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Keywords = Fitts' Law

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12 pages, 679 KiB  
Article
Performance of Real and Virtual Object Handling Task Between Post-Surgery Wrist Fracture Patients and Healthy Adults
by Chun Wei Yew, Kai Way Li, Wen Pei, Mei-Hsuan Wu, Pei Syuan Wu and Lu Peng
Healthcare 2025, 13(12), 1390; https://doi.org/10.3390/healthcare13121390 - 11 Jun 2025
Viewed by 331
Abstract
Background: Humans interacting with virtual objects is becoming common due to the popularity of the devices adopting the mixed reality (MR) techniques. Assessing hand functions using these devices for medical purposes provides alternatives in addition to the traditional hand function assessment techniques. Objectives: [...] Read more.
Background: Humans interacting with virtual objects is becoming common due to the popularity of the devices adopting the mixed reality (MR) techniques. Assessing hand functions using these devices for medical purposes provides alternatives in addition to the traditional hand function assessment techniques. Objectives: The objectives were to compare the movement time (MT) of handing a real and a virtual object between post-surgery wrist fracture patients and healthy adults and to determine the correlation between the MT and commonly adopted hand function indicators. Methods: An experiment was performed. A total of 29 participants, including 17 patients and 12 healthy adults, joined. All the participants moved a real or a virtual tube from an origin to a destination. A set of MR device was adopted to generate the virtual object. The MTs were analyzed to compare differences between the patients and the healthy adults. Regression models were developed to predict the MT under experimental conditions. Results: The MT of the surgical hand was significantly longer than that of the nonsurgical hand of the patients and was significantly longer than that of the left hand of the healthy adults. The MT was negatively correlated with the commonly adopted hand function indicators, including grip strength, range of motion, hand dexterity score, and Modified Mayo Wrist Score. Conclusions: The anticipation that the MT of interacting with virtual objects for patients may reveal hand function characteristics for post-surgery patients was supported. The regression models developed could reveal the progression of hand function recovery for these patients. Having patients interact with virtual objects could be a supplemental approach in assessing their hand functions. Full article
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23 pages, 41330 KiB  
Article
Free-Hand Input and Interaction in Virtual Reality Using a Custom Force-Based Digital Thimble
by Tafadzwa Joseph Dube and Ahmed Sabbir Arif
Appl. Sci. 2024, 14(23), 11018; https://doi.org/10.3390/app142311018 - 27 Nov 2024
Viewed by 1588
Abstract
This article presents the Digital Thimble, an index-finger-wearable device designed for free-hand interactions in virtual reality (VR) by varying the touch contact force on a surface. It contains an optical mouse sensor for tracking and a pressure sensor for detecting contact force. A [...] Read more.
This article presents the Digital Thimble, an index-finger-wearable device designed for free-hand interactions in virtual reality (VR) by varying the touch contact force on a surface. It contains an optical mouse sensor for tracking and a pressure sensor for detecting contact force. A Fitts’ law study compared the Digital Thimble with a commercial finger mouse and a VR controller using both on-press and on-release selection methods. The results showed that the finger mouse provided higher throughput (3.11 bps) and faster speed (1258 ms) compared to the VR controller (2.89 bps; 1327 ms) and the Digital Thimble (2.61 bps; 1487 ms). Further evaluation in sorting and teleportation tasks demonstrated that the Digital Thimble delivered better accuracy and precision. Participants favored the Digital Thimble for its comfort and convenience, highlighting its potential as a user-friendly VR input device. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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21 pages, 12491 KiB  
Article
The Affordable Virtual Learning Technology of Sea Salt Farming across Multigenerational Users through Improving Fitts’ Law
by Sumitra Nuanmeesri
Sustainability 2024, 16(17), 7864; https://doi.org/10.3390/su16177864 - 9 Sep 2024
Cited by 3 | Viewed by 1437
Abstract
Sea salt farms are the source of salt, an indispensable essential ingredient in various foods and products. Further, they act as frontlines to protect marine disasters from entering domestic residential areas. However, sea salt farming has decreased in popularity among recent-generation farmers in [...] Read more.
Sea salt farms are the source of salt, an indispensable essential ingredient in various foods and products. Further, they act as frontlines to protect marine disasters from entering domestic residential areas. However, sea salt farming has decreased in popularity among recent-generation farmers in Samut Songkhram Province, Thailand. This paper presents the development of an affordable virtual learning (AVL) application for Thailand’s sea salt farming. Fitts’ law was applied to optimize user-interactive objects’ size and placement to reduce selection time. The sample consisted of 127 multigenerational users, namely those in Generation X, Generation Y, and Generation Z. This study found that the developed AVL applied Fitts’ law to be used harmoniously with VR economical equipment. A total of 90.55% of multigenerational users were satisfied with the developed AVL. The “Looking” and “Executing by eye focus” activities were enjoyed by 100% of participants. The following activities were “Walking” and “Listening”, with 82.68% and 77.95% enjoying them, respectively. Generation Z users responded more to the “Walking” activity than Generation X and Y users. In addition, the hypothesis testing result of learning outcomes through AVL was consistent among multigenerational users. Therefore, the developed AVL should be used as a medium to conserve sea salt farming in Thailand. Full article
(This article belongs to the Section Sustainable Education and Approaches)
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19 pages, 333 KiB  
Review
A Study of Model Iterations of Fitts’ Law and Its Application to Human–Computer Interactions
by Hongwei Xiao, Yongqi Sun, Zhenghao Duan, Yunxiang Huo, Jingze Liu, Mingyu Luo, Yanhui Li and Yingchao Zhang
Appl. Sci. 2024, 14(16), 7386; https://doi.org/10.3390/app14167386 - 21 Aug 2024
Cited by 2 | Viewed by 4618
Abstract
Fitts’ law, a predictive model for motor task completion time, is widely utilized in human–computer interaction (HCI) research. While its formulas in two dimensions have achieved consensus over the decades, research diverges on its application in three dimensions. This paper synthesizes practical applications [...] Read more.
Fitts’ law, a predictive model for motor task completion time, is widely utilized in human–computer interaction (HCI) research. While its formulas in two dimensions have achieved consensus over the decades, research diverges on its application in three dimensions. This paper synthesizes practical applications across touchscreens, virtual reality (VR), pedals, handheld devices, etc., with a specific emphasis on enhancing interaction experiences for vulnerable populations. This review studies Fitts’ law’s applicability in diverse interaction scenarios, highlighting design considerations for touchscreens and handheld/foot-held devices. This article underscores the need for future research to explore three-dimensional applications and consider user age, with potential expansions into medical and sports domains. This systematic review aims to empower designers in crafting more ergonomic products and improving HCI experiences. Full article
16 pages, 1371 KiB  
Article
Quantifying the Impact of Motions on Human Aiming Performance: Evidence from Eye Tracking and Bio-Signals
by Yuzhang Li, Xinming Li, Peter R. Grant and Bin Zheng
Sensors 2024, 24(5), 1518; https://doi.org/10.3390/s24051518 - 26 Feb 2024
Cited by 2 | Viewed by 1459
Abstract
Working on a moving platform can significantly impede human performance. Previous studies on moving vehicles have often focused on the overall impact on general task performance, whereas our study’s emphasis is on precise hand movements, exploring the interaction between body motion and the [...] Read more.
Working on a moving platform can significantly impede human performance. Previous studies on moving vehicles have often focused on the overall impact on general task performance, whereas our study’s emphasis is on precise hand movements, exploring the interaction between body motion and the escalation of task difficulty. We recruited 28 participants to engage in reciprocal aiming tasks, following Paul Fitts’s setting, under both in-motion and stationary conditions. The task index of difficulty (ID) was manipulated by varying the width of the targets and the distance between the targets. We measured participants’ movement time (MT), performance errors, and monitored their eye movements using an eye-tracking device, heart rate (HR), and respiration rate (RR) during the tasks. The measured parameters were compared across two experimental conditions and three ID levels. Compared to the stationary conditions, the in-motion conditions degraded human aiming performance, resulting in significantly prolonged MT, increased errors, and longer durations of eye fixations and saccades. Furthermore, HR and RR increased under the in-motion conditions. Linear relationships between MT and ID exhibited steeper slopes under the in-motion conditions compared to the stationary conditions. This study builds a foundation for us to explore the control mechanisms of individuals working in dynamic and demanding environments, such as pilots in airplanes and paramedics in ambulances. Full article
(This article belongs to the Special Issue Sensor-Based Approaches to Understanding Human Behavior)
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13 pages, 7205 KiB  
Proceeding Paper
Gamepad Design for Touch Generation: Evaluation of First-Person Shooter/Third-Person Shooter Game Control and Possibility of Touched-Based Control as Norm
by Chia-En Chen and Fang-Wu Tung
Eng. Proc. 2023, 55(1), 92; https://doi.org/10.3390/engproc2023055092 - 9 Jan 2024
Cited by 1 | Viewed by 1994
Abstract
This research compares a Steam controller, a DualSense controller, two gestures on a prototype touchpad-implemented gamepad design, an iPad Pro, a Logitech G304 mouse with latency matching the iPad, and a Razer 8K gaming mouse using Fitts Task 2, 3D Aim Trainer for [...] Read more.
This research compares a Steam controller, a DualSense controller, two gestures on a prototype touchpad-implemented gamepad design, an iPad Pro, a Logitech G304 mouse with latency matching the iPad, and a Razer 8K gaming mouse using Fitts Task 2, 3D Aim Trainer for a performance and gameplay experience test in a Death Stranding firing range and gathers feedback on the devices. With the participants categorized by their gaming experience, the differences between the experienced groups are recorded in terms of performance and preference. The average result shows that the touch-based input has the potential of substituting a mouse when the latency condition is equal, and the players that already have touch-based FPS/TPS gaming experience tends to favor touch over a mouse input. However, the prototype controller designed to implement a larger touchpad did not meet the expectations in terms of performance and preference, but the knowledge, data and feedback gathered in this study will aid future touch-based gamepad designs in the emerging handheld console market. Full article
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14 pages, 1799 KiB  
Article
Movement Time and Subjective Rating of Difficulty in Real and Virtual Pipe Transferring Tasks
by Kai Way Li and Thi Lan Anh Nguyen
Appl. Sci. 2023, 13(18), 10043; https://doi.org/10.3390/app131810043 - 6 Sep 2023
Cited by 3 | Viewed by 1247
Abstract
An experiment was performed to investigate the movement time (MT) and subjective rating of difficulty for real and virtual pipe transferring tasks. Thirty adults joined as human participants. The HoloPipes app in a Microsoft® Hololens 2 augmented reality (AR) device was adopted [...] Read more.
An experiment was performed to investigate the movement time (MT) and subjective rating of difficulty for real and virtual pipe transferring tasks. Thirty adults joined as human participants. The HoloPipes app in a Microsoft® Hololens 2 augmented reality (AR) device was adopted to generate virtual pipes. The participants performed pipe transferring trials, from one location to another on a workbench, in both lateral and anterior–posterior directions. For the lateral transferring tasks, pipes in three diameters with three transferring distances and two origins were tested. For the anterior–posterior transferring tasks, pipes with a diameter of 2.2 cm with three transferring distances and two origins were tested. It was found that the MT of transferring a virtual pipe was significantly (p < 0.0001) shorter than that of transferring a real pipe. Moreover, male participants transferred the pipe significantly (p < 0.0001) faster than their female counterparts. Thus, the hypothesis that transferring a virtual pipe is less efficient than transferring a real pipe was rejected. It was also found that the MT of transferring both a real and a virtual object was dependent upon gender, handedness, and the transferring direction. In addition, the subjective rating of difficulty in pipe transferring is positively correlated (r = 0.48, p < 0.0001) with the MT. Based on Fitts’ law, additive MT models were proposed. These models could be used to predict the MT between handling real and virtual pipes under gender, handedness, and transferring direction conditions. Full article
(This article belongs to the Section Computing and Artificial Intelligence)
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15 pages, 2613 KiB  
Article
The Impact of Limited Previous Motor Experience on Action Possibility Judgments in People with Spinal Muscle Atrophy
by Sarvenaz Heirani Moghaddam, Dilara Sen, Megan Carson, Robert Mackowiak, Rachel Markley and Gerome Aleandro Manson
Brain Sci. 2023, 13(9), 1256; https://doi.org/10.3390/brainsci13091256 - 29 Aug 2023
Viewed by 1466
Abstract
Previous studies have shown that people with limited motor capabilities may rely on previous motor experience when making action possibility judgments for others. In the present study, we examined if having limited previous motor experience, as a consequence of spinal muscle atrophy (SMA), [...] Read more.
Previous studies have shown that people with limited motor capabilities may rely on previous motor experience when making action possibility judgments for others. In the present study, we examined if having limited previous motor experience, as a consequence of spinal muscle atrophy (SMA), alters action possibility judgments. Participants with SMA and neurologically healthy (NH) sex- and age-matched controls performed a perceptual-motor judgment task using the Fitts’s law paradigm. Participants observed apparent motion videos of reciprocal aiming movements with varying levels of difficulty. For each movement, participants predicted the shortest movement time (MT) at which a neurologically healthy young adult could accurately perform the task. Participants with SMA predicted significantly longer MTs compared to controls; however, the predicted MTs of both SMA and NH participants exhibited a Fitts’s law relationship (i.e., the predicted MTs significantly increased as movement difficulty increased). Overall, these results provide evidence that participants with SMA who have limited, or no motor experience may make more conservative action possibility judgments for others. Critically, our finding that the pattern of action possibility judgments was not different between SMA and NH groups suggests that limited previous motor experience may not completely impair action possibility judgments. Full article
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12 pages, 650 KiB  
Article
Extroversion-Related Differences in Gaze Behavior during a Computer Task for Assessing Speed–Accuracy Trade-Off: Implications for Sensor-Based Applications
by Laura Tosini, Ana Carolina Gomes, Daniela M. Corbetta, Fernando Henrique Magalhães and Cassio M. Meira
Sensors 2023, 23(14), 6483; https://doi.org/10.3390/s23146483 - 18 Jul 2023
Cited by 1 | Viewed by 2014
Abstract
The principle of Fitts’ law explains that the difficulty of movement increases when targets are farther away and narrower in width, particularly when touching two parallel targets as quickly as possible. Understanding the differences in motor and gaze behaviors between extroverts and introverts [...] Read more.
The principle of Fitts’ law explains that the difficulty of movement increases when targets are farther away and narrower in width, particularly when touching two parallel targets as quickly as possible. Understanding the differences in motor and gaze behaviors between extroverts and introverts when performing tasks that require speed and accuracy is crucial for the development of sensor-based interfaces for games and rehabilitation. This study aimed to investigate such differences in a computer task that assesses the speed–accuracy trade-off (Fitts’ task). Twenty introverts and seventeen extroverts wore an eye tracker and an accelerometer attached to their hand while performing 12 trials through six levels of difficulty presented on a computer screen. The results showed that introverts had longer visual fixations at the higher difficulty levels and reduced pupil diameter variability when difficulty was intermediate, suggesting that their gaze behavior may be different from that of extroverts. However, no significant differences were found in the speed and accuracy performance or kinematic variables between extroverts and introverts. These findings have important implications for the design of interventions that require both speed and accuracy in movement, such as in the development of virtual reality/games for rehabilitation purposes. It is important to consider individual differences in motor and gaze behaviors, particularly in those who may struggle with longer visual fixations, for the design of sensor-based applications and to promote successful interventions and recovery. Full article
(This article belongs to the Section Biomedical Sensors)
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19 pages, 1245 KiB  
Article
Mid-Air Gestural Interaction with a Large Fogscreen
by Vera Remizova, Antti Sand, I. Scott MacKenzie, Oleg Špakov, Katariina Nyyssönen, Ismo Rakkolainen, Anneli Kylliäinen, Veikko Surakka and Yulia Gizatdinova
Multimodal Technol. Interact. 2023, 7(7), 63; https://doi.org/10.3390/mti7070063 - 24 Jun 2023
Cited by 5 | Viewed by 2906
Abstract
Projected walk-through fogscreens have been created, but there is little research on the evaluation of the interaction performance with fogscreens. The present study investigated mid-air hand gestures for interaction with a large fogscreen. Participants (N = 20) selected objects from a fogscreen [...] Read more.
Projected walk-through fogscreens have been created, but there is little research on the evaluation of the interaction performance with fogscreens. The present study investigated mid-air hand gestures for interaction with a large fogscreen. Participants (N = 20) selected objects from a fogscreen using tapping and dwell-based gestural techniques, with and without vibrotactile/haptic feedback. In terms of Fitts’ law, the throughput was about 1.4 bps to 2.6 bps, suggesting that gestural interaction with a large fogscreen is a suitable and effective input method. Our results also suggest that tapping without haptic feedback has good performance and potential for interaction with a fogscreen, and that tactile feedback is not necessary for effective mid-air interaction. These findings have implications for the design of gestural interfaces suitable for interaction with fogscreens. Full article
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11 pages, 2266 KiB  
Article
Sleep Deprivation Influences Trial-to-Trial Transfer but Not Task Performance
by Bingyao Shen, Zhiqiang Tian, Jiajia Li, Yu Sun, Yi Xiao and Rixin Tang
J. Clin. Med. 2022, 11(19), 5513; https://doi.org/10.3390/jcm11195513 - 20 Sep 2022
Viewed by 1934
Abstract
Previous research has shown that sleep deprivation can affect emotions and some cognitive functions. However, research on how sleep deprivation influences the visuomotor memory have rarely been reported. In the current study, a Fitts’ Law task was used to investigate how movement and [...] Read more.
Previous research has shown that sleep deprivation can affect emotions and some cognitive functions. However, research on how sleep deprivation influences the visuomotor memory have rarely been reported. In the current study, a Fitts’ Law task was used to investigate how movement and the visuomotor memory are affected under the condition of sleep deprivation. Experiment 1 had 36 participants (15 males, mean age = 21.61 years) complete the same Fitts’ Law task 10 days apart under standard conditions. Experiment 2 had five participants (three males, mean age = 27.2 years) complete the task after 7 days of sleep deprivation, then complete it again after 10 days without sleep deprivation. Experiment 1 demonstrated the stability of the trial-to-trial effects. Experiment 2 showed that the previous trial (n) exerted no effect on the current trial (n + 1) under the conditions of sleep deprivation (p = 0.672). However, the effect was observed after 10 days without sleep deprivation (p = 0.013). This suggests that sleep deprivation did not affect task performance but influenced the transfer of the trial history. Future studies are required to investigate the effect of sleep deprivation with more participants. Full article
(This article belongs to the Topic The Role of the Motor System in Action Perception)
(This article belongs to the Section Mental Health)
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18 pages, 1651 KiB  
Article
Modeling the Effect of Target Shape on Movement Performance in a 1D2D Fitts Task
by Chiuhsiang Joe Lin and Chih-Feng Cheng
Mathematics 2022, 10(15), 2568; https://doi.org/10.3390/math10152568 - 23 Jul 2022
Cited by 2 | Viewed by 1745
Abstract
Fitts’ law is used as a performance measurement metric in human–computer interactions. The original formulation implied that movement time was identical for movements with the same value of the index of difficulty under varied movement amplitude and target width. An experiment was designed [...] Read more.
Fitts’ law is used as a performance measurement metric in human–computer interactions. The original formulation implied that movement time was identical for movements with the same value of the index of difficulty under varied movement amplitude and target width. An experiment was designed to test this implication. The result indicates that movement time is related to the index of difficulty when the amplitude is constant. Nowadays, most of the icons in applications are represented as two-dimensional targets. An object of equal width and height is a particular case of a two-dimensional target. This target area could be a factor in a Fitts task and impact the movement time, number of errors, and perceived difficulty. Therefore, the area could replace the target width in the formulation of the index of difficulty. The modified index of difficulty is easy to implement without the complexity of post-calculation. Researchers can design the index of difficulty before the empirical test. This research proposes a modified index of difficulty by varying the target’s area and applying the square-root movement time model simultaneously, which results in an excellent performance with a higher R-square and satisfies the residual normality robustly than the traditional formulation of Fitts’ law. Full article
(This article belongs to the Section E1: Mathematics and Computer Science)
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16 pages, 2286 KiB  
Article
The Redesign of a Checklist for Evaluating Driver Impairment: A Human Factors and Ergonomics Approach
by Tanja Baertsch and Marino Menozzi
Healthcare 2022, 10(7), 1292; https://doi.org/10.3390/healthcare10071292 - 12 Jul 2022
Viewed by 2259
Abstract
The Cantonal Police of Zurich, Switzerland, use a checklist to identify impaired drivers when conducting traffic stops. This checklist was developed by subject-matter experts and has been in use for eight years. The goal of this study was to redesign the checklist while [...] Read more.
The Cantonal Police of Zurich, Switzerland, use a checklist to identify impaired drivers when conducting traffic stops. This checklist was developed by subject-matter experts and has been in use for eight years. The goal of this study was to redesign the checklist while considering human factors and ergonomics principles in combination with findings from a retrospective analysis of a set of 593 completed checklists. The checklist was amended in accordance with the results of the retrospective analysis by adding missing items and discarding superfluous ones. In addition, a hierarchical cluster analysis of the retrospective data suggested an improved spatial organization of checklist elements and the grouping of similar items of the checklist. Furthermore, aspects related to Fitts’s law, visual complexity, and an optimized direction of processing the checklist underpinned the design process. The results of an evaluation of the redesigned checklist by 11 laypeople and 13 police officers indicated an improved usability of the redesigned checklist over the original. Full article
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15 pages, 1392 KiB  
Article
The Cost of Imagined Actions in a Reward-Valuation Task
by Manuela Sellitto, Damiano Terenzi, Francesca Starita, Giuseppe di Pellegrino and Simone Battaglia
Brain Sci. 2022, 12(5), 582; https://doi.org/10.3390/brainsci12050582 - 29 Apr 2022
Cited by 13 | Viewed by 4510
Abstract
Growing evidence suggests that humans and other animals assign value to a stimulus based not only on its inherent rewarding properties, but also on the costs of the action required to obtain it, such as the cost of time. Here, we examined whether [...] Read more.
Growing evidence suggests that humans and other animals assign value to a stimulus based not only on its inherent rewarding properties, but also on the costs of the action required to obtain it, such as the cost of time. Here, we examined whether such cost also occurs for mentally simulated actions. Healthy volunteers indicated their subjective value for snack foods while the time to imagine performing the action to obtain the different stimuli was manipulated. In each trial, the picture of one food item and a home position connected through a path were displayed on a computer screen. The path could be either large or thin. Participants first rated the stimulus, and then imagined moving the mouse cursor along the path from the starting position to the food location. They reported the onset and offset of the imagined movements with a button press. Two main results emerged. First, imagery times were significantly longer for the thin than the large path. Second, participants liked significantly less the snack foods associated with the thin path (i.e., with longer imagery time), possibly because the passage of time strictly associated with action imagery discounts the value of the reward. Importantly, such effects were absent in a control group of participants who performed an identical valuation task, except that no action imagery was required. Our findings hint at the idea that imagined actions, like real actions, carry a cost that affects deeply how people assign value to the stimuli in their environment. Full article
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9 pages, 2732 KiB  
Article
Time to Capture a Moving Target Travelling along a Circular Trajectory
by Jongsung Lee and Seung-Kweon Hong
Appl. Sci. 2022, 12(4), 1911; https://doi.org/10.3390/app12041911 - 11 Feb 2022
Viewed by 2069
Abstract
This study measured the time it took to select a target moving along a circular trajectory with a computer mouse. The time was changed according to the speed of the target, the width of target and the distance from the starting point to [...] Read more.
This study measured the time it took to select a target moving along a circular trajectory with a computer mouse. The time was changed according to the speed of the target, the width of target and the distance from the starting point to the target. However, the effect of these independent variables on the dependent variable was different from what was expected. In the previous studies, it was assumed that the faster the moving target speed, the longer the target selection time, because increased target speed had the effect of narrowing the effective target width. However, as a result of the experiment, the target selection time was rather shortened when the moving speed of the target was increased. This may be because the subjects intend to speed up target selection while decreasing the accuracy of target selection in order to adapt to a fast-moving target. The modified Fitts’ model for the moving target selection time proposed in a previous study did not take these user responses into account. A more modified model is required to more accurately describe the selection time of moving target. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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