254 research outputs found

    Multimodal feedback for mid-air gestures when driving

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    Mid-air gestures in cars are being used by an increasing number of drivers on the road. Us-ability concerns mean good feedback is important, but a balance needs to be found between supporting interaction and reducing distraction in an already demanding environment. Visual feedback is most commonly used, but takes visual attention away from driving. This thesis investigates novel non-visual alternatives to support the driver during mid-air gesture interaction: Cutaneous Push, Peripheral Lights, and Ultrasound feedback. These modalities lack the expressive capabilities of high resolution screens, but are intended to allow drivers to focus on the driving task. A new form of haptic feedback — Cutaneous Push — was defined. Six solenoids were embedded along the rim of the steering wheel, creating three bumps under each palm. Studies 1, 2, and 3 investigated the efficacy of novel static and dynamic Cutaneous Push patterns, and their impact on driving performance. In simulated driving studies, the cutaneous patterns were tested. The results showed pattern identification rates of up to 81.3% for static patterns and 73.5% for dynamic patterns and 100% recognition of directional cues. Cutaneous Push notifications did not impact driving behaviour nor workload and showed very high user acceptance. Cutaneous Push patterns have the potential to make driving safer by providing non-visual and instantaneous messages, for example to indicate an approaching cyclist or obstacle. Studies 4 & 5 looked at novel uni- and bimodal feedback combinations of Visual, Auditory, Cutaneous Push, and Peripheral Lights for mid-air gestures and found that non-visual feedback modalities, especially when combined bimodally, offered just as much support for interaction without negatively affecting driving performance, visual attention and cognitive demand. These results provide compelling support for using non-visual feedback from in-car systems, supporting input whilst letting drivers focus on driving.Studies 6 & 7 investigated the above bimodal combinations as well as uni- and bimodal Ultrasound feedback during the Lane Change Task to assess the impact of gesturing and feedback modality on car control during more challenging driving. The results of study Seven suggests that Visual and Ultrasound feedback are not appropriate for in-car usage,unless combined multimodally. If Ultrasound is used unimodally it is more useful in a binary scenario.Findings from Studies 5, 6, and 7 suggest that multimodal feedback significantly reduces eyes-off-the-road time compared to Visual feedback without compromising driving performance or perceived user workload, thus it can potentially reduce crash risks. Novel design recommendations for providing feedback during mid-air gesture interaction in cars are provided, informed by the experiment findings

    Discoverable Free Space Gesture Sets for Walk-Up-and-Use Interactions

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    abstract: Advances in technology are fueling a movement toward ubiquity for beyond-the-desktop systems. Novel interaction modalities, such as free space or full body gestures are becoming more common, as demonstrated by the rise of systems such as the Microsoft Kinect. However, much of the interaction design research for such systems is still focused on desktop and touch interactions. Current thinking in free-space gestures are limited in capability and imagination and most gesture studies have not attempted to identify gestures appropriate for public walk-up-and-use applications. A walk-up-and-use display must be discoverable, such that first-time users can use the system without any training, flexible, and not fatiguing, especially in the case of longer-term interactions. One mechanism for defining gesture sets for walk-up-and-use interactions is a participatory design method called gesture elicitation. This method has been used to identify several user-generated gesture sets and shown that user-generated sets are preferred by users over those defined by system designers. However, for these studies to be successfully implemented in walk-up-and-use applications, there is a need to understand which components of these gestures are semantically meaningful (i.e. do users distinguish been using their left and right hand, or are those semantically the same thing?). Thus, defining a standardized gesture vocabulary for coding, characterizing, and evaluating gestures is critical. This dissertation presents three gesture elicitation studies for walk-up-and-use displays that employ a novel gesture elicitation methodology, alongside a novel coding scheme for gesture elicitation data that focuses on features most important to users’ mental models. Generalizable design principles, based on the three studies, are then derived and presented (e.g. changes in speed are meaningful for scroll actions in walk up and use displays but not for paging or selection). The major contributions of this work are: (1) an elicitation methodology that aids users in overcoming biases from existing interaction modalities; (2) a better understanding of the gestural features that matter, e.g. that capture the intent of the gestures; and (3) generalizable design principles for walk-up-and-use public displays.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Um jogo digital em ambientes imersivos no apoio Ă s vĂ­timas do acidente vascular cerebral

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    A sociedade moderna está a testemunhar um aumento do envelhecimento médio populacional, graças à melhoria da qualidade dos serviços de saúde e de medicação. No entanto, o envelhecimento cria outros problemas como doenças físicas ou mentais com grandes taxas de incidência. O acidente vascular cerebral (AVC) é uma das doenças que afeta sobretudo a população idosa, e o processo de reabilitação é doloroso e difícil de percorrer, sendo que a forma mais eficaz de tratar o doente é na atuação rápida e eficaz da fisioterapia. O consumo de videojogos pela população sénior está a aumentar, sendo que é cada vez mais viável a introdução de novos artefactos digitais no processo de recuperação cerebral e motora pela vítima de AVC. Os programas tradicionais de recuperação para um paciente que tenha sofrido um AVC são organizados em tratamento fisioterapêutico longo e monótono, com a possibilidade de envolver tarefas domésticas desmotivadoras. No entanto existem soluções tecnológicas que monitorizam as tarefas repetitivas de movimento. O aparelho de monitorização aliado a um jogo digital tem a possibilidade de estimular o paciente nas melhorias motoras e cognitivas como uma alternativa ao tratamento fisioterapêutico tradicional. As soluções desenvolvidas até ao momento são escassas, sendo que existe uma grande margem para mudar essa realidade. O principal objetivo desta pesquisa é o de explorar caraterísticas relacionadas com o display, interface gestual, narrativa, género, estilo gráfico, dificuldade, e linguagem que um jogo digital possa ter, para complementar as sessões de fisioterapia na recuperação do AVC pela população sénior, através da criação de um protótipo experimental. Esta investigação empírica tem um carácter exploratório e tem como base a metodologia Development Research (Van den Akker, Branch, Gustafson, Nieveen, & Plomp, 1999). Os resultados indicam que o controlador de movimento – leap motion – é um dispositivo que pode ser adaptado à fisioterapia orientada ao AVC, através de movimentos específicos e contextualizados no ambiente de jogo. Adicionalmente, foi possível observar uma rejeição elevada no uso de Head Mounted Displays devido a dores oculares e perda de orientação.Modern society is witnessing a general population ageing increase in average life expectancy thanks to better health services and medication. However, ageing creates life quality problems, such has several disabilities, diseases, or mental illness with high incidence rates. Stroke patients are a main concern for such ages, and the rehabilitation process is painful and shows very small recovery improvements over time, unless treated in a fast manner. The consumption of videogames by the senior population is increasing, and it is feasible to introduce new digital artefacts for the process of recovering from brain damage and low motricity for the stroke victim. Typical rehabilitation programs for stroke patients are organized in long and monotonous physiotherapy treatment, with the possibility of involving domestic tasks, which can increase the risk of treatment withdrawal derived from low motivation. However, there are some technological solutions that can effectively help in the supervision of those repetitive tasks. A monitoring device connected to a digital game can effectively stimulate a person in cognitive and physical improvements as an alternative to traditional physiotherapy treatment. There is room for improvement in order to change the reality of stroke rehabilitation. The main objective of this research is to explore characteristics related to display, gesture interface device, narrative, genre, game art design, difficulty, and language that can be included in a digital game to complement physiotherapy sessions for stroke rehabilitation, through the creation of a functional prototype. The empirical research has an exploratory character and is based on the methodology “Development Research” (Van den Akker et al., 1999). The results indicate that the motion controller - leap motion - is a device that can be adapted to stroke-oriented physiotherapy through specific movements and contextualized in the game environment. Additionally, it was possible to observe a high rejection in the use of Head Mounted Displays due to ocular pain and orientation loss.Mestrado em Comunicação Multimédi

    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

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo

    Improving command selection in smart environments by exploiting spatial constancy

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    With the a steadily increasing number of digital devices, our environments are becoming increasingly smarter: we can now use our tablets to control our TV, access our recipe database while cooking, and remotely turn lights on and off. Currently, this Human-Environment Interaction (HEI) is limited to in-place interfaces, where people have to walk up to a mounted set of switches and buttons, and navigation-based interaction, where people have to navigate on-screen menus, for example on a smart-phone, tablet, or TV screen. Unfortunately, there are numerous scenarios in which neither of these two interaction paradigms provide fast and convenient access to digital artifacts and system commands. People, for example, might not want to touch an interaction device because their hands are dirty from cooking: they want device-free interaction. Or people might not want to have to look at a screen because it would interrupt their current task: they want system-feedback-free interaction. Currently, there is no interaction paradigm for smart environments that allows people for these kinds of interactions. In my dissertation, I introduce Room-based Interaction to solve this problem of HEI. With room-based interaction, people associate digital artifacts and system commands with real-world objects in the environment and point toward these real-world proxy objects for selecting the associated digital artifact. The design of room-based interaction is informed by a theoretical analysis of navigation- and pointing-based selection techniques, where I investigated the cognitive systems involved in executing a selection. An evaluation of room-based interaction in three user studies and a comparison with existing HEI techniques revealed that room-based interaction solves many shortcomings of existing HEI techniques: the use of real-world proxy objects makes it easy for people to learn the interaction technique and to perform accurate pointing gestures, and it allows for system-feedback-free interaction; the use of the environment as flat input space makes selections fast; the use of mid-air full-arm pointing gestures allows for device-free interaction and increases awareness of other’s interactions with the environment. Overall, I present an alternative selection paradigm for smart environments that is superior to existing techniques in many common HEI-scenarios. This new paradigm can make HEI more user-friendly, broaden the use cases of smart environments, and increase their acceptance for the average user
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