Advanced and Natural Interaction System for Motion-Impaired Users
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Summary Double Your Typing Speed
Summary Double Your Typing Speed.............................................................1 Stenography Benefits......................................................................1 Speed...........................................................................................................................................1 Fluency Of Thought....................................................................................................................2 Ergonomy....................................................................................................................................3 Mobile/Wearable Computing and Augmented Reality...............................................................3 Memorable Customizable Macros..............................................................................................4 Stenography Is Cool, But................................................................5 Open Source Stenography: Who Is Using It...................................5 Then I Saw The Light.....................................................................6 My Contributions............................................................................7 Stenography Is The Way.................................................................8 Machine stenography costs too much.........................................................................................8 Proprietary steno software might be better..................................................................................9 Learning takes too much -
Gesture Keyboard Using Arduino
www.ijcrt.org © 2021 IJCRT | Volume 9, Issue 5 May 2021 | ISSN: 2320-2882 GESTURE KEYBOARD USING ARDUINO P. R. Rodge1 Gawali Harshada2 Chaudhari Pooja3 More Mayur4 1Professor of Computer Engineering Department, SSJCOE, Maharashtra, India 2Student of Computer Engineering Department, SSJCOE, Maharashtra, India 3Student of Computer Engineering Department, SSJCOE. Maharashtra, India 4Student of Computer Engineering Department, SSJCOE, Maharashtra, India ABSTRACT Different keyboards are available in the market, with variations in size, layouts, programs, and functionalities. Recently, virtual keyboards are also in use but for every single keyboard, the user should remember the arrangement of keys in order to enter different characters. Remote-based gesture keyboard is a system that serves on the Internet of Things [IoT] architecture and embedded with Arduino as well as the accelerometer and machine learning process that enforces the system to perform in the desired direction. The remote-based gesture keyboard is the model, where the user can enter text and number in a text editor by moving a hand to the specific motion of characters in the air using Arduino. Arduino operates as a remote where gestures relocate into the air, translating into letters, and exposing them on a computer screen. Keywords— gesture, Arduino, remote, keyboard. I.INTRODUCTION The keyboard plays a vibrant role in the computer system for the entry of data by pressing the number of keys. In today’s generation screen touch keyboards are mostly used and gesture keyboards also used only for physically disabled people and for special use. There is plenty of variation in layouts of the physical keyboard such as AZERTY, QWERTY, Dvorak Colemak, Maltron, and JCUKEN. -
An Improved Arabic Keyboard Layout
Sci.Int.(Lahore),33(1),5-15,2021 ISSN 1013-5316; CODEN: SINTE 8 5 AN IMPROVED ARABIC KEYBOARD LAYOUT 1Amjad Qtaish, 2Jalawi Alshudukhi, 3Badiea Alshaibani, 4Yosef Saleh, 5Salam Bazrawi College of Computer Science and Engineering, University of Ha'il, Ha'il, Saudi Arabia. [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT: One of the most important human–machine interaction (HMI) systems is the computer keyboard. The keyboard layout (KL) dictates how a person interacts with a physical keyboard through the way in which the letters, numbers, punctuation marks, and symbols are mapped and arranged on the keyboard. Mapping letters onto the keys of a keyboard is complex because many issues need to be taken into considerations, such as the nature of the language, finger fatigue, hand balance, typing speed, and distance traveled by fingers during typing and finger movements. There are two main kinds of KL: English and Arabic. Although numerous research studies have proposed different layouts for the English keyboard, there is a lack of research studies that focus on the Arabic KL. To address this lack, this study analyzed and clarified the limitations of the standard legacy Arabic KL. Then an efficient Arabic KL was proposed to overcome the limitations of the current KL. The frequency of Arabic letters and bi-gram probabilities were measured on a large Arabic corpus in order to assess the current KL and to design the improved Arabic KL. The improved Arabic KL was then evaluated and compared against the current KL in terms of letter frequency, finger-travel distance, hand and finger balance, bi-gram frequency, row distribution, and most frequent words. -
Text Input Methods for Indian Languages Sowmya Vajjala, International Institute of Information Technology
Iowa State University From the SelectedWorks of Sowmya Vajjala 2011 Text Input Methods for Indian Languages Sowmya Vajjala, International Institute of Information Technology Available at: https://works.bepress.com/sowmya-vajjala/3/ TEXT INPUT METHODS FOR INDIAN LANGUAGES By Sowmya V.B. 200607014 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Master of Science (by Research) in Computer Science & Engineering Search and Information Extraction Lab Language Technologies Research Center International Institute of Information Technology Hyderabad, India September 2008 Copyright c 2008 Sowmya V.B. All Rights Reserved Dedicated to all those people, living and dead, who are directly or indirectly responsible to the wonderful life that I am living now. INTERNATIONAL INSTITUTE OF INFORMATION TECHNOLOGY Hyderabad, India CERTIFICATE It is certified that the work contained in this thesis, titled “ Text input methods for Indian Languages ” by Sowmya V.B. (200607014) submitted in partial fulfillment for the award of the degree of Master of Science (by Research) in Computer Science & Engineering, has been carried out under my supervision and it is not submitted elsewhere for a degree. Date Advisor : Dr. Vasudeva Varma Associate Professor IIIT, Hyderabad Acknowledgements I would like to first express my gratitude to my advisor Dr Vasudeva Varma, for being with me and believing in me throughout the duration of this thesis work. His regular suggestions have been greatly useful. I thank Mr Prasad Pingali for his motivation and guidance during the intial phases of my thesis. I thank Mr Bhupal Reddy for giving me the first lessons in my research. I entered IIIT as a novice to Computer Science in general and research in particular. -
Predicting and Reducing the Impact of Errors in Character-Based Text Entry
PREDICTING AND REDUCING THE IMPACT OF ERRORS IN CHARACTER-BASED TEXT ENTRY AHMED SABBIR ARIF A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN COMPUTER SCIENCE AND ENGINEERING YORK UNIVERSITY TORONTO, ONTARIO APRIL 2014 © AHMED SABBIR ARIF, 2014 Abstract This dissertation focuses on the effect of errors in character-based text entry techniques. The effect of errors is targeted from theoretical, behavioral, and practical standpoints. This document starts with a review of the existing literature. It then presents results of a user study that investigated the effect of different error correction conditions on popular text entry performance metrics. Results showed that the way errors are handled has a significant effect on all frequently used error metrics. The outcomes also provided an understanding of how users notice and correct errors. Building on this, the dissertation then presents a new high-level and method-agnostic model for predicting the cost of error correction with a given text entry technique. Unlike the existing models, it accounts for both human and system factors and is general enough to be used with most character-based techniques. A user study verified the model through measuring the effects of a faulty keyboard on text entry performance. Subsequently, the work then explores the potential user adaptation to a gesture recognizer’s misrecognitions in two user studies. Results revealed that users gradually adapt to misrecognition errors by replacing the erroneous gestures with alternative ones, if available. Also, users adapt to a frequently misrecognized gesture faster if it occurs more frequently than the other error-prone gestures. -
Geekhack Geekhack Community => Ergonomics => Topic Started By: Oneproduct on Sun, 11 January 2015, 22:10:05
geekhack geekhack Community => Ergonomics => Topic started by: oneproduct on Sun, 11 January 2015, 22:10:05 Title: Layout Analysis: Dvorak/Colemak/MTGAP/Carpalx/Workman/my own Post by: oneproduct on Sun, 11 January 2015, 22:10:05 Some interesting statistics based on the layout analyzer I mentioned in this other thread: https://geekhack.org/index.php?topic=67430 (https://geekhack.org/index.php?topic=67430) The text used for this particular example was a book called "The Wasted Generation" which you can find at the Gutenberg project. I tested these layouts with a few other texts as well and the results are generally the same. A few comments on how I value some statistics: 1. Same finger is the most critical statistic. Having to type two letters in a row using the same finger (double letters don't count, such as LL in heLLo) is the slowest thing you can do. 2. Alternation is the next most important statistic. It allows your other hand to get ready to type the next key while the first hand is pressing the first key. 3. Inward rolls are very comfortable, something I learned from using Colemak. 4. Outward rolls are generally bad. If possible try to convert them to alternation or inward rolls. 5. I think that the G and H keys (positions given relative to QWERTY) are not "free" homerow positions. In the Workman layout, he talks about the lateral movement from F to G and from J to H being worse than the vertical movement in reaching from S to W or D to E for example. -
Me310a 2003-2004
ME310 2003-2004 Optimum Human Machine Interface for the IT Generation all great design firms started in someone’s garage Department of Mechanical Engineering School of Engineering, Stanford University, Stanford CA 94305 Tori L. Bailey David P. Fries Philipp L. Skogstad ME 310 – YTPD Garage June 7, 2004 Toyota Info Technology Center U.S.A. Interface for IT Generation Page 2 of 254 ME 310 – YTPD Garage June 7, 2004 Toyota Info Technology Center U.S.A. Interface for IT Generation 1 Front Matter 1.1 Executive Summary Driving the vehicle has been the primary task of the driver since the automobile was invented over 100 years ago. Yet as technology increasingly invades the car, the driver is required to divert attention to managing secondary (non-driving) tasks created by these technologies. The goal of the Toyota project is to investigate the types of secondary tasks that might be available to the IT Generation in future vehicles, and to design an interface that will allow the driver to accomplish these secondary tasks safely. The design team, a collaboration between Stanford University and the Tokyo Metropolitan Institute of Technology (TMIT), has explored many ideas for future vehicle functions and determined that most involve the idea of “connectedness.” The teams are focusing on improving this in-car “connectedness” by designing an interface system that allows drivers to create text while driving safely. Fig. 1: The Optimum Human Machine Interface for text entry while driving. The system consists of four components: a text input device, a logic core (software), an output device, and a test vehicle for collecting user data. -
Design Periferie Pro Interakci S Osobním Počítačem Se Zvláštním Zřetelem Na Tělesně Postižené S Jednou Rukou Částečně Nebo Zcela Dysfunkční
Disertační práce Design periferie pro interakci s osobním počítačem se zvláštním zřetelem na tělesně postižené s jednou rukou částečně nebo zcela dysfunkční Design of a peryphery for interaction with a personal computer with special intention to disabled with one hand partly or fully dysfunctional Autor: MgA. Ondřej Puchta Studijní program: Výtvarná umění Studijní obor: Multimédia a design Školitel: doc. akad. soch. Ferdinand Chrenka Oponenti: prof. akad. soch. Peter Paliatka doc. PhDr. Zdeno Kolesár Zlín, červen 2018 © Ondřej Puchta Vydala Univerzita Tomáše Bati ve Zlíně v edici Doctoral Thesis Publikace byla vydána v roce 2018 Klíčová slova: průmyslový design, produktový design, osobní počítač, interakce, ergonomie, klávesnice, postižení Key words: industrial design, product design, personal computer, interaction, ergonomics, keyboard, disability Práce je dostupná v Knihovně UTB ve Zlíně. Abstrakt Disertační práce pojednává o designu periferie určené pro interakci s osobním počítačem, navržené se zvláštním zřetelem na potřeby tělesně postižených s jednou rukou částečně nebo zcela dysfunkční. Cílem práce je na základě východisek a výsledků provedeného výzkumu navrhnout design periferie pro interakci s osobním počítačem tak, aby byl minimalizován dopad používání PC na zdraví uživatele, a to zejména v pracovním procesu, ale i při jiných, např. volnočasových aktivitách. Analyzovány jsou veškeré majoritní způsoby interakce s osobním počítačem, na základě čehož jsou následně vzájemně porovnány s ohledem na závažnost postižení uživatele a dobu strávenou prací s PC. Aby bylo možné objasnit současný stav problematiky, práce obsahuje popis historického vývoje ve zvolené oblasti. Zahrnut je přehled a analýza současné produkce, jak konvenčních, tak specializovaných zařízení, která jsou v rámci stanovených kategorií vzájemně porovnána. Získané poznatky jsou aplikovány na design funkčního prototypu a testováním je ověřena míra jejich přínosnosti. -
The Buxton / Microsoft Collection Inventory of Interactive Device Collection
The Buxton / Microsoft Collection Inventory of Interactive Device Collection Bill Buxton First Draft: February 30th, 2011 Current Draft: Feb 28th, 2018 Contents: 1. MICE 11. Watches 2. Tablet Pucks and Pens 12. Wearables: Gloves, Rings, 3. Touch Pads Heads, etc. 4. Joysticks 13. Pedals 5. Trackballs 14. Game Controllers & Toys 6. Chord Keyboards 15. Remote Controls 7. Keyboards 16. Dials 8. Handhelds, PDAs … 17. Miscellaneous 9. e-Readers 18. Reference Material, Toys, … 10. Pen Computers 19. Purging from Collection Note: • Devices that have a “Y” in the right-most column are included in the current collection web-site which can be accessed here: https://www.microsoft.com/buxtoncollection. Note that perhaps less than 1/3 of the collection is on-line, and for the most part, the entries for those that are on-line are minimal (though hopefully still useful), compared to what is being prepared. A new, complete site is under curation and will be posted as soon as possible – but don’t hold your breath. It’s a big job. • Devices with a red “N” in the rightmost column are in the process of being documented and prepared for inclusion on the web site. For requests for photos or other details of items not yet on the site, contact me via email. • The Catalogue Code in the second column tells me where the item is stored. This code is in the form BBB-NNN, where BBB is the bin code & NNN (not always used) is the 3-digit item number in that bin Page 1 of 122 MICE Photo Code Name Year Price Compan Notes Pivot? y M-04 NRC 1968 NFS National Donated by Nestor Burtnyk. -
Klaviatuurid Ja Osundseadmed Magistriseminari „Kasutajaliideste Loomine“ (MTAT.05.091) Ettekanne Sven Kirsimäe ([email protected]) TÜ Mat-Inf
Klaviatuurid ja osundseadmed Magistriseminari „Kasutajaliideste loomine“ (MTAT.05.091) ettekanne Sven Kirsimäe ([email protected]) TÜ Mat-Inf. Teaduskond Ettekanne baasmaterjal (lk. 348-374): "Designing the User Interface. Strategies for effective human-computer interaction (4th edition)" Ben Schneidermann, Catherine Plaisant, 2005. Kevad, 2007 Klaviatuurid ja klahvistikud Vana hea QWERTY Arvuti klaviatuur, oma kohmakuse ja suhtelise aeglusega, on tänapäeval jätkuvalt peamiseks tekstilise andmete sisestamise vahendiks. See paljuski kritiseeritud vahend on läbi aastakümnete olnud õnnestuim loendamatute alternatiivide kõrval. Sajad miljonid inimesed kasutavad arvuti klaviatuuri oma igapäevatöös. Kuigi info sisestamise kiirus jääb algajal umbes 1 täht/sekund1 piiresse (kogenud kontoritöötajal 5 täht/sekund ehk Inglise keele korral umbes 50 sõna minutis), võib professionaali käe all info sisestamise kiiruseks olla isegi 15 täht/sekundis. Inglise keeles teeb see umbes 150 sõna minutis. Kuna leidub rohkem erinevaid sümboleid, mida klaviatuuri abil on vajalik sisestada ning ergonoomilisuse eesmärgil ei ole mõistlik klaviatuuri „hiigelsuureks“ meisterdada, siis tavaliselt kasutatakse vajadusel klahvisiku kombinatsioone erinevate väljundite tekitamiseks. Näiteks leidub võimalus eristada väljundis suur- ja väiketähti kasutades selleks lisaklahvi ajal, mil tähte sisestatakse. Antud juhul on üldlevinud Shift nupu kasutamine koos tähega selleks, et valida sisestamiseks suur täht. Selliseid spetsiaalseid klahve leidub veelgi (Ctrl, Alt, Alt Gr). -
État De L'art Des Claviers Physiques Et Logiciels Pour La Saisie De Texte
État de l’art des claviers physiques et logiciels pour la saisie de texte State of art of physical and software keyboards for text entry Benoît MARTIN (1), Isabelle PECCI (2) (1) LITA, Université Paul Verlaine-Metz, France [email protected] (2) LITA, Université Paul Verlaine-Metz, France [email protected] Résumé. L’attrait croissant pour l’informatique mobile tend à multiplier les modes de saisie, mais ce n’est pas la seule motivation. Les besoins des utilisateurs changent, ils s’élargissent, car les utilisateurs eux-mêmes ont changé. Des besoins très spécifiques à un contexte d’utilisation ou à un handicap rendent les claviers standard inutilisables. Cet article présente un état de l’art des dispositifs offrant une alternative aux claviers standard. Il propose un classement des différentes solutions rencontrées, parmi les claviers physiques ou logiciels. Plusieurs critères sont pris en compte pour analyser ces différentes approches : la présentation avec le type de saisie, la prédiction éventuelle, le contexte d’utilisation et les performances. Cet article a pour but de montrer une large panoplie des claviers afin d’avoir un aperçu sur différentes approches et pouvoir se faire une idée sur les possibilités offertes par chacune d’elles. Mots-clés. Clavier physique, clavier logiciel, taxinomie, technique d’interaction. Abstract. The pull for mobile computing encourages the amount of methods for text entry. It is not the unique motivation. The needs for users have changed ; they grow because the users have changed. Now, very specific needs to a context of use or to an impairment make standard keyboard unusable. -
View of Each General at Type Is Discussed
Exploring Empirical Guidelines for Selecting Computer Assistive Technology for People with Disabilities A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science By Jennifer Border B.S., Wright State University, 2008 2011 Wright State University WRIGHT STATE UNIVERSITY SCHOOL OF GRADUATE STUDIES DATE MARCH 7, 2011 I HEREBY RECOMMEND THAT THE THESIS PREPARED UNDER MY SUPERVISION BY Jennifer Border ENTITLED Exploring Empirical Guidelines for Selecting Computer Assistive Technology for People with Disabilities BE ACCEPTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Master of Science. Wayne Shebilske, Ph.D. Thesis Director Scott Watamaniuk, Ph.D. Graduate Program Director Committee on Final Examination John Flach, Ph.D. Chair, Department of Psychology Wayne Shebilske, Ph.D. John Flach, Ph.D. Clark Shingledecker, Ph.D. Andrew T. Hsu, Ph.D. Dean, School of Graduate Studies ii ABSTRACT Border, Jennifer. M.S., Department of Psychology, Wright State University, 2011. Exploring Empirical Guidelines for Selecting Computer Assistive Technology for People with Disabilities. Assistive technologies (AT) enable people with disabilities (PWD) who are unable to use traditional computer workstations to independently access computers. The selection process of AT is complex due to the numerous AT available and the specific needs of the user. This study examined the process to select new AT for a PWD with Arthrogryposis. In part 1, a series of two different typing sessions (typing test & journal response) were completed by three different AT (voice recognition (VRS), head tracker (HT), & brain computer interface (BCI)). In part 2 only journaling sessions using VRS & the user’s traditional typing method (touch screen) were completed.