17 research outputs found

    Machine Learning in Sensors and Imaging

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    Machine learning is extending its applications in various fields, such as image processing, the Internet of Things, user interface, big data, manufacturing, management, etc. As data are required to build machine learning networks, sensors are one of the most important technologies. In addition, machine learning networks can contribute to the improvement in sensor performance and the creation of new sensor applications. This Special Issue addresses all types of machine learning applications related to sensors and imaging. It covers computer vision-based control, activity recognition, fuzzy label classification, failure classification, motor temperature estimation, the camera calibration of intelligent vehicles, error detection, color prior model, compressive sensing, wildfire risk assessment, shelf auditing, forest-growing stem volume estimation, road management, image denoising, and touchscreens

    SpeciFingers

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    The inadequate use of finger properties has limited the input space of touch interaction. By leveraging the category of contacting fingers, finger-specific interaction is able to expand input vocabulary. However, accurate finger identification remains challenging, as it requires either additional sensors or limited sets of identifiable fingers to achieve ideal accuracy in previous works. We introduce SpeciFingers, a novel approach to identify fingers with the capacitive raw data on touchscreens. We apply a neural network of an encoder-decoder architecture, which captures the spatio-temporal features in capacitive image sequences. To assist users in recovering from misidentification, we propose a correction mechanism to replace the existing undo-redo process. Also, we present a design space of finger-specific interaction with example interaction techniques. In particular, we designed and implemented a use case of optimizing the performance in pointing on small targets. We evaluated our identification model and error correction mechanism in our use case

    Finger orientation as an additional input dimension for touchscreens

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    Since the first digital computer in 1941 and the first personal computer back in 1975, the way we interact with computers has radically changed. The keyboard is still one of the two main input devices for desktop computers which is accompanied most of the time by a mouse or trackpad. However, the interaction with desktop and laptop computers today only make up a small percentage of current interaction with computing devices. Today, we mostly interact with ubiquitous computing devices, and while the first ubiquitous devices were controlled via buttons, this changed with the invention of touchscreens. Moreover, the phone as the most prominent ubiquitous computing device is heavily relying on touch interaction as the dominant input mode. Through direct touch, users can directly interact with graphical user interfaces (GUIs). GUI controls can directly be manipulated by simply touching them. However, current touch devices reduce the richness of touch input to two-dimensional positions on the screen. In this thesis, we investigate the potential of enriching a simple touch with additional information about the finger touching the screen. We propose to use the user’s finger orientation as two additional input dimensions. We investigate four key areas which make up the foundation to fully understand finger orientation as an additional input technique. With these insights, we provide designers with the foundation to design new gestures sets and use cases which take the finger orientation into account. We first investigate approaches to recognize finger orientation input and provide ready-to-deploy models to recognize the orientation. Second, we present design guidelines for a comfortable use of finger orientation. Third, we present a method to analyze applications in social settings to design use cases with possible conversation disruption in mind. Lastly, we present three ways how new interaction techniques like finger orientation input can be communicated to the user. This thesis contributes these four key insights to fully understand finger orientation as an additional input technique. Moreover, we combine the key insights to lay the foundation to evaluate every new interaction technique based on the same in-depth evaluation

    Practical and Rich User Digitization

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    A long-standing vision in computer science has been to evolve computing devices into proactive assistants that enhance our productivity, health and wellness, and many other facets of our lives. User digitization is crucial in achieving this vision as it allows computers to intimately understand their users, capturing activity, pose, routine, and behavior. Today's consumer devices - like smartphones and smartwatches provide a glimpse of this potential, offering coarse digital representations of users with metrics such as step count, heart rate, and a handful of human activities like running and biking. Even these very low-dimensional representations are already bringing value to millions of people's lives, but there is significant potential for improvement. On the other end, professional, high-fidelity comprehensive user digitization systems exist. For example, motion capture suits and multi-camera rigs that digitize our full body and appearance, and scanning machines such as MRI capture our detailed anatomy. However, these carry significant user practicality burdens, such as financial, privacy, ergonomic, aesthetic, and instrumentation considerations, that preclude consumer use. In general, the higher the fidelity of capture, the lower the user's practicality. Most conventional approaches strike a balance between user practicality and digitization fidelity. My research aims to break this trend, developing sensing systems that increase user digitization fidelity to create new and powerful computing experiences while retaining or even improving user practicality and accessibility, allowing such technologies to have a societal impact. Armed with such knowledge, our future devices could offer longitudinal health tracking, more productive work environments, full body avatars in extended reality, and embodied telepresence experiences, to name just a few domains.Comment: PhD thesi

    Behaviour-aware mobile touch interfaces

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    Mobile touch devices have become ubiquitous everyday tools for communication, information, as well as capturing, storing and accessing personal data. They are often seen as personal devices, linked to individual users, who access the digital part of their daily lives via hand-held touchscreens. This personal use and the importance of the touch interface motivate the main assertion of this thesis: Mobile touch interaction can be improved by enabling user interfaces to assess and take into account how the user performs these interactions. This thesis introduces the new term "behaviour-aware" to characterise such interfaces. These behaviour-aware interfaces aim to improve interaction by utilising behaviour data: Since users perform touch interactions for their main tasks anyway, inferring extra information from said touches may, for example, save users' time and reduce distraction, compared to explicitly asking them for this information (e.g. user identity, hand posture, further context). Behaviour-aware user interfaces may utilise this information in different ways, in particular to adapt to users and contexts. Important questions for this research thus concern understanding behaviour details and influences, modelling said behaviour, and inference and (re)action integrated into the user interface. In several studies covering both analyses of basic touch behaviour and a set of specific prototype applications, this thesis addresses these questions and explores three application areas and goals: 1) Enhancing input capabilities – by modelling users' individual touch targeting behaviour to correct future touches and increase touch accuracy. The research reveals challenges and opportunities of behaviour variability arising from factors including target location, size and shape, hand and finger, stylus use, mobility, and device size. The work further informs modelling and inference based on targeting data, and presents approaches for simulating touch targeting behaviour and detecting behaviour changes. 2) Facilitating privacy and security – by observing touch targeting and typing behaviour patterns to implicitly verify user identity or distinguish multiple users during use. The research shows and addresses mobile-specific challenges, in particular changing hand postures. It also reveals that touch targeting characteristics provide useful biometric value both in the lab as well as in everyday typing. Influences of common evaluation assumptions are assessed and discussed as well. 3) Increasing expressiveness – by enabling interfaces to pass on behaviour variability from input to output space, studied with a keyboard that dynamically alters the font based on current typing behaviour. Results show that with these fonts users can distinguish basic contexts as well as individuals. They also explicitly control font influences for personal communication with creative effects. This thesis further contributes concepts and implemented tools for collecting touch behaviour data, analysing and modelling touch behaviour, and creating behaviour-aware and adaptive mobile touch interfaces. Together, these contributions support researchers and developers in investigating and building such user interfaces. Overall, this research shows how variability in mobile touch behaviour can be addressed and exploited for the benefit of the users. The thesis further discusses opportunities for transfer and reuse of touch behaviour models and information across applications and devices, for example to address tradeoffs of privacy/security and usability. Finally, the work concludes by reflecting on the general role of behaviour-aware user interfaces, proposing to view them as a way of embedding expectations about user input into interactive artefacts

    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

    Design and Implementation of Bio-inspired Underwater Electrosense

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    Underwater electrosense, manipulating underwater electric field for sensing purpose, is a growing technology bio-inspired by weakly electric fish that can navigate in dark or cluttered water. We studied its theoretical foundations and developed sophisticated sensing algorithms including some first-introduced techniques such as discrete dipole approximation (DDA) and convolutional neural networks (CNN), which were tested and validated by simulation and a planar sensor prototype. This work pave a solid way to applications on practical underwater robots

    Intelligent in-vehicle interaction technologies

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    With rapid advances in the field of autonomous vehicles (AVs), the ways in which human–vehicle interaction (HVI) will take place inside the vehicle have attracted major interest and, as a result, intelligent interiors are being explored to improve the user experience, acceptance, and trust. This is also fueled by parallel research in areas such as perception and control of robots, safe human–robot interaction, wearable systems, and the underpinning flexible/printed electronics technologies. Some of these are being routed to AVs. Growing number of network of sensors are being integrated into the vehicles for multimodal interaction to draw correct inferences of the communicative cues from the user and to vary the interaction dynamics depending on the cognitive state of the user and contextual driving scenario. In response to this growing trend, this timely article presents a comprehensive review of the technologies that are being used or developed to perceive user's intentions for natural and intuitive in-vehicle interaction. The challenges that are needed to be overcome to attain truly interactive AVs and their potential solutions are discussed along with various new avenues for future research

    A computational approach to gestural interactions of the upper limb on planar surfaces

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    There are many compelling reasons for proposing new gestural interactions: one might want to use a novel sensor that affords access to data that couldn’t be previously captured, or transpose a well-known task into a different unexplored scenario. After an initial design phase, the creation, optimisation or understanding of new interactions remains, however, a challenge. Models have been used to foresee interaction properties: Fitts’ law, for example, accurately predicts movement time in pointing and steering tasks. But what happens when no existing models apply? The core assertion to this work is that a computational approach provides frameworks and associated tools that are needed to model such interactions. This is supported through three research projects, in which discriminative models are used to enable interactions, optimisation is included as an integral part of their design and reinforcement learning is used to explore motions users produce in such interactions

    HandSight: A Touch-Based Wearable System to Increase Information Accessibility for People with Visual Impairments

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    Many activities of daily living such as getting dressed, preparing food, wayfinding, or shopping rely heavily on visual information, and the inability to access that information can negatively impact the quality of life for people with vision impairments. While numerous researchers have explored solutions for assisting with visual tasks that can be performed at a distance, such as identifying landmarks for navigation or recognizing people and objects, few have attempted to provide access to nearby visual information through touch. Touch is a highly attuned means of acquiring tactile and spatial information, especially for people with vision impairments. By supporting touch-based access to information, we may help users to better understand how a surface appears (e.g., document layout, clothing patterns), thereby improving the quality of life. To address this gap in research, this dissertation explores methods to augment a visually impaired user’s sense of touch with interactive, real-time computer vision to access information about the physical world. These explorations span three application areas: reading and exploring printed documents, controlling mobile devices, and identifying colors and visual textures. At the core of each application is a system called HandSight that uses wearable cameras and other sensors to detect touch events and identify surface content beneath the user’s finger. To create HandSight, we designed and implemented the physical hardware, developed signal processing and computer vision algorithms, and designed real-time feedback that enables users to interpret visual or digital content. We involve visually impaired users throughout the design and development process, conducting several user studies to assess usability and robustness and to improve our prototype designs. The contributions of this dissertation include: (i) developing and iteratively refining HandSight, a novel wearable system to assist visually impaired users in their daily lives; (ii) evaluating HandSight across a diverse set of tasks, and identifying tradeoffs of a finger-worn approach in terms of physical design, algorithmic complexity and robustness, and usability; and (iii) identifying broader design implications for future wearable systems and for the fields of accessibility, computer vision, augmented and virtual reality, and human-computer interaction
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