24,359 research outputs found
Ambient Gestures
We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing
iGesture: A Platform for Investigating Multimodal, Multimedia Gesture-based Interactions
This paper introduces the iGesture platform for investigating multimodal gesture based interactions in multimedia contexts. iGesture is a low-cost, extensible system that uses visual recognition of hand movements to support gesture-based input. Computer vision techniques support gesture based interactions that are lightweight, with minimal interaction constraints. The system enables gestures to be carried out 'in the environment' at a distance from the camera, enabling multimodal interaction in a naturalistic, transparent manner in a ubiquitous computing environment. The iGesture system can also be rapidly scripted to enable gesture-based input with a wide variety of applications. In this paper we present the technology behind the iGesture software, and a performance evaluation of the gesture recognition subsystem. We also present two exemplar multimedia application contexts which we are using to explore ambient gesture-based interactions
Gesture-based Personal Archive Browsing in a Lean-back Environment
As personal digital archives of multimedia data become more
ubiquitous, the challenge of supporting multimodal access to such archives becomes an important research topic. In this paper we present and positively evaluate a gesture-based interface to a personal media archive which operates
on a living room TV using a Wiimote. We illustrate that Wiimote interaction can outperform a point-and-click interaction as reported in a user study. In addition, a set of guidelines is presented for organising and interacting with large personal media archives in the enjoyment oriented (lean-back) environment of the living room
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Multimodal and ubiquitous computing systems: supporting independent-living older users
We document the rationale and design of a multimodal interface to a pervasive/ubiquitous computing system that supports independent living by older people in their own homes. The Millennium Home system involves fitting a resident’s home with sensors – these sensors can be used to trigger sequences of interaction with the resident to warn them about dangerous events, or to check if they need external help. We draw lessons from the design process and conclude the paper with implications for the design of multimodal interfaces to ubiquitous systems developed for the elderly and in healthcare, as well as for more general ubiquitous computing applications
Using Sound to Enhance Users’ Experiences of Mobile Applications
The latest smartphones with GPS, electronic compass, directional audio, touch screens etc. hold potentials for location based services that are easier to use compared to traditional tools. Rather than interpreting maps, users may focus on their activities and the environment around them. Interfaces may be designed that let users search for information by simply pointing in a direction. Database queries can be created from GPS location and compass direction data. Users can get guidance to locations through pointing gestures, spatial sound and simple graphics. This article describes two studies testing prototypic applications with multimodal user interfaces built on spatial audio, graphics and text. Tests show that users appreciated the applications for their ease of use, for being fun and effective to use and for allowing users to interact directly with the environment rather than with abstractions of the same. The multimodal user interfaces contributed significantly to the overall user experience
Multiple multimodal mobile devices: Lessons learned from engineering lifelog solutions
For lifelogging, or the recording of one’s life history through digital means, to be successful, a range of separate multimodal mobile devices must be employed. These include smartphones such as the N95, the Microsoft SenseCam – a wearable passive photo capture device, or
wearable biometric devices. Each collects a facet of the bigger picture, through, for example, personal digital photos, mobile messages and documents access history, but unfortunately, they operate independently and unaware of each other. This creates significant challenges for the practical application of these devices, the use and integration of their data and their operation by a user. In this chapter we discuss the software engineering challenges and their implications for individuals working on integration of data from multiple ubiquitous mobile devices drawing on our experiences working with such technology over the past several years for the development of integrated personal lifelogs. The chapter serves as an engineering guide to those considering working in the domain of lifelogging and more generally to those working with multiple multimodal devices and integration of their data
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