A Survey of Manual Input Devices (original) (raw)
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Evaluation of three input mechanisms for wearable computers
1997
zyxwvutsrq This paper reports on an experiment investigating the functionality and usability of novel input devices on a wearable computer, for text entry tasks. Over a three week period, twelve subjects used three different input devices to create and save short textual messages. The virtual keyboard, forearm keyboard, and Kordic keypad input devices were assessed as to their eficiency and usability for simple text entry tasks. Results collected included the textual data created by the subjects, the duration zyxwvut of activities, the survey data and observations made by supervisors. The results indicated that the forearm keyboard is the best performer for accurate and efJicient text entry while other devices zyxwvuts mq benefit from more work on designing specialist CUls for the wearable computer.
An Evaluation of Two Input Devices for Remote Pointing
2001
Remote pointing is an interaction style for presentation systems, interactive TV, and other systems where the user is positioned an appreciable distance from the display. A variety of technologies and interaction techniques exist for remote pointing. This paper presents an empirical evaluation and comparison of two remote pointing devices. A standard mouse is used as a base-line condition. Using the ISO metric throughput (calculated from users' speed and accuracy in completing tasks) as the criterion, the two remote pointing devices performed poorly, demonstrating 32% and 65% worse performance than the mouse. Qualitatively, users indicated a strong preference for the mouse over the remote pointing devices. Implications for the design of present and future systems for remote pointing are discussed.
Mobile input devices for gaming experience
2011 International Conference on User Science and Engineering (i-USEr ), 2011
There have been escalating research interests of gaming on mobile phones in recent years. However, little works have been done on testing and evaluating player experience in relation to mobile input devices. In mobile gaming context, input devices operate as an interface connector to enable players to interact with a game, which might affect player experience. In this study, we conducted an experiment to study the effect of player experience on two commonly used mobile input devices, which are soft keypad and hard keypad. The results showed that input devices do affect player gaming experience on different levels. It is noticeable that players prefer playing with hard keypad than soft keypad on selected game genres. We recommend a list of optimal mobile input and factors that inhibit player experience.
Touchpad: A versatile Input Device
ijcsit.com
Abstract-In this paper we enhance the features of our project and how this project overcomes on other project. In this project we are developing 3 modules viz., Gesture Wizard (GestWiz), RealTouch, TouchWizard (TouchWiz). Today while using any software ...
Interfaces – Input devices and strategies
2015
We evaluated and compared four input methods using the Nintendo Wii Remote for pointing tasks. The methods used (i) the "A " button on top of the device, (ii) the "B " button on the bottom of the device, (iii) the Intec Wii Combat Shooter attachment and (iv) the Nintendo Wii Zapper attachment. Fitts ' throughput for all four input methods was calculated for both button-up and button-down events. Results indicate that the throughput of the Wii Remote using the A button is 2.85 bps for button-down events. Performance with the Intec Wii Combat Shooter attachment was significantly worse than with the other input methods, likely due to the trigger mechanism. Throughput for button-down target selection using the B button was highest at 2.93 bps.
Keyboard Input by Movement of the Finger and Pointer using a Smart Device
Nowadays, users of smartphones use keyboard input, flick input and multi-tap input. Moreover, there are keyboard input and handwritten character input using a pen tablet for the PC. There is some input methods based on handwriting of characters in the air using Kinect and a web camera in much research. However, character input by using devices such as Kinect and a web camera are limited by the environment. The user also needs to learn a new input method because many systems use the original character input method. We reduce the burden of users by using a smart device with a high penetration rate. Moreover, we use the keyboard input method because it is a general input method. Therefore, users do not need to learn a new input method. Our method can be used by the various environments by using a smart device. Since character input from long distance can be performed using a camera of a smart device moreover, our method can be used broadly.
PsycEXTRA Dataset
Simulated keyboards on touch screens are becoming the norm for data entry on mobile and kiosk systems. Since onscreen keyboards compete with other user interface elements for limited screen space, it is essential that soft keyboard designs are optimally laid out. This paper describes an experiment in which the performance and accuracy of data input on soft keyboards with square keys of two different widths (10 and 15mm) and two inter-key gap distances (1.5 and 4.5mm) were evaluated. Three methods of input were studied: finger, stylus, and trackball. Entry times were the shortest and most accurate for stylus touch, although trackball input was the most accurate for the smallest key size. The spacing between keys did not exhibit a significant effect regardless of key size and input method. A key size of 15mm appears to be sufficiently large to provide acceptable accuracy for touch input, although a key size of 10mm was equally acceptable for trackball input.
We study the performance and user experience of two popular mainstream mobile text entry methods: the Smart Touch Keyboard (STK) and the Smart Gesture Keyboard (SGK). Our first study is a lab-based ten-session text entry experiment. In our second study we use a new text entry evaluation methodology based on the experience sampling method (ESM). In the ESM study, participants installed an Android app on their own mobile phones that periodically sampled their text entry performance and user experience amid their everyday activities for four weeks. The studies show that text can be entered at an average speed of 28 to 39 WPM, depending on the method and the user's experience, with 1.0% to 3.6% character error rates remaining. Error rates of touchscreen input, particularly with SGK, are a major challenge; and reducing out-ofvocabulary errors is particularly important. Both SGK and STK have strengths, weaknesses, and different individual awareness and preferences. Two-thumb touch typing in a focused setting is particularly effective on STK, whereas one-handed SGK typing with the thumb is particularly effective in more mobile situations. When exposed to both, users tend to migrate from STK to SGK. We also conclude that studies in the lab and in the wild can both be informative to reveal different aspects of keyboard experience, but used in conjunction is more reliable in comprehensively assessing input technologies of current and future generations.
2007
Abstract A gestural text entry method for mobile is presented. Unlike most mobile phone text entry methods, which rely on repeatedly pressing buttons, our gestural method uses an isometric joystick and the EdgeWrite alphabet to allow users to write by making letter-like" pressure strokes." In a 15-session study comparing character-level EdgeWrite to Multitap, subjects' speeds were statistically indistinguishable, reaching about 10 WPM.
An Isometric Joystick as a Pointing Device for Handheld Information Terminals
2001
Meeting the increasing demand for desktop-like applications on mobile products requires powerful interaction techniques. One candidate is GUI-style point-andclick interaction using an integrated pointing device that supports handheld use. We tested an isometric joystick for this purpose. Two prototypes were built. They were designed for thumb operation and included a separate selection button. Twelve participants performed point-and-select tasks. We tested both one-handed and two-handed interaction, and selection using the separate selection button and the joystick's integrated press-toselect feature. A notebook configuration served as a reference. Results for the handheld conditions, both one-handed and two-handed, were just slightly off those for the notebook condition, suggesting that an isometric joystick is suitable as a pointing device for handheld terminals. Inadvertent selection while moving the pointer yielded high error rates for all conditions using press-to-select. A separate select button is therefore needed to ensure accurate selection.