Interaction with small displays, from ultra-mobile PCs and smart phones to head-mounted displays, has become an integral part of the daily lives of many technology users. However, when compared to typical desktop displays, the small displays of these devices generally occupy small portions of a user's natural FOV, thus resulting in small display FOVs. Furthermore, the eye to screen distance for a smart phone or an ultra-mobile PC can change depending on how the user holds the device, which may result in a further reduction in display FOV. Given these changes in display FOV, the same target size/width (W), target distance/amplitude (D) and control display gain in pixels or millimeter measurement could be perceived as significantly different, and this difference may influence pointing task performance. A similar effect would also occur when using head-mounted displays with different FOV optical systems. Motivated by this, we decided to investigate whether a smaller display FOV has a significant effect on user performance when completing basic pointing tasks. If this supposition is true, the added difficulty from smaller display FOV may affect the applicability of Fitts’ law which is only modeled by the index of difficulty (ID) computed as a function of W and D. Specifically, if Fitts' law, commonly used to evaluate pointing tasks, is not suitable under restricted display FOV conditions, then an appropriate update of Fitts' law would help user experience designers to better understand and model the added difficulty when using restricted FOV devices such as ultra-mobile PCs, smart phones and head-mounted displays. In this paper we use both discrete and serial Fitts’ pointing tasks to understand the detailed quantitative relationship ... ... middle of paper ... ... of proportionally scaled W and D and across the three display sizes (6 × 8, 12 × 16 and 18 × 24 cm), that the smallest display size yielded significantly longer MT and a higher error rate. However, to our knowledge, the detailed relationship between display size (display FOV) and pointing task performance is still not fully known. Works Cited Taveira, A.D., & Choi, S.D. (2009). Review Study of Computer Input Devices and Older Users. International Journal of Human-Computer Interaction, 25(5), 455-474. Weaver W., & Shannon C.E. (1959). The mathematical theory of communication. University of Illinois Press Urbana. Zhai S. (2004). Characterizing computer input with Fitts’ law parameters–the information and non-information aspects of pointing. International Journal of Human-Computer Studies, 61(6), 791–809. Zuckerman J. (1954). Perimetry. Lippincott, Philadelphia.
Cizek, G. J. (2003). [Review of the Woodcock-Johnson III.] In B. S. Plake, J. C. Impara, & R. A. Spies (Eds.), The fifteenth mental measurements yearbook (pp. 1020-1024). Lincoln, NE: Buros Institute of Mental Measurements.
For an eye to focus correctly on an object, it must be placed in a certain position in front of the eye. The primary focal point is the point along the optical axis where an object can be placed for parallel rays to come from the lens. The secondary focal point is the point along the optical axis where in coming parallel rays are brought into focus. The primary focal point has the object's image at infinity, where as the secondary focal point has the object at infinity. For people who have myopic eyes, the secondary focal point is anterior to the retina in the vitreous. Thus, the object must be moved forward from infinity, in order to be focused on the retina. The far point is determined by the object's distance where light rays focus on the retina while the eye is not accommodating. The far point in the myopic eye is between the cornea and infinity. The near point is determined by which an object will be in focus on the retina when the eye is accommodating. Thus, moving an object closer will cause the perception of the object to blur. The measurement of these refractive errors are in standard units called diopters (D). A diopter is the reciprocal of a distance of the far point in meters (Vander & Gault, 1998). The myopic condition manipulates these variables in order to ultimately make a nearsighted individual.
In one condition the participant had three cards placed in front of them and they had to switch between three card sorting rules just like in the original paper version of the WCST. In another condition they started to increase the amount of information that had to be processed by adding another card to the set which is called a fourth viable task. The first study was conducted with twenty-five undergrad students that didn’t have any history of neurological and psychiatric disabilities they were grouped by the age range of 18 to 33 every participant had normal or corrected to normal vision. They sat about a foot and a half away from the monitor, then the professors placed about 24 stimulus cards on that varied in color, shape, number, and shading (filled, empty, dotted, hatched). The use of so many different cards is necessary for a sensitive scoring of error scores, it allows determining which rule has been chosen by the examinee. “The number of viable task rules was varied as the central manipulation of this study. In the three-rule condition, one of the four rules was inactive for the participant (i.e., the participant was told that there were only three viable task rules and responses to the fourth rule never resulted in positive feedback).” (Lange
Motion parallax gives females an estimate of the distance to display objects, yielding a size estimate that will conflict with illusory sixe estimates generated by forced-perspective and Ebbinghaus illusions.
Results suggested that subjects who were hyperopic had the most limited lateral peripheral vision. Their average range was 20.25 degrees less than the average 20/20 control of 150 degrees. (Figure 1). Myopic subjects also had less range but not to the same extent. The average range was 12 degrees less than the control. This indicates that myopic and hyperopic subjects do not have the same range of peripheral vision as the average 20/20 vision human, hyperopia most significantly.
Observer Performance and Visual Search." Journal of Digital Imaging 22.4 (2009): 363-8. ProQuest. Web. 9 May 2014.
There are three major types of displays used in Augmented Reality: head mounted displays (HMD), handheld displays and spatial displays. HMD is a display device worn on the head or as part of a helmet and that places computer generated images (CGI) over the real and virtual environment of the user’s view. This is accomplished by projecting CGI through a partially reflective mirror on the lens of the HMD, thus allowing the user to viewing the real world and at the same time see the augmented world too.
...zing a gesture and then using them as a unique input. Making a gesture consists of moving the pointing device in a designated pattern in a designated amount of time. Gestures could be used to input a command such as “save document” or “new document.”
...orrect with the individual subject’s gender or dominant brain hemisphere, but it does measure the effect of both the angle and the object type. There will likely be effects of both the angle and object type on reaction time, due to not only a dissimilarity between the objects and what the subjects are used to seeing, but also because of the unfamiliar nature of the random 2-dimensional figures.
Muller, N. G., Bartelt, O. A., Donner, T. H., Villringer, A. & Brandt, S. A. (2003). A physiological correlate of the “zoom lens” of visual attention. The Journal of Neuroscience, 23(9): 3561-3565.
...7 millimeters was guessed incorrectly, thus indicating the lack of sharpness subject 1 possessed in this area of the body. Next we proceeded with subject 2, under very similar conditions. Subject 2 was tested with more pressure points than subject 1 to proceed to more detailed results. Beginning with the finger, subject 2 guessed 7 out of 8 pressure points correctly. This result shows a very good acuity to his tactile system around the fingers, as stated by (Bruce et al. 1980). Next we proceeded with his forearm, in methods similar to subject 1 but with more pokes. In this test subject 2 only guessed 2 out of 7 of the points correctly, indicating a sharp decrease in acuity in these areas. Lastly we applied the moving two point discrimination test on a third subject. We started at the palm and he felt the two points only by the time we moved 3 mm towards the finger.
In this Journal there was a study performed on early childhood students and their reaction to touch screen computers. The results were more negative rather than positive proving that it was more productive to use the mouse and keyboard for young children.
Digital technology, offer to us images at such a widely that our eyes are often numbed by visual
Input is really important for the computer. Through this device, users are allows to enter data or instructions into a computer. It changed something on the screen through the response. There are many kinds of input device for users to select depending on their application to get the result they want. There are many input technologies, for example, keyboard, pointing device, trackball, touch screen, touchpads and audio input. These devices can help users to connect with computer system directly.