Glossary

Searchable terminology from accessibility, web standards, and related fields.

70 results found in Input Methods.

EdgeWrite (Edge Write)
A gestural text entry method that uses the physical edges and corners of a square input area to guide character formation. Unlike traditional handwriting recognition that analyzes the full path of a s…
Electromagnetic Tracking (Magnetic Tracking, 6-DOF Tracking)
Electromagnetic tracking is a position and orientation sensing technology that uses electromagnetic fields to determine the location and rotation of a sensor in three-dimensional space. Systems like t…
Eye Cursor (Gaze Cursor)
A visual indicator displayed on screen that shows where an eye tracking system has determined the user is currently looking. The eye cursor serves the same function as a mouse cursor but is controlled…
Eye Gaze Technology (Eye Control Technology, Gaze Control)
Technology that tracks and responds to eye movements, enabling users to control electronic devices using only their eyes. Eye gaze technology typically uses infrared cameras to track pupil position an…
Facial Gesture Recognition (Face Tracking, Facial Expression Recognition)
Technology that uses cameras and computer vision algorithms to detect and interpret facial movements and expressions in real time. For accessibility, facial gestures such as opening the mouth, raising…
Force Feedback Joystick (Haptic Joystick, Rumble Joystick)
An input device that combines a traditional joystick with motors or actuators that apply physical resistance, vibration, or directional forces to the user's hand, providing tactile information about t…
Gaze Fixation (Eye Fixation, Visual Fixation)
The act of maintaining one's gaze steadily on a specific point or target, as opposed to saccadic eye movements between points. In gaze-based assistive technology, gaze fixation is the primary mechanis…
Gazepoint (Gaze Point, Point of Gaze)
The specific point on a screen or surface where a person is looking at any given moment, as determined by an eye tracking system. The gazepoint is calculated from the gaze vector — the line extending …
Gestural Input (Gesture-based Input, Touch Gestures)
Input methods that interpret finger movements on a touchscreen as commands, including taps, swipes, pinches, and multi-finger gestures. For blind users, gestural input must be performed without visual…
Gestural Interaction (Gesture-Based Interaction)
A mode of human-computer interaction in which users control systems through movements of the body — hands, arms, head, eyes, or whole body — captured by sensors such as accelerometers, cameras, IMUs, …
Gesture Interaction (Gesture-based interaction, Gestural interfaces)
An input modality in which users control digital systems through hand, arm, or body movements detected by cameras, depth sensors, IMUs, or wearable devices rather than through traditional keyboards, p…
Gesture-Based Input (Gesture input, Gestural input, Gesture-based text entry)
An input method that interprets finger or hand movements — such as swipes, taps, and drawn paths — as commands or text characters. For people with visual impairments, gesture-based input on touchscree…
Goal Crossing (Crossing-Based Input, Crossing Interface)
An input technique where users select targets by moving through a boundary line rather than clicking within a target area. Research shows goal crossing can improve input performance for people with mo…
Grid-Based Cursor Control (Grid-Based Navigation, Grid Overlay Navigation)
A hands-free cursor positioning technique that overlays a numbered grid on the screen, allowing users to select a cell by voice command or other input to recursively zoom into smaller screen regions u…
Hands-Free Interface (Hands-Free Computing, Hands-Free Input)
A hands-free interface is a computer interaction system that does not require the use of hands or fingers, enabling users to control software through alternative input channels such as head movements,…
Haptic Input (Haptic Interaction, Touch Input)
Haptic input refers to interaction methods that use the sense of touch to communicate information between a user and a computer system. This includes devices such as data gloves, force-feedback contro…
Head Pointing (Head-Controlled Pointing, Head Mouse)
Head pointing is an alternative input method that maps head movements to cursor position on a computer screen, enabling hands-free mouse control. The user moves their head to direct the cursor, with t…
Humming Interface (Control-by-Humming, Hum-Based Interface)
A human-computer interaction method that uses hummed pitch patterns as control signals for operating devices. In a humming interface, a pitch detection algorithm analyses the user's hummed input, segm…
Impulse Engine (Impulse Engine 3000)
The Impulse Engine 3000 was a force-feedback haptic device manufactured by Immersion Corporation in the 1990s, used for research into haptic interfaces and virtual reality. The device featured a probe…
Index of Difficulty (ID, Fitts ID)
The Index of Difficulty (ID) is the central quantity in Fitts' law that captures how hard a rapid aimed pointing movement is, computed as log₂(A/W + 1) in the Shannon formulation, where A is the ampli…