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Sökning: WFRF:(Lou Xiaolong)

  • Resultat 1-10 av 10
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1.
  • Li, Andol X., et al. (författare)
  • Improving the User Engagement in Large Display Using Distance-Driven Adaptive Interface
  • 2016
  • Ingår i: Interacting with computers. - : Oxford University Press (OUP). - 0953-5438 .- 1873-7951. ; 28:4, s. 462-478
  • Tidskriftsartikel (refereegranskat)abstract
    • Current large display-based user interfaces are mainly derived from normal-sized desktop screens and the extra-large size causes difficulties in information navigation and perception. Therefore, user engagement in large display-based information interaction is relatively low. In order to address the user engagement issue, in this paper we propose the distance-driven adaptive interface, which specialises in performing navigation tasks within large displays. We conducted an initial exploratory study with 30 participants to examine how the distance correlated with interaction performances in large displays. Given the findings we conducted an experimental study with an additional 31 participants to further investigate how the distance-driven interface satisfies users' distance requirements and improves user engagement within six dimensions. The results show that the distance-driven interface offered a statistically significant user engagement improvement in terms of novelty, felt involvement, focused attention and endurability. Importantly, linear correlations between the distance, interaction efficiency and accuracy were identified-in that efficiency increased and accuracy decreased with increasing distance.
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2.
  • Li, Andol X., et al. (författare)
  • On the Influence of Distance in the Interaction With Large Displays
  • 2016
  • Ingår i: IEEE/OSA Journal of Display Technology. - 1551-319X .- 1558-9323. ; 12:8, s. 840-850
  • Tidskriftsartikel (refereegranskat)abstract
    • As reported by a recent survey, over half of large display purchases are conducted for productivity purposes, while the remainder are purchased for a variety of purposes such as gaming and advertising. These large displays have advanced visibility, scalability, and accessibility characteristics and thus benefit perceived usability. However, usability issues such as the difficulties in precisely accessing distal information on large displays while on the move are still of concern. Therefore, in this paper, we investigate the influence of moving distance on perceived usability in interactions with large displays. Comparative study results show inconsistent perceived usability throughout a range of distances, which differs from standard usability conventions. Moreover, the results show a correlation between distance and perceived usability in that, as the distance from commonly visited ranges increases, the perceived usability level decreases, and vice versa. The study demonstrates that distance is an effective interaction modality in large-display interactions, although it has weaknesses such as limited input channels.
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3.
  • Li, Xiangdong A., et al. (författare)
  • Design and Evaluation of Cross-Objects User Interface for Whiteboard Interaction
  • 2017
  • Ingår i: Distributed, Ambient and Pervasive Interactions. - Cham : Springer. - 9783319586960 - 9783319586977 ; , s. 180-191
  • Konferensbidrag (refereegranskat)abstract
    • Whiteboard has long been an important tool for education and communication, and nowadays it embraces display functions and other interactive features such as pen pointing and selecting of digital contents. Despite the enhanced interactivity, it is often time- and cost-consuming to implement specific apparatus for different whiteboard interactions. Therefore, we aimed at incorporating physical-world objects (e.g. Lego Rubik’s cubes) as the cross-objects user interface for multiple whiteboard interaction tasks without incurring heavy development work. The user interface utilised electromagnetic technique to extract electromechanical signals and recognised normal objects, thus extended the generality. To further understand effectiveness of the user interface, we implemented a low-fidelity prototype and conducted within-subject evaluation. The results showed the cross-objects user interface was natural, responsive, and easy of learning as the conventional whiteboard. Moreover, the user interface outperformed over the conventional one in the perspectives of configuration efficiency and versatility of multiple interaction tasks. Given these findings, practical implications for future tangible user interface design for whiteboard interactions are discussed.
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4.
  • Lou, Xiaolong, et al. (författare)
  • An Empirical Evaluation on Arm Fatigue in Free Hand Interaction and Guidelines for Designing Natural User Interfaces in VR
  • 2020
  • Ingår i: Virtual, Augmented and Mixed Reality. Design and Interaction. - Cham : Springer. - 9783030496944 - 9783030496951 ; , s. 313-324
  • Konferensbidrag (refereegranskat)abstract
    • This research had a systematic study on arm fatigue issue in free hand interaction in VR environment and explored how arm fatigue influenced free hand interaction accuracy. A specifically designed target-acquisition experiment was conducted with 24 volunteered participants (7 left-handedness, 17 right-handedness) recruited. The experiment results indicated that (1) arm fatigue resulted in short durations of hand operation, or frequent alternations of operating hand. The user’s dominant hand had a more durable operation than the non-dominant one; (2) hand operate position had a significant effect on arm fatigue level, a bent arm posture was found to be more labor-saving than an extended arm posture, (3) hand operation at a higher position (e.g., at the head height) perceived arm fatigue more easily than that at a lower position (e.g., at the waist height); and (4) arm fatigue impact hand interaction accuracy negatively.
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5.
  • Lou, Xiaolong, et al. (författare)
  • An Integrated Application of Motion Sensing and Eye Movement Tracking Techniques in Perceiving User Behaviors in a Large Display Interaction
  • 2023
  • Ingår i: Machines. - : MDPI AG. - 2075-1702. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • In public use of a large display, it is a usual phenomenon that multiple users individually participate in respective tasks on a common device. Previous studies have categorized such activity as independent interaction that involves little group engagement. However, by investigating how users approach, participate in, and interact with large displays, we found that parallel use is affected by group factors such as group size and between-user relationship. To gain a thorough understanding of individual and group behaviors, as well as parallel interaction task performance, one 70-inch display-based information searching task and experiment was conducted, in which a mobile eye movement tracking headset and a motion sensing RGB-depth sensor were simultaneously applied. The results showed that (1) a larger group size had a negative influence on the group users’ concentration on the task, perceived usability, and user experience; (2) a close relationship between users contributed to occasional collaborations, which was found to improve the users’ task completion time efficiency and their satisfaction on the large display user experience. This study proves that an integrated application of eye movement tracking and motion sensing is capable of understanding individual and group users’ behaviors simultaneously, and thus is a valid and reliable scheme in monitoring public activities that can be widely used in public large display systems.
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6.
  • Lou, Xiaolong, et al. (författare)
  • Arm Posture Changes and Influences on Hand Controller Interaction Evaluation in Virtual Reality
  • 2022
  • Ingår i: Applied Sciences. - : MDPI AG. - 2076-3417. ; 12:5
  • Tidskriftsartikel (refereegranskat)abstract
    • In virtual reality (VR) applications, hand-controller interaction is largely limited by the biomechanical structure of the arm and its kinematical features. Earlier research revealed that different arm postures generate distinct arm fatigue levels in mid-air operational tasks; however, how they impact interaction performance, e.g., accuracy of target grasp and manipulation, has been less investigated. To fill this gap in knowledge, we conducted an empirical experiment in which thirty participants were recruited to complete a series of target acquisition tasks in a specifically designed VR application. Results show that (1) a bent arm posture resulted in a higher interaction accuracy than a stretched arm posture; (2) a downward arm posture interacted more accurately than an upraised arm posture; since two arms are bilaterally symmetric, (3) either selected arm interacted more accurately on the corresponding side than on the opposite side; and (4) the user-preferred or dominant arm interacted more persistently than the non-dominant one, though two arms generated little difference in interaction accuracy. Implications and suggestions are discussed for designing more efficient and user-satisfying interactive spaces in VR.
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7.
  • Lou, Xiaolong, et al. (författare)
  • Asymmetric Free-Hand Interaction on a Large Display and Inspirations for Designing Natural User Interfaces
  • 2022
  • Ingår i: Symmetry. - : MDPI AG. - 2073-8994. ; 14:5
  • Tidskriftsartikel (refereegranskat)abstract
    • Hand motion sensing-based interaction, abbreviated as ‘free-hand interaction’, provides a natural and intuitive method for touch-less interaction on a large display. But due to inherent usability deficiencies of the unconventional size of the large display and the kinematic limitations of the user’s arm joint movement, a large display-based free-hand interaction is suspected to have different performance across the whole areas of the large display. To verify this, a multi-directional target pointing and selection experiment was designed and conducted based on the ISO 9241-9 evaluation criteria. Results show that (1) free-hand interaction in display areas close to the center of the body had a higher accuracy than that in peripheral-body areas; (2) free-hand interaction was asymmetric at the left side and the right side of the body. More specifically, left-hand interaction in the left-sided display area was more efficient and accurate than in the right-sided display area. For the right-hand interaction, the result was converse; moreover, (3) the dominant hand generated a higher interaction accuracy than the non-dominant hand. Lessons and strategies are discussed for designing user-friendly natural user interfaces in large displays-based interactive applications.
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8.
  • Lou, Xiaolong, et al. (författare)
  • Distance effects on visual search and visually guided freehand interaction on large displays
  • 2022
  • Ingår i: International Journal of Industrial Ergonomics. - : Elsevier BV. - 0169-8141 .- 1872-8219. ; 90
  • Tidskriftsartikel (refereegranskat)abstract
    • Different from mouse-based and touch-based interactions at a static distance, motion-sensing interaction on a large display is typically performed at varying distances ranging from an arm's length to several metres. To investigate the effect of distance on visual search and freehand interaction performance, an empirical experiment was conducted; 30 participants were recruited to complete a series of target search and freehand selection tasks on large displays, which were 1.6 and 2.4 m wide, respectively. The results indicated that (1) the user-preferred viewing distance was positively related to the physical size of the display: a larger display size corresponded to a larger viewing distance. (2) The viewing distance had a two-sided effect on the visual search time efficiency. At a close range, increasing distance improved the search time efficiency; but at a farther range, the efficiency decreased. (3) An optimal field of view at which visual search was most efficient was found; (4) however, increasing the distance lowered freehand interaction efficiency and accuracy. Changing the distance also caused variations in the performance on divided large display areas: (5) the visual search efficiency on the upper area was higher than that on the lower area, increasing the distance reduced the difference; (6) freehand interaction efficiency and accuracy on the lower area outperformed that on the upper area, increasing the distance also reduced the difference. Implications were discussed for building more efficient and user-friendly large display-based user interfaces.
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9.
  • Lou, Xiaolong, et al. (författare)
  • Hand-adaptive user interface : improved gestural interaction in virtual reality
  • 2021
  • Ingår i: Virtual Reality. - : Springer Science and Business Media LLC. - 1359-4338 .- 1434-9957. ; 25, s. 367-382
  • Tidskriftsartikel (refereegranskat)abstract
    • Most interactive user interfaces (UIs) for virtual reality (VR) applications are based on the traditional eye-centred UI design principle, which primarily considers the user's visual searching efficiency and comfort, but the hand operation performance and ergonomics are relatively less considered. As a result, the hand interaction in VR is often criticized as being less efficient and precise. In this paper, the user's arm movement features, such as the choice of the hand being used and hand interaction position, are hypothesized to influence the interaction results derived from a VR study. To verify this, we conducted a free hand target selection experiment with 24 participants. The results showed that (a) the hand choice had a significant effect on the target selection results: for a left hand interaction, the targets located in spaces to the left were selected more efficiently and accurately than those in spaces to the right; however, in a right hand interaction, the result was reversed, and (b) the free hand interactions at lower positions were more efficient and accurate than those at higher positions. Based on the above findings, this paper proposes a hand-adaptive UI technique to improve free hand interaction performance in VR. A comprehensive comparison between the hand-adaptive UI and traditional eye-centred UI was also conducted. It was shown that the hand-adaptive UI resulted in a higher interaction efficiency and a lower physical exertion and perceived task difficulty than the traditional UI.
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10.
  • Lou, Xiaolong, et al. (författare)
  • Optimizing Free Hand Selection in Large Displays by Adapting to User’s Physical Movements
  • 2016
  • Ingår i: Proceedings of the 2016 Symposium on Spatial User Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450340687 ; , s. 23-31
  • Konferensbidrag (refereegranskat)abstract
    • Advance in motion sensing technologies such as Microsoft Kinect and ASUS Xtion has enabled users to select targets on a large display through natural hand gestures. In such interaction, the users move left and right to navigate the display, and they frequently adjust body proximity against the display thus to switch between overall views and focus views. These physical movements benefit information navigation, interaction modality switch, and user interface adaptation. But in more specific context of free hand selection in large displays, the effect of physical movements is less systematically investigated. To explore the potential of physical movements in free hand selection, a physical movements-adapted technique is developed and evaluated. The results show that the new technique has significant improvements in both selection efficiency and accuracy, the more difficult selection task the more obvious improvement in accuracy. Additionally, the new technique is preferred to the baseline of pointer acceleration (PA) technique by participants.
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