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 previous published work with continuous control models, based on the Kullback-Leibler divergence from the experimental observations, IC is better able to generatively reproduce the distinctive dynamical features and variability of the pointing task across participants and over repeated tasks. IC is compatible with current physiological and psychological theory and provides insight into the source of variability in HCI tasks.
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.
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…
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…
Most successful search queries do not result in a click if the user can satisfy their information needs directly on the SERP. Modeling query abandonment in the absence of click-through data is challenging because search engines must rely on other behavioral signals to understand the underlying search intent. We show that mouse cursor movements make a valuable, low-cost behavioral signal that can discriminate good and bad abandonment. We model mouse movements on SERPs using recurrent neural nets and explore several data representations that do not rely on expensive hand-crafted features and do …
In rectangular-target pointing, movement angles towards targets are known to affect error rates. When designers determine target sizes, however, they would not know the frequencies of cursor-approaching directions for each target. Thus, assuming that there are unbiasedly various angles, we derived models to predict error rates depending only on the target width and height. We conducted two crowdsourced experiments: a cyclic pointing task with a predefined movement angle and a multi-directional pointing task. The shuffle-split cross-validation with 60% training data showed R^2 > 0.81, MAE < 1.3…
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)
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 det…
Unconscious behaviors are one of the indicators of the human perception process from a psychological perspective. As a result of perception responses, hand gestures show behavioral responses from given stimuli. Mouse usages in Human-Computer Interaction (HCI) show hand gestures that individuals perceive information processing. This paper presents an investigation of the correlation between unconscious mouse actions and human cognitive workload. We extracted mouse behaviors from a Robot Operating System (ROS) file-based dataset that user responses are reproducible. We analyzed redundant mouse m…
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.
We present a new mouse cursor designed to facilitate the use of the mouse by people with peripheral vision loss. The pointer consists of a collection of converging straight lines covering the whole screen and following the position of the mouse cursor. We measured its positive effects with a group of participants with peripheral vision loss of different kinds and we found that it can reduce by a factor of 7 the time required to complete a targeting task using the mouse. Using eye tracking, we show that this system makes it possible to initiate the movement towards the target without having to …
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…
This paper describes a wearable wireless mouse-cursor controller that optically tracks the degree of tilt of the user's head to move the mouse relative distances and therefore the degrees of tilt. The raw data can be processed locally on the wearable device before wirelessly transmitting the mouse-movement reports over Bluetooth Low Energy (BLE) protocol to the host computer; but for exploration of algorithms, the raw data can also be processed on the host. The use of standard Human-Interface Device (HID) profile enables plug-and-play of the proposed mouse device on modern computers without re…
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)
A Human Computer Interface (HCI) System for playing games is designed here for more natural communication with the machines. The system presented here is a vision-based system for detection of long voluntary eye blinks and interpretation of blink patterns for communication between man and machine. This system replaces the mouse with the human face as a new way to interact with the computer. Facial features (nose tip and eyes) are detected and tracked in realtime to use their actions as mouse events. The coordinates and movement of the nose tip in the live video feed are translated to become th…
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…
A Brain Computer Interface (BCI) is a communication system that receives neurological signals from the brain and translates them into control commands for electrical (e.g., computer mouse) and electromechanical (e.g., Wheelchair) devices. The development of such systems was intended originally to aid individuals with a condition called locked-in syndrome. Individuals with this condition have lost all their voluntary muscle control but remain cognitively intact (i.e., mentally aware of their surroundings- can feel emotions, recognize objects/people but are unable to move). This means that they …
Recent methods to automatically calibrate stationary eye trackers were shown to effectively reduce inherent calibration distortion. However, these methods require additional information, such as mouse clicks or on-screen content. We propose the first method that only requires users' eye movements to reduce calibration distortion in the background while users naturally look at an interface. Our method exploits that calibration distortion makes straight saccade trajectories appear curved between the saccadic start and end points. We show that this curving effect is systematic and the result of d…
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…
A custom head-mounted system to track smooth eye movements for control of a mouse cursor is implemented and evaluated. The system comprises a head-mounted infrared camera, an infrared light source, and a computer. Software-based image processing techniques, implemented in Microsoft Visual Studio, OpenCV, and Pupil, detect the pupil position and direction of pupil movement in near real-time. The identified direction is used to determine the desired positioning of the cursor, and the cursor moves towards the target. Two users participated in three tests to quantify the differences between increm…
Human Computer Interaction (HCI) is a field in which developer makes a user friendly system. User can interact with a computer system without using any conventional peripheral devices. Marker is used to recognize hand movement accurately & successfully. Researchers establish the mechanism to interact with computer system using computer vision. The interaction is better than normal static keyboard and mouse. This paper represents most of innovative mechanisms of the finger tracking used to interact with a computer system using computer vision.
Optimal feedback control (OFC) is a theory from the motor control literature that explains how humans move their body to achieve a certain goal, e.g., pointing with the finger. OFC is based on the assumption that humans aim to control their body optimally, within the constraints imposed by body, environment, and task. In this paper, we explain how this theory can be applied to understanding Human-Computer Interaction (HCI) in the case of pointing. We propose that the human body and computer dynamics can be interpreted as a single dynamical system. The system state is controlled by the user via…
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 …