35,200 research outputs found
EyePACT: eye-based parallax correction on touch-enabled interactive displays
The parallax effect describes the displacement between the perceived and detected touch locations on a touch-enabled surface. Parallax is a key usability challenge for interactive displays, particularly for those that require thick layers of glass between the screen and the touch surface to protect them from vandalism. To address this challenge, we present EyePACT, a method that compensates for input error caused by parallax on public displays. Our method uses a display-mounted depth camera to detect the user's 3D eye position in front of the display and the detected touch location to predict the perceived touch location on the surface. We evaluate our method in two user studies in terms of parallax correction performance as well as multi-user support. Our evaluations demonstrate that EyePACT (1) significantly improves accuracy even with varying gap distances between the touch surface and the display, (2) adapts to different levels of parallax by resulting in significantly larger corrections with larger gap distances, and (3) maintains a significantly large distance between two users' fingers when interacting with the same object. These findings are promising for the development of future parallax-free interactive displays
Ambient Gestures
We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing
Securing Interactive Sessions Using Mobile Device through Visual Channel and Visual Inspection
Communication channel established from a display to a device's camera is
known as visual channel, and it is helpful in securing key exchange protocol.
In this paper, we study how visual channel can be exploited by a network
terminal and mobile device to jointly verify information in an interactive
session, and how such information can be jointly presented in a user-friendly
manner, taking into account that the mobile device can only capture and display
a small region, and the user may only want to authenticate selective
regions-of-interests. Motivated by applications in Kiosk computing and
multi-factor authentication, we consider three security models: (1) the mobile
device is trusted, (2) at most one of the terminal or the mobile device is
dishonest, and (3) both the terminal and device are dishonest but they do not
collude or communicate. We give two protocols and investigate them under the
abovementioned models. We point out a form of replay attack that renders some
other straightforward implementations cumbersome to use. To enhance
user-friendliness, we propose a solution using visual cues embedded into the 2D
barcodes and incorporate the framework of "augmented reality" for easy
verifications through visual inspection. We give a proof-of-concept
implementation to show that our scheme is feasible in practice.Comment: 16 pages, 10 figure
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Human-display interaction technology: Emerging remote interfaces for pervasive display environments
This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2010 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.We're living in a world where information processing isn't confined to desktop computers - it's being integrated into everyday objects and activities. Pervasive computation is human centered: it permeates our physical world, helping us achieve goals and fulfill our needs with minimum effort by exploiting natural interaction styles. Remote interaction with screen displays requires a sensor-based, multimodal, touchless approach. For example, by processing user hand gestures, this paradigm removes constraints requiring physical contact and permits natural interaction with tangible digital information. Such touchless interaction can be multimodal, exploiting the visual, auditory, and olfactory senses.Ministerio de Educación y Ciencia and Amper Sistemas, SA
Sustainable Waste Sorter
Indiana University Purdue University IndianapolisThe purpose of this project is to help people eliminate the confusion on whether they should throw their trash away or dispose of it in a recycling bin. The sustainable waste sorter is an informative device that tells the user where to place their trash. Our customer and the origin of the idea came from an organization called Roche Diagnostics Operations. Roche Diagnostics Operations is a multinational healthcare organization, the Indianapolis location focuses more on creating and developing their diabetic test strips. The device is created of four main components which include a Raspberry Pi 2 Model B, a camera module, an LCD screen, and a casing/mount that holds all of these components together. All of these components are compatible with the Raspberry Pi 2 Model B. The software was programmed in Python and the database in MySQL. During the development of the device, the most challenging task was learning how to develop in the new language, Python. Once the device reached a stable state it was piloted at Roche Diagnostics Operations. The purpose of the first of three pilot sessions was to verify that the device worked in the environment and that the items entered in the database were recognized; as a result, the device passed that test. The second pilot session had the same purpose as the first pilot session but with more items in the database. The device received more interaction during the second pilot session, though the team decided to schedule a third pilot session once all the items were entered into the database and a revamped user interface was completed. The team entered about 800 entries into the database and created a new and interactive user interface for the device. The third pilot session was a success; the items that were scanned by testers were recognized and the new user interface was a success as well. Overall, the sustainable waste sorter project was successful and educational. We, as students, took all of our fundamental learnings from our previous courses and applied them to this project. This allowed us to enhance our problem solving and project management skills. As people use the device, we hope that it educates them on how to properly recycle therefore improving the environmental state of our planet.Computer Engineering Technolog
An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display
We present a tele-immersive system that enables people to interact with each
other in a virtual world using body gestures in addition to verbal
communication. Beyond the obvious applications, including general online
conversations and gaming, we hypothesize that our proposed system would be
particularly beneficial to education by offering rich visual contents and
interactivity. One distinct feature is the integration of egocentric pose
recognition that allows participants to use their gestures to demonstrate and
manipulate virtual objects simultaneously. This functionality enables the
instructor to ef- fectively and efficiently explain and illustrate complex
concepts or sophisticated problems in an intuitive manner. The highly
interactive and flexible environment can capture and sustain more student
attention than the traditional classroom setting and, thus, delivers a
compelling experience to the students. Our main focus here is to investigate
possible solutions for the system design and implementation and devise
strategies for fast, efficient computation suitable for visual data processing
and network transmission. We describe the technique and experiments in details
and provide quantitative performance results, demonstrating our system can be
run comfortably and reliably for different application scenarios. Our
preliminary results are promising and demonstrate the potential for more
compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201
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