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Framtidens pekdon för ett mobilt spelande / Future pointing devices for mobile gamingLindén, Edward, Kernell, Carl January 2018 (has links)
Future pointing devices for mobile gaming is a study of properties of a number of pointing devices, and how these properties make them suitable for gaming in a mobile environment. Today, most of all advanced computer games is played with a mouse, which make the laptop and its touch-pad bad for gaming. For many decades the optical computer mouse has been the leading pointing device for playing computer games, and its have been scientifically that players with a computer mouse out-perform players with a joy-stick or other pointing devices when playing games with importance of precision. A mouse can be plugged to a laptop, but not without compromising the mobility which is significant for the laptop. Two studies discovered the user experience and functional performance of playing a precision game with an optical computer mouse, joystick, eye-tracker, touchpad and accelerometer. Our studies showed that users preferred to use the mouse when playing precision computer games, with joystick and touchpad as second choices. The eye-tracker where very unfamiliar for the users but was performing almost as accurate as the touch-pad. The accelerometer was the worst pointing device according to the test persons, and by the functional study of the performance of the pointing devices. Their result was by the falling order of mouse, touchpad, joystick, eye-tracker and at last the accelerometer. An interesting way of developing a new pointing device would be to use the mobility and precision of an eye-tracker. The eye-tracker could state a region of interest of the screen where a complementary touch pad could be in use to release your eyes from being the pointing device. It would give you the opportunity to aim with the touchpad and letting you check your surrounding with your eyes. / Detta är ett arbete som ämnar att hitta egenskaper hos ett pekdon som kan komma att ersätta den optiska datormusen i vissa miljöer. De flesta datorspel spelas med en mus. En mus kan självklart kopplas in i en laptop, men inte utan att kompromissa på den mobilitet som ofta är förknippad med en bärbar dator. Det utfördes två studier av användbarhet samt funktionalitet av pekdonen optisk datormus, joystick, ögonspårare, pekplatta och accelerometer. Testpersonerna föredrog musen vid spelande av precisionsspel, där ögonspårare och pekplatta var andrahandsval. Ögonspåraren var okänd för testpersonerna men presterade nästan lika bra som pekplattan. Accelerometern var det sämsta pekdonet enligt testpersonerna, men också enligt studien av pekdonens användbarhet. Ett intressant utvecklingsområde för ett nytt pekdon vore att nyttja mobiliteten och precisionen hos ögonspåraren för att upprätta region av intresse på skärmen. I denna region kan sedan en kompletterande pekplatta ta över.
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Introducing Deache mouse : An alternative computer mouse design for people with fine motor skill impairmentsKim, Na-Hyun January 2019 (has links)
No description available.
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Identifying effectiveness of different input devices as pointing devices for graphical user interfacesBudak, Ronya, Klein Bergman, Ted January 2018 (has links)
As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall. / Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
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Kinematic Templates: Guiding Cursor Movement in End-User Drawing ToolsFung, Richard Hai-Ping 08 1900 (has links)
This thesis presents kinematic templates, end-user drawing tools that influence the mouse cursor's movement within specific areas of a digital canvas. Two types of kinematic templates influence the cursor's movement: passive and active templates. Passive templates modify existing movement received from a pointing device to change the cursor's speed or direction of one's stroke. Active templates add movement to the cursor without movement from the pointing device. Since templates are provided as user-specified regions, these regions can be associated with areas of detail and they can be overlapped as a means of function composition. [¶]
A kinematic template can be configured to improve upon one's freehand output without producing perfect output. Since templates do not necessarily prescribe geometric output, they constitute a visual composition aid that lies between unaided freehand drawing and drawing aids such as snapping constraints and perfect geometric primitives. [¶]
Since kinematic templates can improve upon the consistency of one's strokes, it is beneficial for drawing visual styles such as hatching (an artistic effect that adds depth to a drawing with uniform strokes drawn in close proximity) and repetitive patterns. Since kinematic templates do not prescribe a type of output, one can "fight against" a template's preferred path of movement and discover unexpected, serendipitous outcomes.
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Kinematic Templates: Guiding Cursor Movement in End-User Drawing ToolsFung, Richard Hai-Ping 08 1900 (has links)
This thesis presents kinematic templates, end-user drawing tools that influence the mouse cursor's movement within specific areas of a digital canvas. Two types of kinematic templates influence the cursor's movement: passive and active templates. Passive templates modify existing movement received from a pointing device to change the cursor's speed or direction of one's stroke. Active templates add movement to the cursor without movement from the pointing device. Since templates are provided as user-specified regions, these regions can be associated with areas of detail and they can be overlapped as a means of function composition. [¶]
A kinematic template can be configured to improve upon one's freehand output without producing perfect output. Since templates do not necessarily prescribe geometric output, they constitute a visual composition aid that lies between unaided freehand drawing and drawing aids such as snapping constraints and perfect geometric primitives. [¶]
Since kinematic templates can improve upon the consistency of one's strokes, it is beneficial for drawing visual styles such as hatching (an artistic effect that adds depth to a drawing with uniform strokes drawn in close proximity) and repetitive patterns. Since kinematic templates do not prescribe a type of output, one can "fight against" a template's preferred path of movement and discover unexpected, serendipitous outcomes.
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