6 research outputs found

    Gesture elicitation study on how to opt-in & Opt-out from interactions with public displays

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    Public interactive displays with gesture-recognizing cameras enable new forms of interactions. However, often such systems do not yet allow passers-by a choice to engage voluntarily or disengage from an interaction. To address this issue, this paper explores how people could use different kinds of gestures or voice commands to explicitly opt-in or opt-out of interactions with public installations. We report the results of a gesture elicitation study with 16 participants, generating gestures within five gesture-types for both a commercial and entertainment scenario. We present a categorization and themes of the 430 proposed gestures, and agreement scores showing higher consensus for torso gestures and for opting-out with face/head. Furthermore, patterns indicate that participants often chose non-verbal representations of opposing pairs such as ‘close and open’ when proposing gestures. Quantitative results showed overall preference for hand and arm gestures, and generally a higher acceptance for gestural interaction in the entertainment setting

    Agreement Study Using Gesture Description Analysis

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    Choosing adequate gestures for touchless interfaces is a challenging task that has a direct impact on human-computer interaction. Such gestures are commonly determined by the designer, ad-hoc, rule-based or agreement-based methods. Previous approaches to assess agreement grouped the gestures into equivalence classes and ignored the integral properties that are shared between them. In this work, we propose a generalized framework that inherently incorporates the gesture descriptors into the agreement analysis (GDA). In contrast to previous approaches, we represent gestures using binary description vectors and allow them to be partially similar. In this context, we introduce a new metric referred to as Soft Agreement Rate (SAR) to measure the level of agreement and provide a mathematical justification for this metric. Further, we performed computational experiments to study the behavior of SAR and demonstrate that existing agreement metrics are a special case of our approach. Our method was evaluated and tested through a guessability study conducted with a group of neurosurgeons. Nevertheless, our formulation can be applied to any other user-elicitation study. Results show that the level of agreement obtained by SAR is 2.64 times higher than the previous metrics. Finally, we show that our approach complements the existing agreement techniques by generating an artificial lexicon based on the most agreed properties

    A Wizard-of-Oz elicitation study examining child-defined gestures with a whole-body interface

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    Interactive spaces for children: gesture elicitation for controlling ground mini-robots

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    [EN] Interactive spaces for education are emerging as a mechanism for fostering children's natural ways of learning by means of play and exploration in physical spaces. The advanced interactive modalities and devices for such environments need to be both motivating and intuitive for children. Among the wide variety of interactive mechanisms, robots have been a popular research topic in the context of educational tools due to their attractiveness for children. However, few studies have focused on how children would naturally interact and explore interactive environments with robots. While there is abundant research on full-body interaction and intuitive manipulation of robots by adults, no similar research has been done with children. This paper therefore describes a gesture elicitation study that identified the preferred gestures and body language communication used by children to control ground robots. The results of the elicitation study were used to define a gestural language that covers the different preferences of the gestures by age group and gender, with a good acceptance rate in the 6-12 age range. The study also revealed interactive spaces with robots using body gestures as motivating and promising scenarios for collaborative or remote learning activities.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by the Spanish MINECO (TIN2014-60077-R). The work of Patricia Pons is supported by a national grant from the Spanish MECD (FPU13/03831). Special thanks are due to the children and teachers of the Col-legi Public Vicente Gaos for their valuable collaboration and dedication.Pons TomĂĄs, P.; JaĂ©n MartĂ­nez, FJ. (2020). Interactive spaces for children: gesture elicitation for controlling ground mini-robots. 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    A Survey of Applications and Human Motion Recognition with Microsoft Kinect

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    Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation

    Discoverable Free Space Gesture Sets for Walk-Up-and-Use Interactions

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    abstract: Advances in technology are fueling a movement toward ubiquity for beyond-the-desktop systems. Novel interaction modalities, such as free space or full body gestures are becoming more common, as demonstrated by the rise of systems such as the Microsoft Kinect. However, much of the interaction design research for such systems is still focused on desktop and touch interactions. Current thinking in free-space gestures are limited in capability and imagination and most gesture studies have not attempted to identify gestures appropriate for public walk-up-and-use applications. A walk-up-and-use display must be discoverable, such that first-time users can use the system without any training, flexible, and not fatiguing, especially in the case of longer-term interactions. One mechanism for defining gesture sets for walk-up-and-use interactions is a participatory design method called gesture elicitation. This method has been used to identify several user-generated gesture sets and shown that user-generated sets are preferred by users over those defined by system designers. However, for these studies to be successfully implemented in walk-up-and-use applications, there is a need to understand which components of these gestures are semantically meaningful (i.e. do users distinguish been using their left and right hand, or are those semantically the same thing?). Thus, defining a standardized gesture vocabulary for coding, characterizing, and evaluating gestures is critical. This dissertation presents three gesture elicitation studies for walk-up-and-use displays that employ a novel gesture elicitation methodology, alongside a novel coding scheme for gesture elicitation data that focuses on features most important to users’ mental models. Generalizable design principles, based on the three studies, are then derived and presented (e.g. changes in speed are meaningful for scroll actions in walk up and use displays but not for paging or selection). The major contributions of this work are: (1) an elicitation methodology that aids users in overcoming biases from existing interaction modalities; (2) a better understanding of the gestural features that matter, e.g. that capture the intent of the gestures; and (3) generalizable design principles for walk-up-and-use public displays.Dissertation/ThesisDoctoral Dissertation Computer Science 201
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