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Träfflista för sökning "WFRF:(Stuerzlinger Wolfgang) "

Sökning: WFRF:(Stuerzlinger Wolfgang)

  • Resultat 1-5 av 5
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1.
  • Büschel, Wolfgang, et al. (författare)
  • Interaction for Immersive Analytics
  • 2018
  • Ingår i: Immersive Analytics. - Cham : Springer. - 9783030013875 - 9783030013882 ; , s. 95-138
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In this chapter, we briefly review the development of natural user interfaces and discuss their role in providing human-computer interaction that is immersive in various ways. Then we examine some opportunities for how these technologies might be used to better support data analysis tasks. Specifically, we review and suggest some interaction design guidelines for immersive analytics. We also review some hardware setups for data visualization that are already archetypal. Finally, we look at some emerging system designs that suggest future directions.
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2.
  • Zabramski, Stanislaw, et al. (författare)
  • Activity or Product? : Drawing and HCI
  • 2013
  • Ingår i: Proceedings of MIDI '13. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450323031 ; , s. 29-38
  • Konferensbidrag (refereegranskat)abstract
    • Drawing tasks are rarely addressed experimentally by the HCI community, and even then pointing, steering, or gesturing is promoted as an approach towards drawing. We critically analyze the status quo, propose an improved framework for task analysis, and give suggestions on how to perceive drawing task at a meta-level.
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3.
  • Zabramski, Stanislaw, et al. (författare)
  • Did We Miss Something? Correspondence Analysis of Usability Data
  • 2013
  • Ingår i: Human-Computer Interaction – INTERACT 2013. - Berlin/Heidelberg : Springer Berlin/Heidelberg. - 9783642404979 - 9783642404986 ; , s. 272-279
  • Konferensbidrag (refereegranskat)abstract
    • We have applied a multivariate exploratory technique called Correspondence Analysis (CA) to create and analyze a model of the dataset of experiment results. The dataset originates from a comparative usability study of tracing with the use of mouse, pen, and touch input and contains both categorical and continuous data – i.e. results of questionnaires and task measurements. CA allowed to visually and numerically assess the main variables in the dataset and how they interact with each other. In our study, pen input had the best measured performance and was preferred by the users. Touch input was the least accurate of all input methods tested but it was preferred by users over mouse especially in the conditions lacking of visual feedback of drawing. CA helped to detect that secondary effect even though it cannot be explained by the performance results alone. The importance of the influence of user’s previous experience is also noted. We conclude that CA helped to identify all major phenomena known from previous studies but also was sensitive to minor and secondary effects, what makes it a well suited method to quickly evaluate usability data.
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4.
  • Zabramski, Stanislaw, et al. (författare)
  • Easy vs. Tricky : The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch
  • 2013
  • Ingår i: Academic MindTrek '13. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450319928 ; , s. 99-103
  • Konferensbidrag (refereegranskat)abstract
    • This paper is a work-in-progress report on an experimental comparison and evaluation of users' performance in four line-tracing tasks based on two shapes and performed with three input methods (mouse, stylus, and touch-input). The shapes' properties used in the study created the two classes of shapes: easy and hard to replicate. As expected these two classes had different impact on user's performance in each task tested (tracing, lasso selection, steering through narrow and wide tunnel). The results show that participants replicating the shapes using touch-input were the least accurate but were the fastest in comparison to the remaining input methods. The stylus was the least error-prone method and the mouse was the slowest device in drawing tasks (tracing and selection). The differences in error distances between the input methods were less pronounced in steering tasks but timing data showed that mouse was still the slowest one. While the time of replication did not differ between the two shapes tested, the differences between the errors participants made were significant for all tasks and input devices, and patterns of these differences were consistent between the shapes. These results confirm predictions from a previous study and show which shapes' properties can make their replication more difficult. The results can be used to design shapes that are easy to replicate, e.g., in surface-based gestural interaction.
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5.
  • Zabramski, Stanislaw, et al. (författare)
  • The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input
  • 2012
  • Ingår i: MindTrek '12 Proceeding of the 16th International Academic MindTrek Conference. - New York, NY, USA : ACM Press. - 9781450316378 ; , s. 275-278
  • Konferensbidrag (refereegranskat)abstract
    • This paper summarizes observations from four empirical studies focusing on shape replication with three input methods. The aim was to identify and assess how the components of several semirandomly generated shapes influence how accurately untrained users can replicate each of these components. We found that the pen is the least and touch the most error-prone method when used for drawing. Additionally, the distribution of errors was analyzed. The results may be used to predict which shape properties make shape replication more difficult. Additionally, the results may be used to design shapes that are easy to replicate.
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  • Resultat 1-5 av 5

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