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Control of Wrist and Arm Movements of Varying DifficultiesBoyle, Jason Baxter 2010 December 1900 (has links)
Three experiments compared wrist and arm performance in a cyclical Fitts’ target task. The purpose of Experiment I was to determine if movement kinematics differed for wrist/elbow flexion/extension movements to targets of varying difficulty. Participants were asked to flex/extend a manipulandum in the horizontal plane at the wrist and elbow joint in an attempt to move back and forth between two targets. Online knowledge of effector position was displayed as a visual trace on a projector screen. Target widths were manipulated with amplitude constant (16 degrees) in order to create Indexes of Difficulty of 1.5, 3, 4.5, and 6. Results failed to detect differences in elbow and wrist movements either in terms of movement time, movement accuracy, or kinematic characteristics of the movement. In studies that have reported difference in wrist and arm performance in Fitts’ target tasks, experimenters have typically utilized visual amplification to counterbalance the small resulting wrist movements. The purpose of Experiments II and III was to investigate how changes in task parameters and visual gain play a role in providing a performance advantage for the wrist. In these experiments arm movement amplitude was increased to 32 degrees and wrist amplitude was decreased to 8 degrees. Results found similar overall movement times for arm and wrist movements. However, kinematic analysis of the movement revealed relatively large dwell times for wrist movements at IDs of 4.5 and 6. Removal of dwell time resulted in faster movement times for the wrist compared to arm. The results of these three experiments add to the limited literature examining how different effectors perform a Fitts’ target task. These findings suggest that performance differences in past literature may be due to the visual amplification often used when arm, wrist, and finger movements are studied.
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Equating User Experience and Fitts’ Law in Gesture Based Input ModalitiesJanuary 2015 (has links)
abstract: The International Standards Organization (ISO) documentation utilizes Fitts’ law to determine the usability of traditional input devices like mouse and touchscreens for one- or two-dimensional operations. To test the hypothesis that Fitts’ Law can be applied to hand/air gesture based computing inputs, Fitts’ multi-directional target acquisition task is applied to three gesture based input devices that utilize different technologies and two baseline devices, mouse and touchscreen. Three target distances and three target sizes were tested six times in a randomized order with a randomized order of the five input technologies. A total of 81 participants’ data were collected for the within subjects design study. Participants were instructed to perform the task as quickly and accurately as possible according to traditional Fitts’ testing procedures. Movement time, error rate, and throughput for each input technology were calculated.
Additionally, no standards exist for equating user experience with Fitts’ measures such as movement time, throughput, and error count. To test the hypothesis that a user’s experience can be predicted using Fitts’ measures of movement time, throughput and error count, an ease of use rating using a 5-point scale for each input type was collected from each participant. The calculated Mean Opinion Scores (MOS) were regressed on Fitts’ measures of movement time, throughput, and error count to understand the extent to which they can predict a user’s subjective rating. / Dissertation/Thesis / Masters Thesis Applied Psychology 2015
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Utilizing Fitts' Law to Examine Motor Imagery of Self, Other, and ObjectsHinkle, Sean D 01 January 2021 (has links)
Past research has indicated that motor imagery, or imagined movement, follows Fitts' law similarly to physical movement. Additionally, motor imagery has been shown to improve real motor performance in multiple contexts, showcasing a remarkable connection with real motion. The current study examines how the subject of motor imagery, imagining oneself, another person, or an object, impacts this faithfulness to real movement, specifically in following Fitts' law. Participants viewed 2D photos of a virtual environment with an "X", a humanoid, or a disc facing a gate at 6 distances and 4 widths for 24 combinations. Each combination was repeated twice randomly for 48 trials per condition, and conditions were presented in random order for a total of 144 trials. Results indicate that object-imagery does trigger motor imagery and follow Fitts' law, in contrast to prior research. However, further analysis showed that the function produced in the object condition was significantly different from both self and other, while self and other were not significantly different from one another. This was due to a higher index of performance value in the object condition, implying that participants assigned the object different abilities than the two human-centered conditions. These results indicate a difference related to biological, or perhaps human, motion, and future studies should further explore the impact of the subject and characteristics of the subject on motor imagery. Understanding these intricacies is crucial to refine and understand the benefits of motor imagery seen in multiple motor performance contexts.
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Les variations stratégiques dans les tâches cognitives et motrices au cours du vieillissement / Strategic variations in cognitive and sensori-motor tasks during agingPoletti, Céline 14 December 2016 (has links)
Des travaux récents ont montré que les relations entre le fonctionnement cognitif et sensori-moteur étaient de plus en fortes au cours du vieillissement, suggérant que des mécanismes communs seraient responsables du déclin avec l’âge des performances cognitives et sensori-motrices. Des variations quantitatives telles que la diminution avec l’âge de la vitesse de traitement ont été proposées comme cause commune pour expliquer le ralentissement cognitif et sensori-moteur. Toutefois, nous ignorons toujours comment ces variations quantitatives pourraient influencer les variations qualitatives au cours du vieillissement. L’objectif de cette thèse était de décrire les variations stratégiques liées à l’âge dans le domaine sensori-moteur d’une part, et de déterminer si les variations stratégiques observées dans le domaine cognitif pouvaient être communes aux variations stratégiques dans le domaine sensori-moteur, d’autre part. Nos données répliquent les principaux résultats observés dans les domaines cognitifs concernant les différences liées à l’âge dans les différentes variations stratégiques ainsi que les phénomènes associés à des variations telles que les effets de difficulté séquentielle, suggérant l’implication de ressources communes telles que les fonctions exécutives. Nos données montrent également une amplification de ces variations stratégiques au cours du vieillissement pathologique et suggèrent une amélioration de l’exécution stratégique après un entraînement. Les résultats présentés dans cette thèse permettent une meilleure compréhension des mécanismes cognitifs sous-jacents au comportement sensori-moteur des adultes jeunes et âgés durant la tâche de Fitts. / Recent studies have demonstrated that the relationship between cognitive and sensori-motor functioning is becoming stronger during aging, suggesting that common mechanisms could be responsible for age-related decline in cognitive and sensori-motor performance. Quantitative variations in aging, such as decreased information processing speed have been proposed as a common cause to explain cognitive and sensori-motor slowing. However, we do not know how these quantitative variations can influence the qualitative changes during aging. The main objective of this thesis was to describe age-related strategic changes in the sensori-motor domain and furthermore to determine whether these strategic changes in the sensori-motor domain share similar strategic variations with cognitive domain. To achieve this objective, a total of five studies were conducted where both young and older adults performed the Fitts' task. Our data replicated previous findings relative to those observed in the cognitive domain. On the one hand, age-related differences in strategy repertoire, strategy distribution and strategy execution were found. On the other hand, phenomenon associated with these variations, such as strategy sequential difficulty effects were also observed, suggesting involvement of common resources (i.e., executive functions). Additionally, we showed an amplification of these strategic variations in pathological aging and an improvement in strategic execution after training. These results provide a better understanding of the underlying cognitive mechanisms in young and older adults’ sensori-motor behavior during the Fitts’ task.
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Nouvelles techniques d'interaction pour les dispositifs miniaturisés de l'informatique mobile / New interaction techniques for small mobile devicesPerrault, Simon 15 April 2013 (has links)
Du fait de la disponibilité de capteurs éléctroniques de plus en plus puissant, la dernière décennie a vu la popularisation de nouveaux dispositifs mobiles, comme les téléphones intelligents (smartphone), et même des dispositifs miniatures comme ceux de l'informatique portée. Ces nouveaux dispositifs apportent de nouveaux problèmes interactionnels, du fait de la petite taille de l'écran et du problème du "fat-finger" (lors de l'interaction, une large portion de l'écran se retrouve occultée par le doigt, et les tâches de pointage perdent en précision. L'objectif de ce travail est double : 1) d'acquérir une meilleure compréhension du pointage sur les petits dispositifs mobiles, grâce à une étude poussée de la loi Fitts, 2) de créer de nouvelles techniques d'interaction afin d'augmenter la bande passante interactionnelle entre l'utilisateur et le dispositif / Thanks to the availability of powerful miniaturized electronic coponents, this last decade have seen the popularization of small mobile devices such as smartphones, and even smaller devices for wearable computing. These new devices bring new interaction problems, such as the small size of the screen and the "fat-finger" problem (a relatively large portion of the sreen is occluded and pointing lacks precision). the objective of the work reported here is twofold : 1) to aquire a better understanding of pointing on small devices, thanks to an advanced study of Fitts' law, 2) to design new interaction techniques for increasing the interaction bandwidth between the user and the device.
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Coordination of Continuous and Discrete Components of ActionKilian, Stephanie L. 18 June 2014 (has links)
No description available.
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To touch or not to touch : A comparison between traditional and touchscreen interface within personal computersZerega Bravo, Rafael, Lazarov, Borislav January 2011 (has links)
Touchscreen technology is gradually becoming more popular and massive in our present society to the point where it is hard to find a person that has never used this interface system. Handheld devices such as mobile phones and tablets are predominantly based on touchscreens as the main way to interact with them. Nevertheless, that is not the case when it comes to personal computers either desktop machines or laptops which are still chiefly based on traditional keyboard and mouse as their main input system. In this study we explore the potential that touchscreen based interface can offer for personal computers carrying through an observational experiment with six participants that were asked to perform a list of tasks using both traditional keyboard-mouse interface and touchscreen interface. The measurements during the observation concerned time and error rate for every task. Each participant was interviewed right after the completion of the observational phase in order to get a qualitative insight on their views and perceptions regarding both interfaces. The data collected was analyzed based on some existing models within touchscreen interface and human-computer interaction that have been elaborated in previews research. The final results led to the conclusion, that touchscreen-based interface proved to be slower and have higher error rate than traditional interface in a big number of the tasks performed by the participants. Similarly, the general perception of the people towards having touchscreen on a personal computer still seems a bit doubtful, although they do see some concrete positive aspects about this interface. Nevertheless, touchscreen outperformed traditional interface in some particular tasks. This implies that touchscreen interface has a clear potential for personal computers that would let users utilize these machines in a much broader and more interactive way than people do it today with the traditional keyboard-mouse interface.
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Draining your Brain: The Effects of Four Fatiguing Task Domains on Executive Function and Prefrontal CortexMouloua, Salim A 01 January 2019 (has links)
The present study empirically examined the effects of four fatiguing task domains on executive function through participants' reaction time, accuracy, and brain activity in prefrontal cortex (PFC). Forty college-age participants were collected (16 males and 24 females), of which eleven were examined using a functional near-infrared spectroscopy (fNIRS) imaging system. The present study used a 4×2 mixed factorial design consisting of fatiguing task (arm contractions task, vigilance task, distance-manipulated Fitts' task, size-manipulated Fitts' task) as a between-participant variable and n-back testing period (pre-test versus post-test 3-back task) as a within-participant variable. Results indicated significant increases in 3-back performance after the fatiguing tasks, and significant increases in 3-back compensatory brain activity in dorsomedial and dorsolateral prefrontal cortex (dmPFC and dlPFC) after the fatiguing tasks. Furthermore, results showed an interaction between 3-back target type and fatiguing task on standardized changes in reaction time, and an interaction between fatiguing task and testing period on brain activity in dmPFC. Theoretical and practical implications are discussed. Findings from this study may be used to help draw the boundaries on different domains of fatigue and their effects on the brain and body.
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Modeling the speed-accuracy tradeoff using the tools of information theory / Modélisation du compromis vitesse précision d'une tâche de pointage humain à l'aide des outils de la théorie de l'informationGori, Julien 20 December 2018 (has links)
La loi de Fitts, qui relie le temps de mouvement MT dans une tache de pointage aux dimensions de la cible visée D et W est usuellement exprimée à partir d’une imitation de la formule de la capacité de Shannon MT = a + b log 2 (1 + D/W). Toutefois, l’analyse actuelle est insatisfaisante: elle provient d’une simple analogie entre la tache de pointage et la transmission d’un signal sur un canal bruité sans qu’il n’y ait de modèle explicite de communication.Je développe d’abord un modèle de transmission pour le pointage, où l’indice de difficulté ID = log 2 (1 + D/W) s’exprime aussi bien comme une entropie de source et une capacité de canal, permettant ainsi de réconcilier dans un premier temps l’approche de Fitts avec la théorie de l’information de Shannon. Ce modèle est ensuite exploité pour analyser des données de pointage récoltées lors d’expérimentations contrôlées mais aussi en conditions d’utilisations réelles.Je développe ensuite un second modèle, focalisé autour de la forte variabilité caractéristique du mouvement humain et qui prend en compte la forte diversité des mécanismes de contrôle du mouvement: avec ou sans voie de retour, par intermittence ou de manière continue. À partir d’une chronométrie de la variance positionnelle, évaluée à partir d’un ensemble de trajectoires, on remarque que le mouvement peut-être découpé en deux phases: une première où la variance augmente et une grande partie de la distance à couvrir est parcourue, est suivie d’une deuxième au cours de laquelle la variance diminue pour satisfaire les contraintes de précision requises par la tache.Dans la deuxième phase, le problème du pointage peut-être ramené à un problème de communication à la Shannon, où l’information est transmise d’une“source” (variance à la fin de la première phase) à une “destination” (extrémité du membre) à travers un canal Gaussien avec la présence d’une voie de retour.Je montre que la solution optimale à ce problème de transmission revient à considérer un schéma proposé par Elias. Je montre que la variance peut décroitre au mieux exponentiellement au cours de la deuxième phase, et que c’est ce résultat qui implique directement la loi de Fitts. / Fitts’ law, which relates movement time MTin a pointing task to the target’s dimensions D and Wis usually expressed by mimicking Shannon’s capacityformula MT = a + b log 2 (1 + D/W). Yet, the currentlyreceived analysis is incomplete and unsatisfactory: itstems from a vague analogy and there is no explicitcommunication model for pointing.I first develop a transmission model for pointing taskswhere the index of difficulty ID = log 2 (1 + D/W) isthe expression of both a source entropy and a chan-nel capacity, thereby reconciling Shannon’s informa-tion theory with Fitts’ law. This model is then levera-ged to analyze pointing data gathered from controlledexperiments but also from field studies.I then develop a second model which builds on thevariability of human movements and accounts for thetremendous diversity displayed by movement control:with of without feedback, intermittent or continuous.From a chronometry of the positional variance, eva-luated from a set of trajectories, it is observed thatmovement can be separated into two phases: a firstwhere the variance increases over time and wheremost of the distance to the target is covered, follo-wed by a second phase where the variance decreasesuntil it satisfies accuracy constraints. During this se-cond phase, the problem of aiming can be reduced toa Shannon-like communication problem where infor-mation is transmitted from a “source” (variance at theend of the first phase), to a “destination” (the limb ex-tremity) over a “channel” perturbed by Gaussian noisewith a feedback link. I show that the optimal solution tothis transmission problem amounts to a scheme firstsuggested by Elias. I show that the variance can de-crease at best exponentially during the second phase,and that this result induces Fitts’ law.
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Prediction of user action in moving-target selection tasks / Etude de la prédiction de l'action de l'utilisateur dans une tâche de sélection de cibles en mouvementCasallas suarez, Juan Sebastian 26 June 2015 (has links)
La sélection de cibles en mouvement est une tâche courante et complexe dans l'interaction homme-machine (IHM) en général et en particulier dans le domaine de la réalité virtuelle (RV). La prédiction de l'action est une solution intégrale pour aborder les problèmes liés à l'interaction. Cependant, les techniques actuelles de prédiction sont basées sur le suivi continu des actions de l'utilisateur sans prendre en compte la possibilité que les actions d'atteinte d'une cible puissent avoir une composante importante préprogrammée—cette théorie est appelé la théorie du contrôle préprogrammé.En se basant sur la théorie du contrôle préprogrammé, cette thèse explore la possibilité de prédire les actions, avant leur exécution, de sélection d'objets en mouvement. Plus spécifiquement, trois niveaux de prédiction d'action sont étudiés : 1) la performance des actions, mesurée par le temps de mouvement (TM) nécessaire pour atteindre une cible, 2) la difficulté prospective (DP), qui représente la difficulté subjective de la tâche estimée avant son exécution, 3) l'intention de l'utilisateur, qui indique la cible visée par l'utilisateur.Dans le cadre de cette thèse, des modèles de prédiction d'intention sont développés à l'aide des arbres de décision ainsi que des fonctions de classement—ces modèles sont évalués dans deux expériences en RV. Des modèles 1-D et 2-D de DP pour des cibles en mouvement basés sur la loi de Fitts sont développés et évalués dans une expérience en ligne. Enfin, des modèles de TM avec les mêmes caractéristiques structurelles des modèles de DP sont évaluées dans une expérience 3-D en RV. / Selection of moving targets is a common, yet complex task in human–computer interaction (HCI), and more specifically in virtual reality (VR). Action prediction has proven to be the most comprehensive enhancement to address moving-target selection challenges. Current predictive techniques, however, heavily rely on continuous tracking of user actions, without considering the possibility that target-reaching actions may have a dominant pre-programmed component—this theory is known as the pre-programmed control theory.Thus, based on the pre-programmed control theory, this research explores the possibility of predicting moving-target selection prior to action execution. Specifically, three levels of action prediction are investigated: 1) action performance measured as the movement time (MT) required to reach a target, 2) prospective difficulty (PD), i.e., subjective assessments made prior to action execution; and 3) intention, i.e., the target that the user plans to reach.In this dissertation, intention prediction models are developed using decision trees and scoring functions—these models are evaluated in two VR studies. PD models for 1-D, and 2-D moving- target selection tasks are developed based on Fitts' Law, and evaluated in an online experiment. Finally, MT models with the same structural form of the aforementioned PD models are evaluated in a 3-D moving-target selection experiment deployed in VR.
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