Browsing by Author "Bateman, Scott"
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Item Metadata only Analysis and comparison of target assistance techniques for relative ray-cast pointing(Elsevier, 2013) Bateman, Scott; Mandryk, Regan L.; Gutwin, Carl; Xiao, RobertPointing at displays from a distance is becoming a common method of interacting with computer applications and entertainment systems, using devices such as the Wii Remote, the PlayStation Move controller, or the Microsoft Kinect. These systems often implement relative forms of ray-cast pointing, in which the user simply points a hand-held input device towards targets on the screen. Ray-casting interaction is easy for novices to learn and understand, but this technique often suffers from accuracy problems: for example, hand jitter, arm fatigue, calibration drift, or lack of skill can all reduce people’s ability to acquire and select on-screen targets. In this paper, we analyse and evaluate the idea of target assistance as a way to address the accuracy problems of ray-cast pointing. Although several assistance schemes have been proposed for mouse-based pointing, these ideas have not been tested in distant-pointing settings, and there is little knowledge available to guide design in this increasingly common interaction scenario. To establish this basic design knowledge, we carried out four studies of relative ray-casting using three different target assistance techniques—two motor-space techniques (sticky targets and a novel form of target gravity), and one acquisition-feedback technique that combined visual, tactile, and auditory feedback. Our first three studies tested each assistance technique separately, to explore how different parameters for each method affected performance and perceptibility. Our fourth study carried out a direct comparison of the best versions of each technique, and also examined the effects of distractor objects placed in the path to the target. Our studies found that the two motor-space techniques were extremely effective in improving selection accuracy without being highly obvious to users, and that the new gravity-based technique (which attracts the cursor even when it is not over the target) performed best of all. There was no observed effect on performance when the combined acquisition-feedback technique was used. Our studies are the first to comprehensively explore the optimization, performance, and perceptibility of target assistance techniques for relative ray-casting—our results provide designers with clear guidelines about what methods to use, how to configure the techniques, and what effects can be expected from their use.Item Open Access Collaboration in 360° Videochat: Challenges and Opportunities(2017-04-18) Tang, Anthony; Fakourfar, Omid; Neustaedter, Carman; Bateman, ScottWe designed a videochat experience where one participant can experience a remote environment from a 360° camera. This allows the remote user to view and explore the environment without necessitating interaction from the local participant. We designed and conducted an observational study to understand the experience, and the challenges that people might encounter. In a study with 32 participants (16 pairs), we found that remote participants could actively participate in the experience with the environment in ways that are not possible with current mobile video chat. However, we also found that participants had challenges in communicating location and orientation information because many of common communication resources we rely on in collocated chat are not available. Based on these findings, we discuss how future mobile video chat systems need to balance immersion with interaction ease.Item Metadata only Effects of view, input device, and track width on video game driving(Canadian Human-Computer Communications Society, 2011) Bateman, Scott; Doucette, Andre; Xiao, Robert; Gutwin, Carl; Mandryk, Regan L.; Cockburn, AndySteering and driving tasks -- where the user controls a vehicle or other object along a path -- are common in many simulations and games. Racing video games have provided users with different views of the visual environment -- e.g., overhead, first-person, and third-person views. Although research has been done in understanding how people perform using a first-person view in virtual reality and driving simulators, little empirical work has been done to understand the factors that affect performance in video games. To establish a foundation for thinking about view in the design of driving games and simulations, we carried out three studies that explored the effects of different view types on driving performance. We also considered how view interacts with difficulty and input device. We found that although there were significant effects of view on performance, these were not in line with conventional wisdom about view. Our explorations provide designers with new empirical knowledge about view and performance, but also raise a number of new research questions about the principles underlying view differences.Item Metadata only Investigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray Casting(2010) Bateman, Scott; Mandryk, Regan; Gutwin, Carl; Xiao, RobertItem Metadata only Personal Visualization and Personal Visual Analytics(IEEE, 2015) Dandan, Huang; Tory, Melanie; Aseniero, Bon Adriel; Bartram, Lyn; Bateman, Scott; Carpendale, Sheelagh; Tang, Anthony; Woodbury, RobertData surrounds each and every one of us in our daily lives, ranging from exercise logs, to archives of our interactions with others on social media, to online resources pertaining to our hobbies. There is enormous potential for us to use these data to understand ourselves better and make positive changes in our lives. Visualization (Vis) and Visual Analytics (VA) offer substantial opportunities to help individuals gain insights about themselves, their communities and their interests; however, designing tools to support data analysis in non-professional life brings a unique set of research and design challenges. We investigate the requirements and research directions required to take full advantage of Vis and VA in a personal context. We develop a taxonomy of design dimensions to provide a coherent vocabulary for discussing Personal Visualization and Personal Visual Analytics. By identifying and exploring clusters in the design space, we discuss challenges and share perspectives on future research. This work brings together research that was previously scattered across disciplines. Our goal is to call research attention to this space and engage researchers to explore the enabling techniques and technology that will support people to better understand data relevant to their personal lives, interests, and needs.Item Open Access Revisiting Collaboration through Mixed Reality: The Evolution of Groupware - Supplemental Visualization(2019-05-25) Ens, Barrett; Lanir, Joel; Tang, Anthony; Bateman, Scott; Lee, Gun A.; Piumsomboon, Thammathip; Billinghurst, MarkThis is a supplemental visualization for the article. The abstract of the paper is as follows: Collaborative Mixed Reality (MR) systems are at a critical point in time as they are soon to become more commonplace. However, MR technology has only recently matured to the point where researchers can focus deeply on the nuances of supporting collaboration, rather than needing to focus on creating the enabling technology. In parallel, but largely independently, the field of Computer Supported Cooperative Work (CSCW) has focused on the fundamental concerns that underlie human communication and collaboration over the past 30-plus years. Since MR research is now on the brink of moving into the real world, we reflect on three decades of collaborative MR research and try to reconcile it with existing theory from CSCW, to help position MR researchers to pursue fruitful directions for their work. To do this, we review the history of collaborative MR systems, investigating how the common taxonomies and frameworks in CSCW and MR research can be applied to existing work on collaborative MR systems, exploring where they have fallen behind, and look for new ways to describe current trends. Through identifying emergent trends, we suggest future directions for MR, and also find where CSCW researchers can explore new theory that more fully represents the future of working, playing and being with others.Item Open Access SonicData: Broadcasting Data via Sound for Smartphones(2014-10-29) Nittala, Aditya Shekhar; Yang, Xing-Dong; Sharlin, Ehud; Bateman, Scott; Greenberg, SaulSonicData is a technique for broadcasting data to smartphones via audio streams using phone’s built-in microphone. SonicData augments an audio stream in the environment with nearly inaudible high-frequencies, allowing data to be sent to any smartphone in the vicinity using regular speakers and without any need for special hardware and software infrastructure or handshaking requirements. We detail the technical implementation of the SonicData prototype, outline a technical evaluation of its capabilities, and describe the results of a preliminary study of its effect on the quality of sound streams. We designed four interaction techniques that highlight SonicData’s potential as a complementary technique for broadcasting data to smartphones.