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Making Touchscreen Keyboards Adaptive to Keys, Hand Postures, and Individuals – A Hierarchical Spatial Backoff Model Approach Ying Yin 1,2, Tom Ouyang.

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Presentation on theme: "Making Touchscreen Keyboards Adaptive to Keys, Hand Postures, and Individuals – A Hierarchical Spatial Backoff Model Approach Ying Yin 1,2, Tom Ouyang."— Presentation transcript:

1 Making Touchscreen Keyboards Adaptive to Keys, Hand Postures, and Individuals – A Hierarchical Spatial Backoff Model Approach Ying Yin 1,2, Tom Ouyang 1, Kurt Partridge 1, and Shumin Zhai 1 1 Google Logo here 2 MIT Logo here

2 Foundations to current methods Language modeling – vocabulary – 1-gram, 2-gram … N gram frequencies Spatial models – converting input touch points into probabilities of letters Edit distance correction – assigning cost to insertion, deletion, and other spelling errors User and posture independent

3 Research questions One promising area for improvement is by making them adapt to the user – What types of adaption are possible? – How do they affect performance?

4 Contributions A novel hierarchical adaptive model Show benefits of posture and user adaptation Online posture classification method 13.2% reduction in character error rate – compared to base model – without language model

5 Types of adaptation Individual differences (cf. Findlater & Wobbrock, 2012) Furthermore, people use different hand postures to type (cf. Azenkot and Zhai, 2012)

6 Different typing postures: two thumbs, one finger, or one thumb

7 Types of adaptation Different postures  different touch patterns Touch patterns also depend on letter keys (Azenkot & Zhai, 2012) Need adaptation

8 Challenges of adaptation Complexity – three adaptive factors: key, posture, individual – large number of submodels – need sufficient data to build each submodel Model selection – wrong selection may hurt keyboard quality – uncertainty in posture classification

9 Hierarchical spatial backoff model (SBM)

10 Combinatorial and fine grained adaptation Conservative Does not require an extra training phase Updates the model continuously online

11 Research method “Pepper” dataset (Azenkot & Zhai, 2012) – 30 right-handed participants – given random phrases to type – between-subject: each person uses one posture – 84,292 touch points in total 10-fold cross validation

12 Comparison of spatial models

13 Two-thumb One-finger Effective key areas

14 Posture classification SVM-based classifier Based on correlation between time and distance between consecutive touch points – no additional sensors required – speed independent 86.4% accuracy Real-time

15 Posture adaptation

16 Individual adaptation

17 Prototype implementation of SBM 13.2% reduction in character error rate – compared to base model – without language model Integrated with real keyboard – combined with language model – runs on Android phone in real-time

18 Future work Weighted average of submodels instead of making binary decisions More data: real-use logging and game playing User studies – validate the accuracy and speed improvement – how users adapt their behavior to SBM Combine spatial and language models

19 Contributions A novel hierarchical adaptive model Show benefits of posture and user adaptation Online posture classification method Opens up many more interesting HCI questions

20 Q & A

21

22 Prototype implementation of SBM Posture & key adaptation models – supervised and batch learning Individual adaptation models – unsupervised and online learning Backs-off to more basic models when – posture estimation is uncertain (conf. < 0.94) – there is insufficient user data (< 50 data points)


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