11 research outputs found

    Brave New GES World:A Systematic Literature Review of Gestures and Referents in Gesture Elicitation Studies

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    How to determine highly effective and intuitive gesture sets for interactive systems tailored to end users’ preferences? A substantial body of knowledge is available on this topic, among which gesture elicitation studies stand out distinctively. In these studies, end users are invited to propose gestures for specific referents, which are the functions to control for an interactive system. The vast majority of gesture elicitation studies conclude with a consensus gesture set identified following a process of consensus or agreement analysis. However, the information about specific gesture sets determined for specific applications is scattered across a wide landscape of disconnected scientific publications, which poses challenges to researchers and practitioners to effectively harness this body of knowledge. To address this challenge, we conducted a systematic literature review and examined a corpus of N=267 studies encompassing a total of 187, 265 gestures elicited from 6, 659 participants for 4, 106 referents. To understand similarities in users’ gesture preferences within this extensive dataset, we analyzed a sample of 2, 304 gestures extracted from the studies identified in our literature review. Our approach consisted of (i) identifying the context of use represented by end users, devices, platforms, and gesture sensing technology, (ii) categorizing the referents, (iii) classifying the gestures elicited for those referents, and (iv) cataloging the gestures based on their representation and implementation modalities. Drawing from the findings of this review, we propose guidelines for conducting future end-user gesture elicitation studies

    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

    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 Tomás, P.; Jaén Martínez, FJ. (2020). Interactive spaces for children: gesture elicitation for controlling ground mini-robots. 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    Exploring the Potential of Wrist-Worn Gesture Sensing

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    This thesis aims to explore the potential of wrist-worn gesture sensing. There has been a large amount of work on gesture recognition in the past utilizing different kinds of sensors. However, gesture sets tested across different work were all different, making it hard to compare them. Also, there has not been enough work on understanding what types of gestures are suitable for wrist-worn devices. Our work addresses these two problems and makes two main contributions compared to previous work: the specification of larger gesture sets, which were verified through an elicitation study generated by combining previous work; and an evaluation of the potential of gesture sensing with wrist-worn sensors. We developed a gesture recognition system, WristRec, which is a low-cost wrist-worn device utilizing bend sensors for gesture recognition. The design of WristRec aims to measure the tendon movement at the wrist while people perform gestures. We conducted a four-part study to verify the validity of the approach and the extent of gestures which can be detected using a wrist-worn system. During the initial stage, we verified the feasibility of WristRec using the Dynamic Time Warping (DTW) algorithm to perform gesture classification on a group of 5 gestures, the gesture set of the MYO armband. Next, we conducted an elicitation study to understand the trade-offs between hand, wrist, and arm gestures. The study helped us understand the type of gestures which wrist-worn system should be able to recognize. It also served as the base of our gesture set and our evaluation on the gesture sets used in the previous research. To evaluate the overall potential of wrist-worn recognition, we explored the design of hardware to recognize gestures by contrasting an Inertial measurement unit (IMU) only recognizer (the Serendipity system of Wen et al.) with our system. We assessed accuracies on a consensus gesture set and on a 27-gesture referent set, both extracted from the result of our elicitation study. Finally, we discuss the implications of our work both to the comparative evaluation of systems and to the design of enhanced hardware sensing

    Barehand Mode Switching in Touch and Mid-Air Interfaces

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    Raskin defines a mode as a distinct setting within an interface where the same user input will produce results different to those it would produce in other settings. Most interfaces have multiple modes in which input is mapped to different actions, and, mode-switching is simply the transition from one mode to another. In touch interfaces, the current mode can change how a single touch is interpreted: for example, it could draw a line, pan the canvas, select a shape, or enter a command. In Virtual Reality (VR), a hand gesture-based 3D modelling application may have different modes for object creation, selection, and transformation. Depending on the mode, the movement of the hand is interpreted differently. However, one of the crucial factors determining the effectiveness of an interface is user productivity. Mode-switching time of different input techniques, either in a touch interface or in a mid-air interface, affects user productivity. Moreover, when touch and mid-air interfaces like VR are combined, making informed decisions pertaining to the mode assignment gets even more complicated. This thesis provides an empirical investigation to characterize the mode switching phenomenon in barehand touch-based and mid-air interfaces. It explores the potential of using these input spaces together for a productivity application in VR. And, it concludes with a step towards defining and evaluating the multi-faceted mode concept, its characteristics and its utility, when designing user interfaces more generally

    Shut Up and Take My Money: Engaging Facebook Communities to Build the Brand Narrative

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    Social media is revolutionizing the way firms manage their brands. A broad variety of platforms provide businesses an opportunity to engage in bidirectional dialogue with their customers, the effect of which is to enhance the brand/consumer relationship. This paper contends that virtual brand communities of the type that form through social media have an important role to play in the development of a brand’s personality. Using a case study approach we demonstrate how one firm has adopted Facebook to provide their brand community with a voice which contributes to the development of the brand narrative. We find that by using well-crafted content the firm elicits the support of their community and that this interaction contributes to the development of the brand ethos
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