110 research outputs found

    Collaborative robot control with hand gestures

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    Mestrado de dupla diplomação com a Université Libre de TunisThis thesis focuses on hand gesture recognition by proposing an architecture to control a collaborative robot in real-time vision based on hand detection, tracking, and gesture recognition for interaction with an application via hand gestures. The first stage of our system allows detecting and tracking a bar e hand in a cluttered background using skin detection and contour comparison. The second stage allows recognizing hand gestures using a Machine learning method algorithm. Finally an interface has been developed to control the robot over. Our hand gesture recognition system consists of two parts, in the first part for every frame captured from a camera we extract the keypoints for every training image using a machine learning algorithm, and we appoint the keypoints from every image into a keypoint map. This map is treated as an input for our processing algorithm which uses several methods to recognize the fingers in each hand. In the second part, we use a 3D camera with Infrared capabilities to get a 3D model of the hand to implement it in our system, after that we track the fingers in each hand and recognize them which made it possible to count the extended fingers and to distinguish each finger pattern. An interface to control the robot has been made that utilizes the previous steps that gives a real-time process and a dynamic 3D representation.Esta dissertação trata do reconhecimento de gestos realizados com a mão humana, propondo uma arquitetura para interagir com um robô colaborativo, baseado em visão computacional, rastreamento e reconhecimento de gestos. O primeiro estágio do sistema desenvolvido permite detectar e rastrear a presença de uma mão em um fundo desordenado usando detecção de pele e comparação de contornos. A segunda fase permite reconhecer os gestos das mãos usando um algoritmo do método de aprendizado de máquina. Finalmente, uma interface foi desenvolvida para interagir com robô. O sistema de reconhecimento de gestos manuais está dividido em duas partes. Na primeira parte, para cada quadro capturado de uma câmera, foi extraído os pontos-chave de cada imagem de treinamento usando um algoritmo de aprendizado de máquina e nomeamos os pontos-chave de cada imagem em um mapa de pontos-chave. Este mapa é tratado como uma entrada para o algoritmo de processamento que usa vários métodos para reconhecer os dedos em cada mão. Na segunda parte, foi utilizado uma câmera 3D com recursos de infravermelho para obter um modelo 3D da mão para implementá-lo em no sistema desenvolvido, e então, foi realizado os rastreio dos dedos de cada mão seguido pelo reconhecimento que possibilitou contabilizar os dedos estendidos e para distinguir cada padrão de dedo. Foi elaborado uma interface para interagir com o robô manipulador que utiliza as etapas anteriores que fornece um processo em tempo real e uma representação 3D dinâmica

    Context-aware gestural interaction in the smart environments of the ubiquitous computing era

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    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophyTechnology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms

    Towards an interactive environment for the performance of Dubstep music

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    This Masters by Research project explores the integration of different concepts relating to the presence of the human body in Dubstep music performance. Three intended performance systems propose that the body is the logical site for the interactive control of live Dubstep music. The physicality and gestures of instrumentalists, choreographed dancers, and audience members will be examined in order to develop new and exciting ways to perform this genre in a live setting. The systems take on a three-tiered hierarchical approach on two levels in regards to the extraction of gestural information from human body movements, as well as in regards to the importance – and length – of musical phenomena and parameters that are under control. The characteristics of Dubstep music are defined and maintained within each interactive music system. A model for this each proposed system will be examined, including discussion of the technology and methodology employed in order to apply the two hierarchies and create the interactive environment

    Remote tactile feedback on interactive surfaces

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    Direct touch input on interactive surfaces has become a predominating standard for the manipulation of digital information in our everyday lives. However, compared to our rich interchange with the physical world, the interaction with touch-based systems is limited in terms of flexibility of input and expressiveness of output. Particularly, the lack of tactile feedback greatly reduces the general usability of a touch-based system and hinders from a productive entanglement of the virtual information with the physical world. This thesis proposes remote tactile feedback as a novel method to provide programmed tactile stimuli supporting direct touch interactions. The overall principle is to spatially decouple the location of touch input (e.g. fingertip or hand) and the location of the tactile sensation on the user's body (e.g. forearm or back). Remote tactile feedback is an alternative concept which avoids particular challenges of existing approaches. Moreover, the principle provides inherent characteristics which can accommodate for the requirements of current and future touch interfaces. To define the design space, the thesis provides a structured overview of current forms of touch surfaces and identifies trends towards non-planar and non-rigid forms with more versatile input mechanisms. Furthermore, a classification highlights limitations of the current methods to generate tactile feedback on touch-based systems. The proposed notion of tactile sensory relocation is a form of sensory substitution. Underlying neurological and psychological principles corroborate the approach. Thus, characteristics of the human sense of touch and principles from sensory substitution help to create a technical and conceptual framework for remote tactile feedback. Three consecutive user studies measure and compare the effects of both direct and remote tactile feedback on the performance and the subjective ratings of the user. Furthermore, the experiments investigate different body locations for the application of tactile stimuli. The results show high subjective preferences for tactile feedback, regardless of its type of application. Additionally, the data reveals no significant differences between the effects of direct and remote stimuli. The results back the feasibility of the approach and provide parameters for the design of stimuli and the effective use of the concept. The main part of the thesis describes the systematical exploration and analysis of the inherent characteristics of remote tactile feedback. Four specific features of the principle are identified: (1) the simplification of the integration of cutaneous stimuli, (2) the transmission of proactive, reactive and detached feedback, (3) the increased expressiveness of tactile sensations and (4) the provision of tactile feedback during multi-touch. In each class, several prototypical remote tactile interfaces are used in evaluations to analyze the concept. For example, the PhantomStation utilizes psychophysical phenomena to reduce the number of single tactile actuators. An evaluation with the prototype compares standard actuator technologies with each other in order to enable simple and scalable implementations. The ThermalTouch prototype creates remote thermal stimuli to reproduce material characteristics on standard touchscreens. The results show a stable rate of virtual object discrimination based on remotely applied temperature profiles. The AutmotiveRTF system is implemented in a vehicle and supports the driver's input on the in-vehicle-infotainment system. A field study with the system focuses on evaluating the effects of proactive and reactive feedback on the user's performance. The main contributions of the dissertation are: First, the thesis introduces the principle of remote tactile feedback and defines a design space for this approach as an alternative method to provide non-visual cues on interactive surfaces. Second, the thesis describes technical examples to rapidly prototype remote tactile feedback systems. Third, these prototypes are deployed in several evaluations which highlight the beneficial subjective and objective effects of the approach. Finally, the thesis presents features and inherent characteristics of remote tactile feedback as a means to support the interaction on today's touchscreens and future interactive surfaces.Die Interaktion mit berührungsempfindlichen Oberflächen ist heute ein Standard für die Manipulation von digitaler Information. Jedoch weist die Bedienung dieser interaktiven Bildschirme starke Einschränkungen hinsichtlich der Flexibilität bei der Eingabe und der Ausdruckskraft der Ausgabe auf, wenn man sie mit den vielfältigen Möglichkeiten des Umgangs mit Objekten in unserer Alltagswelt vergleicht. Besonders die nicht vorhandenen Tastsinnesrückmeldungen vermindern stark die Benutzbarkeit solcher Systeme und verhindern eine effektive Verknüpfung von virtueller Information und physischer Welt. Die vorliegende Dissertation beschreibt den Ansatz der 'distalen taktilen Rückmeldungen' als neuartige Möglichkeit zur Vermittlung programmierter Tastsinnesreize an Benutzer interaktiver Oberflächen. Das Grundprinzip dabei ist die räumliche Trennung zwischen der Eingabe durch Berührung (z.B. mit der Fingerspitze) und dem daraus resultierenden taktilen Reiz am Körper der Benutzer (z.B. am Rücken). Dabei vermeidet das Konzept der distalen taktilen Rückmeldungen einzelne technische und konzeptionelle Nachteile existierender Ansätze. Zusätzlich bringt es Interaktionsmöglichkeiten mit sich, die den Eigenheiten der Interaktion mit aktuellen und auch zukünftigen berührungsempfindlichen Oberflächen Rechnung tragen. Zu Beginn zeigt ein Überblick zu relevanten Arbeiten den aktuellen Forschungstrend hin zu nicht-flachen und verformbaren berührungsempfindlichen Oberflächen sowie zu vielfältigeren Eingabemethoden. Eine Klassifizierung ordnet existierende technische Verfahren zur Erzeugung von künstlichen Tastsinnesreizen und stellt jeweils konzeptuelle und technische Herausforderungen dar. Der in dieser Arbeit vorgeschlagene Ansatz der Verlagerung von Tastsinnesreizen ist eine Form der sensorischen Substitution, zugrunde liegende neurologische und psychologische Prinzipien untermauern das Vorgehen. Die Wirkprinzipien des menschlichen Tastsinnes und die Systeme zur sensorischen Substitution liefern daher konzeptionelle und technische Richtlinien zur Umsetzung der distalen taktilen Rückmeldungen. Drei aufeinander aufbauende Benutzerstudien vergleichen die Auswirkungen von direkten und distalen taktilen Rückmeldungen auf die Leistung und das Verhalten von Benutzern sowie deren subjektive Bewertung der Interaktion. Außerdem werden in den Experimenten die Effekte von Tastsinnesreizen an verschiedenen Körperstellen untersucht. Die Ergebnisse zeigen starke Präferenzen für Tastsinnesrückmeldungen, unabhängig von deren Applikationsort. Die Daten ergeben weiterhin keine signifikanten Unterschiede bei den quantitativen Effekten von direktem und distalen Rückmeldungen. Diese Ergebnisse befürworten die Realisierbarkeit des Ansatzes und zeigen Richtlinien für weitere praktische Umsetzungen auf. Der Hauptteil der Dissertation beschreibt die systematische Untersuchung und Analyse der inhärenten Möglichkeiten, die sich aus der Vermittlung distaler taktiler Rückmeldungen ergeben. Vier verschiedene Charakteristika werden identifiziert: (1) die vereinfachte Integration von Tastsinnesreizen, (2) die Vermittlung von proaktiven, reaktiven und entkoppelten Rückmeldungen, (3) die erhöhte Bandbreite der taktilen Signale und (4) die Darstellung von individuellen Tastsinnesreizen für verschiedene Kontaktpunkte mit der berührungsempfindlichen Oberfläche. Jedes dieser Prinzipien wird durch prototypische Systeme umgesetzt und in Benutzerstudien analysiert. Beispielsweise nutzt das System PhantomStation psychophysikalische Illusionen, um die Anzahl der einzelnen Reizgeber zu reduzieren. In einer Evaluierung des Prototypen werden mehrere Aktuatortechnologien verglichen, um einfache und skalierbare Ansätze zu identifizieren. Der ThermalTouch-Prototyp wird dazu genutzt, distale thermale Reize zu vermitteln, um so Materialeigenschaften auf Berührungsbildschirmen darstellen zu können. Eine Benutzerstudie zeigt, dass sich auf Basis dieser Temperaturverläufe virtuelle Objekte unterscheiden lassen. Das AutomotiveRTF-System wird schließlich in ein Kraftfahrzeug integriert, um den Fahrer bei der Eingabe auf dem Informations- und Unterhaltungssystem zu unterstützen. Eine Feldstudie untersucht die Auswirkungen der proaktiven und reaktiven Rückmeldungen auf die Benutzerleistung. Die vorliegende Dissertation leistet mehrere Beiträge zur Mensch-Maschine-Interaktion: Das Prinzip der distalen taktilen Rückmeldungen wird eingeführt als Alternative zur Erzeugung nicht-visueller Rückmeldungen auf interaktiven Oberflächen. Es werden technische Verfahrensweisen zur prototypischen Implementierung solcher Systeme vorgeschlagen. Diese technischen Prototypen werden in einer Vielzahl verschiedener Benutzerstudien eingesetzt, welche die quantitativen und qualitativen Vorteile des Ansatzes aufzeigen. Schließlich wird gezeigt, wie sich das Prinzip zur Unterstützung heutiger und zukünftiger Interaktionsformen mit berührungsempfindlichen Bildschirmen nutzen lässt

    Integrating passive ubiquitous surfaces into human-computer interaction

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    Mobile technologies enable people to interact with computers ubiquitously. This dissertation investigates how ordinary, ubiquitous surfaces can be integrated into human-computer interaction to extend the interaction space beyond the edge of the display. It turns out that acoustic and tactile features generated during an interaction can be combined to identify input events, the user, and the surface. In addition, it is shown that a heterogeneous distribution of different surfaces is particularly suitable for realizing versatile interaction modalities. However, privacy concerns must be considered when selecting sensors, and context can be crucial in determining whether and what interaction to perform.Mobile Technologien ermöglichen den Menschen eine allgegenwärtige Interaktion mit Computern. Diese Dissertation untersucht, wie gewöhnliche, allgegenwärtige Oberflächen in die Mensch-Computer-Interaktion integriert werden können, um den Interaktionsraum über den Rand des Displays hinaus zu erweitern. Es stellt sich heraus, dass akustische und taktile Merkmale, die während einer Interaktion erzeugt werden, kombiniert werden können, um Eingabeereignisse, den Benutzer und die Oberfläche zu identifizieren. Darüber hinaus wird gezeigt, dass eine heterogene Verteilung verschiedener Oberflächen besonders geeignet ist, um vielfältige Interaktionsmodalitäten zu realisieren. Bei der Auswahl der Sensoren müssen jedoch Datenschutzaspekte berücksichtigt werden, und der Kontext kann entscheidend dafür sein, ob und welche Interaktion durchgeführt werden soll

    Playful Materialities

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Playful Materialities: The Stuff That Games Are Made Of

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Interactive maps for visually impaired people : design, usability and spatial cognition

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    Connaître la géographie de son environnement urbain est un enjeu important pour les personnes déficientes visuelles. Des cartes tactiles en relief sont généralement utilisées mais elles présentent des limitations importantes (nombre limité d'informations, recours à une légende braille). Les nouvelles technologies permettent d'envisager des solutions innovantes. Nous avons conçu et développé une carte interactive accessible, en suivant un processus de conception participative. Cette carte est basée sur un dispositif multi-touch, une carte tactile en relief et une sortie sonore. Ce dispositif permet au sujet de recueillir des informations en double-cliquant sur certains objets de la carte. Nous avons démontré expérimentalement que ce prototype était plus efficace et plus satisfaisant pour des utilisateurs déficients visuels qu'une carte tactile simple. Nous avons également exploré et testé différents types d'interactions avancées accessibles pour explorer la carte. Cette thèse démontre l'importance des cartes tactiles interactives pour les déficients visuels et leur cognition spatiale.Knowing the geography of an urban environment is crucial for visually impaired people. Tactile relief maps are generally used, but they retain significant limitations (limited amount of information, use of braille legend, etc.). Recent technological progress allows the development of innovative solutions which overcome these limitations. In this thesis, we present the design of an accessible interactive map through a participatory design process. This map is composed by a multi-touch screen with tactile map overlay and speech output. It provides auditory information when tapping on map elements. We have demonstrated in an experiment that our prototype was more effective and satisfactory for visually impaired users than a simple raised-line map. We also explored and tested different types of advanced non-visual interaction for exploring the map. This thesis demonstrates the importance of interactive tactile maps for visually impaired people and their spatial cognition

    Playful Materialities

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
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