R. Raisamo
Tampere University, School of Information Sciences, Faculty Member
ABSTRACT Wearable computing devices are gradually becoming common, and head-mounted devices such as Google Glass are already available. These devices present new interaction challenges as the devices are usually small in size, and also... more
ABSTRACT Wearable computing devices are gradually becoming common, and head-mounted devices such as Google Glass are already available. These devices present new interaction challenges as the devices are usually small in size, and also the usage environment sets limitations on the available interaction modalities. One potential interaction method could be to use gaze for input and haptics for output with a head-worn device. We built a demonstration system to show how gaze gestures could be used to control a simple information application together with head area haptic feedback for gesture confirmation. The demonstration and experiences of early user studies have shown that users perceive such an input-output combination useful.
ABSTRACT Consistent measuring and reporting of gaze data quality is important in research that involves eye trackers. We have developed TraQuMe: a generic system to evaluate the gaze data quality. The quality measurement is fast and the... more
ABSTRACT Consistent measuring and reporting of gaze data quality is important in research that involves eye trackers. We have developed TraQuMe: a generic system to evaluate the gaze data quality. The quality measurement is fast and the interpretation of the results is aided by graphical output. Numeric data is saved for reporting of aggregate metrics for the whole experiment. We tested TraQuMe in the context of a novel hidden calibration procedure that we developed to aid in experiments where participants should not know that their gaze is being tracked. The quality of tracking data after the hidden calibration procedure was very close to that obtained with the Tobii's T60 trackers built-in 2 point, 5 point and 9 point calibrations.
Research Interests:
Research Interests:
Tactile feedback can improve user experience by providing a wider area of the target and faster access to it [9]. In an experiment [1] tactile feedback was the quickest feedback method for a target selection task compared to different... more
Tactile feedback can improve user experience by providing a wider area of the target and faster access to it [9]. In an experiment [1] tactile feedback was the quickest feedback method for a target selection task compared to different sensory feedback conditions including normal, ...
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This paper presents the results of evaluation of the user performance in the target acquisition task using camera-mouse real time face tracking technique augmented with phosphene-based guiding signals. The underlying assumption was that... more
This paper presents the results of evaluation of the user performance in the target acquisition task using camera-mouse real time face tracking technique augmented with phosphene-based guiding signals. The underlying assumption was that during non-visual inspection of the virtual workspace (screen area), the transcutaneous electrical stimulation of the optic nerve can be considered as alternative feedback when the visual ability
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Research Interests:
Facial expressions are emotionally, socially and otherwise meaningful reflective signals in the face. Facial expressions play a critical role in human life, providing an important channel of nonverbal communication. Automation of the... more
Facial expressions are emotionally, socially and otherwise meaningful reflective signals in the face. Facial expressions play a critical role in human life, providing an important channel of nonverbal communication. Automation of the entire process of expression analysis can potentially facilitate human-computer interaction, making it to resemble mechanisms of human-human communication. In this paper, we present an ongoing research that aims
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Computer interfaces provide information to users mostly graphically. This method of presentation is not suitable for the visually impaired or for users in situations where interaction is limited, like in mobile context. One possibility to... more
Computer interfaces provide information to users mostly graphically. This method of presentation is not suitable for the visually impaired or for users in situations where interaction is limited, like in mobile context. One possibility to present information to these kinds of users would be using melodic sounds and haptic feedback to replace graphical information. We describe a new method to redistribute graphical information to melodic sounds and haptic cues with a stick interface. We discuss the impact of this redistribution to user behavior in simple shape recognition tasks. Appropriateness of redistribution is evaluated and design recommendations given based on user behavior in modal-redistributed interaction.
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Research Interests:
Research Interests:
Research Interests:
Single-switch manipulation is considered as a model for optimizing a menu selection task for physically challenged users. We have applied a short-cyclic hierarchical structure with three levels and three alternatives as a basic layout for... more
Single-switch manipulation is considered as a model for optimizing a menu selection task for physically challenged users. We have applied a short-cyclic hierarchical structure with three levels and three alternatives as a basic layout for symbol input and imaging. A user can make use of the triple-stroke or the long-stroke technique when the button is held down for extended period.
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Abstract Aircraft noise is often perceived by communities living close to airports as the most serious impact on the environment, thus affecting both working activities and night sleep; various EC directives have recently dealt with this... more
Abstract Aircraft noise is often perceived by communities living close to airports as the most serious impact on the environment, thus affecting both working activities and night sleep; various EC directives have recently dealt with this important problem. The Italian Ministry for ...
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Combining engaging gameplay and educational aspects promoting health awareness gives an interesting challenge to game designers. This case study explores adolescents' (aged 13--16) technology usage, gaming habits and... more
Combining engaging gameplay and educational aspects promoting health awareness gives an interesting challenge to game designers. This case study explores adolescents' (aged 13--16) technology usage, gaming habits and gaming motivations, as well as the elements affecting the user experience in serious games. Findings emphasize the importance of social aspects in gaming in form of presence of friends while gaming, or in offline or online multiplayer gaming. According to the findings games should offer challenges matching the player's competence and enable improvement, advancement and developing skills. Modifying characters, exploring the game world and physical activity were also important. The causes and consequences of selections in game and their relation to real-life were wished to be shown clearly in games. Design implications for designing games that promote health awareness are presented.
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An alternative text-input method is considered as a model for a menu selection task through manipulation by a single button. A traditional seven-segment display element was used as a layout for symbol input and imaging. Each of the... more
An alternative text-input method is considered as a model for a menu selection task through manipulation by a single button. A traditional seven-segment display element was used as a layout for symbol input and imaging. Each of the segments was lighted in a temporal sequence and the writer could choose the segment by pressing a button. Instead of the button
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Research Interests:
In this paper we report the results of a study on an evaluation of a game and techniques which allow playing board games in the total absence of visual feedback. We have demonstrated that a camera mouse can be used for blind navigation... more
In this paper we report the results of a study on an evaluation of a game and techniques which allow playing board games in the total absence of visual feedback. We have demonstrated that a camera mouse can be used for blind navigation within a game field. Snapping a position of the virtual pointer to the regions of interest as
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ABSTRACT This paper presents an investigation into the performance of squeezing as a manipulative interaction technique in comparison to tilting with an aim to answer two questions: is squeezing an effective input technique for mobile... more
ABSTRACT This paper presents an investigation into the performance of squeezing as a manipulative interaction technique in comparison to tilting with an aim to answer two questions: is squeezing an effective input technique for mobile devices and can tactile feedback improve performance? The experiment results show that both input methods are viable but squeezing is significantly faster and more sustainable than tilting (with and without tactile feedback).