269 research outputs found

    Freehand Gestural Text Entry for Interactive TV

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    Towards the design of effective freehand gestural interaction for interactive TV

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    As interactive devices become pervasive, people are beginning to looking for more advanced interaction with televisions in the living room. Interactive television has the potential to offer a very engaging experience. But most common user tasks are still challenging with such systems, such as menu selection or text input. And little work has been done on understanding and sup-porting the effective design of freehand interaction with an TV in the living room. In this paper, we perform two studies investi-gating freehand gestural interaction with a consumer level sensor, which is suitable for TV scenarios. In the first study, we inves-tigate a range of design factors for tiled layout menu selection, including wearable feedback, push gesture depth, target size and position in motor space. The results show that tactile and audio feedback have no significant effect on performance and prefer-ence, and these results inform potential designs for high selection performance. In the second study, we investigate a common TV user task of text input using freehand gesture. We design and evaluate two virtual keyboard layouts and three freehand selec-tion methods. Results show that ease of use and error tolerance can be both achieved using a text entry method utilizing a dual circle layout and an expanding target selection technique. Finally, we propose design guidelines for effective, usable and com-fortable freehand gestural interaction for interactive TV based on the findings.Comment: Preprint version of our paper accepted by Journal of Intelligent and Fuzzy System

    Designing for Effective Freehand Gestural Interaction

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    Understanding 3D mid-air hand gestures with interactive surfaces and displays: a systematic literature review

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    3D gesture based systems are becoming ubiquitous and there are many mid-air hand gestures that exist for interacting with digital surfaces and displays. There is no well defined gesture set for 3D mid-air hand gestures which makes it difficult to develop applications that have consistent gestures. To understand what gestures exist we conducted the first comprehensive systematic literature review on mid-air hand gestures following existing research methods. The results of the review identified 65 papers where the mid-air hand gestures supported tasks for selection, navigation, and manipulation. We also classified the gestures according to a gesture classification scheme and identified how these gestures have been empirically evaluated. The results of the review provide a richer understanding of what mid-air hand gestures have been designed, implemented, and evaluated in the literature which can help developers design better user experiences for digital interactive surfaces and displays

    Understanding 3D mid-air hand gestures with interactive surfaces and displays: a systematic literature review

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    3D gesture based systems are becoming ubiquitous and there are many mid-air hand gestures that exist for interacting with digital surfaces and displays. There is no well defined gesture set for 3D mid-air hand gestures which makes it difficult to develop applications that have consistent gestures. To understand what gestures exist we conducted the first comprehensive systematic literature review on mid-air hand gestures following existing research methods. The results of the review identified 65 papers where the mid-air hand gestures supported tasks for selection, navigation, and manipulation. We also classified the gestures according to a gesture classification scheme and identified how these gestures have been empirically evaluated. The results of the review provide a richer understanding of what mid-air hand gestures have been designed, implemented, and evaluated in the literature which can help developers design better user experiences for digital interactive surfaces and displays

    Interaction Methods for Smart Glasses : A Survey

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    Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human-computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. Finally, we discuss several key design challenges and the possibility of multi-modal input for smart glasses.Peer reviewe

    Haptic feedback in freehand gesture interaction

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    In this thesis work, haptic feedback in gesture interaction was studied. More precisely, focus was on vibrotactile feedback and freehand gestural input methods. Vibrotactile feedback methods have been studied extensively in the fields of touch-based interaction, remote control and mid-air gestural input, and mostly positive effects on user performance have been found. An experiment was conducted in order to investigate if vibrotactile feedback has an impact on user performance in a simple data entry task. In the study, two gestural input methods were compared and the effects of visual and vibrotactile feedback added to each method were examined. Statistically significant differences in task performance between input methods were found. Results also showed that less keystrokes per character were required with visual feedback. No other significant differences were found between the types of feedback. However, preference for vibrotactile feedback was observed. The findings indicate that the careful design of an input method primarily has an impact on user performance and the feedback method can enhance this performance in diverse ways

    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

    Light on horizontal interactive surfaces: Input space for tabletop computing

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    In the last 25 years we have witnessed the rise and growth of interactive tabletop research, both in academic and in industrial settings. The rising demand for the digital support of human activities motivated the need to bring computational power to table surfaces. In this article, we review the state of the art of tabletop computing, highlighting core aspects that frame the input space of interactive tabletops: (a) developments in hardware technologies that have caused the proliferation of interactive horizontal surfaces and (b) issues related to new classes of interaction modalities (multitouch, tangible, and touchless). A classification is presented that aims to give a detailed view of the current development of this research area and define opportunities and challenges for novel touch- and gesture-based interactions between the human and the surrounding computational environment. © 2014 ACM.This work has been funded by Integra (Amper Sistemas and CDTI, Spanish Ministry of Science and Innovation) and TIPEx (TIN2010-19859-C03-01) projects and Programa de Becas y Ayudas para la Realización de Estudios Oficiales de Máster y Doctorado en la Universidad Carlos III de Madrid, 2010
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