[1]
User experience and expectations of haptic feedback in in-car interaction
/
Väänänen-Vainio-Mattila, Kaisa
/
Heikkinen, Jani
/
Farooq, Ahmed
/
Evreinov, Grigori
/
Mäkinen, Erno
/
Raisamo, Roope
Proceedings of the 2014 International Conference on Mobile and Ubiquitous
Multimedia
2014-11-25
p.248-251
© Copyright 2014 ACM
Summary: Haptic feedback based on the sense of touch and movement is a promising area
of human-computer interaction in the car context. Most user studies on haptic
feedback in the car have been controlled experiments of specific types of
haptic stimuli. For the study presented in this paper, twelve participants
tried novel haptic feedback prototypes and evaluated communication scenarios in
the physical car context. Our aim was to understand user experiences and usage
potential of haptic feedback in the car. The qualitative results show that
haptic feedback may offer support for safety and social communication, but can
be hard to interpret. We propose design considerations for in-car haptics such
as simplicity, subtleness and directionality.
[2]
Effects of directional haptic and non-speech audio cues in a cognitively
demanding navigation task
/
Nukarinen, Tomi
/
Raisamo, Roope
/
Farooq, Ahmed
/
Evreinov, Grigori
/
Surakka, Veikko
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.61-64
© Copyright 2014 ACM
Summary: Existing car navigation systems require visual or auditory attention.
Providing the driver with directional cues could potentially increase safety.
We conducted an experiment comparing directional haptic and non-speech audio
cues to visual cueing in a navigation task. Participants (N=16) drove the Lane
Change Test simulator with different navigational cues. The participants were
to recognize the directional cue (left or right) by responding as fast as
possible using a tablet. Reaction times and errors were measured. The
participants were also interviewed about the different cues and filled up the
NASA-TLX questionnaire. The results showed that in comparison to visual cues
all the other cues were reacted to significantly faster. Haptic only cueing
resulted in the most errors, but it was evaluated as the most pleasant and the
least physically demanding. The results suggest that non-visual cueing could
improve safety.
[3]
An evaluation of the virtual curvature with the StickGrip haptic device: a
case study
/
Evreinova, Tatiana V.
/
Evreinov, Grigori
Universal Access in the Information Society
2013-06
v.12
n.2
p.161-173
Keywords: Curved surface; Kinesthetic feedback; Pen-based interaction; StickGrip
haptic device
Copyright © 2013 Springer
Summary: Dynamic simulation of distance to the physical surface could promote the
development of new inexpensive tools for blind and visually impaired users. The
StickGrip is a haptic device comprised of the Wacom pen input device added with
a motorized penholder. The goal of the research presented in this paper was to
assess the accuracy and usefulness of the new pen-based interaction technique
when the position and displacement of the penholder in relation to the pen tip
provided haptic feedback to the user about the distance to the physical or
virtual surface of interaction. The aim was to examine how accurately people
are able (1) to align the randomly deformed virtual surfaces to the flat
surface and (2) to adjust the number of surface samples having a randomly
assigned curvature to the template having the given curvature and kept fixed.
These questions were approached by measuring both the values of the adjusted
parameters and the parameters of the human performance, such as a ratio between
inspection time and control time spent by the participants to complete the
matching task with the use of the StickGrip device. The test of the pen-based
interaction technique was conducted in the absence of visual feedback when the
subject could rely on the proprioception and kinesthetic sense. The results are
expected to be useful for alternative visualization and interaction with
complex topographic and mathematical surfaces, artwork, and modeling.
[4]
Integrating discrete events and continuous head movements for video-based
interaction techniques
/
Evreinova, Tatiana V.
/
Evreinov, Grigori
/
Raisamo, Roope
Behaviour and Information Technology
2011-11-01
v.30
n.6
p.739-746
© Copyright 2011 Taylor and Francis
Summary: Human head gestures can potentially trigger different commands from the list
of available options in graphical user interfaces or in virtual and smart
environments. However, continuous tracking techniques are limited in generating
discrete events which could be used to execute a predefined set of commands. In
this article, we discuss a possibility to encode a set of discrete events by
integrating continuous head movements and crossing-based interaction paradigm.
A set of commands can be encoded through specific sequences of crossing points
when a head-mouse cursor such as a scaled pointer interacts with a graphical
object. The goal of the present experiment was testing the perceptual-motor
performance of novices in target acquisition tasks using a subset of round head
gestures and symbolic icons designating eight types of directional head
movements. We have demonstrated that the novices can equally well execute round
head gestures in clockwise and counter-clockwise directions by making two
crossings for about 2s or three crossings for about 3s. None of the
participants reported neck strain or other problems after 360 trials performed
during a 40-min test in each of 5 days.
[5]
Camera Based Target Acquisition Augmented with Phosphene Sensations
Blind and Partially Sighted People: Mobility and Interaction without Sight
/
Evreinova, Tatiana G.
/
Evreinov, Grigori
/
Raisamo, Roope
ICCHP'10: International Conference on Computers Helping People with Special
Needs
2010-07-14
v.2
p.282-289
© Copyright 2010 Springer-Verlag
Summary: This paper presents the results of evaluation of the user performance in the
target acquisition task using camera-mouse real time face tracking technique
augmented with phosphene-based guiding signals. The underlying assumption was
that during non-visual inspection of the virtual workspace (screen area), the
transcutaneous electrical stimulation of the optic nerve can be considered as
alternative feedback when the visual ability is low or absent. The performance
of the eight blindfolded subjects was evaluated. The experimental findings show
that the camera-based target acquisition augmented with phosphene sensations is
an efficient input technique when visual information is not available.
[6]
EDITED BOOK
The Universal Access Handbook
2009
n.61
p.1034
CRC Press
== Introduction to Universal Access ==
Universal Access and Design for All in the Evolving Information Society
+ Stephanidis, C.
Perspectives on Accessibility: From Assistive Technologies to Universal Access and Design for All
+ Emiliani, P. L.
Accessible and Usable Design of Information and Communication Technologies
+ Vanderheiden, G. C.
== Diversity in the User Population ==
Dimensions of User Diversity
+ Ashok, M.
+ Jacko, J. A.
Motor Impairments and Universal Access
+ Keates, S.
Sensory Impairments
+ Kinzel, E.
+ Jacko, J. A.
Cognitive Disabilities
+ Lewis, C.
Age-Related Diff erences in the Interface Design Process
+ Kurniawan, S.
International and Intercultural User Interfaces
+ Marcus, A.
+ Rau, P.-L. P.
== Technologies for Diverse Contexts of Use ==
Accessing the Web
+ Hanson, V. L.
+ Richards, J. T.
+ Harper, S.
+ Trewin, S.
Handheld Devices and Mobile Phones
+ Kaikkonen, A.
+ Kaasinen, E.
+ Ketola, P.
Virtual Reality
+ Hughes, D.
+ Smith, E.
+ Shumaker, R.
+ Hughes, C.
Biometrics and Universal Access
+ Fairhurst, M. C.
Interface Agents: Potential Benefits and Challenges for Universal Access
+ and, E. André
M. Rehm
== Development Lifecycle of User Interfaces ==
User Requirements Elicitation for Universal Access
+ Antona, M.
+ Ntoa, S.
+ Adami, I.
+ Stephanidis, C.
Unified Design for User Interface Adaptation
+ Savidis, A.
+ Stephanidis, C.
Designing Universally Accessible Games
+ Grammenos, D.
+ Savidis, A.
+ Stephanidis, C.
Software Requirements for Inclusive User Interfaces
+ Savidis, A.
+ Stephanidis, C.
Tools for Inclusive Design
+ Waller, S.
+ Clarkson, P. J.
The Evaluation of Accessibility, Usability, and User Experience
+ Petrie, H.
+ Bevan, N.
== User Interface Development: Architectures, Components, and Tools ==
A Unified Soft ware Architecture for User Interface Adaptation
+ Savidis, A.
+ Stephanidis, C.
A Decision-Making Specifi cation Language for User Interface Adaptation
+ Savidis, A.
+ Stephanidis, C.
Methods and Tools for the Development of Unified Web-Based User Interfaces
+ Doulgeraki, C.
+ Partarakis, N.
+ Mourouzis, A.
+ Stephanidis, C.
User Modeling: A Universal Access Perspective
+ Adams, R.
Model-Based Tools: A User-Centered Design for All Approach
+ Stary, C.
Markup Languages in Human-Computer Interaction
+ Paternò, F.
+ Santoro, C.
Abstract Interaction Objects in User Interface Programming Languages
+ Savidis, A.
== Interaction Techniques and Devices ==
Screen Readers
+ Asakawa, C.
+ Leporini, B.
Virtual Mouse and Keyboards for Text Entry
+ Evreinov, G.
Speech Input to Support Universal Access
+ Feng, J.
+ Sears, A.
Natural Language and Dialogue Interfaces
+ Jokinen, K.
Auditory Interfaces and Sonification
+ Nees, M. A.
+ Walker, B. N.
Haptic Interaction
+ Jansson, G.
+ Raisamo, R.
Vision-Based Hand Gesture Recognition for Human-Computer Interaction
+ Zabulis, X.
+ Baltzakis, H.
+ Argyros, A.
Automatic Hierarchical Scanning for Windows Applications
+ Ntoa, S.
+ Savidis, A.
+ Stephanidis, C.
Eye Tracking
+ Majaranta, P.
+ Bates, R.
+ Donegan, M.
Brain-Body Interfaces
+ Gnanayutham, P.
+ George, J.
Sign Language in the Interface: Access for Deaf Signers
+ Huenerfauth, M.
+ Hanson, V. L.
Visible Language for Global Mobile Communication: A Case Study of a Design Project in Progress
+ Marcus, A.
Contributions of "Ambient" Multimodality to Universal Access
+ Carbonell, N.
== Application Domains ==
Vocal Interfaces in Supporting and Enhancing Accessibility in Digital Libraries
+ Catarci, T.
+ Kimani, S.
+ Dubinsky, Y.
+ Gabrielli, S.
Theories and Methods for Studying Online Communities for People with Disabilities and Older People
+ Pfeil, U.
+ Zaphiris, P.
Computer-Supported Cooperative Work
+ Gross, T.
+ Fetter, M.
Developing Inclusive e-Training
+ Savidis, A.
+ Stephanidis, C.
Training through Entertainment for Learning Difficulties
+ Savidis, A.
+ Grammenos, D.
+ Stephanidis, C.
Universal Access to Multimedia Documents
+ Petrie, H.
+ Weber, G.
+ Völkel, T.
Interpersonal Communication
+ Waller, A.
Universal Access in Public Terminals: Information Kiosks and ATMs
+ Kouroupetroglou, G.
Intelligent Mobility and Transportation for All
+ Bekiaris, E.
+ Panou, M.
+ Gaitanidou, E.
+ Mourouzis, A.
+ Ringbauer, B.
Electronic Educational Books for Blind Students
+ Grammenos, D.
+ Savidis, A.
+ Georgalis, Y.
+ Bourdenas, T.
+ Stephanidis, C.
Mathematics and Accessibility: A Survey
+ Pontelli, E.
+ Karshmer, A. I.
+ Gupta, G.
Cybertherapy, Cyberpsychology, and the Use of Virtual Reality in Mental Health
+ Renaud, P.
+ Bouchard, S.
+ Chartier, S.
+ Bonin, M-P
== Nontechnological Issues ==
Policy and Legislation as a Framework of Accessibility
+ Kemppainen, E.
+ Kemp, J. D.
+ Yamada, H.
Standards and Guidelines
+ Vanderheiden, G. C.
eAccessibility Standardization
+ Engelen, J.
Management of Design for All
+ Bühler, C.
Security and Privacy for Universal Access
+ Maybury, M. T.
Best Practice in Design for All
+ Miesenberger, K.
== Looking to the Future ==
Implicit Interaction
+ Ferscha, A.
Ambient Intelligence
+ Streitz, N. A.
+ Privat, G.
Emerging Challenges
+ Stephanidis, C.
[7]
Non-visual Gameplay: Making Board Games Easy and Fun
Entertainment Software Accessibility
/
Evreinova, Tatiana V.
/
Evreinov, Grigori
/
Raisamo, Roope
ICCHP'08: International Conference on Computers Helping People with Special
Needs
2008-07-09
p.561-568
Keywords: board game; tabular data; non-visual game; overview cues; audio-haptic
mapping; camera mouse
© Copyright 2006 Springer-Verlag
Summary: In this paper we report the results of a study on an evaluation of a game
and techniques which allow playing board games in the total absence of visual
feedback. We have demonstrated that a camera mouse can be used for blind
navigation within a game field. Snapping a position of the virtual pointer to
the regions of interest as well as audio-haptic complementary mapping
significantly reduce the cognitive load and facilitate mental matching and
integration of overview sound sequences.
[8]
Skills vs. Abilities
Skills vs. Abilities: Alternative Input and Communication Systems
/
Evreinov, Grigori
ICCHP'08: International Conference on Computers Helping People with Special
Needs
2008-07-09
p.1153-1156
© Copyright 2006 Springer-Verlag
Summary: A spectrum of human abilities, which people use to communicate and socially
interact with others, is narrow enough (Table 1). Moreover, even basic human
abilities (sensory-motor or/and cognitive) can be lost due to an accident or an
illness. Nevertheless, the key issue is not how many different tools are needed
to solve a specific problem but whether a person desires to be socially
included [1, 2, 4, 7, 12, 14]. Social inclusion aims to reduce inequality
between the least advantaged groups and communities and the rest of society.
Nevertheless, the inclusion cannot be achieved when a target group or an
individual person has a lack of skills to meet social challenges and
opportunities.
[9]
Emotional and behavioral responses to haptic stimulation
Tactile and Haptic User Interfaces
/
Salminen, Katri
/
Surakka, Veikko
/
Lylykangas, Jani
/
Raisamo, Jukka
/
Saarinen, Rami
/
Raisamo, Roope
/
Rantala, Jussi
/
Evreinov, Grigori
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.1
p.1555-1562
© Copyright 2008 ACM
Summary: A prototype of friction-based horizontally rotating fingertip stimulator was
used to investigate emotional experiences and behavioral responses to haptic
stimulation. The rotation style of 12 different stimuli was varied by burst
length (i.e., 20, 50, 100 ms), continuity (i.e., continuous and discontinuous),
and direction (e.g., forward and backward). Using these stimuli 528 stimulus
pairs were presented to 12 subjects who were to distinguish if stimuli in each
pair were the same or different. Then they rated the stimuli using four scales
measuring the pleasantness, arousal, approachability, and dominance qualities
of the 12 stimuli. The results showed that continuous forward-backward rotating
stimuli were rated as significantly more unpleasant, arousing, avoidable, and
dominating than other types of stimulations (e.g., discontinuous forward
rotation). The reaction times to these stimuli were significantly faster than
reaction times to discontinuous forward and backward rotating stimuli. The
results clearly suggest that even simple haptic stimulation can carry emotional
information. The results can be utilized when making use of haptics in
human-technology interaction.
[10]
Non-visual game design and training in gameplay skill acquisition -- A
puzzle game case study
/
Evreinova, Tatiana V.
/
Evreinov, Grigori
/
Raisamo, Roope
Interacting with Computers
2008
v.20
n.3
p.386-405
Keywords: Non-visual puzzle game; Sonification; Overview sound cues; Sticky labels;
Sequential learning; Skills training
© Copyright 2008 Elsevier B.V.
1. Introduction
2. Games and sounds
3. Gameplay scenario for easy learning
4. Puzzle gameplay simulation
5. Experimental setup
6. Participants and procedure
7. Results and discussion
7.1. Number of player moves
7.2. Player-to-PC moves similarity
7.3. Game completion time
7.4. Length of the tracks
7.5. Number of labels inspected
7.6. Number of rows inspected
7.7. Number of overview verbal cues activations
7.8. Number of false moves
7.9. Resetting the virtual pointer at the centre
8. Concluding remarks
Acknowledgements
References
Summary: This paper reports the results of a study on the design and evaluation of
the game and techniques which allow puzzles to be played in the absence of
visual feedback. We have demonstrated that a camera-mouse can be used
successfully for blind navigation and target location acquisition within a game
field. To gradually teach the players the sequential learning method was
applied. Blind exploration of the gamespace was augmented with sticky labels
and overview sound cues, verbal and non-verbal, which can significantly reduce
the cognitive load and facilitate mental matching and integration. The
full-sticky labels technique does not require fine motor skills and allows a
user to gain control over the game with a minimum level of skills. With the
vertical sticky labels technique training was focused on the development of
accurate head movements only on a horizontal plane. With practice, the players
can use the non-sticky labels technique. After 240 trials (3-4 h), the
cumulative experience of the blindfolded players was increased 22.5-27 times
compared to the initial 10 trials.
[11]
Non-visual interaction with graphs assisted with directional-predictive
sounds and vibrations: a comparative study
/
Evreinova, Tatiana
/
Evreinov, Grigori
/
Raisamo, Roope
/
Vesterinen, Leena
Universal Access in the Information Society
2008
v.7
n.1/2
p.93-102
© Copyright 2008 Springer-Verlag
Summary: Blind and visually impaired students need special educational and
developmental tools to allow them to interact with graphic entities on PDA and
desktop platforms. In previous research, stylus movements regarding the hidden
graph were sonified with three directional-predictive sound (DPS) signals,
taking into account an exploration behavior and the concept of the capture
radius. The results indicated that the scanpaths were by 24-40% shorter in
length and task completion times decreased by 20-25%. The goal of the study
presented in this paper was to measure and compare the subjective performance
recorded with directional-predictive vibrations (DPV) regarding the subjective
performance achieved when the hidden graphic images were explored with DPS. The
study also aimed to find out which kind of feedback cues would require less
cognitive efforts in interpreting their meaning. The prototype of vibro-tactile
pen with embedded vibration motor was used to produce DPV instead of sounds.
The performance of eight blindfolded subjects was investigated in terms of the
number of both feedbacks used and the time spent to complete non-visual
inspection of the hidden graphs. There was a statistically significant
difference between the average number of DPS and vibrations and task completion
time taken by the players to discover the features of hidden graphs being
explored with different capture radius. The experimental findings confirmed the
beneficial use of DPS signals in the task when cross-modal coordination should
benefit the user in the absence of visual information when compared with DPV
patterns.
[12]
A camera-joystick for sound-augmented non-visual navigation and target
acquisition: a case study
/
Evreinova, Tatiana
/
Evreinov, Grigori
/
Raisamo, Roope
Universal Access in the Information Society
2008
v.7
n.3
p.129-144
© Copyright 2008 Springer-Verlag
Summary: This paper presents the results of a comparative study of user input with a
camera-joystick and a manual joystick used in a target acquisition task when
neither targets nor pointer could be perceived visually. The camera-joystick is
an input technique in which each on-screen item is accessible from the center
with a predefined vector of head motion. Absolute pointing was implemented with
an acceleration factor of 1.7 and a moving average on 5 detected head
positions. The underlying assumption was that, in order to provide a robust
input for blind users, the interaction technique has to be based on
perceptually well-discriminated human movements, which compose a basic
framework of an accessible virtual workspace demanding minimum external
auxiliary cues. The target spots, having a diameter of 35mm and a distance
between the centers of adjacent spots of 60 mm, were arranged in a rectangular
grid of 5 rows by 5 columns. The targets were captured from a distance of
600mm. The results have shown that the camera input is a promising technique
for non-visual human-computer interaction. The subjects demonstrated, more than
twice, better performance in the target acquisition task with the
camera-joystick versus the manual joystick. All the participants reported that
the camera-joystick was a robust and preferable input technique when visual
information was not available. Blind interaction techniques could be
significantly further improved allowing a user-dependent activation of the
navigational cues to better coordinate feedbacks with exploratory behavior.
[13]
User performance with trackball-mice
/
Isokoski, Poika
/
Raisamo, Roope
/
Martin, Benoît
/
Evreinov, Grigori
Interacting with Computers
2007
v.19
n.3
p.407-427
Keywords: Trackmouse; Optical mouse; Trackball; Fitts' Law; Pointing device;
Two-cursor; Two-handed interaction; Dual-stream input
© Copyright 2007 Elsevier B.V.
Summary: Abstract Trackball-mice are devices that include both a trackball and a
mouse. In this paper we discuss our experiences in building and testing
trackball-mouse prototypes. We report four experiments on user performance with
the prototypes used as trackball-mice, conventional mice, and in two-handed
configuration with a separate trackball for the non-dominant hand. The results
show that user performance with the two-handed configuration was better than in
one-handed operation of a trackball-mouse and in one-handed operation of a
mouse. Trackball-mouse use and conventional mouse use were more evenly matched.
However, Trackball-mouse operation involves a skill that most users do not have
whereas mouse operation is familiar to most. Therefore, widespread introduction
of trackball-mice does not appear to be justified on performance grounds alone.
However, trackball-mice can be used as regular mice by ignoring the ball. This
makes them compatible with traditional graphical user interfaces while offering
two extra degrees of freedom in tasks where they are beneficial.
[14]
Evaluating the Length of Virtual Horizontal Bar Chart Columns Augmented with
Wrench and Sound Feedback
People with Disabilities: Materials for Teaching Accessibility and Design
for All
/
Evreinova, Tatiana G.
/
Evreinov, Grigori
/
Raisamo, Roope
ICCHP'06: International Conference on Computers Helping People with Special
Needs
2006-07-11
p.353-360
© Copyright 2006 Springer-Verlag
Summary: Augmented visualization of the mathematic and scientific data is an
essential aid in training blind students' pre-calculus skills. Compared to
existing multidimensional wrench-reflection interfaces, one-dimensional
stylus-based interaction concept could support blind users with reasonable
feedback in different tasks. We designed a mock-up of the cable-suspended
haptic interface and a match game-like piece of software to investigate the
perception features of the length of the virtual horizontal bar chart columns
augmented with wrench and sound feedback. The performance of the eight
blindfolded subjects was evaluated in terms of the number of repeated
inspections to detect twin chart columns with similar length, and the task
completion time required to perform the chart inspection. The experience
acquired within simulated gameplay conditions with the use of implemented
cable-suspended interface can be applied in developing novel didactic tools for
training blind students in estimating linear dimensions of the simulated
objects.
[15]
Blind and Visually Impaired People: Human Computer Interface
Blind and Visually Impaired People: Human Computer Interface
/
Evreinov, Grigori
ICCHP'06: International Conference on Computers Helping People with Special
Needs
2006-07-11
p.1029-1030
© Copyright 2006 Springer-Verlag
Summary: For over ten years human-computer interface, blind interaction and
integration of visually impaired users with sighted users are the key issues of
equal access to information and service. The vast research on alternative
visualization, augmented communication, user-centered design and usability has
been done, and much more projects and solutions are under development. However,
several generations of graphical interfaces (Xerox, Apple, Microsoft) have
brought less or no benefits for the blind users. Some elderly people still
recall the times of DOS and command line, when both the system and application
software levels were almost equally accessible. Nowadays, multi-processor
operating systems are extremely complex and perform hundreds of routine tasks
which are not necessary to be supervised or adapted for the user control at
all.
[16]
The Amodal Communication System Through an Extended Directional Input
Blind and Visually Impaired People: Human Computer Interface
/
Yfantidis, Georgios
/
Evreinov, Grigori
ICCHP'06: International Conference on Computers Helping People with Special
Needs
2006-07-11
p.1079-1086
© Copyright 2006 Springer-Verlag
Summary: Multi-modal interfaces have been overflowing HCI research, incorporating the
different senses, to provide adequate feedback or input for human-device
interaction. The plethora of sensory combinations that this "creeping
multimodalism" implies seems to be creating an oxymoron when it is used as a
solution to help people with sensory problems and/or limitations dealing with
interfaces. A better solution for those people would be to use systems where
the traditional senses are obsolete as driving factors of the interaction, and
they are only used as peripheral aids. The quest for such an amodal user
experience is the object of our current research.
[17]
An alternative approach to strengthening tactile memory for sensory disabled
people
LONG PAPER
/
Evreinova, Tatiana G.
/
Evreinov, Grigori
/
Raisamo, Roope
Universal Access in the Information Society
2006
v.5
n.2
p.189-198
Keywords: Sensory disabled - Hearing-impaired - Game training methodology -
Vibro-tactile feedback - Tactile memory - Tactons
© Copyright 2006 Springer
Summary: Deaf and hearing-impaired people need special educational and developmental
tools to support their social inclusion. Research in vibro-tactile pattern
perception has shown that tactile memory could be a crucial aspect in coding
and imaging semantic information for users with sensory limitations. This paper
describes a simple matching game designed to facilitate the learning process of
27 vibro-tactile composite patterns (tactons) which can be produced with the
Logitech tactile feedback mouse. The underlying assumption was that a
particular framework and game intrigue would induce a player to mobilize the
perceptive skills and deploy individual playing tactics to recall the tactons
when progressing through the game. The performance of ten subjects using
soundproof headphones was investigated in terms of the number of repetitions
required to memorize and learn the mono-frequency, bi-frequency and
three-frequency tactons, and in terms of the selection time needed to match the
tactons in the game script. The analysis of the data collected indicated that
the novice-to-expert transition was significantly above chance when the results
obtained in the first and the last test sessions were statistically analyzed
and compared. There was also a significant difference between mean selection
times needed to match the composite patterns depending of their complexity in
the first and the last test sessions. Upon learning and training within game,
the tactons may be employed to assign alphabet characters or symbols to
communicate textual or symbolic information.
[18]
Rapid Evaluation of the Handwriting Performance for Gesture Based Text Input
Gesture Interaction in Multimodal Systems
/
Evreinov, Grigori E.
/
Raisamo, Roope
GW 2005: Gesture Workshop
2005-05-18
p.339-342
© Copyright 2005 Springer-Verlag
Summary: Rapid method for evaluation of pen-based text input techniques is necessary
both for designers and consumers. We present a method that is based on an
immediate performance comparison of the gesture making using the graphic
templates of typefaces and the pen-based behavioral patterns. The results
showed that besides the cognitive difficulty of symbolic gestures, metaphors
and mnemonics, first and foremost the graphic feasibility determines
handwriting performance of the gesture-based input techniques.
[19]
Mobile Games for Training Tactile Perception
/
Evreinov, Grigori
/
Evreinova, Tatiana
/
Raisamo, Roope
Proceedings of the 2004 International Conference on Entertainment Computing
2004-09-01
p.468-475
© Copyright 2004 IFIP
Summary: Tactile interactive multimedia propose a wide spectrum of developmental
games both for visually impaired children and adults. While some simulators can
produce strong vibro-tactile sensations, the discrimination of several tactile
patterns remains quite poor. Skin sensitivity is not enough for remembering and
recognizing vibration patterns (tactons) and their combinations. Short-term
tactile memory is the crucial factor in educational and vocational environments
for deaf and blind people. We designed a vibro-tactile pen and software to
create tactons and semantic sequences of vibro-tactile patterns on mobile
devices (iPAQ pocket PC). We propose special games to facilitate learning and
manipulation by tactons. The techniques are based on gesture recognition and
spatial-temporal mapping for imaging vibro-tactile signals. The proposed
approach and the tools implemented allow creating a new kind of mobile
communication environment for deaf and blind people.
[20]
Manipulating Vibro-Tactile Sequences on Mobile PC
Ubiquitous Computing
/
Evreinov, Grigori
/
Evreinova, Tatiana
/
Raisamo, Roope
2004 Engineering for Human-Computer Interaction
2004-07-11
p.245-252
© Copyright 2005 IFIP
Summary: Tactile memory is the crucial factor in coding and transfer of the semantic
information through a single vibrator. While some simulators can produce strong
vibro-tactile sensations, discrimination of several tactile patterns can remain
quite poor. Currently used actuators, such as shaking motor, have also
technological and methodological restrictions. We designed a vibro-tactile pen
and software to create tactons and semantic sequences of vibro-tactile patterns
on mobile devices (iPAQ pocket PC). We proposed special games and techniques to
simplify learning and manipulating vibro-tactile patterns. The technique for
manipulating vibro-tactile sequences is based on gesture recognition and
spatial-temporal mapping for imaging vibro-tactile signals. After training, the
tactons could be used as awareness cues or the system of non-verbal
communication signals.
[21]
Java-Powered Braille Slate Talker
Blind People: Braille Interfaces
/
Arato, A.
/
Juhasz, Z.
/
Blenkhorn, P.
/
Evans, G.
/
Evreinov, G.
ICCHP'04: International Conference on Computers Helping People with Special
Needs
2004-07-07
p.506-513
© Copyright 2004 Springer-Verlag
Summary: A new device, the Braille Slate Talker, is introduced. An ordinary hand held
device (a PDA) is used with a fixed layout plastic guide placed over the touch
screen to allow Braille input. Contracted Braille is converted to text by a
table-driven state machine. Programs are written in Java language to provide
full hardware and software platform independence. Future network applications
will use Sun's Jini technology.
[22]
Optimizing Menu Selection Process for Single-Switch Manipulation
Mobility Impaired People: Rehabilitaiton and Health Care
/
Evreinov, Grigori
/
Raisamo, Roope
ICCHP'04: International Conference on Computers Helping People with Special
Needs
2004-07-07
p.836-844
© Copyright 2004 Springer-Verlag
Summary: Single-switch manipulation is considered as a model for optimizing a menu
selection task for physically challenged users. We have applied a short-cyclic
hierarchical structure with three levels and three alternatives as a basic
layout for symbol input and imaging. A user can make use of the triple-stroke
or the long-stroke technique when the button is held down for extended period.
It allows to jump over one of menu levels or to cut the cycle. We designed
algorithm for adaptive scan interval and have applied it for text entry.
Long-stroke technique significantly reduces the number of strokes and increases
typing speed. The preliminary tests with able-bodied participants showed an
average typing speed of more than 20 signs per minute after one-hour training.
Adaptive scan interval could be useful for applications that require periodic
time correction depending on user performance. Algorithm for adaptive scan
interval and the coupled issues are considered in detail.
[23]
Symbol Creator: An Alternative Eye-based Text Entry Technique with Low
Demand for Screen Space
2: Eye tracking
/
Miniotas, Darius
/
Spakov, Oleg
/
Evreinov, Grigori
Proceedings of IFIP INTERACT'03: Human-Computer Interaction
2003-09-01
p.137
© Copyright 2003 IFIP
[24]
Cyclic Input of Characters through a Single Button Manipulation
Typing -- Alternative and Augmentative Communication
/
Evreinov, Grigori
/
Raisamo, Roope
ICCHP'02: International Conference on Computers Helping People with Special
Needs
2002-07-15
p.259-266
© Copyright 2002 Springer-Verlag
Summary: An alternative text-input method is considered as a model for a menu
selection task through manipulation by a single button. A traditional
seven-segment display element was used as a layout for symbol input and
imaging. Each of the segments was lighted in a temporal sequence and the writer
could choose the segment by pressing a button. Instead of the button any switch
or similar signal may be used, as well as visual imaging may be substituted by
sounds. When all segments have been cycled, the result was interpreted as a
character according to a set of rules and depending on the character set used.
A physically impaired person to control a computer or other electronic device
could use the method. The rationale for the design and the results of a
preliminary evaluation are presented.
[25]
Isomorphic sonification of spatial relations
/
Edwards, A. D. N.
/
Evreinov, G. E.
/
Agranovski, A. V.
Proceedings of the Eighth International Conference on Human-Computer
Interaction
1999-08-22
v.1
p.526-530
© Copyright 1999 Lawrence Erlbaum Associates