43,040 research outputs found
The Effects of Visual Affordances and Feedback on a Gesture-based Interaction with Novice Users
This dissertation studies the roles and effects of visual affordances and feedback in a general-purpose gesture interface for novice users. Gesture interfaces are popularly viewed as intuitive and user-friendly modes of interacting with computers and robots, but they in fact introduce many challenges for users not already familiar with the system. Affordances and feedback – two fundamental building blocks of interface design – are perfectly suited to address the most important challenges and questions for novices using a gesture interface: what can they do? how do they do it? are they being understood? has anything gone wrong? Yet gesture interfaces rarely incorporate these features in a deliberate manner, and there are presently no well-adopted guidelines for designing affordances and feedback for gesture interaction, nor any clear understanding of their effects on such an interaction.
A general-purpose gesture interaction system was developed based on a virtual touchscreen paradigm, and guided by a novel gesture interaction framework. This framework clarifies the relationship between gesture interfaces and the application interfaces they support, and it provides guidance for selecting and designing appropriate affordances and feedback. Using this gesture system, a 40-person (all novices) user study was conducted to evaluate the effects on interaction performance and user satisfaction of four categories of affordances and feedback. The experimental results demonstrated that affordances indicating how to do something in a gesture interaction are more important to interaction performance than affordances indicating what can be done, and also that system status is more important than feedback acknowledging user actions. However, the experiments also showed unexpectedly high interaction performance when affordances and feedback were omitted. The explanation for this result remains an open question, though several potential causes are analyzed, and a tentative interpretation is provided.
The main contributions of this dissertation to the HRI and HCI research communities are 1) the design of a virtual touchscreen-based interface for general-purpose gesture interaction, to serve as a case study for identifying and designing affordances and feedback for gesture interfaces; 2) the method and surprising results of an evaluation of distinct affordance and feedback categories, in particular their effects on a gesture interaction with novice users; and 3) a set of guidelines and insights about the relationship between a user, a gesture interface, and a generic application interface, centered on a novel interaction framework that may be used to design and study other gesture systems. In addition to the intellectual contributions, this work is useful to the general public because it may influence how future assistive robots are designed to interact with people in various settings including search and rescue, healthcare and elderly care
The Effects of Visual Affordances and Feedback on a Gesture-based Interaction with Novice Users
This dissertation studies the roles and effects of visual affordances and feedback in a general-purpose gesture interface for novice users. Gesture interfaces are popularly viewed as intuitive and user-friendly modes of interacting with computers and robots, but they in fact introduce many challenges for users not already familiar with the system. Affordances and feedback – two fundamental building blocks of interface design – are perfectly suited to address the most important challenges and questions for novices using a gesture interface: what can they do? how do they do it? are they being understood? has anything gone wrong? Yet gesture interfaces rarely incorporate these features in a deliberate manner, and there are presently no well-adopted guidelines for designing affordances and feedback for gesture interaction, nor any clear understanding of their effects on such an interaction.
A general-purpose gesture interaction system was developed based on a virtual touchscreen paradigm, and guided by a novel gesture interaction framework. This framework clarifies the relationship between gesture interfaces and the application interfaces they support, and it provides guidance for selecting and designing appropriate affordances and feedback. Using this gesture system, a 40-person (all novices) user study was conducted to evaluate the effects on interaction performance and user satisfaction of four categories of affordances and feedback. The experimental results demonstrated that affordances indicating how to do something in a gesture interaction are more important to interaction performance than affordances indicating what can be done, and also that system status is more important than feedback acknowledging user actions. However, the experiments also showed unexpectedly high interaction performance when affordances and feedback were omitted. The explanation for this result remains an open question, though several potential causes are analyzed, and a tentative interpretation is provided.
The main contributions of this dissertation to the HRI and HCI research communities are 1) the design of a virtual touchscreen-based interface for general-purpose gesture interaction, to serve as a case study for identifying and designing affordances and feedback for gesture interfaces; 2) the method and surprising results of an evaluation of distinct affordance and feedback categories, in particular their effects on a gesture interaction with novice users; and 3) a set of guidelines and insights about the relationship between a user, a gesture interface, and a generic application interface, centered on a novel interaction framework that may be used to design and study other gesture systems. In addition to the intellectual contributions, this work is useful to the general public because it may influence how future assistive robots are designed to interact with people in various settings including search and rescue, healthcare and elderly care
A preliminary study of a hybrid user interface for augmented reality applications
Augmented Reality (AR) applications are nowadays largely diffused in many fields of use, especially for entertainment, and the market of AR applications for mobile devices grows faster and faster. Moreover, new and innovative hardware for human-computer interaction has been deployed, such as the Leap Motion Controller. This paper presents some preliminary results in the design and development of a hybrid interface for hand-free augmented reality applications. The paper introduces a framework to interact with AR applications through a speech and gesture recognition-based interface. A Leap Motion Controller is mounted on top of AR glasses and a speech recognition module completes the system. Results have shown that, using the speech or the gesture recognition modules singularly, the robustness of the user interface is strongly dependent on environmental conditions. On the other hand, a combined usage of both modules can provide a more robust input
Towards Domain-Independent and Real-Time Gesture Recognition Using mmWave Signal
Human gesture recognition using millimeter wave (mmWave) signals provides
attractive applications including smart home and in-car interface. While
existing works achieve promising performance under controlled settings,
practical applications are still limited due to the need of intensive data
collection, extra training efforts when adapting to new domains (i.e.
environments, persons and locations) and poor performance for real-time
recognition. In this paper, we propose DI-Gesture, a domain-independent and
real-time mmWave gesture recognition system. Specifically, we first derive the
signal variation corresponding to human gestures with spatial-temporal
processing. To enhance the robustness of the system and reduce data collecting
efforts, we design a data augmentation framework based on the correlation
between signal patterns and gesture variations. Furthermore, we propose a
dynamic window mechanism to perform gesture segmentation automatically and
accurately, thus enable real-time recognition. Finally, we build a lightweight
neural network to extract spatial-temporal information from the data for
gesture classification. Extensive experimental results show DI-Gesture achieves
an average accuracy of 97.92%, 99.18% and 98.76% for new users, environments
and locations, respectively. In real-time scenario, the accuracy of DI-Gesutre
reaches over 97% with average inference time of 2.87ms, which demonstrates the
superior robustness and effectiveness of our system.Comment: The paper is submitted to the journal of IEEE Transactions on Mobile
Computing. And it is still under revie
Teaching Introductory Programming Concepts through a Gesture-Based Interface
Computer programming is an integral part of a technology driven society, so there is a tremendous need to teach programming to a wider audience. One of the challenges in meeting this demand for programmers is that most traditional computer programming classes are targeted to university/college students with strong math backgrounds. To expand the computer programming workforce, we need to encourage a wider range of students to learn about programming.
The goal of this research is to design and implement a gesture-driven interface to teach computer programming to young and non-traditional students. We designed our user interface based on the feedback from students attending the College of Engineering summer camps at the University of Arkansas. Our system uses the Microsoft Xbox Kinect to capture the movements of new programmers as they use our system. Our software then tracks and interprets student hand movements in order to recognize specific gestures which correspond to different programming constructs, and uses this information to create and execute programs using the Google Blockly visual programming framework.
We focus on various gesture recognition algorithms to interpret user data as specific gestures, including template matching, sector quantization, and supervised machine learning clustering algorithms
Transfer: Cross Modality Knowledge Transfer using Adversarial Networks -- A Study on Gesture Recognition
Knowledge transfer across sensing technology is a novel concept that has been
recently explored in many application domains, including gesture-based human
computer interaction. The main aim is to gather semantic or data driven
information from a source technology to classify / recognize instances of
unseen classes in the target technology. The primary challenge is the
significant difference in dimensionality and distribution of feature sets
between the source and the target technologies. In this paper, we propose
TRANSFER, a generic framework for knowledge transfer between a source and a
target technology. TRANSFER uses a language-based representation of a hand
gesture, which captures a temporal combination of concepts such as handshape,
location, and movement that are semantically related to the meaning of a word.
By utilizing a pre-specified syntactic structure and tokenizer, TRANSFER
segments a hand gesture into tokens and identifies individual components using
a token recognizer. The tokenizer in this language-based recognition system
abstracts the low-level technology-specific characteristics to the machine
interface, enabling the design of a discriminator that learns
technology-invariant features essential for recognition of gestures in both
source and target technologies. We demonstrate the usage of TRANSFER for three
different scenarios: a) transferring knowledge across technology by learning
gesture models from video and recognizing gestures using WiFi, b) transferring
knowledge from video to accelerometer, and d) transferring knowledge from
accelerometer to WiFi signals
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