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Dive into the research topics where Huawei Tu is active.

Publication


Featured researches published by Huawei Tu.


ACM Transactions on Computer-Human Interaction | 2015

Differences and Similarities between Finger and Pen Stroke Gestures on Stationary and Mobile devices

Huawei Tu; Xiangshi Ren; Shumin Zhai

This study investigated differences and similarities between finger and pen gestures on stationary devices (sitting posture) and mobile devices (sitting and walking postures). The recorded gestures were analyzed according to multiple gesture features. We found (1) pen and index finger gestures were different in features like size ratio but similar in features like angle difference; (2) implement (pen vs. index finger vs. thumb) interacted with gesture complexity and size in features like articulation time; (3) features like time and shape distance, were different between the pen and index finger on mobile devices (walking) but similar on stationary devices; (4) one-handed thumb gestures had worse performances than index finger gestures by time and accuracy in sitting but similar performances in walking; and (5) for the three implements, gesture drawing time and accuracy on mobile devices reduced from sitting to walking condition. We discuss these findings with implications for future gesture design and research.


International Journal of Human-computer Interaction | 2013

Optimal Entry Size of Handwritten Chinese Characters in Touch-Based Mobile Phones

Huawei Tu; Xiangshi Ren

This study quantitatively investigated optimal finger-based entry size in touch-based mobile phones for two commonly used Chinese handwriting input styles: two-handed entry with the nondominant hand holding the device and the index finger of the dominant hand entering characters, and one-handed entry with the dominant hand holding the device and the thumb of the dominant hand being used for character entry. Results were assessed in terms of the number and length of protruding strokes, writing time, stroke writing speed, size ratio, number of writing attempts, and subjective preference. For both one-handed entry and two-handed entry, the optimal entry box size was found to be 2.5 × 2.5 cm. This size entry box is large enough for fast and accurate handwriting with high-entry-area utilization rate and few, short protruding strokes. The experimental results and methodology of this study can be employed in user interface design for handwriting in touch-based mobile phones.


asia-pacific computer and human interaction | 2012

A comparison of flick and ring document scrolling in touch-based mobile phones

Huawei Tu; Feng Wang; Feng Tian; Xiangshi Ren

This study quantitatively analyzed the performance of two scrolling techniques (flick and ring) for document navigation in touch-based mobile phones by means of three input methods (index finger, pen and thumb). Our findings were as follows: (1) overall, for the three input methods, flick resulted in shorter movement time and fewer numbers of crossings than ring, suggesting that flick is superior to ring for document navigation in touch-based mobile phones; (2) regarding pen and thumb input, there were interaction effects between scrolling technique and target distance. Ring led to shorter movement time than flick for large target distance. This finding indicated that ring has a potential interaction advantage, which should be deeply explored for future scrolling technique design; (3) both flick and ring document scrolling in touch-based mobile phones can be modeled by the Anderson model [2]. We believe these findings offer several insights for scrolling technique design for document navigation in touch-based mobile phones.


Interacting with Computers | 2015

Employing Number-Based Graphical Representations to Enhance the Effects of Visual Check on Entry Error Detection

Huawei Tu; Patrick Oladimeji; Sarah Wiseman; Harold W. Thimbleby; Paul A. Cairns; Gerrit Niezen

Number entry is a mundane and error-prone task. To find errors, users often rely on visual checks to compare the differences between their instructions and the numbers they have actually input, a task that is difficult for users to do accurately. We therefore propose the use of number-based graphical representations (GRs) as a complement to conventional numeric representations (NR) to enhance visual checks, so users can examine both GRs and NRs to detect errors. We conducted two experiments to explore the issues raised. Experiment 1 examined the effects of GRs and NRs on representation difference detection (i.e. checking if two GRs or NRs are identical). The two representations had a comparative performance by time and error rate. In Experiment 2, we investigated the performance of GRs and NRs with number entry tasks. While extending the task time (increased by 38%), number entry with GRs resulted in significantly fewer errors than without GRs (decreased by 60%). Participants also had a high preference for number entry with GRs. Therefore, the proposed technique is promising for number entry error reduction, and that in safety critical applications improved safety can be achieved.


International Journal of Human-computer Interaction | 2014

Evaluation of Flick and Ring Scrolling on Touch-Based Smartphones

Huawei Tu; Xiangshi Ren; Feng Tian; Feng Wang

This study examined the performance of two scrolling techniques (flick and ring) for document navigation in touch-based mobile phones using three input methods (index finger, pen, and thumb), with specific consideration given to two postures: sitting and walking. The findings are as follows: (a) in both sitting and walking postures, for the three input methods, flick resulted in shorter movement time and fewer crossings than ring, suggesting flick is superior to ring for document navigation; (b) for sitting posture, regarding pen and thumb input, ring led to shorter movement time than flick for large target distances, indicating ring has a potential interaction advantage; (c) regarding sitting and walking postures, both flick and ring document scrolling in touch-based mobile phones can be modeled by the Anderson model (Andersen, 2005). Designers of future scrolling techniques should consider these differences, as well as exploit the advantages and avoid the disadvantages of ring and flick scrolling.


Interacting with Computers | 2016

IWC Special Issue in Human Factors and Interaction Design for Critical Systems

Huawei Tu; Paolo M asci; Chris Vincent; Yunqiu Li; Harold W. Thimbleby

The study of Human Factors (HF) and Interaction Design (ID) plays a central role in critical systems design. HF discovers and applies information about human behaviour, abilities, limitations and other characteristics to the design of tools, machines, systems, tasks, jobs and environments, for productive, safe, comfortable and effective human use. Successful ID is inherently multidisciplinary, forward looking, and aims to sketch, synthesise and prototype the future. Although the two fields are closely related, there are critical differences in approaches. Interaction designers typically seek to shape, create and explore future solutions, whereas HF researchers seek to operationalize social, psychological and behavioural theory to optimize design, often with constraints, such as error-free interaction, generally for skilled workers. HF work has a long tradition in the workplace, often concerned with dangerous and critical activities performed by skilled operators, whereas ID is increasingly focused on the huge market of discretionary consumers, often concerned with the likes and dislikes of people. When focused on common problems, however, HF and ID should be complementary, but also there is a need to understand how best to achieve this. In the worst case, designers make things that are just attractive (increasing profit, which marketing likes), whereas human factors experts make things that are just reliable (decreasing risk). We need both, and a wider perspective than ‘just’! These two forces seem to be splitting HCI. HCI it is either UX and fun or technical and industrial. The dominance of social media and consumer products makes UX seem ‘natural’ to many, but it may be inappropriate or misleading in critical applications. Our heritage of thinking in HCI, such as the Nielsen/Shneiderman guidelines, was established before this split became apparent. This special issue of Interacting with Computers focuses on the relation, tensions and trade-offs between HF and ID specifically in healthcare domains, aiming to effectively support design practice and research by showcasing the use of human factors/studies of human performance during the design, evaluation and use of interactive devices (e.g. findings relating to human error, cognitive performance and perceptual-motor control). We selected five papers for this special issue after a rigorous peer review process, as well as hosting an international workshop, the International Symposium on Interaction Design and Human Factors, in 2014 that we held in Kochi, Japan (see http://idhf.xrenlab.com) where many of the papers now in this issue were presented and exposed to critical discussion. The paper by Xiaojuan Ma investigated user ability of comprehending pictorial representations of medical conditions and accordingly proposed design guidelines for a visual vocabulary of electronic medical information to improve health literacy. The paper by Grace Begany et al. analysed human factors affecting user perception of search interfaces (e.g. in medical systems) through voice and touch gesture input and textual input, such as familiarity with the interface. Based on the understanding of human motor control ability of interacting with large displays, Kibum Kim et al. proposed a novel technique to aid elder people in remote target selection on large touch screens. Aiming to reduce number transcription errors in medical device interaction, Huawei Tu et al. explored user


biomedical engineering and informatics | 2013

A preliminary study on multi-touch based medical image analysis and visualization system

Wang Jian; Huawei Tu; Xian-Hua Han; Tomoko Tateyama; Yen-Wei Chen

Medical imaging plays a central role in many healthcare practices. With the development of medical imaging devices, the medical image data can be achieved in higher and higher definitions, and then how to analyze and visualize the acquired large-amount and complex data is a desiring demand in medical education and clinical fields. Therefore, this paper develops a multi-touch based medical image analysis and visualization system for analyzing medical images, displaying the whole bodys organs of a subject and the interested organ and region to explore more detailed structures. The designed system includes three modules: (1) Image analysis module, which can smooth the medical image, and detect the edges in medical image automatically; (2) Visualization module, which can manifest not only the detailed information and global structures of an organ in different view-points but also the correlated location relations between different organs; (3) Control module, which can enable the user to easily interact with the system by multi-touch based control. The designed system is able to achieve a detail visualization of the integrated components, and can be applied to education, doctor-training and clinical sites.


data mining in bioinformatics | 2012

Tri-mean-based statistical differential gene expression detection

Zhaohua Ji; Chunguo Wu; Yao Wang; Renchu Guan; Huawei Tu; Xiaozhou Wu; Yanchun Liang

Based on the assumption that only a subset of disease group has differential gene expression, traditional detection of differentially expressed genes is under the constraint that cancer genes are up- or down-regulated in all disease samples compared with normal samples. However, in 2005, Tomlins assumed and discussed the situation that only a subset of disease samples would be activated, which are often referred to as outliers.


asia-pacific computer and human interaction | 2012

Mode switching techniques through pen and device profiles

Huawei Tu; Xing-Dong Yang; Feng Wang; Feng Tian; Xiangshi Ren

In pen-based interfaces, inking and gesturing are two central tasks, and switching from inking to gesturing is an important issue. Previous studies have focused on mode switching in pen-based desktop devices. However, because pen-based handheld devices are smaller and more mobile than pen-based desktop devices, the principles in mode switching techniques for pen-based desktop devices may not apply to pen-based handheld devices. In this paper, we investigated five techniques for switching between ink and gesture modes in two form factors of pen-based handheld devices respectively: PDA and Tablet PC. Two quantitative experiments were conducted to evaluate the performance of these mode switching techniques. Results showed that in Tablet PC, pressure performed the fastest but resulted in the most errors. In PDA, back tapping offered the fastest performance. Although pressing and holding was significantly slower than the other techniques, it resulted in the fewest errors in Tablet PC and PDA. Pressing button on handheld device offered overall fast and accurate performance in Tablet PC and PDA.


International Journal of Human-computer Interaction | 2014

An Investigation Into the Relationship Between Texture and Human Performance in Steering and Gesture Input Tasks

Minghui Sun; Xiangshi Ren; Huawei Tu; Feng Tian

This article experimentally investigates user performances with various surface textures in steering and gesture input tasks. Results reveal that (a) low friction material makes users spend more time on each task, and (b) although low friction material benefits the smoothness of trajectory, it causes more trajectory errors, and (c) users apply less force or pressure with slippery materials during the tasks. These findings are the more significant because they demonstrate that the common glass surface of most tablet surfaces is not the best kind of surface for optimum accuracy or for user satisfaction. The results suggest that users should be free to change the surface texture of the device in order to get natural and realistic haptic feedback according to different tasks and personal preferences.

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Xiangshi Ren

Kochi University of Technology

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Feng Tian

Chinese Academy of Sciences

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Jian Wang

Ritsumeikan University

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Feng Wang

Kunming University of Science and Technology

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Chris Vincent

University College London

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