995 resultados para Computer mouse


Relevância:

80.00% 80.00%

Publicador:

Resumo:

The Test of Mouse Proficiency (TOMP) was developed to assist occupational therapists and education professionals assess computer mouse competency skills in children from preschool to upper primary (elementary) school age. The preliminary reliability and validity of TOMP are reported in this paper. Methods used to examine the internal consistency, test-retest reliability, and criterion- and construct-related validity of the test are elaborated. In the continuing process of test refinement, these preliminary studies support to varying degrees the reliability and validity of TOMP. Recommendations for further validation of the assessment are discussed along with indications for potential clinical application.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Interactions using a standard computer mouse can be particularly difficult for novice and older adult users. Tasks that involve positioning the mouse over a target and double-clicking to initiate some action can be a real challenge for many users. Hence, this paper describes a study that investigates the double-click interactions of older and younger adults and presents data that can help inform the development of methods of assistance. Twelve older adults (mean age = 63.9 years) and 12 younger adults (mean age = 20.8 years) performed click and double-click target selections with a computer mouse. Initial results show that older users make approximately twice as many errors as younger users when attempting double-clicks. For both age groups, the largest proportion of errors was due to difficulties with keeping the cursor steady between button presses. Compared with younger adults, older adults experienced more difficulties with performing two button presses within a required time interval. Understanding these interactions better is a step towards improving accessibility, and may provide some suggestions for future directions of research in this area.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This thesis investigates how people select items from a computer display using the mouse input device. The term computer mouse refers to a class of input devices which share certain features, but these may have different characteristics which influence the ways in which people use the device. Although task completion time is one of the most commonly used performance measures for input device evaluation, there is no consensus as to its definition. Furthermore most mouse studies fail to provide adequate assurances regarding its correct measurement.Therefore precise and accurate timing software were developed which permitted the recording of movement data which by means of automated analysis yielded the device movements made. Input system gain, an important task parameter, has been poorly defined and misconceptualized in most previous studies. The issue of gain has been clarified and investigated within this thesis. Movement characteristics varied between users and within users, even for the same task conditions. The variables of target size, movement amplitude, and experience exerted significant effects on performance. Subjects consistently undershot the target area. This may be a consequence of the particular task demands. Although task completion times indicated that mouse performance had stabilized after 132 trials the movement traces, even of very experienced users, indicated that there was still considerable room for improvement in performance, as indicated by the proportion of poorly made movements. The mouse input device was suitable for older novice device users, but they took longer to complete the experimental trials. Given the diversity and inconsistency of device movements, even for the same task conditions, caution is urged when interpreting averaged grouped data. Performance was found to be sensitive to; task conditions, device implementations, and experience in ways which are problematic for the theoretical descriptions of device movement, and limit the generalizability of such findings within this thesis.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

The objective of the article is to evaluate the impact of the friction force mouse-pad in the contraction level of the forearm muscles M. extensor carpi ulnaris, M. extensor digitorum and M. extensor carpi radialis longus. A standard protocol of mouse movements was performed involving horizontal, vertical and diagonal mouse displacements drag-and-drop type. The operators were instructed to execute the protocol with their normal working speed. The movements protocol were performed by each subject (n=17) with three selected pairs mouse-pad, classified as low, medium and high friction force pairs. The mean time to execute the protocol with each mouse was ~138s. Mean values of ~13%MVE and ~17%MVE were found in the M. extensor carpi ulnaris and in the M. extensor digitorum respectively when performing the movements’ protocol. A 8.1% increase in %MVE was observed in the M. extensor digitorum and a 9.4% increase in %MVE was observed in the M. extensor carpi ulnaris when the high friction force pair was operated, relatively to the low friction force pair (p<0.05). The main preliminary conclusions of this study is that operating a high friction force mouse-pad may increase the risk to symptoms or disorders in the wrist due to an increase in the forearm muscles contraction levels, particularly during work with drawing application

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Point and click interactions using a mouse are an integral part of computer use for current desktop systems. Compared with younger users though, older adults experience greater difficulties performing cursor positioning tasks, and this can present limitations to using a computer easily and effectively. Target expansion is a technique for improving pointing performance, where the target dynamically grows as the cursor approaches. This has the advantage that targets conserve screen real estate in their unexpanded state, yet can still provide the benefits of a larger area to click on. This paper presents two studies of target expansion with older and younger participants, involving multidirectional point-select tasks with a computer mouse. Study 1 compares static versus expanding targets, and Study 2 compares static targets with three alternative techniques for expansion. Results show that expansion can improve times by up to 14%, and reduce error rates by up to 50%. Additionally, expanding targets are beneficial even when the expansion happens late in the movement, i.e. after the cursor has reached the expanded target area or even after it has reached the original target area. Participants’ subjective feedback on the target expansion are generally favorable, and this lends further support for the technique.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Freely available software has popularized “mousetracking” to study cognitive processing; this involves the on-line recording of cursor positions while participants move a computer mouse to indicate their choice. Movement trajectories of the cursor can then be reconstructed off-line to assess the efficiency of responding in time and across space. Here we focus on the process of selecting among alternative numerical responses. Several studies have recently measured the mathematical mind with cursor movements while people decided about number magnitude or parity, computed sums or differences, or simply located numbers on a number line. After some general methodological considerations about mouse tracking we discuss several conceptual concerns that become particularly evident when “mousing” the mathematical mind.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Supporting the forearm on the work surface during keyboard operation may increase comfort, decrease muscular load of the neck and shoulders, and decrease the time spent in ulnar deviation. Wrist rests are used widely in the workplace and are more commonly being incorporated in keyboard design. The aim of this study was to examine the effect of wrist rest use on wrist posture during forearm Support. A laboratory based, experimental study was conducted (subjects n = 15) to examine muscle activity and wrist Postures during keyboard and mouse tasks in each of' two conditions; wrist rest and no wrist rest. There were no significant differences for right wrist flexion/extension between use of a wrist rest and no wrist rest for keyboard or mouse use. Left wrist extension was significantly higher without a wrist rest than with a wrist rest during keyboard use (df = 14; t = 2.95; p = 0.01; d = 0.38). No differences with respect to use of a wrist rest were found for the left or right hand for ulnar deviation For keyboard or mouse use. There were no differences in muscle activity between the test conditions for keyboard use. Relevance to industry Wrist rests are used widely in the workplace and are more commonly being incorporated in keyboard design. Use of a wrist rest in conjunction with forearm support when using a conventional desk does not appear to have any impact on wrist posture or muscle activity during keyboard use. (C) 2004 Elsevier B.V. All rights reserved.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Effective interaction with personal computers is a basic requirement for many of the functions that are performed in our daily lives. With the rapid emergence of the Internet and the World Wide Web, computers have become one of the premier means of communication in our society. Unfortunately, these advances have not become equally accessible to physically handicapped individuals. In reality, a significant number of individuals with severe motor disabilities, due to a variety of causes such as Spinal Cord Injury (SCI), Amyothrophic Lateral Sclerosis (ALS), etc., may not be able to utilize the computer mouse as a vital input device for computer interaction. The purpose of this research was to further develop and improve an existing alternative input device for computer cursor control to be used by individuals with severe motor disabilities. This thesis describes the development and the underlying principle for a practical hands-off human-computer interface based on Electromyogram (EMG) signals and Eye Gaze Tracking (EGT) technology compatible with the Microsoft Windows operating system (OS). Results of the software developed in this thesis show a significant improvement in the performance and usability of the EMG/EGT cursor control HCI.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia de redes de Comunicação e Multimédia

Relevância:

60.00% 60.00%

Publicador:

Resumo:

A simple wipe sampling procedure was developed for the surface contamination determination of ten cytotoxic drugs: cytarabine, gemcitabine, methotrexate, etoposide phosphate, cyclophosphamide, ifosfamide, irinotecan, doxorubicin, epirubicin and vincristine. Wiping was performed using Whatman filter paper on different surfaces such as stainless steel, polypropylene, polystyrol, glass, latex gloves, computer mouse and coated paperboard. Wiping and desorption procedures were investigated: The same solution containing 20% acetonitrile and 0.1% formic acid in water gave the best results. After ultrasonic desorption and then centrifugation, samples were analysed by a validated liquid chromatography coupled to tandem mass spectrometry (LC-MS/MS) in selected reaction monitoring mode. The whole analytical strategy from wipe sampling to LC-MS/MS analysis was evaluated to determine quantitative performance. The lowest limit of quantification of 10 ng per wiping sample (i.e. 0.1 ng cm(-2)) was determined for the ten investigated cytotoxic drugs. Relative standard deviation for intermediate precision was always inferior to 20%. As recovery was dependent on the tested surface for each drug, a correction factor was determined and applied for real samples. The method was then successfully applied at the cytotoxic production unit of the Geneva University Hospitals pharmacy.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

L’objectif principal de la présente thèse était de déterminer les facteurs susceptibles d’influencer l’efficacité des processus de contrôle en ligne des mouvements d’atteinte manuelle. De nos jours, les mouvements d’atteinte manuelle réalisés dans un environnement virtuel (déplacer une souris d’ordinateur pour contrôler un curseur à l’écran, par exemple) sont devenus chose commune. Par comparaison aux mouvements réalisés en contexte naturel (appuyer sur le bouton de mise en marche de l’ordinateur), ceux réalisés en contexte virtuel imposent au système nerveux central des contraintes importantes parce que l’information visuelle et proprioceptive définissant la position de l’effecteur n’est pas parfaitement congruente. Par conséquent, la présente thèse s’articule autour des effets d’un contexte virtuel sur le contrôle des mouvements d’atteinte manuelle. Dans notre premier article, nous avons tenté de déterminer si des facteurs tels que (a) la quantité de pratique, (b) l’orientation du montage virtuel (aligné vs. non-aligné) ou encore (c) l’alternance d’un essai réalisé avec et sans la vision de l’effecteur pouvaient augmenter l’efficacité des processus de contrôle en ligne de mouvement réalisés en contexte virtuel. Ces facteurs n’ont pas influencé l’efficacité des processus de contrôle de mouvements réalisés en contexte virtuel, suggérant qu’il est difficile d’optimiser le contrôle des mouvements d’atteinte manuelle lorsque ceux-ci sont réalisés dans un contexte virtuel. L’un des résultats les plus surprenants de cette étude est que nous n’avons pas rapporté d’effet concernant l’orientation de l’écran sur la performance des participants, ce qui était en contradiction avec la littérature existante sur ce sujet. L’article 2 avait pour but de pousser plus en avant notre compréhension du contrôle du mouvement réalisé en contexte virtuel et naturel. Dans le deuxième article, nous avons mis en évidence les effets néfastes d’un contexte virtuel sur le contrôle en ligne des mouvements d’atteinte manuelle. Plus précisément, nous avons observé que l’utilisation d’un montage non-aligné (écran vertical/mouvement sur un plan horizontal) pour présenter l’information visuelle résultait en une importante diminution de la performance comparativement à un montage virtuel aligné et un montage naturel. Nous avons aussi observé une diminution de la performance lorsque les mouvements étaient réalisés dans un contexte virtuel aligné comparativement à un contexte naturel. La diminution de la performance notée dans les deux conditions virtuelles s’expliquait largement par une réduction de l’efficacité des processus de contrôle en ligne. Nous avons donc suggéré que l’utilisation d’une représentation virtuelle de la main introduisait de l’incertitude relative à sa position dans l’espace. Dans l’article 3, nous avons donc voulu déterminer l’origine de cette incertitude. Dans ce troisième article, deux hypothèses étaient à l’étude. La première suggérait que l’augmentation de l’incertitude rapportée dans le contexte virtuel de la précédente étude était due à une perte d’information visuelle relative à la configuration du bras. La seconde suggérait plutôt que l’incertitude provenait de l’information visuelle et proprioceptive qui n’est pas parfaitement congruente dans un contexte virtuel comparativement à un contexte naturel (le curseur n’est pas directement aligné avec le bout du doigt, par exemple). Les données n’ont pas supporté notre première hypothèse. Plutôt, il semble que l’incertitude soit causée par la dissociation de l’information visuelle et proprioceptive. Nous avons aussi démontré que l’information relative à la position de la main disponible sur la base de départ influence largement les processus de contrôle en ligne, même lorsque la vision de l’effecteur est disponible durant le mouvement. Ce résultat suggère que des boucles de feedback interne utilisent cette information afin de moduler le mouvement en cours d’exécution.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Considerando que os movimentos e fixações do olhar podem ficar sob controle de contingências e que instruções colocam comportamentos sob controle de contingências, buscou-se investigar os efeitos de instruções, que descrevem respostas de escolha, sobre os movimentos e fixações do olhar em uma situação de discriminação simples simultânea. Participaram do estudo 15 universitários distribuídos em três condições experimentais. As três condições diferiram em um único aspecto: quanto ao tipo de instrução apresentada ao participante no início da Fase 1. Na Condição I era apresentada uma instrução mínima, na Condição II era apresentada uma instrução correspondente às contingências de reforçamento em vigor e na Condição III uma instrução discrepante das contingências de reforçamento em vigor. Na Fase 2 ocorriam mudanças não sinalizadas nas contingências de reforço programadas. A tarefa dos participantes era clicar com o mouse em um de dois estímulos apresentados simultaneamente. Os resultados mostraram, de modo geral, que na Condição I a maioria dos participantes apresentaram desempenho discriminado nas Fases 1 e 2, tendo olhado mais frequentemente para o S- e para a propriedade do estímulo irrelevante para a discriminação, no início das fases e para o S+ e para a propriedade relevante, no final das fases. Na Condição II, todos os participantes apresentaram desempenho discriminado, de acordo com o especificado na instrução correspondente, desde o início da Fase 1 e olharam mais frequentemente o S+, tendo a maioria olhado com maior frequência à parte do estímulo que continha a propriedade relevante para a discriminação. Na Fase 2, a maioria não apresentou desempenho sob controle das contingências, tendo olhado com frequência equiparada para S+ e S-, apresentando diferentes padrões de respostas quando analisada as partes dos estímulos. Na Condição III, a maioria dos participantes deixou de seguir a regra discrepante, apresentada no início da Fase 1, e emitiu desempenhos discriminados de acordo com as contingências programadas nas Fases 1 e 2. A maioria olhou mais frequentemente para o S+e para a propriedade relevante para discriminação no fim das fases. Os dados das três condições indicam que instruções podem interferir nos padrões de movimentos dos olhos, assim como contingências, entretanto, gerando padrões diferentes de respostas de escolha e de movimento dos olhos.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This study compared intermanual performance asymmetry between adults and children of different ages in timing components of an aiming task. Participants manipulated a computer mouse with either hand, aiming to rapidly reach targets of different widths with a pointer on a monitor. Results showed longer deceleration movements with the left hand in children, leading to increased intermanual performance asymmetry when aiming at narrower targets. Increased intermanual performance asymmetry in children is conceptualized to derive from planning to minimize trajectory variability when controlling the nondominant hand.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Spatial orientation in relation to the gravitational axis is significantly important for the maintenance of the posture, gait and for most of the human's motor activities. The subjective visual vertical exam evaluates the individual's perception of vertical orientation. Objectives: The aims of this study were (1) to develop a virtual system to evaluate the subjective visual vertical exam, (2) to provide a simple tool to clinical practice and (3) to assess the subjective visual vertical values of h ealthy subjects using the new software. Study Design: observational cross-sectional study. Methods: Thirty healthy volunteers performed the subjective visual vertical exam in both static and dynamic conditions. The exam consisted in adjusting a virtual line in the vertical position using the computer mouse. For the static condition, the virtual line was projected in a white background. For the dynamic condition, black circles rotated in clockwise or counterclockwise directions. Six measurements were taken and the mean deviations in relation to the real vertical calculated. Results: The mean values of subjective visual vertical measurements were: static -0.372 degrees; +/- 1.21; dynamic clockwise 1.53 degrees +/- 1.80 and dynamic counterclockwise -1.11 degrees +/- 2.46. Conclusion: This software showed to be practical and accurate to be used in clinical routines.