Predicting respondent difficulty in web surveys: A machine-learning approach based on mouse movement features
Humboldt-Universität zu Berlin(柏林洪堡大学);University of Mannheim(曼海姆大学);University of Koblenz-Landau(科布伦茨-兰道大学);University of Maryland(马里兰大学);Institute for Employment Research(就业研究所)
Amanda Fernández-Fontelo, Pascal J. Kieslich, Felix Henninger, Frauke Kreuter, Sonja Greven
A central goal of survey research is to collect robust and reliable data from respondents. However, despite researchers' best efforts in designing questionnaires, respondents may experience difficulty understanding questions' intent and therefore may struggle to respond appropriately. If it were possible to detect such difficulty, this knowledge could be used to inform real-time interventions through responsive questionnaire design, or to indicate and correct measurement error after the fact. Previous research in the context of web surveys has used paradata, specifically response times, to detect difficulties and to help improve user experience and data quality. However, richer data sources are now available, in the form of the movements respondents make with the mouse, as an additional and far more detailed indicator for the respondent-survey interaction. This paper uses machine learning techniques to explore the predictive value of mouse-tracking data with regard to respondents' difficulty. We use data from a survey on respondents' employment history and demographic information, in which we experimentally manipulate the difficulty of several questions. Using features derived from the cursor movements, we predict whether respondents answered the easy or difficult version of a question, using and comparing several state-of-the-art supervised learning methods. In addition, we develop a personalization method that adjusts for respondents' baseline mouse behavior and evaluate its performance. For all three manipulated survey questions, we find that including the full set of mouse movement features improved prediction performance over response-time-only models in nested cross-validation. Accounting for individual differences in mouse movements led to further improvements.
Tracking mouse cursor movements can be used to predict user attention on heterogeneous page layouts like SERPs. So far, previous work has relied heavily on handcrafted features, which is a time-consuming approach that often requires domain expertise. We investigate different representations of mouse cursor movements, including time series, heatmaps, and trajectory-based images, to build and contrast both recurrent and convolutional neural networks that can predict user attention to direct displays, such as SERP advertisements. Our models are trained over raw mouse cursor data and achieve compe…
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One of the issues of e-learning web based application is to understand how the learner interacts with an e-learning application to perform a given task. This study proposes a methodology to analyze learner mouse movement in order to infer the task performed. To do this, a Hidden Markov Model is used for modeling the interaction of the learner with an e-learning application. The obtained results show the ability of our model to analyze the interaction in order to recognize the task performed by the learner.
In this paper we explore the Linear-Quadratic Regulator (LQR) to model movement of the mouse pointer. We propose a model in which users are assumed to behave optimally with respect to a certain cost function. Users try to minimize the distance of the mouse pointer to the target smoothly and with minimal effort, by simultaneously minimizing the jerk of the movement. We identify parameters of our model from a dataset of reciprocal pointing with the mouse. We compare our model to the classical minimum-jerk and second-order lag models on data from 12 users with a total of 7702 movements. Our resul…
We present Intermittent Control (IC) models as a candidate framework for modelling human input movements in Human--Computer Interaction (HCI). IC differs from continuous control in that users are not assumed to use feedback to adjust their movements continuously, but only when the difference between the observed pointer position and predicted pointer positions become large. We use a parameter optimisation approach to identify the parameters of an intermittent controller from experimental data, where users performed one-dimensional mouse movements in a reciprocal pointing task. Compared to prev…
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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 modality in the scenarios of situationally-induced impairments and disabilities (SIIDs). Hence, the performance of gaze input has often been compared to mouse input through standardized performance evaluation procedure like the Fitts' Law. With the proliferation of touch-enabled devices such as smartphones, tablet PCs, or any computing device with a touch s…
In this paper we present an approach for Human computer Interaction (HCI), where we have tried to control the mouse cursor movement and click events of the mouse using hand gestures. Hand gestures were acquired using a camera based on colour detection technique. This method mainly focuses on the use of a Web Camera to develop a virtual human computer interaction device in a cost effective manner.
This paper aims to stir debate about a disconcerting privacy issue on web browsing that could easily emerge because of unethical practices and uncontrolled use of technology. We demonstrate how straightforward is to capture behavioral data about the users at scale, by unobtrusively tracking their mouse cursor movements, and predict user's demographics information with reasonable accuracy using five lines of code. Based on our results, we propose an adversarial method to mitigate user profiling techniques that make use of mouse cursor tracking, such as the recurrent neural net we analyze in thi…
This paper introduces a new prototype system for controlling a PC by head movements and also with voice commands. Our system is a multimodal interface concerned with controlling the computer. The selected modes of interaction are speech and gestures. We are seeing the revolutionary of computers and information technologies into daily practice. Healthy people use keyboard, mouse, trackball, or touchpad for controlling the PC. However these peripheries are usually not suitable for handicapped people. They may have problems using these standard peripheries, for example when they suffer from myopa…
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 kind of device have a higher movement time compared to the mouse and trackpad due to large error rate, low speed and spatial resolution. In this paper we introduce Keyboard Surface Interaction (KSI), an interaction approach that turns the surface of a keyboard into an interaction surface and allows users to rest their hands on the keyboard at all times to m…
Bharath University(巴拉特大学);St.Joseph College of Engineering(圣约瑟夫工程学院)
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Online exams have become widely used to evaluate students' performance in mastering knowledge in recent years, especially during the pandemic of COVID-19. However, it is challenging to conduct proctoring for online exams due to the lack of face-to-face interaction. Also, prior research has shown that online exams are more vulnerable to various cheating behaviors, which can damage their credibility. This paper presents a novel visual analytics approach to facilitate the proctoring of online exams by analyzing the exam video records and mouse movement data of each student. Specifically, we detec…
Modeling student learning and further predicting the performance is a well-established task in online learning and is crucial to personalized education by recommending different learning resources to different students based on their needs. Interactive online question pools (e.g., educational game platforms), an important component of online education, have become increasingly popular in recent years. However, most existing work on student performance prediction targets at online learning platforms with a well-structured curriculum, predefined question order and accurate knowledge tags provide…
This paper proposed a novel method to replace the traditional mouse controller by using Microsoft Kinect Sensor to realize the functional implementation on human-machine interaction. With human hand gestures and movements, Kinect Sensor could accurately recognize the participants intention and transmit our order to desktop or laptop. In addition, the trend in current HCI market is giving the customer more freedom and experiencing feeling by involving human cognitive factors more deeply. Kinect sensor receives the motion cues continuously from the humans intention and feedback the reaction duri…
Deep neural networks deliver state-of-the-art visual recognition, but they rely on large datasets, which are time-consuming to annotate. These datasets are typically annotated in two stages: (1) determining the presence of object classes at the image level and (2) marking the spatial extent for all objects of these classes. In this work we use speech, together with mouse inputs, to speed up this process. We first improve stage one, by letting annotators indicate object class presence via speech. We then combine the two stages: annotators draw an object bounding box via the mouse and simultaneo…
This paper represents a game which interacts with humans via hand gesture movement. Nowadays, apps like this seem rare, and there seems to be a window opening for this kind of application to be more prevalent and useful in the near future. This application is based on hand gesture movement instead of being dependent on a keyboard and mouse. The main issue was to figure out how to utilize machine learning to make this application work as it should be. First, two games were selected one with a traditional controller and another with hand gesture method. Then these two games based on the difficul…
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and trends visually suggests the use of data visualization as a tool for users to identify strategies for improved performance. Typical tasks in VR training scenarios are manipulation of 3D objects (e.g., for learning how to maintain a jet engine) and navigation (e.g., to learn the geography of a building or landscape before traveling on-site). In this paper, we …
Shannon's Index of Difficulty ($ID$), reputable for quantifying the perceived difficulty of pointing tasks as a logarithmic relationship between movement-amplitude ($A$) and target-width ($W$), is used for modelling the corresponding observed movement-times ($MT_O$) in such tasks in controlled experimental setup. However, real-life pointing tasks are both spatially and temporally uncontrolled, being influenced by factors such as - human aspects, subjective behavior, the context of interaction, the inherent speed-accuracy trade-off where, emphasizing accuracy compromises speed of interaction an…
With the rise of the open data movement a lot of statistical data has been made publicly available by governments, statistical offices and other organizations. First efforts to visualize are made by the data providers themselves. Data aggregators go a step beyond: they collect data from different open data repositories and make them comparable by providing data sets from different providers and showing different statistics in the same chart. Another approach is to visualize two different indicators in a scatter plot or on a map. The integration of several data sets in one graph can have severa…