on the surface, and rapidly switch context using
their gaze.
• More expressive input to the same target (Fig. 3): the same
target can be manipulated from different positions on the
surface. Users can move their hands off an object but continue
to manipulate it with their hands “out of the way”.
This can help address occlusion, and also enable novel in
direct manipulation techniques, for instance with variable
control-display gains to adjust precision of input.
The second part of the paper demonstrates four different applications that explore how gaze-touch can be used in relation to direct-touch:
1. Gaze-touch or direct-touch. The Image Gallery application allows users to manipulate the same image indirectly by gaze-touch (gaze and touch are separate (Figure 1a)), or directly with direct-touch (users look and touch at the same target (b)).
2. Gaze-touch and direct-touch. The Paint application allows users to draw and manipulate primitive shapes with direct touch on the main canvas, and switch e.g. colour mode on the menu through gaze-touch (Figure 1c).
3. Gaze-touch instead of direct-touch. The Map Navigation application allows users to zoom into their gaze location instead of where they touch (Figure 1d).
4. Gaze-touch extends direct-touch. The Multiple Objects application allows users to quickly select and drag multiple targets anywhere on the surface (Figure1e).
Although gaze has shown efficient pointing speed faster than any other input device [11, 16], it suffers from not having a natural mechanism to confirm a selection (‘Midas Touch’, [10]). To approach this issue, gaze is often complemented with a second modality in order to add selection confirmation. The second modality can be, for example, voice [12], mouse and keyboard (e.g., [10, 25]), hand gestures [12, 15], or touch [19, 20, 21, 22].
Our work is distinct from these prior works on gaze and touch in four aspects. First, we use gaze to advance established direct interaction, e.g. by providing solutions for occlusion or fatigue issues. Prior work focused on interaction over distance where these issues do not occur. Second, we present techniques that leverage gaze and multi-touch on one large surface, that affords flexible multi-touch input with both hands, and seamless transitions between gaze-touch and direct-touch modes of interaction. In contrast, prior work was based on separated input (handheld) and output (remote display) where
touch was constrained to single-point and two-point input (two thumbs, [20]). Third, our techniques consistently use the division of gaze selects, touch manipulates, while prior work applied gaze for positioning of targets.
Implementational Details:
The moment the user touched down, the system decides if it is a gaze-touch or a direct-touch. If the user touches on an image and does not look at another image, direct-touch is triggered. Else, gaze-touch is active. The gaze point is set as the target of manipulation of a touch input session until the user lifts their finger. Intermediately received touch events of this session (touch update) are executed on the point of gaze that was received at the moment of touch down (for gazetouch, respectively). To counter inaccurate gaze data, we used target-assistance. The image is highlighted as ‘looked’, when the system’s gaze estimate is close to the image.
Study Design:
We conducted a preliminary user study to demonstrate the feasibility of and to gather user opinions about the applications. 13 volunteers between 22 and 33 years took part in the study (M=27.9, SD=3.73, 4 female). On a scale between 1 (no experience) to 5 (very experienced), users perceived themselves as well experienced with multi-touch (M=4.3, SD=0.9), and as less experienced with eye based interaction (M=2.5, SD=1.4). After a brief introduction, users were once
calibrated to the eye tracking system. Users then interacted with the applications (counterbalanced). Each application began with a short training session where the experimenter explained the interaction techniques, and ended with an interview session. Each application test and interview lasted approximately 5-10 minutes. Users were not bound to a specific performance goal of the tasks to keep it to natural usage of the interactions.
Apparatus
We use an LC Technology Eye Follower with a touchscreen
that is tilted 30◦ toward the user to enable convenient touch
reaching (Figure 7). The user’s approeyes were ximately 50cm in front of the screen’s center. Occlusion of the eye
tracking camera could occur during the use. In practice, however, mostly users bend their arms around the tracking camera’s view because of the close proximity of the touchscreen. As touchscreen we used an Acer t272 27” 1080p display that allows up to 10-finger multi-touch input. The system is running at a frame rate of 60hz, on a quadcore i7 2.3GHz CPU computer. The applications are written in Java using the Multitouch For Java library 1 ).
User Feedback
Users were provided with ten images and were trained using both direct-touch and gaze-touch techniques. They performed two tasks of sorting images into groups (e.g. indoor/outdoor), and two tasks of searching for an image with a specific element in it (e.g. a bus). Before each task, the images were randomly placed, rotated, and sized. Users could scale the images between 50 and 750px
Eye Tracking
In our setup, the position of the eye tracker is non-trivial because users can occlude the camera’s view. When users positioned their arms in front of the eye tracker, the action can block the tracking of the users’ eyes. Another problem is eye tracking inaccuracy by hardware limits and natural eye jittering, that can increase with a larger surface space [11]. We approached this issue individually for each application: e.g. target assistance when objects were involved (e.g. the menu of Paint application), or by filtering gaze noise (Map Navigation application), however further improvements can allow a smoother gaze-touch experience.
Inappropriate Tasks
A conceptual limitation of gaze-touch is that it requires the user to look at a target of interest. For many tasks the user’s gaze is already at the target of interest, but there are cases where users do not need to look at the target. For example, when users are familiar with the input position, they simply use their muscle memory for input (e.g. PIN entry). This example, however, only applies to input targets that are fixed in location, and in this case gaze-touch can simply be disabled. In other cases however, where content is dynamic e.g. image aligning, video editing, or multi-view interfaces, the use of gaze-touch might become difficult. In these cases gaze-touch is more of benefit when used complementary to direct-touch, e.g. as shown in our Paint application (gaze-touch for mode switching, direct-touch for primary task).
Eye-Hand Coordination
Eye-hand coordination plays a relevant role in gaze-touch. Often users already gaze away from the target before acquisition. Known as the ‘Late-Trigger errors’ [13], it can be approached by selection delay or intelligent eye fixation detection, however a deeper understanding might be needed.
Multiple Selection and Eye Overload
A gaze-touch selection is completely based on the single channel gaze modality. This principally disallows simultaneous selection of multiple targets. One approach is selecting as many objects close to the user’s gaze as the user touches down fingers (c.f. our ‘Multiple Objects’ application). However, when sequences of tasks require users to visually fixate many points over time, the users’ cognitive or visual abilities might get overloaded. While our principle ‘gaze selects, touch manipulates’, reduces gaze usage to the moment when users touch down, it is yet unknown how much it affects the
user’s mental and physical abilities. In this context, it has to be considered that the utility of gaze-touch is its complementary nature, in cases direct-touch is limited.
This application demonstrates how gaze-touch extends direct touch interactions. The application allows users to manipulate a large number of objects spread across the surface. It is configurable with regards to number, shape, size, and colour of objects. Users can quickly select multiple objects, and reposition them by dragging gestures. Users can touch down with up to ten fingers, that would lead to 10 object selections.