Poika Isokoski

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Publications by Poika Isokoski (bibliography)

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» 2009 «

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Isokoski, Poika, Joos, Markus and Spakov, Oleg (2009): Gaze Controlled Games. In The Information Society, (8)

» 2008 «

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Laukkanen, Joona, Isokoski, Poika and Räihä, Kari-Jouko (2008): The cone and the lazy bubble: two efficient alternatives between the point cursor and the bubble cursor. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 309-312. Available online

We evaluated two cursor designs in the continuum between the traditional point cursor and the bubble cursor by Grossman and Balakrishnan. The lazy bubble cursor expanded to envelop the closest target when the ratio of the distances to the closest and the second closest target was less than 1:2. In addition to this lazy behavior the cone cursor had a tail that stayed on the last enveloped target until the next target was enveloped. In an experiment with 18 participants we found that the bubble cursor was faster than our cursors that had smaller target activation areas but the difference remained very small. Of the bubble cursor variants the lazy bubble exhibited higher error rate than the other two. Thus, the winners on the objective metrics were the bubble cursor and the cone cursor. The lazy bubble cursor and the bubble cursor were preferred in subjective ratings.

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Isokoski, Poika (2008): EdgeWrite with integrated corner sequence help. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 583-592. Available online

We describe a system that informs the users of the shape of the EdgeWrite characters within the visual feedback area of EdgeWrite. We compared two versions (static and dynamic) of this design to a printed character chart in a five-session text entry experiment with three 8-participant groups. The participants were able to use EdgeWrite with the integrated help systems. There were no statistically significant differences in text entry rate between the group using the character chart and the two groups using the integrated help. However, the group with the dynamic help was faster than the group with the static help while maintaining a low corrected error rate.

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MacKenzie, I. Scott and Isokoski, Poika (2008): Fitts' throughput and the speed-accuracy tradeoff. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1633-1636. Available online

We describe an experiment to test the hypothesis that Fitts' throughput is independent of the speed-accuracy tradeoff. Eighteen participants used a mouse in performing a total of 5,400 target selection trials. Comparing nominal, speed-emphasis, and accuracy-emphasis conditions, significant main effects were found on movement time (ms) and error rate (%), but not on throughput (bits/s). In the latter case, failure to reject the null hypothesis of "no significant difference" (i.e., .05 < p < 1) is viewed as evidence supporting the constant-throughput hypothesis.

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Isokoski, Poika (2008): Text Entry Performance of VirHKey in Keyboard Use. In: IASTED International Conference on Human-Computer Interaction IASTED-HCI 2008 March 17-19, 2008, Innsbruck, Austria. pp. 87-92.

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Tuisku, Outi, Majaranta, Päivi, Isokoski, Poika and Räihä, Kari-Jouko (2008): Now Dasher! Dash away!: longitudinal study of fast text entry by Eye Gaze. In: Räihä, Kari-Jouko and Duchowski, Andrew T. (eds.) ETRA 2008 - Proceedings of the Eye Tracking Research and Application Symposium March 26-28, 2008, Savannah, Georgia, USA. pp. 19-26. Available online

» 2007 «

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Költringer, Thomas, Isokoski, Poika and Grechenig, Thomas (2007): TwoStick: writing with a game controller. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 103-110. Available online

We report the design and evaluation of a novel game controller text entry method called TwoStick. The design is based on the review of previous work and several rounds of pilot testing. We compared user performance with TwoStick experimentally to a selection keyboard which is the de facto standard of game controller text entry. Eight participants completed 20 fifteen-minute sessions with both text entry methods. In the beginning TwoStick was slower (4.3 wpm,

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Isokoski, Poika, Raisamo, Roope and Evreinov, Grigori (2007): User performance with trackball-mice. In Interacting with Computers, 19 (3) pp. 407-427

Abstract Trackball-mice are devices that include both a trackball and a mouse. In this paper we discuss our experiences in building and testing trackball-mouse prototypes. We report four experiments on user performance with the prototypes used as trackball-mice, conventional mice, and in two-handed configuration with a separate trackball for the non-dominant hand. The results show that user performance with the two-handed configuration was better than in one-handed operation of a trackball-mouse and in one-handed operation of a mouse. Trackball-mouse use and conventional mouse use were more evenly matched. However, Trackball-mouse operation involves a skill that most users do not have whereas mouse operation is familiar to most. Therefore, widespread introduction of trackball-mice does not appear to be justified on performance grounds alone. However, trackball-mice can be used as regular mice by ignoring the ball. This makes them compatible with traditional graphical user interfaces while offering two extra degrees of freedom in tasks where they are beneficial.

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Isokoski, Poika (2007): Performance of Input Devices in FPS Target Acquisition. In: International Conference on Advances in Computer Entertainment Technology ACE 2007 13-15 June, 2007, Salzburg, Austria. pp. 240-241.

We evaluated the performance of a wheel mouse, an XBox360 controller, the combination of a mouse and a keyboard, and a Trackmouse in FPS target acquisition. The device combinations where mouse was used for aiming performed better than the Xbox360 controller.

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Isokoski, Poika (2007): Trackmouse Trackball in Pie Menu Use: Data on Accuracy. In: 19th French-speaking conference on Human-computer interaction IHM 2007 November 13-15, 2007, Paris, France. pp. 127-130.

We conducted two experiments to guide the design of a pie menu to be used with the trackball component of a device that combines a trackball and a mouse. In the first experiment we measured the accuracy of pie menu specific target selection (angular error). In the second experiment we measured the error rate in menu item selection in a pie menu that was designed based on the findings of the first experiment. The results show that a six item menu can be used at about 3% error rate.

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Isokoski, Poika, Hyrskykari, Aulikki and Kotkaluoto, Sanna (2007): Gamepad and Eye Tracker Input in FPS Games: Data for the First 50 Minutes. In: 3rd Conference on Communication by Gaze Interaction COGAIN 3-4 September, 2007, Leicester, UK. pp. 11-15.

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Martin, Benoît and Isokoski, Poika (2007): Performance of input devices in FPS target acquisition. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 240-241. Available online

» 2006 «

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Isokoski, Poika (2006): Variability of throughput in pointing device tests: button-up or button-down?. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 68-77. Available online

Object selection and activation in graphical user interfaces is usually connected to the changes in the state of the buttons on the mouse. In input device testing the position of the mouse cursor at the time of button-down or button-up events is used. We measured the effect the choice of event has on throughput in a standard Fitts' paradigm pointing device test. 12 participants used two mice with button-down and button-up events as the target selection trigger. Button-down events produced 0.2 bps higher throughput than button-up events. Because of this, it is important to choose the relevant event to be used in pointing device tests and to report the choice along with the results. Otherwise results may be misleading and inter-study comparisons of throughput values may be inaccurate.

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Isokoski, Poika (2006): Eye tracker input in first person shooter games. In: 2nd Conference on Communication by Gaze Interaction COGAIN 4-5 September, 2006, Turin, Italy. pp. 78-81.

» 2004 «

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Isokoski, Poika (2004): Performance of menu-augmented soft keyboards. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 423-430. Available online

We report results on the performance of the combination of soft keyboards and marking menus. A model of expert user performance indicated an 11-37% (depending on the keyboard layout) improvement in text entry rate over the same keyboard without the menu. To verify the advantage in real usage, we conducted two experiments using the QWERTY keyboard layout with and without the menu. The first experiment imitated nearly perfect cognitive performance and measured motor performance. Using the menu saved time. The second experiment measured performance in a realistic text entry task. Initially using the menu slows down text entry. By the end of the 20-session experiment both conditions were equally fast. With continued practice text entry is likely to be faster with the menu.

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Isokoski, Poika and Raisamo, Roope (2004): Quikwriting as a multi-device text entry method. In: Proceedings of the Third Nordic Conference on Human-Computer Interaction October 23-27, 2004, Tampere, Finland. pp. 105-108. Available online

Quikwriting is a previously published technique for entering text into computers using a stylus. We report results of a longitudinal study on user performance with it. In addition to the original stylus-based usage mode we designed modes for joystick and keyboard thus making Quikwriting compatible with a wide range of computing devices. Twelve participants used the stylus and joystick modes in 20 sessions for a total of ten hours. By the end of the experiment their text entry rate was 16 wpm in the stylus mode and 13 wpm in the joystick mode. At the end we conducted a test to verify that Quikwriting skill transfers to the keyboard mode. Text entry rate for the first five minutes of use in the keyboard mode was 6 wpm. In summary, the stylus mode was not particularly fast, but we found Quikwriting suitable for multi-device use.

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Isokoski, Poika and Linden, Timo (2004): Effect of foreign language on text transcription performance: Finns writing English. In: Proceedings of the Third Nordic Conference on Human-Computer Interaction October 23-27, 2004, Tampere, Finland. pp. 109-112. Available online

To promote inter-study comparability it is desirable to standardize experimental procedures in text entry experiments. This includes standardizing the language. The current trend is to use English. To clarify the implications of use of English in non-English speaking countries we measured text entry performance with a QWERTY keyboard for 16 participants transcribing phrases in two languages. The languages were Finnish - the first language of the participants - and English, in which the participants had considerable skill. English language entry was about 16% slower than Finnish. The participants also made more errors when transcribing English.

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» 2002 «

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Isokoski, Poika and Kaki, Mika (2002): Comparison of two touchpad-based methods for numeric entry. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 25-32.

» 2001 «

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Isokoski, Poika (2001): Model for Unistroke Writing Time. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 357-364. Available online

Unistrokes are a viable form of text input in pen-based user interfaces. However, they are a very heterogeneous group of gestures the only common feature being that all are drawn with a single stroke. Several unistroke alphabets have been proposed including the original Unistrokes, Gaffiti, Allegro, T-Cube and MDITIM. Comparing these methods usually requires a lengthy study with many writers and even then the results are biased by the earlier handwriting experience that the writers have. Therefore, a simple descriptive model for predicting the writing time for an expert user on any given unistroke alphabet thus enabling sounder argumentation on the properties of different writing methods.

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» 2000 «

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Isokoski, Poika (2000): Text input methods for eye trackers using off-screen targets. In: Duchowski, Andrew T. (ed.) ETRA 2000 - Proceedings of the Eye Tracking Research and Application Symposium November 6-8, 2000, Palm Beach Gardens, Florida, USA. pp. 15-21. Available online

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Isokoski, Poika and Raisamo, Roope (2000): Device Independant Text Input: A Rationale and an Example. In: Advanced Visual Interfaces 2000 2000. pp. 76-83.

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17 Feb 2010: Enabled abstracts to be shown on Poika Isokoski's author page.
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Publication statistics

Publication period:2000-2009
Publication count:21
Number of co-authors:16



Productive colleagues

Poika Isokoski's 3 most productive colleagues in number of publications:

I. Scott MacKenzie:59
Roope Raisamo:36
Kari-Jouko Räihä:14


Collaboration count

Number of publications with 3 favourite co-authors:

Roope Raisamo:3
Kari-Jouko Räihä:2
Aulikki Hyrskykari:1

 

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Learn more about Poika Isokoski:
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