Facilitating Text Entry on Smartphones with QWERTY Keyboard for Users with Parkinson’S Disease
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Nokia 6010 User Guide
510636_6820_US/Eng_UG 12/18/03 10:36 AM Page 1 Thank you for purchasing your new Nokia phone. We’re here for you! www.nokiahowto.com Learn how to use your new Nokia phone. www.nokia.com/us Get answers to your questions. Register your phone’s limited warranty so we can better serve your needs! Nokia Inc. 7725 Woodland Center Boulevard, Suite 150, Tampa FL 33614 . Phone: 1.888.NOKIA.2U (1.888.665.4228) Fax: 1.813.249.9619 . Text Telephone/Telecommunication Device User Guide for the Deaf (TTY/TDD) Users: 1.800.24.NOKIA (1.800.246.6542) PRINTED IN CANADA 9311367 NOKIA 6820 Nokia 6010 User Guide What information is Numbers Where is the number? needed? My number Wireless service provider Voice mail number Wireless service provider Wireless provider’s Wireless service provider number Wireless provider’s Wireless service provider customer care Model number 6010 Label on back of phone (under battery) Phone type number NPM-10 Label on back of phone NPM-10X (under battery) International mobile Label on back of phone (under equipment identity battery). See “Find information (IMEI) about your phone” on page 7. LEGAL INFORMATION Part No. 9311233, Issue No. 1 Copyright © 2004 Nokia. All rights reserved. Nokia, Nokia Connecting People, Air Glide, Bowling, Backgammon, Sky Diver, Nokia 6010, Xpress-on, and the Nokia Original Enhancements logos are trademarks or registered trademarks of Nokia Corporation. Other company and product names mentioned herein may be trademarks or trade names of their respective owners. Printed in Canada 01/04 US Patent No 5818437 and other pending patents. -
A Multilingual Keyboard and Mouse Interface for Motor-Impaired Users
SUITEDasher – A Multilingual Keyboard and Mouse Interface for Motor-Impaired Users David Lyle and Bill Manaris Computer Science Department, College of Charleston 66 George Street, Charleston, SC 29424, USA [email protected], [email protected] Abstract This paper presents the design of SUITEDasher – an open-source, multilingual speech user interface for motor- impaired users. SUITEDasher’s architecture is based on SUITEKeys – a speech user interface for manipulating a speech keyboard and mouse. SUITEDasher has three main design objectives: (a) to improve on the usability of its predecessor; (b) to provide for multilingual access; and (c) to be platform independent. To achieve these objectives, SUITEDasher employs a minimal graphical user interface, and incorporates a trigram-based probabilistic model from Dasher – a text-entry interface driven by pointing gestures. Multilingual access is achieved through a set of syntactic, lexical, and (potentially) phonetic models that may be loaded dynamically at run time. Finally, SUITEDasher is being implemented in Java as a cross-platform (Windows, Mac OS X, and Linux) application. While refining the design, we have developed several prototypes, the latest of which has been implemented in Visual Basic and C++ on the Windows platform. Preliminary usability results indicate that, in terms of typing speed, SUITEDasher appears to be 30% faster than its predecessor, and as fast as Dasher. Keywords: Universal access, motor impairments, speech user interfaces, listening keyboard, usability evaluation. 1 Introduction Several studies have been performed exploring the effectiveness of speech as an alternative to the physical keyboard for alphanumeric data entry. Murray et al. (1983) found that, in the context of controlling cursor movement, keyboard input is twice as fast and more preferred by users compared to speech. -
This Is a Title
http://dx.doi.org/10.14236/ewic/HCI2017.103 Comparing a Scanning Ambiguous Keyboard to the On-screen QWERTY Keyboard Chris T. Waddington I. Scott MacKenzie University of Central Lancashire York University Preston UK PR1 2HE Toronto Canada M3J 1P3 [email protected] [email protected] Janet C. Read Matthew Horton University of Central Lancashire University of Central Lancashire Preston UK PR1 2HE Preston UK PR1 2HE [email protected] [email protected] This paper explores text entry on a scanning ambiguous keyboard (SAK) and the Windows on- screen keyboard (OSK) operating in scanning mode. The SPACEBAR was used for physical input with both keyboards. Testing involved 12 participants entering five phrases of text with each keyboard. On entry speed, the means were 5.06 wpm for the SAK and 2.67 wpm for the OSK, thus revealing a significant speed advantage for the SAK. However, the character-level error rate of 13.3% for the SAK was significantly higher than the error rate of 2.4% for the OSK. On subjective preference, 7 of 12 participants preferred the Windows OSK over the SAK, citing familiarity with the QWERTY layout as the most common reason. However, participants appreciated the efficiency of the SAK keyboard. A limitation of the results is the small amount of text entered. Scanning ambiguous keyboard (SAK), Windows on-screen keyboard (OSK), text entry, accessible interfaces . 1. INTRODUCTION and effectiveness of two keyboards designed primarily for users with impaired motor function. A Inputting text with a keyboard is an everyday task user study with able-bodied users was conducted, for humans, be it through a standard keyboard on a as is common practice in initial investigations of desktop or laptop computer, or on a touch-based accessible interfaces. -
Nokia 6350 User Guide
Nokia 6350 User Guide 9 Issue 1 0434 DECLARATION OF CONFORMITY Hereby, NOKIA CORPORATION declares that this RM-455 product is in compliance with the essential requirements and other relevant provisions of Directive 1999/5/EC. A copy of the Declaration of Conformity can be found at http://www.nokia.com/phones/declaration_of_conformity/. © 2009 Nokia. All rights reserved. Inside pages contain 10% recycled paper. Nokia, Nokia Connecting People, and Navi are trademarks or registered trademarks of Nokia Corporation. Nokia tune is a sound mark of Nokia Corporation. Other product and company names mentioned herein may be trademarks or tradenames of their respective owners. Reproduction, transfer, distribution, or storage of part or all of the contents in this document in any form without the prior written permission of Nokia is prohibited. Nokia operates a policy of continuous development. Nokia reserves the right to make changes and improvements to any of the products described in this document without prior notice. US Patent No 5818437 and other pending patents. T9 text input software Copyright (C) 1997-2009. Tegic Communications, Inc. All rights reserved. Includes RSA BSAFE cryptographic or security protocol software from RSA Security. Java is a trademark of Sun Microsystems, Inc. Portions of the Nokia Maps software are © 1996-2009 The FreeType Project. All rights reserved. This product is licensed under the MPEG-4 Visual Patent Portfolio License (i) for personal and noncommercial use in connection with information which has been encoded in compliance with the MPEG-4 Visual Standard by a consumer engaged in a personal and noncommercial activity and (ii) for use in connection with MPEG-4 video provided by a licensed video provider. -
7 35138412 1.Pdf (2.296Mb)
MAUU(D)5900 MASTER THESIS in Universal Design of ICT October 2018 An Accessible Directions-based Text Entry Method Using Two-thumb Touch Typing Linghui Ye Department of Computer Science Faculty of Technology, Art and Design Master Thesis Phase III Report Contents Abstract ......................................................................................................................................................... 3 1. Introduction .............................................................................................................................................. 5 2. Related work ............................................................................................................................................. 8 3. The prototype ......................................................................................................................................... 15 3.1 Physical direction .............................................................................................................................. 20 3.2 Resolving ambiguities ....................................................................................................................... 23 3.3 Special characters ............................................................................................................................. 23 4. Methodology ........................................................................................................................................... 25 4.1 Experimental design ......................................................................................................................... -
Fast and Precise Touch-Based Text Entry for Head-Mounted Augmented Reality with Variable Occlusion
1 Fast and Precise Touch-Based Text Entry for Head-Mounted Augmented Reality with Variable Occlusion JOHN J. DUDLEY, University of Cambridge, United Kingdom KEITH VERTANEN, Michigan Technological University, USA PER OLA KRISTENSSON, University of Cambridge, United Kingdom We present the VISAR keyboard: an augmented reality (AR) head-mounted display (HMD) system that supports text entry via a virtualised input surface. Users select keys on the virtual keyboard by imitating the process of single-hand typing on a physical touchscreen display. Our system uses a statistical decoder to infer users’ intended text and to provide error-tolerant predictions. There is also a high-precision fall-back mechanism to support users in indicating which keys should be unmodified by the auto-correction process. A unique advantage of leveraging the well-established touch input paradigm is that our system enables text entry with minimal visual clutter on the see-through display, thus preserving the user’s field-of-view. We iteratively designed and evaluated our system and show that the final iteration of the system supports a mean entry rate of 17.75 wpm with a mean character error rate less than 1%. This performance represents a 19.6% improvement relative to the state-of-the-art baseline investigated: a gaze-then-gesture text entry technique derived from the system keyboard on the Microsoft HoloLens. Finally, we validate that the system is effective in supporting text entry in a fully mobile usage scenario likely to be encountered in industrial applications of AR HMDs. CCS Concepts: • Human-centered computing → Text input; Additional Key Words and Phrases: augmented reality, text entry 1 INTRODUCTION Recent progress in head-mounted displays (HMDs) for augmented reality (AR), such as the Microsoft HoloLens, demonstrates the commercial potential of AR to support new forms of interaction and work in a range of industries including construction, education and health. -
Smartvrkey - a Smartphone Based Text Entry in Virtual Reality with T9 Text Prediction*
SmartVRKey - A Smartphone Based Text Entry in Virtual Reality with T9 Text Prediction* Jiban Adhikary Department of Computer Science, Michigan Technological University, [email protected] *Topic paper for the CS5760 - Human-Computer Interaction & Usability class, Spring 2018 March 12, 2018 Abstract: I propose an interactive text entry system in virtual reality (VR) which makes the best use of a commercially available smartphone, a head mounted display (HMD) and a finger sensing device. There has been works related to text entry in VR but they are confined to buttons or slide bars. Most recent works also used a physical keyboard and projected a virtual represen- tation of it in VR. The problem with the first approach is that sensor data from VR is noisy and sometimes it is unreliable. And the problem with the second approach is that a user will have to use a physical keyboard with many keys on it and there is some scalability and usability issues while interacting in VR. My proposed system includes at most 12 keys and the interface fits on a user’s wrist. It also provides accurate word-prediction based on a minimal amount of key presses. 1 Introduction Today most of the interactions of text entry take place in physical keyboard or touch screens. However, it is anticipated that most of the future interactions will take place in virtual reality (VR) or in augmented reality (AR). There has not been a lot of work regarding text entry in such environments. The idea proposed in this paper is an approach to get text entry in VR 1 one step ahead. -
IUC38: Keyboard Futures
Prototyping Input Methods on Touch Devices: Our experience and examples http://xkcd.com/1284/ Escaping our past Emerging markets and languages The DISCUS principles Keyboard prototypes Is it possible to escape the legacy of teletype machines, typewriters, and keyboards? English: . Devices regularly released with non-QWERTY . A-Z, Dvorak, and esoteric layouts . T9 initially successful on tiny devices . But: market leaders now all use QWERTY It’s a German QWERTYZ – the grand daddy It’s not QWERTY. But is it usable? http://www.iu.hio.no/~frodes/unitech10/022-Sandnes/index.html As used by NSA – special Secret Code button http://upload.wikimedia.org/wikipedia/commons/1/16/TI_SpeakSpell_no_shadow.jpg No idea. http://www.keyglove.net T9 … not QWERTY … significant success http://conversations.nokia.com/2011/09/06/the-input-debate-why-im-true-to-t9-on-my-nokia-n8/ Optimus. http://www.artlebedev.com/everything/optimus/ QWERTY with one less row. Clever. http://www.blogcdn.com/www.engadget.com/media/2010/05/lgfathom111.jpg It looks weird, but it’s still QWERTY! http://www.6by9.net/brain-coordination-using-dvorak-and-qwerty-keyboards/ It looks weird, but it’s still QWERT! http://c2.com/cgi/wiki?HalfQwerty It looks weird, but it’s still QWER… um… GT? http://c2.com/cgi/wiki?HalfQwerty http://www.hardwarezone.com.sg/feature-hands-apple-iphone-6-6-plus-pictures- Touch innovation – literally around the edges! and-videos/when-it-coming-and-how-much-plus-more-photos What do those images tell us? There are benefits to the status quo . Less for users to learn . -
Digital Access Project
DIGITAL ACCESS PROJECT LEARNING MODULE Computer hardware, basic digital terminology and typing skills Code: M5BO Prepared by: ITPIO October 2018 This project has been funded with support from the European Commission. This publication reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Contents SUMMARY ..............................................................................................................................5 KEYWORDS .............................................................................................................................5 MODULE OBJECTIVES .............................................................................................................5 UNIT 1: USING THE INTERFACE OF COMPUTERS .....................................................................7 Specific objectives of Unit 1 ................................................................................................7 Display ................................................................................................................................7 Mouse and Touchpad .........................................................................................................8 Keyboard ............................................................................................................................9 Printer...............................................................................................................................11 -
Tutorial Day at Mobilehci 2008, Amsterdam
Tutorial Day at MobileHCI 2008, Amsterdam Text input for mobile devices by Scott MacKenzie Scott will give an overview of different input means (e.g. key‐based, stylus, predictive, virtual keyboard), parameters relevant for designing and assessing mobile text input (e.g., writing speed, cognitive load) and issues related to the context of use (e.g., walking/standing). Mobile GUIs and Mobile Visualization by Patrick Baudisch Patrick will introduce different approaches for creating mobile graphical user interfaces. He will talk about the design process, prototyping and assessment of user interfaces, trade‐offs related to the design of mobile GUIs and different possible interaction styles. As one specific topic in mobile GUIs he will address concept for mobile interactive visualization (e.g. maps). Understanding Mobile User Experience by Mirjana Spasojevic Mirjana will discuss different means for studying mobile user needs and evaluating the user experience. This includes explorative studies and formal evaluations (in the lab vs. in the field), including longitudinal pilot deployments. The lecture will discuss traditional HCI methods of user research and how they need to be adapted for different mobile contexts and products. Context‐Aware Communication and Interaction by Albrecht Schmidt Albrecht will give an overview of work in context‐awareness and activity recognition that is related to mobile HCI. He will discuss how sharing of context in communication applications can improve the user experience. The lecture will explain how perception and sensing can be used to acquire context and activity information and show examples how such information can be exploited. Haptics, audio output and sensor input in mobile HCI by Stephen Brewster Stephen will discuss the design space for haptics, audio output as well as sensor and gesture input in mobile HCI. -
QB-Gest: Qwerty Bimanual Gestural Input for Eyes-Free Smartphone Text Input
QB-Gest: Qwerty Bimanual Gestural Input for Eyes-Free Smartphone Text Input Linghui Ye1, Frode Eika Sandnes1,2(&) , and I. Scott MacKenzie3 1 Department of Computer Science, Oslo Metropolitan University, 0130 Oslo, Norway [email protected], [email protected] 2 Institute of Technology, Kristiania University College, 0153 Oslo, Norway 3 Department of Computer Science, York University, Toronto, ON M3J 1P3, Canada [email protected] Abstract. We developed QB-Gest, a bimanual text entry method based on simple gestures where users drag their thumbs in the direction of the desired letter while visualizing the Qwerty-layout. In an experiment with four sessions of testing, 20 users achieved text entry rates of 11.1 wpm eyes-free and 14.1 wpm eyes-on. An expert user achieved an eyes-free rate of 24.9 wpm after 10 rounds of entering the-quick-brown-fox phrase. The method holds potential for users with low vision and certain types of reduced motor function. Keywords: Mobile text entry Á Eyes free text Á Gestures Á Qwerty 1 Introduction Smartphones have become an important tool in modern society by facilitating com- munication independent of time and place. Many smartphone tasks require text input, such as searching the web, sending emails, or messaging. Text input typically uses a default virtual keyboard. Yet, many users find it hard to use virtual smartphone key- boards compared to physical desktop keyboards [1], because input requires accurately hitting keys without tactile feedback. Virtual smartphone keys are smaller than physical desktop keys; so, input is both visually intensive and requires careful eye-motor coordination [2]. -
Nokia 3589I User Guide
Nokia 3589i User Guide What information is needed? Numbers Where is the number? My number Wireless service provider Voice mail number Wireless service provider Wireless provider’s number Wireless service provider Provider’s customer care Wireless service provider Nokia 3589i See “About your phone” on Model number page 7. RH-44 See “About your phone” on Phone type page 7. Electronic serial number (ESN) See “Your phone’s label” on page 6. Note: Spanish translation of this guide follows page 100 of the English guide. The wireless phone described in this guide is approved for use in CDMA networks. LEGAL INFORMATION Part No.9310502, Issue No. 1 Copyright ©2003 Nokia. All rights reserved. Nokia, Nokia Connecting People, Nokia 3589i, the Nokia Original Enhancements logos and Racket are trademarks or registered trademarks of Nokia Corporation. All other product and company names mentioned herein may be trademarks or tradenames of their respective owners. Printed in Canada 8/2003 US Patent No 5818437 and other pending patents. T9 text input software Copyright ©1999-2003. Tegic Communications, Inc. All rights reserved. Includes RSA BSAFE cryptographic or security protocol software from RSA Security. The BREW trademark is a trademark of QUALCOMM Incorporated. The information in this user guide was written for the Nokia 3589i phone. Nokia operates a policy of on-going development. Nokia reserves the right to make changes and improvements to any of the products described in this document without prior notice. UNDER NO CIRCUMSTANCES SHALL NOKIA BE RESPONSIBLE FOR ANY LOSS OF DATA OR INCOME OR ANY SPECIAL, INCIDENTAL, AND CONSEQUENTIAL OR INDIRECT DAMAGES HOWSOEVER CAUSED.