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Nobuhito Kasahara

Publications and source records attributed to Nobuhito Kasahara.

3 recordsLinked to original sources

Skewed Dual Normal Distribution Model: Predicting Touch Pointing Success Rates for Targets Near Screen Edges and Corners

Typical success-rate prediction models for tapping exclude targets near screen edges. However, design constraints often force such placements, and in scrollable user interfaces, any element can move close to the screen edges. In this work, we model how target-edge distance affects touch pointing accuracy. We propose the Skewed Dual Normal Distribution Model, which assumes the tap-coordinate distribution is skewed by a nearby edge. The results showed that as targets approached the edge, the distribution's peak shifted toward the edge, and its tail extended away. In contrast to prior reports, the success rate improved when the target touched the edge, suggesting a strategy of ``tapping the target together with the edge.'' Our model predicts success rates across a wide range of conditions, including edge-adjacent targets. Through three experiments of horizontal, vertical, and 2D pointing, we demonstrated the generalizability and utility of our proposed model.

cs.HC↗

Skewed Dual Normal Distribution Model: Predicting 1D Touch Pointing Success Rate for Targets Near Screen Edges

Typical success-rate prediction models for tapping exclude targets near screen edges; however, design constraints often force such placements. Additionally, in scrollable UIs any element can move close to an edge. In this work, we model how target--edge distance affects 1D touch pointing accuracy. We propose the Skewed Dual Normal Distribution Model, which assumes the tap coordinate distribution is skewed by a nearby edge. The results of two smartphone experiments showed that, as targets approached the edge, the distribution's peak shifted toward the edge and its tail extended away. In contrast to prior reports, the success rate improved when the target touched the edge, suggesting a strategy of ``tapping the target together with the edge.'' By accounting for skew, our model predicts success rates across a wide range of conditions, including edge-adjacent targets, thus extending coverage to the whole screen and informing UI design support tools.

cs.HC↗

A Tool for Estimating Success Rates of Raycasting-Based Object Selection in Virtual Reality

As XR devices become widespread, 3D interaction has become commonplace, and UI developers are increasingly required to consider usability to deliver better user experiences. The HCI community has long studied target-pointing performance, and research on 3D environments has progressed substantially. However, for practitioners to directly leverage research findings in UI improvements, practical tools are needed. To bridge this gap between research and development in VR systems, we propose a system that estimates object selection success rates within a development tool (Unity). In this paper, we validate the underlying theory, describe the tool's functions, and report feedback from VR developers who tried the tool to assess its usefulness.

cs.HC↗