3,369 research outputs found
Intimate interfaces in action: assessing the usability and subtlety of emg-based motionless gestures
Mobile communication devices, such as mobile phones and networked personal digital assistants (PDAs), allow users to be constantly connected and communicate anywhere and at any time, often resulting in personal and private communication taking place in public spaces. This private -- public contrast can be problematic. As a remedy, we promote intimate interfaces: interfaces that allow subtle and minimal mobile interaction, without disruption of the surrounding environment. In particular, motionless gestures sensed through the electromyographic (EMG) signal have been proposed as a solution to allow subtle input in a mobile context. In this paper we present an expansion of the work on EMG-based motionless gestures including (1) a novel study of their usability in a mobile context for controlling a realistic, multimodal interface and (2) a formal assessment of how noticeable they are to informed observers. Experimental results confirm that subtle gestures can be profitably used within a multimodal interface and that it is difficult for observers to guess when someone is performing a gesture, confirming the hypothesis of subtlety
Interaction With Tilting Gestures In Ubiquitous Environments
In this paper, we introduce a tilting interface that controls direction based
applications in ubiquitous environments. A tilt interface is useful for
situations that require remote and quick interactions or that are executed in
public spaces. We explored the proposed tilting interface with different
application types and classified the tilting interaction techniques. Augmenting
objects with sensors can potentially address the problem of the lack of
intuitive and natural input devices in ubiquitous environments. We have
conducted an experiment to test the usability of the proposed tilting interface
to compare it with conventional input devices and hand gestures. The experiment
results showed greater improvement of the tilt gestures in comparison with hand
gestures in terms of speed, accuracy, and user satisfaction.Comment: 13 pages, 10 figure
EYECOM: an innovative approach for computer interaction
The world is innovating rapidly, and there is a need for continuous interaction with the technology. Sadly, there do not exist promising options for paralyzed people to interact with the machines i.e., laptops, smartphones, and tabs. A few commercial solutions such as Google Glasses are costly and cannot be afforded by every paralyzed person for such interaction. Towards this end, the thesis proposes a retina-controlled device called EYECOM. The proposed device is constructed from off-the-shelf cost-effective yet robust IoT devices (i.e., Arduino microcontrollers, Xbee wireless sensors, IR diodes, and accelerometer). The device can easily be mounted on to the glasses; the paralyzed person using this device can interact with the machine using simple head movement and eye blinks. The IR detector is located in front of the eye to illuminate the eye region. As a result of illumination, the eye reflects IR light which includes electrical signals and as the eyelids close, the reflected light over eye surface is disrupted, and such change in reflected value is recorded. Further to enable cursor movement onto the computer screen for the paralyzed person a device named accelerometer is used. The accelerometer is a small device, with the size of phalanges, a human thumb bone. The device operates on the principle of axis-based motion sensing and it can be worn as a ring by a paralyzed person. A microcontroller processes the inputs from the IR sensors, accelerometer and transmits them wirelessly via Xbee wireless sensor (i.e., a radio) to another microcontroller attached to the computer. With the help of a proposed algorithm, the microcontroller attached to the computer, on receiving the signals moves cursor onto the computer screen and facilitate performing actions, as simple as opening a document to operating a word-to-speech software. EYECOM has features which can help paralyzed persons to continue their contributions towards the technological world and become an active part of the society. Resultantly, they will be able to perform number of tasks without depending upon others from as simple as reading a newspaper on the computer to activate word-to-voice software
Multimodal, Embodied and Location-Aware Interaction
This work demonstrates the development of mobile, location-aware, eyes-free applications which utilise multiple sensors to provide a continuous, rich and embodied interaction. We bring together ideas from the fields of
gesture recognition, continuous multimodal interaction, probability theory and audio interfaces to design and develop location-aware applications and embodied interaction in both a small-scale, egocentric body-based case and a large-scale, exocentric `world-based' case.
BodySpace is a gesture-based application, which utilises multiple sensors and pattern recognition enabling the human body to be used as the interface for an application. As an example, we describe the development of a gesture controlled music player, which functions by placing the device at different parts of the body. We describe a new approach to the segmentation and recognition of gestures for this kind of application and show how simulated physical model-based interaction techniques and the use of real world constraints can shape the gestural interaction.
GpsTunes is a mobile, multimodal navigation system equipped with inertial control that enables users to actively explore and navigate through an area in an augmented physical space, incorporating and displaying uncertainty resulting from inaccurate sensing and unknown user intention. The system propagates uncertainty appropriately via Monte Carlo sampling and output is displayed both visually and in audio, with audio rendered via granular synthesis. We demonstrate the use of uncertain prediction in the real world and show that appropriate display of the full distribution of potential future user positions with respect to sites-of-interest can improve the quality
of interaction over a simplistic interpretation of the sensed data. We show that this system enables eyes-free navigation around set trajectories or paths unfamiliar to the user for varying trajectory width and context. We demon-
strate the possibility to create a simulated model of user behaviour, which may be used to gain an insight into the user behaviour observed in our field trials. The extension of this application to provide a general mechanism for
highly interactive context aware applications via density exploration is also presented. AirMessages is an example application enabling users to take an embodied approach to scanning a local area to find messages left in their
virtual environment
Multimodal, Embodied and Location-Aware Interaction
This work demonstrates the development of mobile, location-aware, eyes-free applications which utilise multiple sensors to provide a continuous, rich and embodied interaction. We bring together ideas from the fields of
gesture recognition, continuous multimodal interaction, probability theory and audio interfaces to design and develop location-aware applications and embodied interaction in both a small-scale, egocentric body-based case and a large-scale, exocentric `world-based' case.
BodySpace is a gesture-based application, which utilises multiple sensors and pattern recognition enabling the human body to be used as the interface for an application. As an example, we describe the development of a gesture controlled music player, which functions by placing the device at different parts of the body. We describe a new approach to the segmentation and recognition of gestures for this kind of application and show how simulated physical model-based interaction techniques and the use of real world constraints can shape the gestural interaction.
GpsTunes is a mobile, multimodal navigation system equipped with inertial control that enables users to actively explore and navigate through an area in an augmented physical space, incorporating and displaying uncertainty resulting from inaccurate sensing and unknown user intention. The system propagates uncertainty appropriately via Monte Carlo sampling and output is displayed both visually and in audio, with audio rendered via granular synthesis. We demonstrate the use of uncertain prediction in the real world and show that appropriate display of the full distribution of potential future user positions with respect to sites-of-interest can improve the quality
of interaction over a simplistic interpretation of the sensed data. We show that this system enables eyes-free navigation around set trajectories or paths unfamiliar to the user for varying trajectory width and context. We demon-
strate the possibility to create a simulated model of user behaviour, which may be used to gain an insight into the user behaviour observed in our field trials. The extension of this application to provide a general mechanism for
highly interactive context aware applications via density exploration is also presented. AirMessages is an example application enabling users to take an embodied approach to scanning a local area to find messages left in their
virtual environment
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