[Xerte] Text Entry Hints
Julian Tenney
Julian.Tenney at nottingham.ac.uk
Tue Nov 24 11:16:50 GMT 2009
The problem will be gaining some agreement on an algorithm, and I'd
rather get something working whilst it's still the 21st century...
There are some glitches - because of this line:
newHint += Math.random() < 0.7 ? '_' : ans.substr(i,1);
it is possible that the hint is empty - or that it shows all of the
letters. Neither is desirable, so I need a better way of picking the
letters at random. Perhaps following some rules like:
- First hint: letters = Math.floor(wordLength / 4); //i.e.
about a quarter of the word's letters are shown in the hint
- Second hint, add another quarter of the letters
- Third hint - add another quarter of the letters.
- No more hints - and if you keep typing the hint disappears
and you don't see it again.
From: xerte-bounces at lists.nottingham.ac.uk
[mailto:xerte-bounces at lists.nottingham.ac.uk] On Behalf Of Dave Burnett
Sent: Tuesday, November 24, 2009 10:57 AM
To: Xerte list
Subject: RE: [Xerte] Text Entry Hints
Glitch in the eval routine maybe?
In the second entry started to correctly type repair, but got hinted at
"e".
I think it is a much more engaging way to handle it.
AFA the algorithm goes, I'd be tempted to throw it in the lap of a
language development type. I'd figure there is some culturally dependent
pattern of word formation/recognition that might come into play and have
a set of rules.
e.g. Show consonants first? Vowels? Final letter?
Seeing this is multi-language, it would also be interesting to see if
there were variations in the above between languages.
Reminds me of the "What do you see?" experiment where they took a
painting of a bull and obscured it with paint spackle.
Very few north americans/europeans could identify it, but as they moved
closer to the Mediterranean, the recognition rate started to rise.
But my favourite experiment is still Stanley Milgram's.
________________________________
Subject: RE: [Xerte] Text Entry Hints
Date: Tue, 24 Nov 2009 09:50:47 +0000
From: Julian.Tenney at nottingham.ac.uk
To: xerte at lists.nottingham.ac.uk
You can see what I have so far at
http://www.nottingham.ac.uk/~cczjrt/mediaInteractions/
<http://www.nottingham.ac.uk/%7Ecczjrt/mediaInteractions/> - it's on
page two.
From: xerte-bounces at lists.nottingham.ac.uk
[mailto:xerte-bounces at lists.nottingham.ac.uk] On Behalf Of Julian Tenney
Sent: Tuesday, November 24, 2009 9:29 AM
To: Xerte discussion list
Subject: RE: [Xerte] Text Entry Hints
Interesting problem: how to generate the hints:
For example, the word is 'interactive', so generate successive hints
like this:
_n___ac__v_
Int__act_v_
Int_ractiv_
Where successive hints become more helpful, building on previous hints -
or do we show a new random hint each time, i.e.
_nt_ra_ti_e
I_t_r_ct_ve
In__ra__ive
So what are the rules?
- Need to wait for at least so many characters to be typed -
fixed or related to the length of the word - wait for more characters to
be typed before hinting longer words?
- Only show so many hints per word - but short words should get
less hints than long words;
- Only show a new hint once more characters were typed than the
last time we showed a hint - one more? Or several? Is this related to
the length of the word?
- Build the hint replacing characters in the answer at random
with underscores? Or always add n new helpful characters to the hint? Is
n related to the length of the word?
- Should the first character always be included in the hint?
Give it a whirl with a few words of different lengths and you'll see it
isn't so straightforward...
From: xerte-bounces at lists.nottingham.ac.uk
[mailto:xerte-bounces at lists.nottingham.ac.uk] On Behalf Of Dave Burnett
Sent: Monday, November 23, 2009 5:24 PM
To: Xerte list
Subject: RE: [Xerte] Text Entry Hints
>The handsets also have a silly little game you can play standalone
that works like that.
Word-with-blanks. You type in a letter and it either fills it in or adds
a strike. 3 strikes, move on.
Hmm, wonder if there's a $1 appstore app hiding in there somewhere?
Do some gaming theory research and see if we can turn it into crack.
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