Pen-Based Computing
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Ballpoint Basics 2017, Ballpoint Pen with Watercolor Wash, 3 X 10
Getting the most out of drawing media MATERIAL WORLD BY SHERRY CAMHY Israel Sketch From Bus by Angela Barbalance, Ballpoint Basics 2017, ballpoint pen with watercolor wash, 3 x 10. allpoint pens may have been in- vented for writing, but why not draw with them? These days, more and more artists are decid- Odyssey’s Cyclops by Charles Winthrop ing to do so. Norton, 2014, ballpoint BBallpoint is a fairly young medium, pen, 19½ x 16. dating back only to the 1880s, when John J. Loud, an American tanner, Ballpoint pens offer some serious patented a crude pen with a rotat- advantages to artists who work with ing ball at its tip that could only make them. To start, many artists and collec- marks on rough surfaces such as tors disagree entirely with Koschatzky’s leather. Some 50 years later László disparaging view of ballpoint’s line, Bíró, a Hungarian journalist, improved finding the consistent width and tone Loud’s invention using quick-drying of ballpoint lines to be aesthetically newspaper ink and a better ball at pleasing. Ballpoint drawings can be its tip. When held perpendicular to composed of dense dashes, slow con- its surface, Bíró’s pen could write tour lines, crosshatches or rambling smoothly on paper. In the 1950s the scribbles. Placing marks adjacent to one Frenchman Baron Marcel Bich pur- another can create carefully modu- chased Bíró’s patent and devised a lated areas of tone. And if you desire leak-proof capillary tube to hold the some variation in line width, you can ink, and the Bic Cristal pen was born. -
Motion and Context Sensing Techniques for Pen Computing
Motion and Context Sensing Techniques for Pen Computing Ken Hinckley1, Xiang ‘Anthony’ Chen1,2, and Hrvoje Benko1 * Microsoft Research, Redmond, WA, USA1 and Carnegie Mellon University Dept. of Computer Science2 ABSTRACT We explore techniques for a slender and untethered stylus prototype enhanced with a full suite of inertial sensors (three-axis accelerometer, gyroscope, and magnetometer). We present a taxonomy of enhanced stylus input techniques and consider a number of novel possibilities that combine motion sensors with pen stroke and touchscreen inputs on a pen + touch slate. These Fig. 1 Our wireless prototype has accelerometer, gyro, and inertial sensors enable motion-gesture inputs, as well sensing the magnetometer sensors in a ~19 cm Χ 11.5 mm diameter stylus. context of how the user is holding or using the stylus, even when Our system employs a custom pen augmented with inertial the pen is not in contact with the tablet screen. Our initial results sensors (accelerometer, gyro, and magnetometer, each a 3-axis suggest that sensor-enhanced stylus input offers a potentially rich sensor, for nine total sensing dimensions) as well as a low-power modality to augment interaction with slate computers. radio. Our stylus prototype also thus supports fully untethered Keywords: Stylus, motion sensing, sensors, pen+touch, pen input operation in a slender profile with no protrusions (Fig. 1). This allows us to explore numerous interactive possibilities that were Index Terms: H.5.2 Information Interfaces & Presentation: Input cumbersome in previous systems: our prototype supports direct input on tablet displays, allows pen tilting and other motions far 1 INTRODUCTION from the digitizer, and uses a thin, light, and wireless stylus. -
An Empirical Study in Pen-Centric User Interfaces: Diagramming
EUROGRAPHICS Workshop on Sketch-Based Interfaces and Modeling (2008) C. Alvarado and M.- P. Cani (Editors) An Empirical Study in Pen-Centric User Interfaces: Diagramming Andrew S. Forsberg1, Andrew Bragdon1, Joseph J. LaViola Jr.2, Sashi Raghupathy3, Robert C. Zeleznik1 1Brown University, Providence, RI, USA 2University of Central Florida, Orlando, FL, USA 3Microsoft Corporation, Redmond, WA, USA Abstract We present a user study aimed at helping understand the applicability of pen-computing in desktop environments. The study applied three mouse-and-keyboard-based and three pen-based interaction techniques to six variations of a diagramming task. We ran 18 subjects from a general population and the key finding was that while the mouse and keyboard techniques generally were comparable or faster than the pen techniques, subjects ranked pen techniques higher and enjoyed them more. Our contribution is the results from a formal user study that suggests there is a broader applicability and subjective preference for pen user interfaces than the niche PDA and mobile market they currently serve. Categories and Subject Descriptors (according to ACM CCS): H.5.2 [User Interfaces]: Evaluation/Methodology 1. Introduction ficially appears pen-centric, users will in fact derive a sig- nificant benefit from using a pen-based interface. Our ap- Research on pen computing can be traced back at least to proach is to quantify formally, through head-to-head evalua- the early 60’s. Curiously though, there is little formal un- tion, user performance and relative preference for a represen- derstanding of when, where, and for whom pen comput- tative sampling of both keyboard and mouse, and pen-based ing is the user interface of choice. -
How Did the Bible Get Chapters and Verses?
How did the Bible get chapters and verses? 1. What were the writing materials available for ancient texts? Papyrus Because of its abundance in Egypt, papyrus was used as a writing surface as early as 3100 BC and for 4000 years following. It is believed that the original biblical autographs were written on papyrus although later Jewish scribes (Mishnah, Meg 2:2) prohibited its use for parchment when writing sacred texts. The method of making papyrus has not changed in the thousands of years it has been used. The process starts with the removal of the papyrus reed skin to expose the inner pith, which was beaten and dried. It is then laid lengthwise, with subsequent layers cross-laid for strength and durability, and glued with a plant derivative. The final process involved the stretching and smoothing of the papyrus in preparation for its use. The average papyrus “page” was 22 cm wide and 29-33 cm (up to 47cm) long. A papyrus scroll was usually made of 20 “pages” averaging a total length of 4.5 meters. The writing instrument was a kalamos , a pen fashioned from a reed with the tip chewed to form a brush. Often several kalamos were kept for varying brush widths and ink colors. Clay Clay tablets were used as far back as 3000 BC, and scholars have yet to decipher a vast quantity now in possession. Using clean, washed, smooth clay, scribes used a stylus to imprint wedge-shaped letters called cuneiform . The tablets, made in various shapes such as cone-shaped or flat, were sun dried or kiln fired. -
Pen Interfaces
Understanding the Pen Input Modality Presented at the Workshop on W3C MMI Architecture and Interfaces Nov 17, 2007 Sriganesh “Sri-G” Madhvanath Hewlett-Packard Labs, Bangalore, India [email protected] © 2006 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice Objective • Briefly describe different aspects of pen input • Provide some food for thought … Nov 17, 2007 Workshop on W3C MMI Architecture and Interfaces Unimodal input in the context of Multimodal Interfaces • Multimodal interfaces are frequently used unimodally − Based on • perceived suitability of modality to task • User experience, expertise and preference • It is important that a multimodal interface provide full support for individual modalities − “Multimodality” cannot be a substitute for incomplete/immature support for individual modalities Nov 17, 2007 Workshop on W3C MMI Architecture and Interfaces Pen Computing • Very long history … predates most other input modalities − Light pen was invented in 1957, mouse in 1963 ! • Several well-studied aspects: − Hardware − Interface − Handwriting recognition − Applications • Many famous failures (Go, Newton, CrossPad) • Enjoying resurgence since 90s because of PDAs and TabletPCs − New technologies such as Digital Paper (e.g. Anoto) and Touch allow more natural and “wow” experiences Nov 17, 2007 Workshop on W3C MMI Architecture and Interfaces Pen/Digitizer Hardware … • Objective: Detect pen position, maybe more • Various technologies with own limitations and characteristics (and new ones still being developed !) − Passive stylus • Touchscreens on PDAs, some tablets • Capacitive touchpads on laptops (Synaptics) • Vision techniques • IR sensors in bezel (NextWindow) − Active stylus • IR + ultrasonic (Pegasus, Mimeo) • Electromagnetic (Wacom) • Camera in pen tip & dots on paper (Anoto) • Wide variation in form − Scale: mobile phone to whiteboard (e.g. -
Can Tablet Apps Support the Learning of Handwriting? an Investigation of Learning Outcomes in Kindergarten Classroom
Can tablet apps support the learning of handwriting? An investigation of learning outcomes in kindergarten classroom Nathalie Bonneton-Botté, Sylvain Fleury, Nathalie Girard, Maëlys Le Magadou, Anthony Cherbonnier, Mickaël Renault, Eric Anquetil, Eric Jamet To cite this version: Nathalie Bonneton-Botté, Sylvain Fleury, Nathalie Girard, Maëlys Le Magadou, Anthony Cher- bonnier, et al.. Can tablet apps support the learning of handwriting? An investigation of learning outcomes in kindergarten classroom. Computers and Education, Elsevier, 2020, pp.38. 10.1016/j.compedu.2020.103831. hal-02480182 HAL Id: hal-02480182 https://hal.archives-ouvertes.fr/hal-02480182 Submitted on 5 Mar 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. CRediT author statement Nathalie Bonneton-Botté: Conceptualization- Methodology -Writing-Reviewing and Editing; S. Fleury.: Data curation- Methodology- vizualisation; Nathalie Girard: Software; Vizualisation-Reviewing; Maëlys Le Magadou: Data Curation- Investigation. Anthony Cherbonnier: Data curation- investigation Mickaël Renault: Software, Eric Anquetil: Conceptualization- vizualisation- Reviewing; Eric Jamet: Conceptualization, Methodology, vizualisation, Reviewing. Can Tablet Apps Support the Learning of Handwriting? An Investigation of Learning Outcomes in Kindergarten Classroom Nathalie Bonneton-Bottéa*, Sylvain Fleuryb, Nathalie Girard c, Maëlys Le Magadou d, Anthony Cherbonniera, Mickaël Renault c, Eric Anquetil c, Eric Jameta a Psychology of Cognition, Behavior and Communication Laboratory (LP3C), University of Rennes, Rennes, France. -
Handwriting Recognition Systems: an Overview
Handwriting Recognition Systems: An Overview Avi Drissman Dr. Sethi CSC 496 February 26, 1997 Drissman 1 Committing words to paper in handwriting is a uniquely human act, performed daily by millions of people. If you were to present the idea of “decoding” handwriting to most people, perhaps the first idea to spring to mind would be graphology, which is the analysis of handwriting to determine its authenticity (or perhaps also the more non-scientific determination of some psychological character traits of the writer). But the more mundane, and more frequently overlooked, “decoding” of handwriting is handwriting recognition—the process of figuring out what words and letters the scribbles and scrawls on the paper represent. Handwriting recognition is far from easy. A common complaint and excuse of people is that they couldn’t read their own handwriting. That makes us ask ourselves the question: If people sometimes can’t read their own handwriting, with which they are quite familiar, what chance does a computer have? Fortunately, there are powerful tools that can be used that are easily implementable on a computer. A very useful one for handwriting recognition, and one that is used in several recognizers, is a neural network. Neural networks are richly connected networks of simple computational elements. The fundamental tenet of neural computation (or computation with [neural networks]) is that such networks can carry out complex cognitive and computational tasks. [9] In addition, one of the tasks at which neural networks excel is the classification of input data into one of several groups or categories. This ability is one of the main reasons neural networks are used for this purpose. -
Get a Grip: Analysis of Muscle Activity and Perceived Comfort in Using Stylus Grips
Copyright Warning & Restrictions The copyright law of the United States (Title 17, United States Code) governs the making of photocopies or other reproductions of copyrighted material. Under certain conditions specified in the law, libraries and archives are authorized to furnish a photocopy or other reproduction. One of these specified conditions is that the photocopy or reproduction is not to be “used for any purpose other than private study, scholarship, or research.” If a, user makes a request for, or later uses, a photocopy or reproduction for purposes in excess of “fair use” that user may be liable for copyright infringement, This institution reserves the right to refuse to accept a copying order if, in its judgment, fulfillment of the order would involve violation of copyright law. Please Note: The author retains the copyright while the New Jersey Institute of Technology reserves the right to distribute this thesis or dissertation Printing note: If you do not wish to print this page, then select “Pages from: first page # to: last page #” on the print dialog screen The Van Houten library has removed some of the personal information and all signatures from the approval page and biographical sketches of theses and dissertations in order to protect the identity of NJIT graduates and faculty. ABSTRACT GET A GRIP: ANALYSIS OF MUSCLE ACTIVITY AND PERCEIVED COMFORT IN USING STYLUS GRIPS by Evanda Vanease Henry The design of handwriting instruments has been based primarily on touch, feel, aesthetics, and muscle exertion. Previous studies make it clear that different pen characteristics have to be considered along with hand–instrument interaction in the design of writing instruments. -
Sketching and Drawing with the Pens Tutorial
Sketching and Drawing with the Pens Tutorial This tutorial is the second in a series of educational articles devoted to Corel Painter 8. ILLUSTRATION: CHER THREINEN-PENDARVIS 1 BY CHER THREINEN-PENDARVIS For Fantasy Butterfly Sketch, a pen-and-ink drawing created in Corel® Painter™, I used conventional sketching techniques applied to Corel Painter, using a Wacom® stylus and pressure-sensitive tablet. The sugges- tions in this tutorial will help you experience the expressive potential of the Pens in Corel Painter 8, while showing the developmental process of the il- lustration. This photo reference shows good 1 Choosing a photo for reference. contrast and detail. When choosing a photo to use for reference, it’s best to select one that had good contrast and detail. You may choose not to incorporate all of 2 the detail into your drawing, but being able to see details will allow you more choices and will add to the inspiration and to an interpretive ap- proach. When you’ve selected an image, choose File, Open and navigate to the image on your hard drive. 2 Adding a dynamic angle to the reference. The butterfly photograph had been shot straight on, and was quite sym- metrical. For more interest, I added a dynamic angle to the reference, by Dragging the lower right corner to rotating the image in Corel Painter as follows: Choose Select, All, then rotate the image choose Effects, Orientation, Free Transform. Position the cursor over a corner point and press the Ctrl/Cmnd key (you’ll see the cursor change to a circle), now drag the corner in the direction that you want to rotate the image. -
Pen Computing History
TheThe PastPast andand FutureFuture ofof PenPen ComputingComputing Conrad H. Blickenstorfer, Editor-in-Chief Pen Computing Magazine [email protected] http://www.pencomputing.com ToTo buildbuild thethe future,future, wewe mustmust learnlearn fromfrom thethe pastpast HistoryHistory ofof penpen computingcomputing 1914: Goldberg gets US patent for recognition of handwritten numbers to control machines 1938: Hansel gets US patent for machine recognition of handwriting 1956: RAND Corporation develops digitizing tablet for handwriting recognition 1957-62: Handwriting recognition projects with accuracies of 97-99% 1963: Bell Labs develops cursive recognizer 1966: RAND creates GRAIL, similar to Graffiti Pioneer:Pioneer: AlanAlan KayKay Utah State University Stanford University Xerox PARC: GUI, SmallTalk, OOL Apple Computer Research Fellow Disney Envisioned Dynabook in 1968: The Dynabook will be a “dynamic medium for creative thought, capable of synthesizing all media – pictures, animation, sound, and text – through the intimacy and responsiveness of the personal computer.” HistoryHistory ofof penpen computingcomputing 1970s: Commercial products, including kana/romanji billing machine 1980s: Handwriting recognition companies – Nestor – Communication Intelligence Corporation – Lexicus – Several others Pioneers:Pioneers: AppleApple 1987 Apple prototype – Speech recognition – Intelligent agents – Camera – Folding display – Video conferencing – Wireless communication – Personal Information Manager ““KnowledgeKnowledge NavigatorNavigator”” -
Off-The-Shelf Stylus: Using XR Devices for Handwriting and Sketching on Physically Aligned Virtual Surfaces
TECHNOLOGY AND CODE published: 04 June 2021 doi: 10.3389/frvir.2021.684498 Off-The-Shelf Stylus: Using XR Devices for Handwriting and Sketching on Physically Aligned Virtual Surfaces Florian Kern*, Peter Kullmann, Elisabeth Ganal, Kristof Korwisi, René Stingl, Florian Niebling and Marc Erich Latoschik Human-Computer Interaction (HCI) Group, Informatik, University of Würzburg, Würzburg, Germany This article introduces the Off-The-Shelf Stylus (OTSS), a framework for 2D interaction (in 3D) as well as for handwriting and sketching with digital pen, ink, and paper on physically aligned virtual surfaces in Virtual, Augmented, and Mixed Reality (VR, AR, MR: XR for short). OTSS supports self-made XR styluses based on consumer-grade six-degrees-of-freedom XR controllers and commercially available styluses. The framework provides separate modules for three basic but vital features: 1) The stylus module provides stylus construction and calibration features. 2) The surface module provides surface calibration and visual feedback features for virtual-physical 2D surface alignment using our so-called 3ViSuAl procedure, and Edited by: surface interaction features. 3) The evaluation suite provides a comprehensive test bed Daniel Zielasko, combining technical measurements for precision, accuracy, and latency with extensive University of Trier, Germany usability evaluations including handwriting and sketching tasks based on established Reviewed by: visuomotor, graphomotor, and handwriting research. The framework’s development is Wolfgang Stuerzlinger, Simon Fraser University, Canada accompanied by an extensive open source reference implementation targeting the Unity Thammathip Piumsomboon, game engine using an Oculus Rift S headset and Oculus Touch controllers. The University of Canterbury, New Zealand development compares three low-cost and low-tech options to equip controllers with a *Correspondence: tip and includes a web browser-based surface providing support for interacting, Florian Kern fl[email protected] handwriting, and sketching. -
Digital Handwriting with a Finger Or a Stylus: a Biomechanical Comparison
1 Digital Handwriting with a Finger or a Stylus: a Biomechanical Comparison Domenico Prattichizzo, Senior Member, IEEE, Leonardo Meli, Student Member, IEEE, and Monica Malvezzi, Member, IEEE Abstract—In this paper we present a study concerning the human hand during digital handwriting on a tablet. Two different cases are considered: writing with the finger, and writing with the stylus. We chose an approach based on the biomechanics of the human hand to compare the two different input methods. Performance is evaluated using metrics originally introduced and developed in robotics, such as the manipulability indexes. Analytical results assess that writing with the finger is more suitable for performing large, but not very accurate motions, while writing with the stylus leads to a higher precision and more isotropic motion performance. We then carried out two experiments of digital handwriting to support the approach and contextualize the results. Index Terms—H.5.2 User Interfaces: Evaluation/methodology; H.5.2 User Interfaces: Input devices and strategies; handwriting; tablet; biomechanics; kinematics; hand model; stylus; touch. F 1 INTRODUCTION The hand is the main tool adopted by humans to physi- cally interact with the external environment. The human hand is highly versatile and easily adaptable to a variety of manipulation tasks, exposing flexible solutions to the needs of control [1]. In daily life, humans beings are, apparently without effort, able to generate complex and elegant movements of the hand and fingers, such as typing on keyboards, playing a musical instrument, or (a) (b) writing. In this paper we focus on the analysis of human hand Fig.