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SHARK Shorthand A Text Input Method for Future Client Computing

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Title: SHARK Shorthand A Text Input Method for Future Client Computing


1
SHARK Shorthand ? A Text Input Method for Future
Client Computing
  • Shumin Zhai
  • Per-Ola Kristensson (Linköping University)
  • Barton Smith
  • Alison Sue, Clemens Drews, Johnny Accot, Jon
    Graham, Paul Lee (Stanford), Michael Hunter
    (BYU), Jingtao Wang (Berkeley), Tue Andersen
    (Copenhagen)
  • IBM Almaden Research Center

2
Future Client Computing
  • Today
  • PC desktop centric
  • Occasionally goes up to the net and down to
    mobile devices
  • Mouse - Typewriter keyboard Input-based interfaces
  • Emerging and Future
  • Data in network / information in ether
  • VPU (hand-hold devices) as handle to digital
    life
  • Opportunistically augmented by PCs etc

3
The text input challenge
  • Indispensable user task
  • Efficiency vs. ease of entry
  • Size / portability
  • Skill based interaction
  • Visual, cognitive, motor load balancing
  • History of writing technology

4
Zhai, Hunter, Smith 2000 Zhai, Sue, Accot 2002,
Drews
  • Alphabetically Tuned and Optimized Mobile
    Interface Keyboard
  • (ATOMIK)

5
Limitations and hints from ATOMIK
  • Tapping one key at a time tedious. The stylus
    can be more expressive and dexterous.
  • People tend to remember the pattern of a whole
    word, not individual letters.
  • Does not utilize language redundancy/statistical
    intelligence.

6
New Approach Shorthand-Aided Rapid Keyboarding
(SHARK)
sokgraph shorthand on keyboard as a graph
7
  • Sokgraph - Shorthand On Keyboard
  • Sokgraph Aided Rapid Keyboarding SHARK
  • Video Demo

8
A form of shorthand writing one word (not
character) at a time
9
Scale and location relaxation/flexibility
  • Sokgraph patterns, not individual letters
    crossed, are recognized and entered
  • Statistical intelligence embodied in a lexicon,
    not used in prediction, but relaxing input
    requirement.
  • Lower visual attention demand than tapping

10
Duality and gradual skill transition
Gradual continuous shift Skill acquisition
Total Novice Tracing letter to letter Visually
guided action Recognition based Closed-loop
performance Slow accurate
Total expert Gesturing sokgraph Memory recall
based Open-loop performance Fast inaccurate
Consistent movement pattern
Falling back and relearning
keyboard as training wheel and mnemonic device
11
Related Work
  • Novel alphabets
  • Unistrokes (Goldberg Richardson 1993)
  • Graffiti (Blickenstorfer 1995)
  • EdgeWrite (Wobbrock, Myers, Kemnbel 2003)
  • Quikwriting (Perlin 1998)
  • Wipe-activated Keyboard (Montgomery, 1982)
  • Cirrin (Mankoff Abowd 1998)
  • Dasher (Ward, Blackwell, Mackay 2000)
  • Marking menus (Kurtenbach Buxton 1993)
  • T-Cube (Venolia Neiberg 1994)

12
Sokgraph Gesture Recognition
  • Gesture recognition
  • sampling
  • filtering
  • normalization
  • matching against prototypes
  • Requirements
  • complexity scalability (10K )
  • artificial symbols - no training data
  • Accuracy and flexibility
  • cognitive, perceptive, motoric factors

13
Novel recognition architecture and algorithms
Kristensson Zhai, UIST 2004
  • Multiple channels recognition
  • shape
  • location
  • context (language model)
  • Channel integration
  • Bayes rule
  • Dynamic channel weighting
  • Performance based weighting
  • Lexicon and language model

14
Using human performance laws to improve
recognition
  • Fast gestures are more open-loop, using less
    visual attention
  • Channel integration should be adaptive
  • We use Fitts law to compute normative writing
    time in stylus keyboarding
  • Adjust location channel dynamically if user is
    exceeding the normative writing time Adjustment
    of recognition of individual words

15
Stream editor
16
Customized lexicon expansion
  • Automatic capitalization and punctuation
    (stateless pattern matching of context)
  • Dynamically add words by tapping them. If they
    are not in the lexicon, they can be added
    dynamically to the system
  • Lexicon expansion

17
A Feasibility Experiment the memorability of
sokgraphs
Zhai, Kristensson, CHI 2003
  • 6 subjects (novice no knowledge of ATOMIK)
  • 5 sessions ( each in a different day)
  • Session 1 practice (40 min) only
  • Session 2 4, test first (about 10 min), then
    practice (40 min)
  • Session 5 test only
  • Practice with Expanding Rehearsal Interval
    (Landauer Bjork 1978, Zhai, Sue, Accot 2002)
  • Words taken from BNC top 100 or 300

18
Results mean accumulated words remembered
19
Results number of words learned per session
20
Empirical records
21
Evaluation in the wild
  • Free trial download at IBM alphaWorks, Oct 21,
    2004

22
User Reaction Oct 28, Slashdot.org
  • "IBM's famous research lab for nanotechnology,
    microelectronics and exotic science, Almaden
    Research Center, has released an advanced,
    efficient, pen-based text input method for mobile
    computing, that allows you to trace letters on
    the keyboard to enter a word rather than typing
    each letter individually. The new technology
    provides a more fluid, smooth, and natural
    interaction (see demo ) than tapping on stylus
    keyboards."

23
User Reaction Nov. 3, jkOnTheRun Top Ten Tech
Blog
Text Entry Epiphany for the Tablet PC-
SHARK http//jkontherun.blogs.com/jkontherun/200
4/11/text_entry_epip.html
  • "I am happy to report what I feel is a
    revolutionary breakthrough
  • "This method is so simple and accurate it amazes
    me every time I use it
  • it is phenomenal
  • "It is almost faster than touch typing on a
    keyboard.

24
(No Transcript)
25
More user reaction
  • Australia Financial Review (Nov 16, 2004)
  • may revolutionise how we use touch-screen
    computers
  • Other blogs and news

26
Thank you and Questions
27
Where do we go from here?
  • End of the beginning much more can be done on
    the technology
  • Evaluations / analysis / understanding
  • PDA / Smart Phones
  • How IBM can play in the commodity world where the
    user interaction with technology is?
  • Key-component technologies?
  • Technology lock-in (Qwertynomics)

28
Optimizing layout for sokgraph gesture
  • Yes - have tried and will try more
  • Difficult less room for improvement
  • Computationally challenging (least ambiguity for
    thousands of words, weighted by frequency -- or
    trigraph)
  • Ambiguity depends on recognition algorithm
  • ATOMIK (isotropic) vs. QWERTY (zig-zag)

29
Preprocessing and pruning
  • Smoothing (filtering)
  • Equidistant re-sampling to a fixed N number of
    points
  • Normalization in scale and translation (for shape
    channel and pruning)
  • Pruning scheme

30
Using higher level language regularity
  • Bigram language model
  • Viterbi decoding of most likely word sequence
  • Problem of highly accurate recognition data being
    integrated with noisy statistics
  • Integration using a Gaussian function, again,
    Sigma is an empirical parameter

31
Marking menu vs. Shark
  • Marking menu
  • 1990
  • Command selection
  • Angular direction
  • Dozens of commands
  • Binary novice-expert transition (delayed feedback)
  • Shark
  • 2000
  • Text input
  • Pattern recognition
  • Thousands of words
  • Gradual visual tracing to recall-based gesturing
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