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Ondrej Polácek

dblp:03/7740 · DBLP profile ↗
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8ranked-venue papers
4as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 56% Accessibility and assistive technology · 44%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › alternative input
assistive text entry
0.112011
CHANTI: predictive text entry using non-verbal vocal input · CHI 2011
Interaction techniques and input › voice interaction
non-verbal vocal input
0.112011
CHANTI: predictive text entry using non-verbal vocal input · CHI 2011
Interaction techniques and input
text entry
0.012011
CHANTI: predictive text entry using non-verbal vocal input · CHI 2011

Methods — techniques the papers use, named apart from their topics

longitudinal study · 0.1
YearPublicationVenuePosition
2014 Text entry via discrete and analog myoelectric signals
abstract
The purpose of this prototype is to demonstrate the feasibility of text entry via detection of the surface myoelectric signals on user's body. Our system is capable to detect the movement of two fingers and the entire palm. The detector produces discrete signals as well as continuous quantifications of the exerted force. Two mappings of the signals on text entry were implemented, Scanning LetterWise and 2-FOCL, in two modes, discrete and continuous.
Adam J. Sporka, Antonín Posusta, Ondrej Polácek, Tomas Flek, Jakub Otáhal
ASSETS3
2013 NoseTapping: what else can you do with your nose?
abstract
Touch-screen interfaces on smart devices became ubiquitous in our everyday lives. In specific contextual situations, capacitive touch interfaces used on current mobile devices are not accessible when, for example, wearing gloves during a cold winter. Although the market has responded by providing capacitive styluses or touchscreen-compatible gloves, these solutions are not widely accepted and appropriate in such particular situations. Using the nose instead of fingers is an easy way to overcome this problem. In this paper, we present in-depth results of a user study on nose-based interaction. The study was complemented by an online survey to elaborate the potential and acceptance of the nose-based interaction style. Based on the insights gained in the study, we identify the main challenges of nose-based interaction and contribute to the state of the art of design principles for this interaction style by adding two new design principles and refining one already existing principle. In addition, we investigated in the emotional effect of nose-based interaction based on the user experiences evolved during the user study.
Ondrej Polácek, Thomas Grill, Manfred Tscheligi
MUM1
2012 Toward a design of word processing environment for people with disabilities
abstract
The study presented in this paper is aimed at identifying text editing actions that are routinely performed by the users when composing a text document and that are not directly supported by common word processors. The results of this study will help a design of a novel word processing interface controlled by device with a limited number of input signals, operated by people with certain motor disabilities.
Adam J. Sporka, Ondrej Polácek
ASSETS2
2012 Measuring Performance of a Predictive Keyboard Operated by Humming
Ondrej Polácek, Adam J. Sporka, Zdenek Míkovec
ICCHP (2)1
2012 ConWIZ: a tool supporting contextual Wizard of Oz simulation
abstract
When applying the Wizard of Oz (WOz) method to mobile and ubiquitous computing studies, the task of the wizard becomes more difficult as observing the user requires the wizard to be in the context. We address this problem through the ConWIZ system that allows not only to control a specific prototype but also to control parameters included in the contextual settings. In order to evaluate our approach, we setup a study with eight human wizards where we evaluated the applicability, appropriateness and usability of the ConWIZ system for mobile and UbiComp environments. Each wizard had to simulate a navigation system and control contextual parameters like simulation of wind by switching a fan on and off, and tactile feedback mechanism using the ConWIZ system. All wizards stated that the tool is definitely applicable and appropriate for supporting a mobile WOz study which allows the wizard to be hidden also if he resides in the study context. Regarding the applicability of the system, we found out that high workload may hinder the wizard from doing additional tasks such as note taking.
Thomas Grill, Ondrej Polácek, Manfred Tscheligi
MUM2
2012 A Comparative Study of Pitch-Based Gestures in Nonverbal Vocal Interaction
abstract
Nonverbal vocal interaction (NVVI) is an input modality by means of which users control the computer by producing sounds other than speech. Previous research in this field has focused mainly on studying isolated instances of NVVI (such as mouse cursor control in computer games) and their performance. This paper presents a study with 36 elderly users in which basic NVVI vocal gestures (commands) were ranked by their perceived fatigue, satisfaction, and efficiency. The results of this study inspired a set of NVVI gesture design guidelines that are also presented in this paper.
Ondrej Polácek, Adam J. Sporka, Pavel Slavík
IEEE Trans. Syst. Man Cybern. Part A1
2011 Humsher: a predictive keyboard operated by humming
abstract
This paper presents Humsher -- a novel text entry method operated by the non-verbal vocal input, specifically the sound of humming. The method utilizes an adaptive language model for text prediction. Four different user interfaces are presented and compared. Three of them use dynamic layout in which n-grams of characters are presented to the user to choose from according to their probability in given context. The last interface utilizes static layout, in which the characters are displayed alphabetically and a modified binary search algorithm is used for an efficient selection of a character. All interfaces were compared and evaluated in a user study involving 17 able-bodied subjects. Case studies with four disabled people were also performed in order to validate the potential of the method for motor-impaired users. The average speed of the fastest interface was 14 characters per minute, while the fastest user reached 30 characters per minute. Disabled participants were able to type at 14 -- 22 characters per minute after seven sessions.
Ondrej Polácek, Zdenek Míkovec, Adam J. Sporka, Pavel Slavík
ASSETS1
2011 CHANTI: predictive text entry using non-verbal vocal input
abstract
This paper introduces a text entry application for users with physical disabilities who cannot utilize a manual keyboard. The system allows the user to enter text hands-free, with the help of "Non-verbal Vocal Input" (e.g., humming or whistling). To keep the number of input sounds small, an ambiguous keyboard is used. As the user makes a sequence of sounds, each representing a subset of the alphabet, the program searches for matches in a dictionary. As a model for the system, the scanning-based application QANTI was redesigned and adapted to accept the alternative input signals. The usability of the software was investigated in an international longitudinal study done at locations in the Czech Republic, Germany, and the United States. Eight test users were recruited from the target community. The users differed in the level of speech impairment. Three users did not complete the study due to the severity of their impairment. By the end of the experiment, the users were able to enter text at rates between 10 and 15 characters per minute.
Adam J. Sporka, Torsten Felzer, Sri Hastuti Kurniawan, Ondrej Polácek, Paul Haiduk, I. Scott MacKenzie
CHI4