In this paper we examine the features that discriminate intentional activations from coactivations. Based on this analysis, we demonstrate three alternative coactivation detection strategies with high discrimination power. Finally, we integrate coactivation detection into a probabilistic decoder and demonstrate its ability to further reduce uncorrected character error rates by approximately 10% relative and 0.9% absolute.
This work explores the design of marking menus for gaze-based AR/VR menu selection by expert and novice users. It first identifies and explains the challenges inherent in ocular motor control and current eye tracking hardware, including overshooting, incorrect selections, and false activations.
Results demonstrated that targets appearing closer to the skin, located around the wrist, or placed on the medial side of the forearm could be selected more quickly than targets farther away from the skin, located around the elbow, or on the lateral side of the forearm. Based on these results, we developed Armstrong guidelines, demonstrated through a Unity plugin to enable designers to create performance-optimized arm-anchored 3D UI layouts.
In an 8-day qualitative diary study, participants reported when they posted on social media, and responded to questions about the type of content they shared, their motivation, and the content’s ideal duration. We discuss our findings about short-term and long-term ephemerality as part of the social media experience, and the potential impact on the evolving identities of teenagers and young adults.
Mediated social touch enables physical interactions, despite the distance, by transmitting the haptic cues that constitute social touch through devices. As this technology is fairly new, the users’ needs and their expectations on a device design and its features are unclear, as well as who would use this technology, and in which conditions.
This paper is the second of a two-part series that discusses a numerical methodology that relies on the concept of cumulative equivalent exposure to evaluate contact burn injury thresholds. In Part I, the effect of a finite thermal mass is analyzed for an infinite plate of several finite thicknesses. In Part II, the sensitivities to object shape, size, thickness, contact resistance and applied heat flux are considered.
In this paper, we investigate the utility of remote tactile feedback for freehand text-entry on a mid-air Qwerty keyboard in VR. To that end, we use insights from prior work to design a virtual keyboard along with different forms of tactile feedback, both spatial and non-spatial, for fingers and for wrists.