Related papers: Mind the Gaze: Improving the Usability of Dwell In…
Adaptive user interfaces adapt their contents, presentation, or behavior mostly in a sudden, fluctuating, and abrupt way, which may cause negative effects on the end users, such as cognitive disruption. Instead, adaptivity should be…
Gaze-based interactions offer a potential way for users to naturally engage with mixed reality (XR) interfaces. Black-box machine learning models enabled higher accuracy for gaze-based interactions. However, due to the black-box nature of…
Human-computer interactions based on gaze-tracking have spread during the last few years. Video games, applications in health, trading, market research, and many other fields have started to use this new technology that seems invisible to…
Visual attention is highly fragmented during mobile interactions, but the erratic nature of attention shifts currently limits attentive user interfaces to adapting after the fact, i.e. after shifts have already happened. We instead study…
Recent advancements in Graphical User Interface (GUI) agents have predominantly focused on training paradigms like supervised fine-tuning (SFT) and reinforcement learning (RL). However, the challenge of high-dynamic GUI environments remains…
Gaze input has been a promising substitute for mouse input for point and select interactions. Individuals with severe motor and speech disabilities primarily rely on gaze input for communication. Gaze input also serves as a hands-free input…
Robot-to-human handovers often rely on static, open-loop strategies (or, at best, approaches that adapt only the position), which generally do not consider how the object will be grasped by the human, thus requiring the user to adapt. This…
This study investigates the task of dwell time prediction and proposes a Transformer framework based on interaction behavior modeling. The method first represents user interaction sequences on the interface by integrating dwell duration,…
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…
Gait recognition is emerging as a promising and innovative area within the field of computer vision, widely applied to remote person identification. Although existing gait recognition methods have achieved substantial success in controlled…
For graphical user interface (UI) design, it is important to understand what attracts visual attention. While previous work on saliency has focused on desktop and web-based UIs, mobile app UIs differ from these in several respects. We…
Automating parts of the user interface (UI) design process has been a longstanding challenge. We present an automated technique for optimizing the layouts of mobile UIs. Our method uses gradient descent on a neural network model of task…
This paper investigates how the size of virtual space and objects within it affect the threshold range of relative translation gains, a Redirected Walking (RDW) technique that scales the user's movement in virtual space in different ratios…
We present our current research on the implementation of gaze as an efficient and usable pointing modality supplementary to speech, for interacting with augmented objects in our daily environment or large displays, especially immersive…
In this study, we investigated gaze-based interaction methods within a virtual reality game with a visual search task with 52 participants. We compared four different interaction techniques: Selection by dwell time or confirmation of…
Redirected walking utilizes gain adjustments within perceptual thresholds to allow natural navigation in large scale virtual environments within confined physical environments. Previous research has found that when users are distracted by…
Wearable augmented reality (AR) represents the next interface to all things computing, extending what smartphones and laptops can do. This involves providing access to digital information during activities like walking or jogging. In this…
Dwelling is an essential task to be performed to select keys from an on-screen keyboard present in the eye typing interface. This selection task can be performed by fixing eye gaze on a key for a prolonged time. Spending sufficient amount…
In this paper, we introduce a tilting interface that controls direction based applications in ubiquitous environments. A tilt interface is useful for situations that require remote and quick interactions or that are executed in public…
In this paper, we first position the current dwell selection among gaze-based interactions and its advantages against head-gaze selection, which is the mainstream interface for HMDs. Next, we show how dwell selection and head-gaze selection…