63 research outputs found

    Improving digital object handoff using the space above the table

    Get PDF
    Object handoff – that is, passing an object or tool to another person – is an extremely common activity in collaborative tabletop work. On digital tables, object handoff is typically accomplished by sliding the object on the table surface – but surface-only interactions can be slow and error-prone, particularly when there are multiple people carrying out multiple handoffs. An alternative approach is to use the space above the table for object handoff; this provides more room to move, but requires above-surface tracking. I developed two above-the-surface handoff techniques that use simple and inexpensive tracking: a force-field technique that uses a depth camera to determine hand proximity, and an electromagnetic-field technique called ElectroTouch that provides positive indication when people touch hands over the table. These new techniques were compared to three kinds of existing surface-only handoff (sliding, flicking, and surface-only Force-Fields). The study showed that the above-surface techniques significantly improved both speed and accuracy, and that ElectroTouch was the best technique overall. Also, as object interactions are moved above-the-surface of the table the representation of off-table objects becomes crucial. To address the issue of off-table digital object representation several object designs were created an evaluated. The result of the present research provides designers with practical new techniques for substantially increasing performance and interaction richness on digital tables

    Grasp-sensitive surfaces

    Get PDF
    Grasping objects with our hands allows us to skillfully move and manipulate them. Hand-held tools further extend our capabilities by adapting precision, power, and shape of our hands to the task at hand. Some of these tools, such as mobile phones or computer mice, already incorporate information processing capabilities. Many other tools may be augmented with small, energy-efficient digital sensors and processors. This allows for graspable objects to learn about the user grasping them - and supporting the user's goals. For example, the way we grasp a mobile phone might indicate whether we want to take a photo or call a friend with it - and thus serve as a shortcut to that action. A power drill might sense whether the user is grasping it firmly enough and refuse to turn on if this is not the case. And a computer mouse could distinguish between intentional and unintentional movement and ignore the latter. This dissertation gives an overview of grasp sensing for human-computer interaction, focusing on technologies for building grasp-sensitive surfaces and challenges in designing grasp-sensitive user interfaces. It comprises three major contributions: a comprehensive review of existing research on human grasping and grasp sensing, a detailed description of three novel prototyping tools for grasp-sensitive surfaces, and a framework for analyzing and designing grasp interaction: For nearly a century, scientists have analyzed human grasping. My literature review gives an overview of definitions, classifications, and models of human grasping. A small number of studies have investigated grasping in everyday situations. They found a much greater diversity of grasps than described by existing taxonomies. This diversity makes it difficult to directly associate certain grasps with users' goals. In order to structure related work and own research, I formalize a generic workflow for grasp sensing. It comprises *capturing* of sensor values, *identifying* the associated grasp, and *interpreting* the meaning of the grasp. A comprehensive overview of related work shows that implementation of grasp-sensitive surfaces is still hard, researchers often are not aware of related work from other disciplines, and intuitive grasp interaction has not yet received much attention. In order to address the first issue, I developed three novel sensor technologies designed for grasp-sensitive surfaces. These mitigate one or more limitations of traditional sensing techniques: **HandSense** uses four strategically positioned capacitive sensors for detecting and classifying grasp patterns on mobile phones. The use of custom-built high-resolution sensors allows detecting proximity and avoids the need to cover the whole device surface with sensors. User tests showed a recognition rate of 81%, comparable to that of a system with 72 binary sensors. **FlyEye** uses optical fiber bundles connected to a camera for detecting touch and proximity on arbitrarily shaped surfaces. It allows rapid prototyping of touch- and grasp-sensitive objects and requires only very limited electronics knowledge. For FlyEye I developed a *relative calibration* algorithm that allows determining the locations of groups of sensors whose arrangement is not known. **TDRtouch** extends Time Domain Reflectometry (TDR), a technique traditionally used for inspecting cable faults, for touch and grasp sensing. TDRtouch is able to locate touches along a wire, allowing designers to rapidly prototype and implement modular, extremely thin, and flexible grasp-sensitive surfaces. I summarize how these technologies cater to different requirements and significantly expand the design space for grasp-sensitive objects. Furthermore, I discuss challenges for making sense of raw grasp information and categorize interactions. Traditional application scenarios for grasp sensing use only the grasp sensor's data, and only for mode-switching. I argue that data from grasp sensors is part of the general usage context and should be only used in combination with other context information. For analyzing and discussing the possible meanings of grasp types, I created the GRASP model. It describes five categories of influencing factors that determine how we grasp an object: *Goal* -- what we want to do with the object, *Relationship* -- what we know and feel about the object we want to grasp, *Anatomy* -- hand shape and learned movement patterns, *Setting* -- surrounding and environmental conditions, and *Properties* -- texture, shape, weight, and other intrinsics of the object I conclude the dissertation with a discussion of upcoming challenges in grasp sensing and grasp interaction, and provide suggestions for implementing robust and usable grasp interaction.Die Fähigkeit, Gegenstände mit unseren Händen zu greifen, erlaubt uns, diese vielfältig zu manipulieren. Werkzeuge erweitern unsere Fähigkeiten noch, indem sie Genauigkeit, Kraft und Form unserer Hände an die Aufgabe anpassen. Digitale Werkzeuge, beispielsweise Mobiltelefone oder Computermäuse, erlauben uns auch, die Fähigkeiten unseres Gehirns und unserer Sinnesorgane zu erweitern. Diese Geräte verfügen bereits über Sensoren und Recheneinheiten. Aber auch viele andere Werkzeuge und Objekte lassen sich mit winzigen, effizienten Sensoren und Recheneinheiten erweitern. Dies erlaubt greifbaren Objekten, mehr über den Benutzer zu erfahren, der sie greift - und ermöglicht es, ihn bei der Erreichung seines Ziels zu unterstützen. Zum Beispiel könnte die Art und Weise, in der wir ein Mobiltelefon halten, verraten, ob wir ein Foto aufnehmen oder einen Freund anrufen wollen - und damit als Shortcut für diese Aktionen dienen. Eine Bohrmaschine könnte erkennen, ob der Benutzer sie auch wirklich sicher hält und den Dienst verweigern, falls dem nicht so ist. Und eine Computermaus könnte zwischen absichtlichen und unabsichtlichen Mausbewegungen unterscheiden und letztere ignorieren. Diese Dissertation gibt einen Überblick über Grifferkennung (*grasp sensing*) für die Mensch-Maschine-Interaktion, mit einem Fokus auf Technologien zur Implementierung griffempfindlicher Oberflächen und auf Herausforderungen beim Design griffempfindlicher Benutzerschnittstellen. Sie umfasst drei primäre Beiträge zum wissenschaftlichen Forschungsstand: einen umfassenden Überblick über die bisherige Forschung zu menschlichem Greifen und Grifferkennung, eine detaillierte Beschreibung dreier neuer Prototyping-Werkzeuge für griffempfindliche Oberflächen und ein Framework für Analyse und Design von griff-basierter Interaktion (*grasp interaction*). Seit nahezu einem Jahrhundert erforschen Wissenschaftler menschliches Greifen. Mein Überblick über den Forschungsstand beschreibt Definitionen, Klassifikationen und Modelle menschlichen Greifens. In einigen wenigen Studien wurde bisher Greifen in alltäglichen Situationen untersucht. Diese fanden eine deutlich größere Diversität in den Griffmuster als in existierenden Taxonomien beschreibbar. Diese Diversität erschwert es, bestimmten Griffmustern eine Absicht des Benutzers zuzuordnen. Um verwandte Arbeiten und eigene Forschungsergebnisse zu strukturieren, formalisiere ich einen allgemeinen Ablauf der Grifferkennung. Dieser besteht aus dem *Erfassen* von Sensorwerten, der *Identifizierung* der damit verknüpften Griffe und der *Interpretation* der Bedeutung des Griffes. In einem umfassenden Überblick über verwandte Arbeiten zeige ich, dass die Implementierung von griffempfindlichen Oberflächen immer noch ein herausforderndes Problem ist, dass Forscher regelmäßig keine Ahnung von verwandten Arbeiten in benachbarten Forschungsfeldern haben, und dass intuitive Griffinteraktion bislang wenig Aufmerksamkeit erhalten hat. Um das erstgenannte Problem zu lösen, habe ich drei neuartige Sensortechniken für griffempfindliche Oberflächen entwickelt. Diese mindern jeweils eine oder mehrere Schwächen traditioneller Sensortechniken: **HandSense** verwendet vier strategisch positionierte kapazitive Sensoren um Griffmuster zu erkennen. Durch die Verwendung von selbst entwickelten, hochauflösenden Sensoren ist es möglich, schon die Annäherung an das Objekt zu erkennen. Außerdem muss nicht die komplette Oberfläche des Objekts mit Sensoren bedeckt werden. Benutzertests ergaben eine Erkennungsrate, die vergleichbar mit einem System mit 72 binären Sensoren ist. **FlyEye** verwendet Lichtwellenleiterbündel, die an eine Kamera angeschlossen werden, um Annäherung und Berührung auf beliebig geformten Oberflächen zu erkennen. Es ermöglicht auch Designern mit begrenzter Elektronikerfahrung das Rapid Prototyping von berührungs- und griffempfindlichen Objekten. Für FlyEye entwickelte ich einen *relative-calibration*-Algorithmus, der verwendet werden kann um Gruppen von Sensoren, deren Anordnung unbekannt ist, semi-automatisch anzuordnen. **TDRtouch** erweitert Time Domain Reflectometry (TDR), eine Technik die üblicherweise zur Analyse von Kabelbeschädigungen eingesetzt wird. TDRtouch erlaubt es, Berührungen entlang eines Drahtes zu lokalisieren. Dies ermöglicht es, schnell modulare, extrem dünne und flexible griffempfindliche Oberflächen zu entwickeln. Ich beschreibe, wie diese Techniken verschiedene Anforderungen erfüllen und den *design space* für griffempfindliche Objekte deutlich erweitern. Desweiteren bespreche ich die Herausforderungen beim Verstehen von Griffinformationen und stelle eine Einteilung von Interaktionsmöglichkeiten vor. Bisherige Anwendungsbeispiele für die Grifferkennung nutzen nur Daten der Griffsensoren und beschränken sich auf Moduswechsel. Ich argumentiere, dass diese Sensordaten Teil des allgemeinen Benutzungskontexts sind und nur in Kombination mit anderer Kontextinformation verwendet werden sollten. Um die möglichen Bedeutungen von Griffarten analysieren und diskutieren zu können, entwickelte ich das GRASP-Modell. Dieses beschreibt fünf Kategorien von Einflussfaktoren, die bestimmen wie wir ein Objekt greifen: *Goal* -- das Ziel, das wir mit dem Griff erreichen wollen, *Relationship* -- das Verhältnis zum Objekt, *Anatomy* -- Handform und Bewegungsmuster, *Setting* -- Umgebungsfaktoren und *Properties* -- Eigenschaften des Objekts, wie Oberflächenbeschaffenheit, Form oder Gewicht. Ich schließe mit einer Besprechung neuer Herausforderungen bei der Grifferkennung und Griffinteraktion und mache Vorschläge zur Entwicklung von zuverlässiger und benutzbarer Griffinteraktion

    Exploring Natural User Abstractions For Shared Perceptual Manipulator Task Modeling & Recovery

    Get PDF
    State-of-the-art domestic robot assistants are essentially autonomous mobile manipulators capable of exerting human-scale precision grasps. To maximize utility and economy, non-technical end-users would need to be nearly as efficient as trained roboticists in control and collaboration of manipulation task behaviors. However, it remains a significant challenge given that many WIMP-style tools require superficial proficiency in robotics, 3D graphics, and computer science for rapid task modeling and recovery. But research on robot-centric collaboration has garnered momentum in recent years; robots are now planning in partially observable environments that maintain geometries and semantic maps, presenting opportunities for non-experts to cooperatively control task behavior with autonomous-planning agents exploiting the knowledge. However, as autonomous systems are not immune to errors under perceptual difficulty, a human-in-the-loop is needed to bias autonomous-planning towards recovery conditions that resume the task and avoid similar errors. In this work, we explore interactive techniques allowing non-technical users to model task behaviors and perceive cooperatively with a service robot under robot-centric collaboration. We evaluate stylus and touch modalities that users can intuitively and effectively convey natural abstractions of high-level tasks, semantic revisions, and geometries about the world. Experiments are conducted with \u27pick-and-place\u27 tasks in an ideal \u27Blocks World\u27 environment using a Kinova JACO six degree-of-freedom manipulator. Possibilities for the architecture and interface are demonstrated with the following features; (1) Semantic \u27Object\u27 and \u27Location\u27 grounding that describe function and ambiguous geometries (2) Task specification with an unordered list of goal predicates, and (3) Guiding task recovery with implied scene geometries and trajectory via symmetry cues and configuration space abstraction. Empirical results from four user studies show our interface was much preferred than the control condition, demonstrating high learnability and ease-of-use that enable our non-technical participants to model complex tasks, provide effective recovery assistance, and teleoperative control

    Investigating New Forms of Single-handed Physical Phone Interaction with Finger Dexterity

    Get PDF
    With phones becoming more powerful and such an essential part of our lives, manufacturers are creating new device forms and interactions to better support even more diverse functions. A common goal is to enable a larger input space and expand the input vocabulary using new physical phone interactions other than touchscreen input. This thesis explores how utilizing our hand and finger dexterity can expand physical phone interactions. To understand how we can physically manipulate a phone using the fine motor skills of finger, we identify and evaluate single-handed "dexterous gestures". Four manipulations are defined: shift, spin (yaw axis), rotate (roll axis) and flip (pitch axis), with a formative survey showing all except flip have been performed for various reasons. A controlled experiment examines the speed, behaviour, and preference of manipulations in the form of dexterous gestures, by considering two directions and two movement magnitudes. Using a heuristic recognizer for spin, rotate, and flip, a one-week usability experiment finds increased practice and familiarity improve the speed and comfort of dexterous gestures. With the confirmation that users can loosen their grip and perform gestures with finger dexterity, we investigate the performance of one-handed touch input on the side of a mobile phone. An experiment examines grip change and subjective preference when reaching for side targets using different fingers. Two following experiments examine taps and flicks using the thumb and index finger in a new two-dimensional input space. We simulate a side-touch sensor with a combination of capacitive sensing and motion tracking to distinguish touches on the lower, middle, or upper edges. We further focus on physical phone interaction with a new phone form factor by exploring and evaluating single-handed folding interactions suitable for "modern flip phones": smartphones with a bendable full screen touch display. Three categories of interactions are identified: only-fold, touch-enhanced fold, and fold-enhanced touch; in which gestures are created using fold direction, fold magnitude, and touch position. A prototype evaluation device is built to resemble current flip phones, but with a modified spring system to enable folding in both directions. A study investigates performance and preference for 30 fold gestures, revealing which are most promising. Overall, our exploration shows that users can loosen their grip to physically interact with phones in new ways, and these interactions could be practically integrated into daily phone applications

    3-D Interfaces for Spatial Construction

    Get PDF
    It is becoming increasingly easy to bring the body directly to digital form via stereoscopic immersive displays and tracked input devices. Is this space a viable one in which to construct 3d objects? Interfaces built upon two-dimensional displays and 2d input devices are the current standard for spatial construction, yet 3d interfaces, where the dimensionality of the interactive space matches that of the design space, have something unique to offer. This work increases the richness of 3d interfaces by bringing several new tools into the picture: the hand is used directly to trace surfaces; tangible tongs grab, stretch, and rotate shapes; a handle becomes a lightsaber and a tool for dropping simple objects; and a raygun, analagous to the mouse, is used to select distant things. With these tools, a richer 3d interface is constructed in which a variety of objects are created by novice users with relative ease. What we see is a space, not exactly like the traditional 2d computer, but rather one in which a distinct and different set of operations is easy and natural. Design studies, complemented by user studies, explore the larger space of three-dimensional input possibilities. The target applications are spatial arrangement, freeform shape construction, and molecular design. New possibilities for spatial construction develop alongside particular nuances of input devices and the interactions they support. Task-specific tangible controllers provide a cultural affordance which links input devices to deep histories of tool use, enhancing intuition and affective connection within an interface. On a more practical, but still emotional level, these input devices frame kinesthetic space, resulting in high-bandwidth interactions where large amounts of data can be comfortably and quickly communicated. A crucial issue with this interface approach is the tension between specific and generic input devices. Generic devices are the tradition in computing -- versatile, remappable, frequently bereft of culture or relevance to the task at hand. Specific interfaces are an emerging trend -- customized, culturally rich, to date these systems have been tightly linked to a single application, limiting their widespread use. The theoretical heart of this thesis, and its chief contribution to interface research at large is an approach to customization. Instead of matching an application domain's data, each new input device supports a functional class. The spatial construction task is split into four types of manipulation: grabbing, pointing, holding, and rubbing. Each of these action classes spans the space of spatial construction, allowing a single tool to be used in many settings without losing the unique strengths of its specific form. Outside of 3d interface, outside of spatial construction, this approach strikes a balance between generic and specific suitable for many interface scenarios. In practice, these specific function groups are given versatility via a quick remapping technique which allows one physical tool to perform many digital tasks. For example, the handle can be quickly remapped from a lightsaber that cuts shapes to tools that place simple platonic solids, erase portions of objects, and draw double-helices in space. The contributions of this work lie both in a theoretical model of spatial interaction, and input devices (combined with new interactions) which illustrate the efficacy of this philosophy. This research brings the new results of Tangible User Interface to the field of Virtual Reality. We find a space, in and around the hand, where full-fledged haptics are not necessary for users physically connect with digital form.</p

    Design and recognition of microgestures for always-available input

    Get PDF
    Gestural user interfaces for computing devices most commonly require the user to have at least one hand free to interact with the device, for example, moving a mouse, touching a screen, or performing mid-air gestures. Consequently, users find it difficult to operate computing devices while holding or manipulating everyday objects. This limits the users from interacting with the digital world during a significant portion of their everyday activities, such as, using tools in the kitchen or workshop, carrying items, or workout with sports equipment. This thesis pushes the boundaries towards the bigger goal of enabling always-available input. Microgestures have been recognized for their potential to facilitate direct and subtle interactions. However, it remains an open question how to interact using gestures with computing devices when both of the user’s hands are occupied holding everyday objects. We take a holistic approach and focus on three core contributions: i) To understand end-users preferences, we present an empirical analysis of users’ choice of microgestures when holding objects of diverse geometries. Instead of designing a gesture set for a specific object or geometry and to identify gestures that generalize, this thesis leverages the taxonomy of grasp types established from prior research. ii) We tackle the critical problem of avoiding false activation by introducing a novel gestural input concept that leverages a single-finger movement, which stands out from everyday finger motions during holding and manipulating objects. Through a data-driven approach, we also systematically validate the concept’s robustness with different everyday actions. iii) While full sensor coverage on the user’s hand would allow detailed hand-object interaction, minimal instrumentation is desirable for real-world use. This thesis addresses the problem of identifying sparse sensor layouts. We present the first rapid computational method, along with a GUI-based design tool that enables iterative design based on the designer’s high-level requirements. Furthermore, we demonstrate that minimal form-factor devices, like smart rings, can be used to effectively detect microgestures in hands-free and busy scenarios. Overall, the presented findings will serve as both conceptual and technical foundations for enabling interaction with computing devices wherever and whenever users need them.Benutzerschnittstellen für Computergeräte auf Basis von Gesten erfordern für eine Interaktion meist mindestens eine freie Hand, z.B. um eine Maus zu bewegen, einen Bildschirm zu berühren oder Gesten in der Luft auszuführen. Daher ist es für Nutzer schwierig, Geräte zu bedienen, während sie Gegenstände halten oder manipulieren. Dies schränkt die Interaktion mit der digitalen Welt während eines Großteils ihrer alltäglichen Aktivitäten ein, etwa wenn sie Küchengeräte oder Werkzeug verwenden, Gegenstände tragen oder mit Sportgeräten trainieren. Diese Arbeit erforscht neue Wege in Richtung des größeren Ziels, immer verfügbare Eingaben zu ermöglichen. Das Potential von Mikrogesten für die Erleichterung von direkten und feinen Interaktionen wurde bereits erkannt. Die Frage, wie der Nutzer mit Geräten interagiert, wenn beide Hände mit dem Halten von Gegenständen belegt sind, bleibt jedoch offen. Wir verfolgen einen ganzheitlichen Ansatz und konzentrieren uns auf drei Kernbeiträge: i) Um die Präferenzen der Endnutzer zu verstehen, präsentieren wir eine empirische Analyse der Wahl von Mikrogesten beim Halten von Objekte mit diversen Geometrien. Anstatt einen Satz an Gesten für ein bestimmtes Objekt oder eine bestimmte Geometrie zu entwerfen, nutzt diese Arbeit die aus früheren Forschungen stammenden Taxonomien an Griff-Typen. ii) Wir adressieren das Problem falscher Aktivierungen durch ein neuartiges Eingabekonzept, das die sich von alltäglichen Fingerbewegungen abhebende Bewegung eines einzelnen Fingers nutzt. Durch einen datengesteuerten Ansatz validieren wir zudem systematisch die Robustheit des Konzepts bei diversen alltäglichen Aktionen. iii) Auch wenn eine vollständige Sensorabdeckung an der Hand des Nutzers eine detaillierte Hand-Objekt-Interaktion ermöglichen würde, ist eine minimale Ausstattung für den Einsatz in der realen Welt wünschenswert. Diese Arbeit befasst sich mit der Identifizierung reduzierter Sensoranordnungen. Wir präsentieren die erste, schnelle Berechnungsmethode in einem GUI-basierten Designtool, das iteratives Design basierend auf den Anforderungen des Designers ermöglicht. Wir zeigen zudem, dass Geräte mit minimalem Formfaktor wie smarte Ringe für die Erkennung von Mikrogesten verwendet werden können. Insgesamt dienen die vorgestellten Ergebnisse sowohl als konzeptionelle als auch als technische Grundlage für die Realisierung von Interaktion mit Computergeräten wo und wann immer Nutzer sie benötigen.Bosch Researc

    Development of actuated Tangible User Interfaces: new interaction concepts and evaluation methods

    Get PDF
    Riedenklau E. Development of actuated Tangible User Interfaces: new interaction concepts and evaluation methods. Bielefeld: Universität Bielefeld; 2016.Making information understandable and literally graspable is the main goal of tangible interaction research. By giving digital data physical representations (Tangible User Interface Objects, or TUIOs), they can be used and manipulated like everyday objects with the users’ natural manipulation skills. Such physical interaction is basically of uni-directional kind, directed from the user to the system, limiting the possible interaction patterns. In other words, the system has no means to actively support the physical interaction. Within the frame of tabletop tangible user interfaces, this problem was addressed by the introduction of actuated TUIOs, that are controllable by the system. Within the frame of this thesis, we present the development of our own actuated TUIOs and address multiple interaction concepts we identified as research gaps in literature on actuated Tangible User Interfaces (TUIs). Gestural interaction is a natural means for humans to non-verbally communicate using their hands. TUIs should be able to support gestural interaction, since our hands are already heavily involved in the interaction. This has rarely been investigated in literature. For a tangible social network client application, we investigate two methods for collecting user-defined gestures that our system should be able to interpret for triggering actions. Versatile systems often understand a wide palette of commands. Another approach for triggering actions is the use of menus. We explore the design space of menu metaphors used in TUIs and present our own actuated dial-based approach. Rich interaction modalities may support the understandability of the represented data and make the interaction with them more appealing, but also mean high demands on real-time precessing. We highlight new research directions for integrated feature rich and multi-modal interaction, such as graphical display, sound output, tactile feedback, our actuated menu and automatically maintained relations between actuated TUIOs within a remote collaboration application. We also tackle the introduction of further sophisticated measures for the evaluation of TUIs to provide further evidence to the theories on tangible interaction. We tested our enhanced measures within a comparative study. Since one of the key factors in effective manual interaction is speed, we benchmarked both the human hand’s manipulation speed and compare it with the capabilities of our own implementation of actuated TUIOs and the systems described in literature. After briefly discussing applications that lie beyond the scope of this thesis, we conclude with a collection of design guidelines gathered in the course of this work and integrate them together with our findings into a larger frame

    Grasp-sensitive surfaces

    Get PDF
    Grasping objects with our hands allows us to skillfully move and manipulate them. Hand-held tools further extend our capabilities by adapting precision, power, and shape of our hands to the task at hand. Some of these tools, such as mobile phones or computer mice, already incorporate information processing capabilities. Many other tools may be augmented with small, energy-efficient digital sensors and processors. This allows for graspable objects to learn about the user grasping them - and supporting the user's goals. For example, the way we grasp a mobile phone might indicate whether we want to take a photo or call a friend with it - and thus serve as a shortcut to that action. A power drill might sense whether the user is grasping it firmly enough and refuse to turn on if this is not the case. And a computer mouse could distinguish between intentional and unintentional movement and ignore the latter. This dissertation gives an overview of grasp sensing for human-computer interaction, focusing on technologies for building grasp-sensitive surfaces and challenges in designing grasp-sensitive user interfaces. It comprises three major contributions: a comprehensive review of existing research on human grasping and grasp sensing, a detailed description of three novel prototyping tools for grasp-sensitive surfaces, and a framework for analyzing and designing grasp interaction: For nearly a century, scientists have analyzed human grasping. My literature review gives an overview of definitions, classifications, and models of human grasping. A small number of studies have investigated grasping in everyday situations. They found a much greater diversity of grasps than described by existing taxonomies. This diversity makes it difficult to directly associate certain grasps with users' goals. In order to structure related work and own research, I formalize a generic workflow for grasp sensing. It comprises *capturing* of sensor values, *identifying* the associated grasp, and *interpreting* the meaning of the grasp. A comprehensive overview of related work shows that implementation of grasp-sensitive surfaces is still hard, researchers often are not aware of related work from other disciplines, and intuitive grasp interaction has not yet received much attention. In order to address the first issue, I developed three novel sensor technologies designed for grasp-sensitive surfaces. These mitigate one or more limitations of traditional sensing techniques: **HandSense** uses four strategically positioned capacitive sensors for detecting and classifying grasp patterns on mobile phones. The use of custom-built high-resolution sensors allows detecting proximity and avoids the need to cover the whole device surface with sensors. User tests showed a recognition rate of 81%, comparable to that of a system with 72 binary sensors. **FlyEye** uses optical fiber bundles connected to a camera for detecting touch and proximity on arbitrarily shaped surfaces. It allows rapid prototyping of touch- and grasp-sensitive objects and requires only very limited electronics knowledge. For FlyEye I developed a *relative calibration* algorithm that allows determining the locations of groups of sensors whose arrangement is not known. **TDRtouch** extends Time Domain Reflectometry (TDR), a technique traditionally used for inspecting cable faults, for touch and grasp sensing. TDRtouch is able to locate touches along a wire, allowing designers to rapidly prototype and implement modular, extremely thin, and flexible grasp-sensitive surfaces. I summarize how these technologies cater to different requirements and significantly expand the design space for grasp-sensitive objects. Furthermore, I discuss challenges for making sense of raw grasp information and categorize interactions. Traditional application scenarios for grasp sensing use only the grasp sensor's data, and only for mode-switching. I argue that data from grasp sensors is part of the general usage context and should be only used in combination with other context information. For analyzing and discussing the possible meanings of grasp types, I created the GRASP model. It describes five categories of influencing factors that determine how we grasp an object: *Goal* -- what we want to do with the object, *Relationship* -- what we know and feel about the object we want to grasp, *Anatomy* -- hand shape and learned movement patterns, *Setting* -- surrounding and environmental conditions, and *Properties* -- texture, shape, weight, and other intrinsics of the object I conclude the dissertation with a discussion of upcoming challenges in grasp sensing and grasp interaction, and provide suggestions for implementing robust and usable grasp interaction.Die Fähigkeit, Gegenstände mit unseren Händen zu greifen, erlaubt uns, diese vielfältig zu manipulieren. Werkzeuge erweitern unsere Fähigkeiten noch, indem sie Genauigkeit, Kraft und Form unserer Hände an die Aufgabe anpassen. Digitale Werkzeuge, beispielsweise Mobiltelefone oder Computermäuse, erlauben uns auch, die Fähigkeiten unseres Gehirns und unserer Sinnesorgane zu erweitern. Diese Geräte verfügen bereits über Sensoren und Recheneinheiten. Aber auch viele andere Werkzeuge und Objekte lassen sich mit winzigen, effizienten Sensoren und Recheneinheiten erweitern. Dies erlaubt greifbaren Objekten, mehr über den Benutzer zu erfahren, der sie greift - und ermöglicht es, ihn bei der Erreichung seines Ziels zu unterstützen. Zum Beispiel könnte die Art und Weise, in der wir ein Mobiltelefon halten, verraten, ob wir ein Foto aufnehmen oder einen Freund anrufen wollen - und damit als Shortcut für diese Aktionen dienen. Eine Bohrmaschine könnte erkennen, ob der Benutzer sie auch wirklich sicher hält und den Dienst verweigern, falls dem nicht so ist. Und eine Computermaus könnte zwischen absichtlichen und unabsichtlichen Mausbewegungen unterscheiden und letztere ignorieren. Diese Dissertation gibt einen Überblick über Grifferkennung (*grasp sensing*) für die Mensch-Maschine-Interaktion, mit einem Fokus auf Technologien zur Implementierung griffempfindlicher Oberflächen und auf Herausforderungen beim Design griffempfindlicher Benutzerschnittstellen. Sie umfasst drei primäre Beiträge zum wissenschaftlichen Forschungsstand: einen umfassenden Überblick über die bisherige Forschung zu menschlichem Greifen und Grifferkennung, eine detaillierte Beschreibung dreier neuer Prototyping-Werkzeuge für griffempfindliche Oberflächen und ein Framework für Analyse und Design von griff-basierter Interaktion (*grasp interaction*). Seit nahezu einem Jahrhundert erforschen Wissenschaftler menschliches Greifen. Mein Überblick über den Forschungsstand beschreibt Definitionen, Klassifikationen und Modelle menschlichen Greifens. In einigen wenigen Studien wurde bisher Greifen in alltäglichen Situationen untersucht. Diese fanden eine deutlich größere Diversität in den Griffmuster als in existierenden Taxonomien beschreibbar. Diese Diversität erschwert es, bestimmten Griffmustern eine Absicht des Benutzers zuzuordnen. Um verwandte Arbeiten und eigene Forschungsergebnisse zu strukturieren, formalisiere ich einen allgemeinen Ablauf der Grifferkennung. Dieser besteht aus dem *Erfassen* von Sensorwerten, der *Identifizierung* der damit verknüpften Griffe und der *Interpretation* der Bedeutung des Griffes. In einem umfassenden Überblick über verwandte Arbeiten zeige ich, dass die Implementierung von griffempfindlichen Oberflächen immer noch ein herausforderndes Problem ist, dass Forscher regelmäßig keine Ahnung von verwandten Arbeiten in benachbarten Forschungsfeldern haben, und dass intuitive Griffinteraktion bislang wenig Aufmerksamkeit erhalten hat. Um das erstgenannte Problem zu lösen, habe ich drei neuartige Sensortechniken für griffempfindliche Oberflächen entwickelt. Diese mindern jeweils eine oder mehrere Schwächen traditioneller Sensortechniken: **HandSense** verwendet vier strategisch positionierte kapazitive Sensoren um Griffmuster zu erkennen. Durch die Verwendung von selbst entwickelten, hochauflösenden Sensoren ist es möglich, schon die Annäherung an das Objekt zu erkennen. Außerdem muss nicht die komplette Oberfläche des Objekts mit Sensoren bedeckt werden. Benutzertests ergaben eine Erkennungsrate, die vergleichbar mit einem System mit 72 binären Sensoren ist. **FlyEye** verwendet Lichtwellenleiterbündel, die an eine Kamera angeschlossen werden, um Annäherung und Berührung auf beliebig geformten Oberflächen zu erkennen. Es ermöglicht auch Designern mit begrenzter Elektronikerfahrung das Rapid Prototyping von berührungs- und griffempfindlichen Objekten. Für FlyEye entwickelte ich einen *relative-calibration*-Algorithmus, der verwendet werden kann um Gruppen von Sensoren, deren Anordnung unbekannt ist, semi-automatisch anzuordnen. **TDRtouch** erweitert Time Domain Reflectometry (TDR), eine Technik die üblicherweise zur Analyse von Kabelbeschädigungen eingesetzt wird. TDRtouch erlaubt es, Berührungen entlang eines Drahtes zu lokalisieren. Dies ermöglicht es, schnell modulare, extrem dünne und flexible griffempfindliche Oberflächen zu entwickeln. Ich beschreibe, wie diese Techniken verschiedene Anforderungen erfüllen und den *design space* für griffempfindliche Objekte deutlich erweitern. Desweiteren bespreche ich die Herausforderungen beim Verstehen von Griffinformationen und stelle eine Einteilung von Interaktionsmöglichkeiten vor. Bisherige Anwendungsbeispiele für die Grifferkennung nutzen nur Daten der Griffsensoren und beschränken sich auf Moduswechsel. Ich argumentiere, dass diese Sensordaten Teil des allgemeinen Benutzungskontexts sind und nur in Kombination mit anderer Kontextinformation verwendet werden sollten. Um die möglichen Bedeutungen von Griffarten analysieren und diskutieren zu können, entwickelte ich das GRASP-Modell. Dieses beschreibt fünf Kategorien von Einflussfaktoren, die bestimmen wie wir ein Objekt greifen: *Goal* -- das Ziel, das wir mit dem Griff erreichen wollen, *Relationship* -- das Verhältnis zum Objekt, *Anatomy* -- Handform und Bewegungsmuster, *Setting* -- Umgebungsfaktoren und *Properties* -- Eigenschaften des Objekts, wie Oberflächenbeschaffenheit, Form oder Gewicht. Ich schließe mit einer Besprechung neuer Herausforderungen bei der Grifferkennung und Griffinteraktion und mache Vorschläge zur Entwicklung von zuverlässiger und benutzbarer Griffinteraktion

    Multimodal interaction: developing an interaction concept for a touchscreen incorporating tactile feedback

    Get PDF
    The touchscreen, as an alternative user interface for applications that normally require mice and keyboards, has become more and more commonplace, showing up on mobile devices, on vending machines, on ATMs and in the control panels of machines in industry, where conventional input devices cannot provide intuitive, rapid and accurate user interaction with the content of the display. The exponential growth in processing power on the PC, together with advances in understanding human communication channels, has had a significant effect on the design of usable, human-factored interfaces on touchscreens, and on the number and complexity of applications available on touchscreens. Although computer-driven touchscreen interfaces provide programmable and dynamic displays, the absence of the expected tactile cues on the hard and static surfaces of conventional touchscreens is challenging interface design and touchscreen usability, in particular for distracting, low-visibility environments. Current technology allows the human tactile modality to be used in touchscreens. While the visual channel converts graphics and text unidirectionally from the computer to the end user, tactile communication features a bidirectional information flow to and from the user as the user perceives and acts on the environment and the system responds to changing contextual information. Tactile sensations such as detents and pulses provide users with cues that make selecting and controlling a more intuitive process. Tactile features can compensate for deficiencies in some of the human senses, especially in tasks which carry a heavy visual or auditory burden. In this study, an interaction concept for tactile touchscreens is developed with a view to employing the key characteristics of the human sense of touch effectively and efficiently, especially in distracting environments where vision is impaired and hearing is overloaded. As a first step toward improving the usability of touchscreens through the integration of tactile effects, different mechanical solutions for producing motion in tactile touchscreens are investigated, to provide a basis for selecting suitable vibration directions when designing tactile displays. Building on these results, design know-how regarding tactile feedback patterns is further developed to enable dynamic simulation of UI controls, in order to give users a sense of perceiving real controls on a highly natural touch interface. To study the value of adding tactile properties to touchscreens, haptically enhanced UI controls are then further investigated with the aim of mapping haptic signals to different usage scenarios to perform primary and secondary tasks with touchscreens. The findings of the study are intended for consideration and discussion as a guide to further development of tactile stimuli, haptically enhanced user interfaces and touchscreen applications

    Haptic holography : an early computational plastic

    Get PDF
    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.Includes bibliographical references (p. 135-148).This dissertation introduces haptic holography, a combination of computational modeling and multimodal spatial display, as an early computationalplastic In this work, we combine various holographic displays with a force feedback device to image free-standing material surfaces with programmatically prescribed behavior. We present three implementations, Touch, Lathe, and Poke, each named for the primitive functional affordance it offers. In Touch, we present static holographic images of simple geometry, reconstructed in front of the hologram plane (in the viewer's space), and precisely co-located with a force model of the same geometry. These images can be visually inspected and haptically explored using a hand-held interface. In Lathe, we again display holo-haptic images of simple geometry, this time allowing those images to be reshaped by haptic interaction in a dynamic but constrained manner. Finally in Poke, we present a holo-haptic image that permits arbitrary reshaping of its reconstructed surface. As supporting technology, we offer a new technique for incrementally computing and locally updating interference-modeled holographic fringe patterns. This technique permits electronic holograms to be updated arbitrarily and interactively, marking a long-held goal in display holography. As a broader contribution, we offer a new behavior-based spatial framework, based on both perception and action, for informing the design of spatial interactive systems.Wendy J. Plesniak.Ph.D
    • …
    corecore