HCFeb 2
Simulating Human Audiovisual Search BehaviorHyunsung Cho, Xuejing Luo, Byungjoo Lee et al.
Locating a target based on auditory and visual cues$\unicode{x2013}$such as finding a car in a crowded parking lot or identifying a speaker in a virtual meeting$\unicode{x2013}$requires balancing effort, time, and accuracy under uncertainty. Existing models of audiovisual search often treat perception and action in isolation, overlooking how people adaptively coordinate movement and sensory strategies. We present Sensonaut, a computational model of embodied audiovisual search. The core assumption is that people deploy their body and sensory systems in ways they believe will most efficiently improve their chances of locating a target, trading off time and effort under perceptual constraints. Our model formulates this as a resource-rational decision-making problem under partial observability. We validate the model against newly collected human data, showing that it reproduces both adaptive scaling of search time and effort under task complexity, occlusion, and distraction, and characteristic human errors. Our simulation of human-like resource-rational search informs the design of audiovisual interfaces that minimize search cost and cognitive load.
HCFeb 26, 2020
Press'Em: Simulating Varying Button Tactility via FDVV ModelsYi-Chi Liao, Sunjun Kim, Byungjoo Lee et al.
Push-buttons provide rich haptic feedback during a press via mechanical structures. While different buttons have varying haptic qualities, few works have attempted to dynamically render such tactility, which limits designers from freely exploring buttons' haptic design. We extend the typical force-displacement (FD) model with vibration (V) and velocity-dependence characteristics (V) to form a novel FDVV model. We then introduce Press'Em, a 3D-printed prototype capable of simulating button tactility based on FDVV models. To drive Press'Em, an end-to-end simulation pipeline is presented that covers (1) capturing any physical buttons, (2) controlling the actuation signals, and (3) simulating the tactility. Our system can go beyond replicating existing buttons to enable designers to emulate and test non-existent ones with desired haptic properties. Press'Em aims to be a tool for future research to better understand and iterate over button designs.
HCJan 13, 2020
Button Simulation and Design via FDVV ModelsYi-Chi Liao, Sunjun Kim, Byungjoo Lee et al.
Designing a push-button with desired sensation and performance is challenging because the mechanical construction must have the right response characteristics. Physical simulation of a button's force-displacement (FD) response has been studied to facilitate prototyping; however, the simulations' scope and realism have been limited. In this paper, we extend FD modeling to include vibration (V) and velocity-dependence characteristics (V). The resulting FDVV models better capture tactility characteristics of buttons, including snap. They increase the range of simulated buttons and the perceived realism relative to FD models. The paper also demonstrates methods for obtaining these models, editing them, and simulating accordingly. This end-to-end approach enables the analysis, prototyping, and optimization of buttons, and supports exploring designs that would be hard to implement mechanically.
HCJan 10, 2020
Optimal Sensor Position for a Computer MouseSunjun Kim, Byungjoo Lee, Thomas van Gemert et al.
Computer mice have their displacement sensors in various locations (center, front, and rear). However, there has been little research into the effects of sensor position or on engineering approaches to exploit it. This paper first discusses the mechanisms via which sensor position affects mouse movement and reports the results from a study of a pointing task in which the sensor position was systematically varied. Placing the sensor in the center turned out to be the best compromise: improvements over front and rear were in the 11--14% range for throughput and 20--23% for path deviation. However, users varied in their personal optima. Accordingly, variable-sensor-position mice are then presented, with a demonstration that high accuracy can be achieved with two static optical sensors. A virtual sensor model is described that allows software-side repositioning of the sensor. Individual-specific calibration should yield an added 4% improvement in throughput over the default center position.
HCJun 8, 2018
An Intermittent Click Planning ModelEunji Park, Byungjoo Lee
Pointing is the task of tracking a target with a pointer and confirming the target selection through a click action when the pointer is positioned within the target. Little is known about the mechanism by which users plan and execute the click action in the middle of the target tracking process. The Intermittent Click Planning model proposed in this study describes the process by which users plan and execute optimal click actions, from which the model predicts the pointing error rates. In two studies in which users pointed to a stationary target and a moving target, the model proved to accurately predict the pointing error rates (R2 = 0.992 and 0.985, respectively). The model has also successfully identified differences in cognitive characteristics among first-person shooter game players.
HCNov 24, 2016
AutoGain: Gain Function Adaptation with Submovement Efficiency OptimizationByungjoo Lee, Mathieu Nancel, Sunjun Kim et al.
A well-designed control-to-display gain function can improve pointing performance with indirect pointing devices like trackpads. However, the design of gain functions is challenging and mostly based on trial and error. AutoGain is a novel method to individualize a gain function for indirect pointing devices in contexts where cursor trajectories can be tracked. It gradually improves pointing efficiency by using a novel submovement-level tracking+optimization technique that minimizes aiming error (undershooting/overshooting) for each submovement. We first show that AutoGain can produce, from scratch, gain functions with performance comparable to commercial designs, in less than a half-hour of active use. Second, we demonstrate AutoGain's applicability to emerging input devices (here, a Leap Motion controller) with no reference gain functions. Third, a one-month longitudinal study of normal computer use with AutoGain showed performance improvements from participants' default functions.