All Stories

  1. The Influence of Eye Gaze Interaction Technique Expertise and the Guided Evaluation Method on Text Entry Performance Evaluations
  2. The Effect of Latency on Movement Time in Path-steering
  3. Better Definition and Calculation of Throughput and Effective Parameters for Steering to Account for Subjective Speed-accuracy Tradeoffs
  4. EyeGuide & EyeConGuide: Gaze-based Visual Guides to Improve 3D Sketching Systems
  5. Multimedia-Enabled 911: Exploring 911 Callers’ Experience of Call Taker Controlled Video Calling in Simulated Emergencies
  6. Computational Methodologies for Understanding, Automating, and Evaluating User Interfaces
  7. Re-investigating the Effect of the Vergence-Accommodation Conflict on 3D Pointing
  8. Does Repeatedly Typing the Same Phrase Provide a Good Estimate of Expert Text Entry Performance?
  9. Dr.’s Eye: The Design and Evaluation of a Video Conferencing System to Support Doctor Appointments in Home Settings
  10. Throughput and Effective Parameters in Crossing
  11. The Future of Computational Approaches for Understanding and Adapting User Interfaces
  12. Structuring Collaboration in Programming Through Personal-Spaces
  13. Group-based Object Alignment in Virtual Reality Environments
  14. Improving Effective Throughput Performance using Auditory Feedback in Virtual Reality
  15. Effect of Stereo Deficiencies on Virtual Distal Pointing
  16. Performance Analysis of Saccades for Primary and Confirmatory Target Selection
  17. Making it easier to plug in in the dark
  18. The Effectiveness of Path-Segmentation for Modeling Lasso Times in Width-Varying Paths
  19. TEXT2030 - Shaping Text Entry Research in 2030
  20. A Comparison of Zoom-In Transition Methods for Multiscale VR
  21. The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays
  22. Computational Approaches for Understanding, Generating, and Adapting User Interfaces
  23. ProcessAR: An augmented reality-based tool to create in-situ procedural 2D/3D AR Instructions
  24. Pinch, Click, or Dwell: Comparing Different Selection Techniques for Eye-Gaze-Based Pointing in Virtual Reality
  25. ReverseORC: Reverse Engineering of Resizable User Interface Layouts with OR-Constraints
  26. Necessary and Unnecessary Distractor Avoidance Movements Affect User Behaviors in Crossing Operations
  27. The Effects of Predictive Features of Mobile Keyboards on Text Entry Speed and Errors
  28. Eye-Hand Coordination Training for Sports with Mid-air VR
  29. Evaluating Automatic Parameter Control Methods for Locomotion in Multiscale Virtual Environments
  30. Evaluating immersive experiences during Covid-19 and beyond
  31. Gaze Tracking for Eye-Hand Coordination Training Systems in Virtual Reality
  32. Effect of Fixed and Infinite Ray Length on Distal 3D Pointing in Virtual Reality
  33. ORCSolver: An Efficient Solver for Adaptive GUI Layout with OR-Constraints
  34. Platform for Studying Self-Repairing Auto-Corrections in Mobile Text Entry based on Brain Activity, Gaze, and Context
  35. Hitting the Wall: Mid-Air Interaction for Eye-Hand Coordination
  36. Plane, Ray, and Point
  37. Effects of WER on ASR Correction Interfaces for Mobile Text Entry
  38. The Effect of Spatial Ability on Immersive 3D Drawing
  39. The Effect of Stereo Display Deficiencies on Virtual Hand Pointing
  40. ORC Layout
  41. Multilayer Haptic Feedback for Pen-Based Tablet Interaction
  42. Modeling Fully and Partially Constrained Lasso Movements in a Grid of Icons
  43. Comparing input methods and cursors for 3D positioning with head-mounted displays
  44. Do Stereo Display Deficiencies Affect 3D Pointing?
  45. GEM-NI+
  46. Effects of virtual arm representations on interaction in virtual environments
  47. Multiplanes
  48. Steering Through Sequential Linear Path Segments
  49. Modeling Cumulative Arm Fatigue in Mid-Air Interaction based on Perceived Exertion and Kinetics of Arm Motion
  50. User Elicitation on Single-hand Microgestures
  51. SHOCam
  52. 3D Virtual Hand Selection with EMS and Vibration Feedback