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Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored…
Even before the Covid-19 pandemic, beneficial use cases for hygienic, touchless human-machine interaction have been explored. Gaze input, i.e., information input via eye-movements of users, represents a promising method for contact-free…
Large curved displays are becoming increasingly popular due to their ability to provide users with a wider field of view and a more immersive experience compared to flat displays. Current interaction techniques for large curved displays…
Large curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large…
The potential of gaze for hands-free mobile interaction is increasingly evident. While each gaze input technique presents distinct advantages and limitations, a combination can amplify strengths and mitigate challenges. We report on the…
Recent trend of touch-screen devices produces an accessibility barrier for visually impaired people. On the other hand, these devices come with sensors such as accelerometer. This calls for new approaches to human computer interface (HCI).…
While walking meetings offer a healthy alternative to sit-down meetings, they also pose practical challenges. Taking notes is difficult while walking, which limits the potential of walking meetings. To address this, we designed the Walking…
Pointing gestures are a common interaction method used in Human-Robot Collaboration for various tasks, ranging from selecting targets to guiding industrial processes. This study introduces a method for localizing pointed targets within a…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
Controlling hand exoskeletons to assist individuals with grasping tasks poses a challenge due to the difficulty in understanding user intentions. We propose that most daily grasping tasks during activities of daily living (ADL) can be…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Many technologies have been developed in recent years to present audiovisual information in new ways, but developing an information presentation interface to convey tactile information is still a challenge. We propose a tactile device using…
We present a new mouse cursor designed to facilitate the use of the mouse by people with peripheral vision loss. The pointer consists of a collection of converging straight lines covering the whole screen and following the position of the…
In automotive domain, operation of secondary tasks like accessing infotainment system, adjusting air conditioning vents, and side mirrors distract drivers from driving. Though existing modalities like gesture and speech recognition systems…
Grasping is a fundamental skill for interacting with and manipulating objects in the environment. However, this ability can be challenging for individuals with hand impairments. Soft hand exoskeletons designed to assist grasping can enhance…
Pointing devices that reside on the keyboard can reduce the overall time needed to perform mixed pointing and typing tasks, since the hand of the user does not have to reach for the pointing device. However, previous implementations of this…
Due to the universal non-verbal natural communication approach that allows for effective communication between humans, gesture recognition technology has been steadily developing over the previous few decades. Many different strategies have…
Over the past decade, the demand for communication devices has increased among individuals with mobility and speech impairments. Eye-gaze tracking has emerged as a promising solution for hands-free communication; however, traditional…
We present a controlled, quantitative study with 12 participants comparing interaction with a haptically enhanced mixing board against interaction with a mouse in an abstract task that is motivated by several practical parameter space…
Wearable e-textile interfaces require gesture recognition capabilities but face severe constraints in power consumption, computational capacity, and form factor that make traditional deep learning impractical. While lightweight…