RemoteHand: A Wireless Myoelectric Interface | | BIBAK | Full-Text | 3-11 | |
Andreas Attenberger; Klaus Buchenrieder | |||
While myoeletric signals (MES) have long been employed for actuating hand
prostheses, their potential as novel input for the interaction with computer
systems has received little attention up until now. In this contribution, we
present RemoteHand, a system that fosters remote device control through the
transmission of myoelectric data over WLAN. This allows to manipulate objects
through the user's muscle activity regardless of their physical location. In
our setup, a mechanical hand is controlled through electromyographic (EMG)
sensors placed over the user's forearm muscles. This approach is compared to a
conventional remote device control exercised by a tablet touchpad. The results
of our user study show that wireless interaction through myoelectric signals is
a valid approach. Study participants achieved interaction speeds equal to those
of a standard input method. Users especially value myoelectric input with
regard to novelty and stimulation. Keywords: EMG; Myoelectric Signals; Prosthetic Hand; Remote Control; Wireless |
Early Prototyping of 3D-Gesture Interaction within the Presentation-Gesture-Dialog Design Space | | BIBAK | Full-Text | 12-23 | |
Birgit Bomsdorf; Rainer Blum | |||
Development of gesture interaction requires a combination of three design
matters: presentation, gesture and dialog. In this contribution a first version
of the tool ProGesture is introduced. The objective of its development is to
cope with the resulting presentation-gesture-dialog design space in a flexible
way. On the one hand, it aims at the early development phases, i.e. at rapid
prototyping of 3D-gestures in combination with first UI sketches, such as
mockups. On the other hand, it focuses on dialog and presentation modeling, and
on testing based on executable models aiming at a smooth transition from
informal UI sketches to formal models. Keywords: 3D-Gesture Interaction; Early Prototyping; Model-Based Development |
The Study of the Full Cycle of Gesture Interaction, The Continuum between 2D and 3D | | BIBAK | Full-Text | 24-35 | |
Mohamed-Ikbel Boulabiar; Gilles Coppin; Franck Poirier | |||
The goal of HCI researchers is to make interaction with computer interfaces
simpler, efficient and more natural. In a context of object manipulation, we
think that reaching this goal requires the ability to predict and recognize how
humans grasp then manipulate objects. This is based on studies explaining human
vision, reach, grasp taxonomies and manipulations. In this paper, we study the
full cycle of gesture interaction using different points of view, then attempt
to organize them using Norman's theory of Human Action, we link the psychology
of object sensing to HCI goals and propose a simplification of gestures classes
into four principal families. Our simplification of gestures classes still
allow the expression of more detailed subclasses differentiated by the gesture
properties. Keywords: Gesture; 3D; Interaction; Hand; Grasping |
iPanel: A Computer-Vision Based Solution for Interactive Keyboard and Mouse | | BIBAK | Full-Text | 36-47 | |
H. Chathushka Dilhan Hettipathirana; Pragathi Weerakoon | |||
This paper represents an implementation of a computer vision based
interface; iPanel which employs an arbitrary panel and tip pointers as a
spontaneous, wireless and mobility device. Also the proposed system can
accurately identify the tip movements of the panel and simulate the relevant
events on the target environment. By detecting the key pressing, mouse clicking
and dragging actions, the system can fulfill many tasks. Therefore, it enables
users to use their fingers naturally to interact with any application as well
as with any mobility enabled devices. Keywords: Computer vision; Human computer interaction; gesture recognition; optical
character recognition; wearable computing |
Adding Multi-Touch Gesture Interaction in Mobile Web Applications | | BIBAK | Full-Text | 48-57 | |
Shah Rukh Humayoun; Franca-Alexandra Rupprecht; Steffen Hess; Achim Ebert | |||
This paper describes the MTGest framework, an open library for adding
multi-touch gesture interaction to HTML-based mobile web applications. MTGest
was used in a comparative study to evaluate the multi-touch gesture interaction
in a mobile web application in comparison to a native iOS mobile application.
The results indicates that in most cases the web based gestures efficiency is
either approximately the same or higher than the iOS-based app. The study was
carried out as an initial experiment using isolated gestures, targeting the iOS
platform only. For generalizing the results there is a need to perform detailed
user evaluation studies with different platforms and for more complex
interaction scenarios. Keywords: Smart Devices; Smartphones; Tablets; Mobile Apps; Web Apps; Multi-Touch
Gesture; Interaction Design; Mobile Environments |
Harmonic Navigator: An Innovative, Gesture-Driven User Interface for Exploring Harmonic Spaces in Musical Corpora | | BIBAK | Full-Text | 58-68 | |
David Johnson; Bill Manaris; Yiorgos Vassilandonakis | |||
We present Harmonic Navigator (HN), a system for navigating and exploring
harmonic spaces extracted from large musical corpora, to be used in music
composition and performance. A harmonic space is a set of harmonies (chords)
and transitions between harmonies found in a music corpus. By navigating this
space, the user can derive new harmonic progressions, which have correct voice
leading. HN is controllable via a Kinect gesture interface. To aid the user,
the system also incorporates stochastic and evolutionary techniques. HN offers
for two primary modes of interaction: a harmonic transition selector, called
harmonic palette, which utilizes a GUI to navigate harmonic transitions in a
front-to-back manner; and a harmonic-flow scrubber, which presents a global
overview of a harmonic flow and allows the user to perform common audio
scrubbing and editing tasks. Both GUIs use colors to indicate harmonic density
based on Legname's density degree theory. Keywords: harmonic navigation; computer music; graphical user interface; gesture
language; Kinect sensor; harmonic space; music composition; music performance |
HandyScope: A Remote Control Technique Using Circular Widget on Tabletops | | BIBAK | Full-Text | 69-80 | |
Takuro Kuribara; Yusaku Mita; Kazusa Onishi; Buntarou Shizuki; Jiro Tanaka | |||
A large multi-touch tabletop has remote areas that the users might not touch
by their hands. This forces users to move around the tabletop. In this paper,
we present a novel remote control technique which we call HandyScope. This
technique allows users to manipulate those remote areas. Moreover, users can
move an object between the nearby area and the remote areas using a widget. In
addition, users can precisely point a remote area quickly because this system
includes our proposed control-display ratio changing system. To evaluate the
performance of HandyScope, we compared HandyScope with direct touch
manipulation. The results show that HandyScope is significantly faster in
selection. Keywords: bimanual interaction; multi-touch; gesture; dynamic control-display gain;
pointing; target acquisition; pull-out |
Comparing Hand Gesture Vocabularies for HCI | | BIBA | Full-Text | 81-92 | |
Alexander Mehler; Tim vor der Brück; Andy Lücking | |||
HCI systems are often equipped with gestural interfaces drawing on a predefined set of admitted gestures. We provide an assessment of the fitness of such gesture vocabularies in terms of their learnability and naturalness. This is done by example of rivaling gesture vocabularies of the museum information system WikiNect. In this way, we do not only provide a procedure for evaluating gesture vocabularies, but additionally contribute to design criteria to be followed by the gestures. |
Effectiveness of Virtual Hands in 3D Learning Material | | BIBAK | Full-Text | 93-101 | |
Tetsufumi Mikami; Shu Matsuura | |||
A virtual reality model for a motional electromotive force physics
experiment, "Fleming's rail," was designed and developed. A hand gesture
interface was constructed to control a virtual simulation using a Microsoft
Kinect sensor and a finger-gesture interface SDK. A gesture-based object
tracking test was performed to examine the effects of virtual hand
visualization. In addition, motion trajectories of real hands with and without
hand visualization were analyzed. Trajectories obtained with hand visualization
exhibited higher Hurst exponent values compared with those obtained without
virtual hand visualization. This suggests that the displacement change was more
persistent with positive fluctuation feedback, indicating sensory feedback for
real hand motions. For comparison, the effects of the model on learning
Fleming's left- and right-hand rules were experimentally tested. Results
exhibited that knowledge acquisition from the model was almost equivalent to
that from the real experiment. Keywords: Hand gesture interface; virtual reality learning material; Hurst exponent |
Proposal of the Effective Method of Generating Characteristic Gestures in Nonverbal Communication | | BIBAK | Full-Text | 102-112 | |
Toshiya Naka; Toru Ishida | |||
According to the rapid spread of the Internet, the new devices and web
applications using the newest multimedia technologies are proposed one after
another and they become commodity in an instant. In these new web
communications, the natural and intelligible interaction corresponding to the
user's various demands is required. In the communication in which persons do
the direct dialogue in the interaction not only on the web but also in real
world, it is widely known by the psychology field that the nonverbal
information which is hard to express in words such as expression of face and
gesture is playing the important role. In our research, the new analysis method
of interaction using the dynamical model is proposed and paid our attention to
the characteristic gestures especially. These gestures are the special motions
such as lively or powerful actions which used effectively in Kabuki, anime,
dance and the special gestures in the speech and presentation of attracting
audiences. By analyzing the mechanisms of these characteristic gestures
mathematically, we can design the new interactive interfaces easily which are
natural and familiar for all users. Keywords: Nonverbal Communication |
Hand-Object Interaction: From Grasping to Using | | BIBAK | Full-Text | 113-120 | |
Long Ni; Ye Liu; Xiaolan Fu | |||
Evidence from psychology has shown that visual man-made manipulable objects
can afford grasping actions even without the observers' intention to grasp
them, and humans are able to use grasping information to recognize objects. But
little is known if visual man-made objects, especially tools, can potentiate
much more complex actions associated with using an object. In the present
study, a priming paradigm was used to explore if passively viewing manipulable
objects could be enough to activate specific action information about how to
use them. The results showed that target objects with similar functional
manipulation information to the prime objects were identified significantly
faster than that with dissimilar manipulation knowledge to the prime objects.
This is the first evidence by using behavioral study to indicate that just
passively viewing a manipulable object is sufficient to activate its specific
manipulation information that could facilitate object identification even
without participants' intention to use them. The implications of manipulation
knowledge in object affordances and object representation are discussed. Keywords: Structural manipulation; Functional manipulation; Object recognition; Object
affordances |
Model-Based Multi-touch Gesture Interaction for Diagram Editors | | BIBAK | Full-Text | 121-130 | |
Florian Niebling; Daniel Schropp; Romina Kühn; Thomas Schlegel | |||
Many of todays software development processes include model-driven
engineering techniques. They employ domain models, i.e. formal representations
of knowledge about an application domain, to enable the automatic generation of
parts of a software system. Tools supporting model-driven engineering for
software development today are often desktop-based single user systems. In
practice though, the design of components or larger systems often still is
conducted on whiteboards or flip charts. Our work focuses on interaction
techniques allowing for the development of gesture-based diagram editors that
support teams in establishing domain models from a given meta-model during the
development process. Users or groups of users are enabled to instantiate
meta-models by free-hand or pen-based sketching of components on large
multi-touch screens. In contrast to previous work, the description of
multi-touch gestures is derived directly from the graphical model representing
the data. Keywords: Multi-touch gestures; model-based development |
Multi-sensor Finger Ring for Authentication Based on 3D Signatures | | BIBAK | Full-Text | 131-138 | |
Mehran Roshandel; Aarti Munjal; Peyman Moghadam; Shahin Tajik; Hamed Ketabdar | |||
Traditional methods of authenticating a user, including password, a Personal
Identification Number (PIN), or a more secure PIN entry method (A PIN entry
method resilient against shoulder surfing [14]), can be stolen or accessed
easily and, therefore, make the authentication unsecure. In this work, we
present the usability of our multi-sensor based and standalone finger ring
called Pingu in providing a highly secure access system. Specifically, Pingu
allows users to make a 3D signature and record the temporal pattern of the
signature via an advanced set of sensors. As a result, the user creates a 3D
signature in air using his finger. Our approach has two main contributions: (1)
Compared to other wearable devices, a finger ring is more socially acceptable,
and (2) signatures created via a finger in the air or on a surface leaves no
visible track and, thus, are extremely hard to forge. In other words, a 3D
signature allows much higher flexibility in choosing a safe signature. Our
experiment shows that the proposed hardware and methodology could result in a
very high level of user authentication/identification performance. Keywords: Human Computer Interaction (HCI); Touch less gestural interaction; Wearable
device; Finger ring |
What You Draw Is What You Search: The Analog Gesture | | BIBAK | Full-Text | 139-147 | |
Benoit Rouxel; Franck Poirier; Jean-Yves Antoine; Gilles Coppin | |||
This paper presents a new type of gesture for identifying spatio-temporal
patterns: the analog gesture. Analog gestures can be characterized by some
features (speed, acceleration, direction, and angle) which describe the dynamic
morphology of the gesture. At first, we detail interactive tasks that should
benefit for the use of analog gestures. Then we give a state of the art
concerning gesture recognition and investigate the specificity and the main
properties of the analog gesture. Then, we propose a review of the surveillance
maritime system called Hyperion which uses analog gestures. Finally, we give an
example of the use of this type of gesture by the operator. It concerns the
interactive detection of ship abnormal trajectories in the context of maritime
surveillance. Keywords: Gesture recognition; time-space pattern search; tabletop computing |
Remote Collaboration with Spatial AR Support | | BIBAK | Full-Text | 148-157 | |
Nobuchika Sakata; Yuuki Takano; Shogo Nishida | |||
Typical view sharing system has same camera alignment that camera take
images from back of remote instructor. We change this alignment to camera take
images from front of remote instructor for preventing occlusions caused by a
body of remote instructor self. Also as visual feedbacks, a mirror image of
remote instructor is indicated in display of remote instructor side. Eventually
remote instructor can confirm own instruction in the display. Therefore due to
displaying the mirror image of remote instructor and changing camera alignment,
we proposed and implement a novel remote collaboration system which prevents
occlusion problems caused by instructor body self when he/she sends clear
instructions by whole body gesture and allows instructor to use direct
manipulation. Keywords: Remote collaboration; Occlusion; Augmented Reality; View sharing system;
Spatial AR |
Prediction of Multi-touch Gestures during Input | | BIBAK | Full-Text | 158-169 | |
Michael Schmidt; Gerhard Weber | |||
In the work at hand, a method is presented that can predict gestures during
input. The scheme is based on the specification of prominent points defining
subgestures within templates. Classification of a partial input is only against
a small set of subgestures pre-selected by nearest neighbor searches regarding
these prominent points. The gesture prediction is invariant against variations
in scale, rotation, translation and speed of an input and handles single-touch,
single-stroke and (sequential) multi-touch gestures. We provide thorough
investigations of the classifiers performance on tests with two medium sized
gesture sets. Results are promising and feasible for a wide range of
applications. Even common direct manipulation operations can be reliably
detected. Keywords: gestures; multi-touch; prediction; classification; template-based |
"Will Use It, Because I Want to Look Cool" A Comparative Study of Simple Computer Interactions Using Touchscreen and In-Air Hand Gestures | | BIBAK | Full-Text | 170-181 | |
Vidya Vaidyanathan; Daniel Rosenberg | |||
The Xbox Kinect and now the Leap Motion Controller have brought about a
paradigm shift in the way we interact with computers by making the recognition
of 3D gestures affordable. Interfaces now understand natural user interfaces,
integrating gestures, voice and various other kinds of multi-modal input
simultaneously. In this paper we attempted to understand in-air gesturing
better. The purpose of the study was to understand differences between
touchscreen and in-air gesturing for simple human computer interactions. The
comparison of the gestures was done in terms of Muscle effort/fatigue and
Frustration, Satisfaction and Enjoyment We have also tried to study the
learnability of in-air gesturing. In our research we found that in-air
gesturing was significantly superior with respect to muscle effort and fatigue
when compared with touchscreens. We also found that in-air gesturing was found
to be more fun and preferred because of its "coolness factor". Lastly, in-air
gesturing had a rapid learning curve. Keywords: HCI; Touch Screens; in-air gestures; ergonomics; EMG; learnability; social
acceptability; natural user interfaces (NUI) |
Beyond Presentation -- Employing Proactive Intelligent Agents as Social Catalysts | | BIBA | Full-Text | 182-190 | |
Madlen Wuttke; Michael Heidt | |||
Despite long standing attention from research communities, the technology of intelligent agents still harbours a large amount of unrealised potential. In this text, we argue that agent technology can benefit from a shift in focus from presentation to possible functionalities. In doing this, our focus is on the provision of pro-activity: The ability of agents not to merely react but to predictively shape their environments. In order to illustrate our arguments, we present an instance of interactive technology, showing how pro-active intelligent agents can be employed in exhibition contexts. |
A Method for Lifelong Gesture Learning Based on Growing Neural Gas | | BIBAK | Full-Text | 191-202 | |
Paul M. Yanik; Anthony L. Threatt; Jessica Merino; Joe Manganelli; Johnell O. Brooks; Keith E. Green; Ian D. Walker | |||
Gesture-based interfaces offer the possibility of an intuitive command
language for assistive robotics and ubiquitous computing. As an individual's
health changes with age, their ability to consistently perform standard
gestures may decrease, particularly towards the end of life. Thus, such
interfaces will need to be capable of learning commands which are not
choreographed ahead of time by the system designers. This circumstance
illustrates the need for a system which engages in lifelong learning and is
capable of discerning new gestures and the user's desired response to them.
This paper describes an innovative approach to lifelong learning based on
clustered gesture representations identified through the Growing Neural Gas
algorithm. The simulated approach utilizes a user-generated reward signal to
progressively refine the response of an assistive robot toward a preferred goal
configuration. Keywords: machine learning; gesture recognition; human-robot interaction; assistive
robotics |
The Issues of 3D Hand Gesture and Posture Recognition Using the Kinect | | BIBAK | Full-Text | 205-214 | |
Mohamed-Ikbel Boulabiar; Gilles Coppin; Franck Poirier | |||
Besides the emergence of many input devices and sensors, they are still
unable to provide good and simple recognition of human postures and gestures.
The recognition using simple algorithms implemented on top of these devices
(like the Kinect) enlarges use cases for these gestures and postures to newer
domains and systems. Our methods cuts the needed computation and allow the
integration of other algorithms to run in parallel. We present a system able to
track the hand in 3D, log its position and surface information during the time,
and recognize hand postures and gestures. We present our solution based on
simple geometric algorithms, other tried algorithms, and we discuss some
concepts raised from our tests. Keywords: Gesture; Posture; 3D; Kinect; Interaction; Hand |
Frontal-Standing Pose Based Person Identification Using Kinect | | BIBA | Full-Text | 215-223 | |
Kingshuk Chakravarty; Tanushyam Chattopadhyay | |||
In this paper we propose a person identification methodology from frontal standing posture using only skeleton information obtained from Kinect. In the first stage, features related to the physical characteristic of a person are calculated for every frame and then noisy frames are removed based on these features using unsupervised learning based approach. We have also proposed 6 new angle and area related features along with the physical build of a person for the supervised learning based identification. Experimental results indicate that the proposed algorithm is able to achieve 96% recognition accuracy and outperforms all the stat-of-the-art methods suggested by Sinha et al. and Preis et al. |
A Virtual Handwriting Tablet Based on Pen Shadow Cues | | BIBAK | Full-Text | 224-233 | |
Chin-Shyurng Fahn; Bo-Yuan Su; Meng-Luen Wu | |||
The handwriting tablet is an electronic product, which is a kind of
human-computer interfaces acting as a computer input device comprising a set of
a special pen and a tablet. The user holds the pen to draw contents within a
region of the tablet as inputs, which imitates handwriting and is a replacement
of mouse inputs. Some handwriting tablets not only imitate the handwriting and
mouse functions, but also detect the pen tilts and pressures. The tilt and
pressure information can be applied to some drawing software which can also
render the thickness and depth of strokes. However, since the handwriting
tablet is a piece of precise equipment, it has some drawbacks -- fragile, not
easy to carry, and the weight is often heavy. Therefore, in this paper, we
propose a new concept based on the computer vision technology to simulate the
handwriting tablet. We put a rectangular plane in the FOV of a video camera to
emulate a tablet, and use a conventional pen to emulate the stylus. Many
experiments have been made for evaluating the effectiveness of the proposed
methods. The performance of such a virtual handwriting tablet is very
satisfactory and encouraged. Keywords: virtual handwriting tablet; shadow cues; computer vision; human-computer
interface |
HOUDINI: Introducing Object Tracking and Pen Recognition for LLP Tabletops | | BIBAK | Full-Text | 234-244 | |
Adrian Hülsmann; Julian Maicher | |||
Tangible objects on a \tabletop offer a lot of different opportunities to
interact with an application. Most of the current tabletops are built using
optical tracking principles and especially LLP tabletops provide very good
tracking results for touch input. In this paper we introduce HOUDINI as a
method for LLP object tracking and pen recognition, which is based on three
different sizes of touch points that help us to identify touch points belonging
to fingers, objects and pens. As a result, the whole recognition process is
performed at the level of touch information rather than frame by frame image
analysis. This leads to a very efficient and reliable tracking, thus allowing
the objects to be moved very fast without being lost. Keywords: tabletop; interactive surface; object tracking; LLP; pen recognition |
Detecting Address Estimation Errors from Users' Reactions in Multi-user Agent Conversation | | BIBAK | Full-Text | 245-253 | |
Ryo Hotta; Hung-Hsuan Huang; Shochi Otogi; Kyoji Kawagoe | |||
Nowadays, embodied conversational agents are gradually getting deployed in
real-world applications like the guides in museums or exhibitions. In these
applications, it is necessary for the agent to identify the addressee of each
user utterance to deliberate appropriate responses in interacting with visitor
groups. However, as long as the addressee identification mechanism is not
completely correct, the agent makes error in its responses. Once there is an
error, the agent's hypothesis collapses and the following decision-making path
may go to a totally different direction. We are working on developing the
mechanism to detect the error from the users' reactions and the mechanism to
recover the error. This paper presents the first step, a method to detect
laughing, surprises, and confused facial expressions after the agent's wrong
responses. This method is machine learning base with the data (user reactions)
collected in a WOZ (Wizard of Oz) experiment and reached an accuracy over 90%. Keywords: Multi-party conversation; human-agent interaction; Gaze |
Evaluation of Leap Motion Controller with a High Precision Optical Tracking System | | BIBAK | Full-Text | 254-263 | |
Grega Jakus; Joze Guna; Sašo Tomazic; Jaka Sodnik | |||
The paper presents an evaluation of the performance of a Leap Motion
Controller. A professional optical tracking system was used as a reference
system. 37 stationary points were tracked in 3D space in order to evaluate the
consistency and accuracy of the Controller's measurements. The standard
deviation of these measurements varied from 8.1 µm to 490 µm,
mainly depending on the azimuth and distance from the Controller. In the second
part of the experiment, a constant distance was provided between two points,
which were then moved and tracked within the entire sensory space. The
deviation of the measured distance changed significantly with the height above
the Controller. The sampling frequency also proved to be very non-uniform. The
Controller represents a revolution in the field of gesture-based human-computer
interaction; however, it is currently unsuitable as a replacement for
professional motion tracking systems. Keywords: Leap Motion Controller; motion capture system; consistency; accuracy |
Proposal of a Method to Measure Difficulty Level of Programming Code with Eye-Tracking | | BIBAK | Full-Text | 264-272 | |
Tomoko Kashima; Shimpei Matsumoto; Shuichi Yamagishi | |||
In recent years, guaranteeing the educational quality is required in
university education of Japan. With this situation in mind, we built study
support environment with the information technology. As a result, we utilized
the result for programming education and obtained the effect. There are various
technical elements in the programming skill. However, many evaluations have
adopted a comprehensive evaluation method. Therefore, a student's attainment to
each technical element is indefinite. Some students become difficult to perform
learning activities. So, in this research, programming notes the point which is
the implicit thinking skill which is strongly related in study. Accumulation
experience analyzes strongly related eye movement, and we aim at the standard
construction for skill. Keywords: programming; difficulty level; educational support; eye-tracking |
Expressing Observation Direction through Face and Body Rotation in a Multi-user Conversation Setting | | BIBAK | Full-Text | 273-280 | |
Satoshi Mieda; Shiro Ozawa; Munekazu Date; Hideaki Takada; Yoshiaki Kurokawa; Akira Kojima | |||
In this paper we clarified the range of observing direction by rotating the
2D human image and it is possible to express the observing direction by face
direction. We conducted two subjective experiments about direction expression
of the person on an image. In the first experiment, we compared two types of
human image expression, rotated 2D human image of rotated 2D and direction
correct. In the second experiment, we evaluated the effect of human image
rotation and the criterion for judging the direction. We showed that the
direction of the user's face is the main factor in expressing the observation
direction. Results clearly showed that it is possible to express the
observation direction, which is required for effective communication, by using
only the rotation of human facial image. Keywords: communication; remote; human expression |
Gaze Location Prediction with Depth Features as Auxiliary Information | | BIBA | Full-Text | 281-292 | |
Redwan Abdo A. Mohammed; Lars Schwabe; Oliver Staadt | |||
We present the results of a first experimental study to improve the computation of saliency maps, by using luminance and depth images features. More specifically, we have recorded the center of gaze of users when they were viewing natural scenes. We used machine learning techniques to train a bottom-up, top-down model of saliency based on 2D and depth features/cues. We found that models trained on Itti & Koch and depth features combined outperform models trained on other individual features (i.e. only Gabor filter responses or only depth features), or trained on combination of these features. As a consequence, depth features combined with Itti & Koch features improve the prediction of gaze locations. This first characterization of using joint luminance and depth features is an important step towards developing models of eye movements, which operate well under natural conditions such as those encountered in HCI settings. |
Study and Evaluation of Separability Techniques and Occlusion in Multitouch Surfaces | | BIBAK | Full-Text | 293-304 | |
Jessica Palomares; Manuel Loaiza; Alberto Raposo | |||
Multitouch interfaces allow interacting with a virtual object directly,
similar to a real object. However, there are several issues to be resolved,
such as the accuracy of the manipulation, the occlusion, the separability of
the manipulation, etc. Multitouch interfaces allow multiple spatial
transformations that can be performed on a virtual object with only a gesture.
For example, an object can be rotated, translated and scaled with two fingers
with a single gesture. However, some unwanted movements may occur accidentally.
Separability techniques appear with the intent to prevent unwanted movements on
multitouch surfaces. Occlusion is another problem that occurs in multitouch
interfaces. Often the user's hand hides the vision of the object with which
he/she interacts; or the user's action on interface hinders the movement when
it clicks on a bottom that triggers action. This paper proposes two techniques
of separability, aiming to reduce the problems that arise due to excessive
freedom of manipulation in multi-touch interfaces, and evaluates the efficiency
of these techniques. The techniques developed are not only applicable in simple
virtual objects; they are also for WIMP (windows, icons, menus, pointer)
objects, aiming to reduce occlusion. A series of tests was performed to
evaluate precision, occlusion time for completion of task, and ease of use. Keywords: Human-Computer Interaction; multitouch interaction; Separability; Occlusion;
Spatial Transformation |
Human Activity Recognition from Kinect Captured Data Using Stick Model | | BIBAK | Full-Text | 305-315 | |
Vempada Ramu Reddy; Tanushyam Chattopadhyay | |||
In this paper authors have presented a method to recognize basic human
activities such as sitting, walking, laying, and standing in real time using
simple features to accomplish a bigger goal of developing an elderly people
health monitoring system using Kinect. We have used the skeleton joint
positions obtained from the software development kit (SDK) of Microsoft as the
input for the system. We have evaluated our proposed system against our own
data set as well as on a subset of the MSR 3Ddaily activity data set and
observed that our proposed method out performs state-of-the-art methods. Keywords: Human activity; Human action; Kinect; Skeleton; Activity recognition |
Multi-sensor Based Gestures Recognition with a Smart Finger Ring | | BIBAK | Full-Text | 316-324 | |
Mehran Roshandel; Aarti Munjal; Peyman Moghadam; Shahin Tajik; Hamed Ketabdar | |||
Recently several optical and non-optical sensors based gesture recognition
techniques have been developed to interact with computing devices. However,
these techniques mostly suffer from problems such as occlusion and noise. In
this work, we present Pingu, a multi-sensor based framework that is capable of
recognizing simple, sharp, and tiny gestures without the problems mentioned
above. Pingu has been calibrated in the form of a wearable finger ring, capable
of interacting even when the device is not in the vicinity of the user. An
advanced set of sensors, wireless connectivity, and feedback facilities enable
Pingu for a wide range of potential applications, from novel gestures to social
computing. In this paper, we present our results based on experiments conducted
to explore Pingu's use as a general gestural interaction device. Our analysis,
based on simple machine learning algorithms, shows that simple and sharp
gestures performed by a finger can be detected with a high accuracy, thereby,
establishing Pingu as a wearable ring to control a smart environment
effectively. Keywords: Human Computer Interaction (HCI); Touch less gestural interaction; Wearable
device; Finger ring |
View-Invariant Human Detection from RGB-D Data of Kinect Using Continuous Hidden Markov Model | | BIBA | Full-Text | 325-336 | |
Sangheeta Roy; Tanushyam Chattopadhyay | |||
In this paper authors have presented a method to detect human from a Kinect captured Gray-Depth (G-D) using Continuous Hidden Markov models (C-HMMs). In our proposed approach, we initially generate multiple gray scale images from a single gray scale image/ video frame based on their depth connectivity. Thus, we initially segment the G image using depth information and then relevant components were extracted. These components were further filtered out and features were extracted from the candidate components only. Here a robust feature named Local gradients histogram (LGH) is used to detect human from G-D video. We have evaluated our system against the data set published by LIRIS in ICPR 2012 and on our own data set captured in our lab. We have observed that our proposed method can detect human from this data-set with a 94.25% accuracy. |
A Survey of Datasets for Human Gesture Recognition | | BIBAK | Full-Text | 337-348 | |
Simon Ruffieux; Denis Lalanne; Elena Mugellini; Omar Abou Khaled | |||
This paper presents a survey on datasets created for the field of gesture
recognition. The main characteristics of the datasets are presented on two
tables to provide researchers a clear and rapid access to the information. This
paper also provides a comprehensive description of the datasets and discusses
their general strengths and limitations. Guidelines for creation and selection
of datasets for gesture recognition are proposed. This survey should be a
key-access point for researchers looking to create or use datasets in the field
of human gesture recognition. Keywords: human-computer interaction; gesture recognition; datasets; survey |
Accessing Cause-Result Relation and Diplomatic Information in Ancient "Journalistic" Texts with Universal Words | | BIBAK | Full-Text | 351-361 | |
Christina Alexandris | |||
For the International Public, ancient historical and "journalistic" texts,
such the "Peloponnesian War" of the Ancient Greek historian Thucydides, may
allow an insight for the understanding of current international political and
economic relations. The present approach targets to facilitate the
accessibility of such texts for non-experts in the International Public, with
no knowledge of the ancient language concerned, especially journalists,
translators and students. The possibility of directly accessing text content
and viewing features, as close as possible to the original text is attempted to
be achieved here, using predefined sublanguage-specific keywords and Universal
Words. Keywords: Ancient Greek; keyword ontology; Universal Words; International Public;
online Machine Translation |
Human Factors in the Design of Arabic-Language Interfaces in Assistive Technologies for Learning Difficulties | | BIBAK | Full-Text | 362-369 | |
Sahar Alkhashrami; Huda Alghamdi; Areej Al-Wabil | |||
This paper reports on insights gained from collaborations between
multi-disciplinary research teams and practitioners in a Disability Service
Center in King Saud University (KSU) in Saudi Arabia. Projects were conducted
in the context of designing, developing and evaluating different assistive
technologies in the university's Software and Knowledge Engineering Research
Group. In these projects, methodological considerations have been reported for
effectively involving domain specialists in research and development projects
for assistive technologies. Subject Matter Experts (SMEs) are often involved in
the technology design cycles of these projects in various roles (e.g. design
partners, design informants, testers). This paper highlights the human factors
relevant for the design and evaluation of interactive systems for SpLDs that
were synthesized from these collaborative contexts. We also shed light on
issues to consider in the design partnerships between researchers and
practitioners for requirements engineering and user acceptance testing phases
of system development. Implications for the design and development of systems
for SpLDs in other languages and cultural contexts are discussed. Keywords: SpLD; Learning Difficulty; Dyslexia; Brain-Computer Interaction; BCI;
Usability; User Experience; Disability; Attention Deficit Disorder; ADHD;
Augmentative and Alternative Communication; AAC; Arabic Interfaces |
Design and Development of Speech Interaction: A Methodology | | BIBAK | Full-Text | 370-381 | |
Nuno Almeida; Samuel Silva; António Teixeira | |||
Using speech in computer interaction is advantageous in many situation and
more natural for the user. However, development of speech enabled applications
presents, in general, a big challenge when designing the application, regarding
the implementation of speech modalities and what the speech recognizer will
understand.
In this paper we present the context of our work, describe the major challenges involved in using speech modalities, summarize our approach to speech interaction design and share experiences regarding our applications, their architecture and gathered insights. In our approach we use a multimodal framework, responsible for the communication between modalities, and a generic speech modality allowing developers to quickly implement new speech enabled applications. As part of our methodology, in order to inform development, we consider two different applications, one targeting smartphones and the other tablets or home computers. These adopt a multimodal architecture and provide different scenarios for testing the proposed speech modality. Keywords: Speech; multimodal architecture; decoupled modalities |
Introducing Consciousnet: Internet Content as an Environment for Human-Machine Interaction | | BIBA | Full-Text | 382-393 | |
Vincenzo Catania; Davide Patti; Mariagrazia Sciacca | |||
In this work we introduce Consciousnet, an open source architecture aimed to provide a general purpose environment for experimenting with human-machine language interaction. The main idea is exploiting the distributed and unsupervised complexity of the Internet in order to get all the semantic/syntactic material needed to carry on a linguistic text based interaction. After describing the main elements of the architecture, the results of a set of Turing-inspired tests are shown to demonstrate how the unpredictability and generality of the environment can be used as a basis for designing tests and experiments involving both psychologists and AI scientists. |
Can User-Paced, Menu-free Spoken Language Interfaces Improve Dual Task Handling While Driving? | | BIBAK | Full-Text | 394-405 | |
Alexander Eriksson; Anders Lindström; Albert Seward; Alexander Seward; Katja Kircher | |||
The use of speech-based interaction over traditional means of interaction in
secondary tasks may increase safety in demanding environments with high
requirements on operator attention. Speech interfaces have suffered from issues
similar to those of visual displays, as they often rely on a complex menu
structure that corresponds to that of visual systems. Recent advances in speech
technology allow the use of natural language, eliminating the need for menu
structures and offering a tighter coupling between the intention to act and the
completion of the action. Modern speech technology may not only make already
existing types of interaction safer, but also opens up for new applications,
which may enhance safety. One such application is a speech-based hazard
reporting system. A small fixed-base simulator study showed that drivers adapt
the timing of the hazard reports to the situation at hand, such that an
increase in reported workload was avoided. Keywords: speech-based interface; natural language; compensatory behaviour; hazard
reporting; human factors; VUI; strategic driving behaviour; simulated driving;
IVIS |
Chinese Romanization and Its Application in HCI | | BIBAK | Full-Text | 406-416 | |
Zhiwei Feng | |||
Chinese Romanization can transcribe Chinese characters to Romanized Pinyin,
It is very useful for natural language processing, documentation, language
learning. It became an important tool for human-computer interaction. Keywords: Chinese Romanization; Pinyin; documentation; Chinese characters;
human-computer interaction |
Driving with a Speech Interaction System: Effect of Personality on Performance and Attitude of Driver | | BIBAK | Full-Text | 417-428 | |
Ing-Marie Jonsson; Nils Dahlbäck | |||
Personality has a huge effect on how we communicate and interact with
others. This study is one in a series of three that investigates how a speech
based in-car system matched with dominant and submissive drivers affects
performance and attitude drivers. The study was conducted with 30 participants
at Linköping University in Sweden. Data show that using a voice that
combines feature from submissive and dominant speech patterns work well for
both dominant and submissive drivers. The voice showed the same performance
gain as when matching car voice personality with personality of driver, without
the negative attitude ratings associated with the submissive car voice found in
previous studies. Drivers assessment of the car system show that even though
both dominant and submissive drivers find the system helpful, dominant drivers
find the system more annoying and more likely to turn the system off. Design
implications of in-vehicle systems are discussed. Keywords: In-car System; Driving Simulator; Driving Performance; Speech system;
Attitude; Personality; Dominant and Submissive |
Effects of Language Variety on Personality Perception in Embodied Conversational Agents | | BIBAK | Full-Text | 429-439 | |
Brigitte Krenn; Birgit Endrass; Felix Kistler; Elisabeth André | |||
In this paper, we investigate the effects of language variety in combination
with bodily behaviour on the perceived personality of a virtual agent. In
particular, we explore changes on the extroversion-introversion dimension of
personality. An online perception study was conducted featuring a virtual
character with different levels of expressive body behaviour and different
synthetic voices representing German and Austrian language varieties. Clear
evidence was found that synthesized language variety, and gestural expressivity
influence the human perception of an agent's extroversion. Whereby Viennese and
Austrian standard language are perceived as more extrovert than it is the case
for the German standard. Keywords: virtual agents; personality; extroversion-introversion; language variety and
non-verbal behaviour |
Long Text Reading in a Car | | BIBAK | Full-Text | 440-449 | |
Ladislav Kunc; Martin Labsky; Tomas Macek; Jan Vystrcil; Jan Kleindienst; Tereza Kasparova; David Luksch; Zeljko Medenica | |||
We present here the results of a study focused on text reading in a car. The
purpose of this work is to explore how machine synthesized reading is perceived
by users. Are the users willing to tolerate deficiencies of machine synthesized
speech and trade it off for more current content? What is the impact of
listening to it on driver's distraction? How do the answers to the questions
above differ for various types of text content? Those are the questions we try
to answer in the presented study. We conducted the study with 12 participants,
each facing three types of tasks. The tasks differed in the length and
structure of the presented text. Reading out a fable represented an
unstructured pleasure reading text. The news represented more structured short
texts. Browsing a car manual was an example of working with structured text
where the user looks for particular information without much focusing on
surrounding content. The results indicate relatively good user acceptance for
the presented tasks. Distraction of the driver was related to the amount of
interaction with the system. Users opted for controlling the system by buttons
on the steering wheel and made little use of the system's display. Keywords: Architectures for interaction; CUI; SUI ad GUI; HCI methods and theories;
Interaction design; Speech and natural language interfaces; Long text reading;
car; UI; LCT |
Let's Get Personal | | BIBAK | Full-Text | 450-461 | |
Nikita Mattar; Ipke Wachsmuth | |||
Agents that are able to build relationships with the people they are
interacting with are envisioned to be more successful in long-term
interactions. Small talk about impersonal topics has been found an adequate
tool in human-agent interactions for manipulation of such relationships. We
suspect that an agent and the interaction with it will be evaluated even more
positively when the agent talks about personal information it remembers about
its interlocutor from previous encounters. In this paper a model of person
memory that provides virtual agents with information needed in social
conversations is presented. An interaction study demonstrates the impact of
personal information in human-agent conversations and validates the performance
of our model. Keywords: conversational agents; intelligent virtual agents; human-agent interaction;
person memory; social conversations; interaction study |
Multimodal Behaviours in Comparable Danish and Polish Human-Human Triadic Spontaneous Interactions | | BIBAK | Full-Text | 462-471 | |
Costanza Navarretta; Magdalena Lis | |||
This is a pilot study of multimodal behaviours in manually annotated
comparable video recordings of Danish and Polish triadic naturally occurring
conversations. The data are comparable with respect to the conversational
settings, the familiarity degree, age and gender of the participants.
Furthermore, they have been annotated according to the same annotation scheme
following common coding strategies. The analysis of the annotations indicates
that although the conversations in the two languages differ in content, Danes
and Poles use the same type of head movements and with the same frequency. In
both datasets the most common facial expressions are laughter and smile,
however, facial expressions are much more frequent in the Polish data than in
the Danish data. Furthermore, the facial expressions in the Polish data are
often used as feedback signals to the interlocutors while the Danes use facial
expression to comment their own spoken contribution. Finally, the Danes use
more frequently hand gestures than the Poles and their hand gestures have a
deictic function while the hand gestures of the Poles are iconic. The
differences in the behaviours in the two corpora can partly depend on the
language, but is also due to the type of relationship between the participants
and the content of the conversations. Keywords: Multimodal Corpora; Multilinguality; Human-human Interaction |
Building Rapport between Human and ECA: A Pilot Study | | BIBAK | Full-Text | 472-480 | |
David Novick; Iván Gris | |||
This study is part of a longer-term project to provide embodied
conversational agents (ECAs) with behaviors that enable them to build and
maintain rapport with their human partners. We focus on paralinguistic
behaviors, and especially nonverbal behaviors, and their role in communicating
rapport. Using an ECA that guides its players through a speech-controlled game,
we attempt to measure the familiarity built between humans and ECAs across
several interactions based on paralinguistic behaviors. In particular, we
studied the effect of differences in the amplitude of nonverbal behaviors by an
ECA interacting with a human across two conversational sessions. Our results
suggest that increasing amplitude of nonverbal paralinguistic behaviors may
lead to an increased perception of physical connectedness between humans and
ECAs. Keywords: Embodied conversational agent; familiarity; rapport; paralinguistic;
nonverbal communication |
The Effect of Voice Instruction on the Construction of Mental Model | | BIBAK | Full-Text | 481-491 | |
A Restyandito; Alan H. S. Chan; Umi Proboyekti | |||
The goal of this study is to observe the effect of instruction deliverance
method in the construction of mental model. A good mental model can help the
user's learnability process. There were two methods tested in this study: a
step-by-step instruction (SS) and a complete set of whole-steps instructions
(WS) to finish a given task. The SS group performed better on the learning
process, however they had the least score on both the information retention and
transfer process. Their minds were not engaged in the process, as they seemed
to simply follow the instructions without being critical. When error occurred,
they tended to be less persistent in trying to finish the task. This might be
caused by the incomplete mental model as a result of receiving the instruction
step by step. Keywords: voice instruction; mental model; learnability |
Discourse Particles and User Characteristics in Naturalistic Human-Computer Interaction | | BIBAK | Full-Text | 492-501 | |
Ingo Siegert; Matthias Haase; Dmytro Prylipko; Andreas Wendemuth | |||
In human-human interaction (HHI) the behaviour of the speaker is amongst
others characterised by semantic and prosodic cues. These short feedback
signals minimally communicate certain dialogue functions such as attention,
understanding or other attitudinal reactions. Human-computer interaction (HCI)
systems have failed to note and respond to these details so far, resulting in
users trying to cope with and adapt to the machines behaviour. In order to
enhance HCI, an adaptation to the user's behaviour, individual skills, and the
integration of a general human behaviour understanding is indispensable.
Another issue is the question if the usage of feedback signals is influenced by
the user's individuality. In this paper, we investigate the influence of
specific feedback signals, known as discourse particles (DPs), with
communication style and psychological characteristics within a naturalistic
HCI. This investigation showed that there is a significant difference in the
usage of DPs for users of certain user characteristics. Keywords: human-machine-interaction; discourse particles; personality; user
characteristics |
The Effects of Working Memory Load and Mental Imagery on Metaphoric Meaning Access in Metaphor Comprehension | | BIBAK | Full-Text | 502-510 | |
Xiaofang Sun; Ye Liu; Xiaolan Fu | |||
Metaphor is a cognitive process that enables people to make mental mapping
across distinct conceptual domains. The present study investigated metaphorical
and literal meaning access in metaphor comprehension, and the effects of
working memory load and mental imagery on metaphor comprehension. Three
sentence priming experiments were conducted and the results showed that the
literal meaning of a metaphor was accessed faster than the metaphorical
meaning, but metaphorical meaning could be accessed as quickly as literal
meaning if there was more cognitive resource involved. These findings indicated
that the literal meaning of a metaphor is accessed first in the early stage of
metaphor comprehension, and working memory load plays an important role in the
process. The study didn't find any significant effect of imageability on
metaphor comprehension; however, the results implied the metaphors with low
imageability need more working memory load to understand. The implication for
natural language processing of the computer science was discussed. Keywords: metaphor comprehension; working memory load; mental imagery; imageability |
Human Factors in the Design of BCI-Controlled Wheelchairs | | BIBAK | Full-Text | 513-522 | |
Wafa Alrajhi; Manar Hosny; Areej Al-Wabil; Arwa Alabdulkarim | |||
In this paper, we synthesize research on the type of cognitive commands that
have been examined for controlling Brain Computer Interface (BCI) wheelchairs
and the human factors that have been reported for the selection of different
protocols of BCI commands for an individual user. Moreover, we investigate how
different researchers have considered the necessity of sustained movement from
a single thought/command, having an emergency stop, and the commands necessary
for assisting users with a particular disability. We then highlight how these
human factors and ergonomics' considerations were applied in the design and
development of an EEG-controlled motorized wheelchair, aiming to emphasize
users' requirements for people with severe physical disabilities. In this case
study, we propose a brain controlled wheelchair navigation system that can help
the user travel to a desired destination, without having to personally drive
the wheelchair and frequently change the movement directions along the path to
the destination. The user can choose the desired destination from a map of the
environment, using his/her brain signals only. The user can navigate through
the map using BCI cognitive commands. The system processes the brain signals,
determines the required destination on the map, and constructs an optimized
movement path from the source to the intended destination. To construct an
obstacle-free path with the shortest possible distance and minimum number of
turns, a path planning optimization problem is solved using a simple Simulated
Annealing (SA) algorithm. The resulting optimized path will be translated into
movement directions that are sent to the microcontroller to move the wheelchair
to the desired destination. Keywords: Brain Computer Interaction (BCI); electroencephalography (EEG); Path
Planning Optimization; Simulated Annealing; Wheelchair |
Interface Design and Dynamic Audio | | BIBAK | Full-Text | 523-531 | |
Luiz Roberto Carvalho; Alice T. Cybis Pereira | |||
In the age of digital devices, text, image, sound, interactivity, blend
themselves into a symbiotic and unique media, presenting a multifaceted specie
of language called hypermedia. However, since many years ago, we have seen a
notable emphasis on visual communication's interfaces, and due to its
limitations, products and services in design can often present inconsistencies
when other sensory properties are relevant, as in the case of sound
information. This over-emphasis on visual displays has constrained the
development of interactive systems that are capable of making better use of the
auditory modality. Recognizing the HCI as an integrating element of media and
visual, sound and tactile metaphors, this study will demonstrate investigations
that contextualize the role of sound into interactive environments by proposing
an overview for the term interactive sound, suggesting its classification into
direct-interactive and indirect-adaptative sounds, and pointing out its
meanings and applications. Keywords: sound design; game sound; dynamic audio; interactive sound |
A Pictorial Interaction Language for Children to Communicate with Cultural Virtual Characters | | BIBAK | Full-Text | 532-543 | |
Birgit Endrass; Lynne Hall; Colette Hume; Sarah Tazzyman; Elisabeth André | |||
In this paper, we outline the creation of an engaging and intuitive
pictorial language as an interaction modality to be used by school children
aged 9 to 11 years to interact with virtual characters in a cultural learning
environment. Interaction takes place on a touch screen tablet computer linked
to a desktop computer on which the characters are displayed. To investigate the
benefit of such an interaction style, we conducted an evaluation study to
compare the pictorial interaction language with a menu-driven version for the
same system. Results indicate that children found the pictorial interaction
language more fun and more exciting than the menus, with users expressing a
desire to interact for longer using the pictorial interaction language. Thus,
we think the pictorial interaction language can help support the children's
experiential learning, allowing them to concentrate on the content of the
cultural learning scenario. Keywords: Interaction Design; Interaction Modality; Virtual Agents; Culture; User
Experience |
Tangible or Not Tangible -- A Comparative Study of Interaction Types for Process Modeling Support | | BIBAK | Full-Text | 544-555 | |
Albert Fleischmann; Werner Schmidt; Christian Stary | |||
Many organizations loose potential for optimizing their operation due to
limited stakeholder participation when designing business processes. One of the
reasons is that traditional modeling methods and (interactive) tools are not
suitable for domain experts who neither want to struggle with complex or formal
notations, nor with the respective modeling tool. Tangible modeling interfaces
are a significant move towards stakeholder inclusion. We review their
respective capabilities not only with regard to modeling, but also to
implementation and execution of business processes, setting the stage for
improving the effectiveness of interactive Business Process Management support,
and thus, stakeholder participation in organizational development. Keywords: Tangible user interface; process modeling; model documentation; model
execution; Subject-oriented BPM; multi-modal interaction |
Body Image and Body Schema: Interaction Design for and through Embodied Cognition | | BIBAK | Full-Text | 556-566 | |
Ozgun Eylul Iscen; Diane Gromala; Maryam Mobini | |||
The interdisciplinary literature on body image/body schema (BIBS), which is
within the larger realm of embodied cognition, can provide HCI practitioners
and theorists new ideas of and approaches to human perception and experience.
In very brief terms, body image consists of perceptions, attitudes and beliefs
pertaining to one's own body, whereas body schema is a system of sensory-motor
capabilities that function, usually without awareness or the necessity of
perceptual monitoring. The dynamic relationality and plasticity of BIBS open up
different avenues for interaction design. An overview of six main ideas
deriving from BIBS literature are enumerated, followed by a discussion of
projects designed for chronic pain patients that demonstrate how these ideas
can be adopted in interaction design processes as a perspective or attitude
rather than a mere application of traditional methods. Through bridging HCI and
BIBS theories and research, we can develop a holistic framework in which we
design for and through embodied cognition. Keywords: Embodied cognition; body image; body schema; interaction design; virtual
reality; chronic pain |
Exploring Initiative Interactions on a Proxemic and Ambient Public Screen | | BIBAK | Full-Text | 567-577 | |
Huiliang Jin; Bertrand David; René Chalon | |||
Public screens are common in modern society, and provide information
services to audiences. However, as more and more screens are installed, it
becomes a burden for users to find information concerning themselves quickly.
This is because screens cannot understand what users really need, they only
display pre-designed information related to a certain location. To ensure
better cohabitation between people and screens, one solution is to make screens
understand users rather than make users understand screens. Given that it is
difficult, even for humans, to interpret other people's intentions, it is far
harder for screens to understand users. We need first to decide which kinds of
information about users could be helpful for a screen to estimate to users'
needs. In this paper, we study a public interactive screen, which can speculate
as to users' intentions by interpreting their proxemic attributes (such as
distance, movement, etc.) and context information (identity, locations, etc.).
Based on proxemic interaction semantics, we built an interactive public screen,
which: 1) could interpret users' needs in advance and display relevant
information; 2) be available for multi-users and display distinct information
to them; 3) be open for data exchanges with users' mobile devices. Through a
lab study, we demonstrate that the screen presented in this paper is more
attractive to users and could provide users with useful information more
rapidly and precisely than traditional screens. Keywords: Proxemic Interaction; Proxemic Screen; Public Screen; Initiative
Interactions |
Evaluation of Tactile Drift Displays in Helicopter | | BIBAK | Full-Text | 578-588 | |
Patrik Lif; Per-Anders Oskarsson; Johan Hedström; Peter Andersson; Björn Lindahl; Christopher Palm | |||
Brownout during helicopter landing and takeoff is a serious problem and has
caused numerous accidents. Development of displays indicating drift is one part
of the solution, and since the visual modality is already saturated one
possibility is to use a tactile display. The main purpose in this study was to
investigate how tactile displays should be coded to maintain or increase the
ability to control lateral drift. Two different tactile drift display
configurations were compared, each with three different onset rates to indicate
the speed of lateral drift. A visual drift display was used as control
condition. The results show that best performance is obtained with the basic
display with slow onset, and with complex display with constant onset rate. The
results also showed that performance with the best tactile drift display
configurations was equal to the already validated visual display. Keywords: Tactile display; helicopter; brownout |
Development of Interaction Concepts for Touchless Human-Computer Interaction with Geographic Information Systems | | BIBA | Full-Text | 589-599 | |
Ronald Meyer; Jennifer Bützler; Jeronimo Dzaack; Christopher M. Schlick | |||
Interaction concepts in 3D GIS are yet limited to 2D input methods like mouse and keyboard. This work describes elaboration of a concept of touchless interaction for a prototype that aims to be used in maritime GIS applications. Experts from the maritime field have been interviewed to construct a rigorous scenario settled in the maritime field. Besides the planning and conversion of a stereoscopic GIS prototype a touchless interaction concept for stereoscopic environments under consideration of three different hand models is developed and presented. Implementation of these different hand models is planned for future evaluation. |
Spyractable: A Tangible User Interface Modular Synthesizer | | BIBAK | Full-Text | 600-611 | |
Spyridon Potidis; Thomas Spyrou | |||
The purpose of this paper is the exploration of the possibilities that
Tangible User Interface (TUI) may offer in the area of sound synthesis, by
reconfiguring the functionality of the existing TUI tabletop musical instrument
called "Reactable" and redesigning most features, adjusting it to a
synthesizers needs. For this research we analyzed sound properties, physics and
formation, as well as how human used these features to synthesize sound.
Afterwards we present the properties and advantages of TUI technology, and its
use in sound and music, distinguishing Reactable, for being the most even
musical instrument using TUI. As an outcome we develop and present an initial
prototype modular synthesizer, called Spyractable. Finally, we subject
Spyractable to users' evaluation tests and we present the outcomes, making
suggestions for further investigation and design guidelines. Keywords: Sound wave; harmonics; modular synthesis; modules; tangible user interface
(TUI); tangibles; patches; graphical controllers |
Neural Interface Emotiv EPOC and Arduino: Brain-Computer Interaction in a Proof of Concept | | BIBAK | Full-Text | 612-623 | |
Eduardo Emilio Reder; Amilton Rodrigo de Quadros Martins; Vinícius Renato Thomé Ferreira; Fahad Kalil | |||
This study aims to demonstrate the interaction between the human being and
the machine through a neural pattern recognizing interface, namely Emotiv EPOC,
and a robotic device made by Arduino. The union of these technologies is
assessed in specific tests, seeking a usable and stable binding with the
smallest possible rate of error, based on a study of how the human electrical
synapses are produced and captured by the electroencephalogram device, through
examples of projects that achieved success using these technologies. In this
study, the whole configuration of the software used to bind these technologies,
as well as how they work, is explained, and the result of the experiments
through an analysis of the tests performed is addressed. The difference in the
results between genders and the influence of user feedback, as well as the
accuracy of the technologies, are explained during the analysis of the data
captured. Keywords: Emotiv EPOC; Arduino; Brain-Computer Interface; Interaction;
Electroencephalogram |
A Heuristic Model of Vibrotactile Haptic Feedbacks Elicitation Based on Empirical Review | | BIBAK | Full-Text | 624-632 | |
Anak Agung Gede Dharma; Kiyoshi Tomimatsu | |||
We propose a novel heuristic model of vibrotactile feedbacks elicitation.
The model is based on two known tactile elicitation principles, i.e. perceived
tactile sensation and apparent haptic motion. Our previous studies, along with
empirical reviews were used to provide an insight of how these two principles
work individually. Our preceding works on the mapping of texture phase diagram
of artificial vibrotactile stimuli reveals 3 main perceived vibrotactile
sensation, i.e. dampness, friction, and hardness. Furthermore, we have
conducted a preliminary research to observe apparent haptic motion in our
proposed haptic vest interface. Our findings and the empirical reviews imply
that these two haptic principles can be used concurrently to create a novel
user experience. Keywords: vibrotactile haptic feedback; heuristic model; tactile perception |
Auditory Emoticons: Iterative Design and Acoustic Characteristics of Emotional Auditory Icons and Earcons | | BIBAK | Full-Text | 633-640 | |
Jason Sterkenburg; Myounghoon Jeon; Christopher Plummer | |||
In recent decades there has been an increased interest in sonification
research. Two commonly used sonification techniques, auditory icons and
earcons, have been the subject of a lot of study. However, despite this there
has been relatively little research investigating the relationship between
these sonification techniques and emotions and affect. Additionally, despite
their popularity, auditory icons and earcons are often treated separately and
are rarely compared directly in studies. The current paper shows iterative
design procedures to create emotional auditory icons and earcons. The ultimate
goal of the study is to compare auditory icons and earcons in their ability to
represent emotional states. The results show that there are some strong user
preferences both within sonification categories and between sonification
categories. The implications and extensions of this work are discussed. Keywords: auditory icons; earcons; auditory emoticons; non-speech sounds; sonification |
Natural Forms of Communication and Adaptive Behaviour in Human-Computer-Interaction | | BIBAK | Full-Text | 641-647 | |
Madlen Wuttke; Kai-Uwe Martin | |||
Scientific research over the last two decades imputes a beneficial effect on
human-computer interaction by depicting a virtual communication partner
onscreen due to the persona effect and the media equation theory. On the other
hand, looking back at the historic component of human-computer interactions,
the burden of adaptation has always been on humans to understand the machine
and to communicate in accordance with its standards. This paper describes
natural communication and interaction strategies of humans and computers as
well as their importance to scientific research. Keywords: Intelligent and agent systems; Pedagogical Agents; Natural Forms of
Communication; Adaptive; Mobile Learning |
Backchannel Head Nods in Danish First Meeting Encounters with a Humanoid Robot: The Role of Physical Embodiment | | BIBAK | Full-Text | 651-662 | |
Anders Krogsager; Nicolaj Segato; Matthias Rehm | |||
Head nods have been shown to play an important role for communication
management in human communication, e.g. as a non-verbal feedback signal from
the listener. Based on a study with virtual agents, which showed that the use
of head nods helps eliciting more verbal input from the user, we investigate
the use of head nods in communications between a user and a humanoid robot
(Nao) that they meet for the first time. Contrary to the virtual agent case,
the robot elicited less talking from the user when it was using head nods as a
feedback signal. A follow-up experiment revealed that the physical embodiment
of the robot had a huge impact on the users' behavior in the first encounters. Keywords: Culture-aware robots; backchannels; feedback; physical embodiment |
Recommended Considerations for Human-Robot Interaction Communication Requirements | | BIBAK | Full-Text | 663-674 | |
Stephanie J. Lackey; Daniel J. Barber; Sushunova G. Martinez | |||
Emerging robot systems increasingly exhibit greater levels of autonomy,
requiring improvements in interaction capabilities to enable robust human-robot
communication. This paper summarizes the present level of supervisory control
in robots, both fielded and experimental, and the type of communication
interfaces needed for successful Human-Robot Interaction (HRI). The focus of
this research is to facilitate direct interactions between humans and robot
systems within dismounted military operations and similar applications (e.g.,
law enforcement, homeland security, etc.). Achieving this goal requires
advancing audio, visual, and tactile communication capabilities beyond the
state-of-the-art. Thus, the requirement for a communication standard supporting
supervisory control of robot teammates is recommended. Keywords: Supervisory control; autonomy; human-robot interaction |
An Emotional Framework for a Real-Life Worker Simulation | | BIBAK | Full-Text | 675-686 | |
Nicholas H. Müller; Martina Truschzinski | |||
Within the framework of the project 'The Smart Virtual Worker' we put
forward a sound and functioning emotional model which adequately simulates a
worker's emotional feelings throughout a typical task in an industrial setting.
We restricted the model to represent the basic emotions by Ekman and focused on
the implementation of 'joy' and 'anger'. Since emotions are uniquely generated,
based on the interpretation of a stimulus by an individual, we linked the
genesis of emotions to empirical findings of the sports sciences to infer an
emotional reaction. This paper describes the concept of the model from a
theoretical and practical point of view as well as the preliminary state of
implementation and upcoming steps of the project. Keywords: emotion framework; work simulation; workflow simulator; emotional valence;
emotional model |
Behavioral Persona for Human-Robot Interaction: A Study Based on Pet Robot | | BIBAK | Full-Text | 687-696 | |
Thiago Freitas dos Santos; Danilo Gouveia de Castro; Andrey Araujo Masiero; Plinio Thomaz Aquino Junior | |||
With the advancement of technology robots have become more common in every
day applications, like Paro and GOSTAI Jazz for health care or Pleo and Genibo
for entertainment. Since these robots are designed to constantly interact with
people, during the development process it should be considered how people would
feel and behave when they interact with those artifacts. However there might be
some issues in collecting this type of data or how to efficiently use it in the
development of new features. In this study we report a process for creating
Personas that will help in the design of subject-focused applications for
robots interactions. Keywords: User modeling and profiling; Human-Robot Interaction; Personas |
Robotic Border Crosser TNG -- Creating an Interactive Mixed Reality | | BIBAK | Full-Text | 697-706 | |
Anke Tallig | |||
In this paper is described an interactive mixed reality which is presented
by a mobile robot. It explains the structure and functionality of the mixed
reality and illustrated, how the combination works with the robot. In addition
some evaluation results of the interactive screen are presented. Usage scenario
for the interactive mixed reality is the Industriemuseum Chemnitz. This kind of
exhibition is suitable for viewing the inner functions of an exhibit to see how
this technology works. The view into a technical device can occurs with the
help of a public screen which is projected on the exhibits surface. Via an
interactive layer it's possible for users to interact with the indicated
contents. This interactive projection system is mobile thereby the robot can
transport the public screen through the museum and from exhibit to exhibit.
This interactive screen contains videos, animations and pictures of the
functionality of exhibits. With the assistance of this mobile system the
visitor can learn more about the exhibits in general and their specific
functionality. Keywords: Human-Computer Interaction; Human-Robot Interaction; Mixed Reality; Robotic
Mediator; Interdisciplinary Collaboration; Blended Museum |
Emotion Transmission System Using a Cellular Phone-Type Teleoperated Robot with a Mobile Projector | | BIBA | Full-Text | 707-714 | |
Yu Tsuruda; Maiya Hori; Hiroki Yoshimura; Yoshio Iwai | |||
We propose an emotion transmission system using a cellular phone-type teleoperated robot with a mobile projector. Elfoid has a soft exterior that provides the look and feel of human skin and is designed to transmit a speaker's presence to their communication partner using a camera and microphone. To transmit the speaker's presence, Elfoid transmits not only the voice of the speaker but also their facial expression as captured by the camera. In this research, facial expressions are recognized by a machine learning technique. Elfoid cannot, however, physically display facial expressions because of its compactness and a lack of sufficiently small actuator motors. The recognized facial expressions are displayed using a mobile projector installed in Elfoid's head to convey emotions. We build a prototype system and experimentally evaluate its subjective usability. |
Design of an Emotion Elicitation Framework for Arabic Speakers | | BIBAK | Full-Text | 717-728 | |
Sharifa Alghowinem; Sarah Alghuwinem; Majdah Alshehri; Areej Al-Wabil; Roland Goecke; Michael Wagner | |||
The automatic detection of human affective states has been of great interest
lately for its applications not only in the field of Human-Computer
Interaction, but also for its applications in physiological, neurobiological
and sociological studies. Several standardized techniques to elicit emotions
have been used, with emotion eliciting movie clips being the most popular. To
date, there are only four studies that have been carried out to validate
emotional movie clips using three different languages (English, French,
Spanish) and cultures (French, Italian, British / American). The context of
language and culture is an underexplored area in affective computing.
Considering cultural and language differences between Western and Arab
countries, it is possible that some of the validated clips, even when dubbed,
will not achieve similar results. Given the unique and conservative cultures of
the Arab countries, a standardized and validated framework for affect studies
is needed in order to be comparable with current studies of different cultures
and languages. In this paper, we describe a framework and its prerequisites for
eliciting emotions that could be used for affect studies on an Arab population.
We present some aspects of Arab culture values that might affect the selection
and acceptance of emotion eliciting video clips. Methods for rating and
validating Arab emotional clips are presented to derive at a list of clips that
could be used in the proposed emotion elicitation framework. A pilot study was
conducted to evaluate a basic version of our framework, which showed great
potential to succeed in eliciting emotions. Keywords: Emotion elicitation framework; Arabic emotion data collection; emotional
movie clips |
Analysing Emotional Video Using Consumer EEG Hardware | | BIBAK | Full-Text | 729-738 | |
Jeroen de Man | |||
Low-cost, easy to use EEG hardware produced for the consumer-market provide
interesting possibilities for human-computer interaction in a wide variety of
applications. Recent years have produced numerous papers discussing the use of
these types of devices in various ways, but only some of this work looks into
what these devices can actually measure. In this paper, data is used that has
been collected using a Myndplay Brainband, while 30 participants viewed
emotional videos eliciting different mental states. This data is analysed by
looking at average power in multiple frequency bands and eSense™ values,
as well as peaks in the measurements detected throughout the videos. Although
average values do not differentiate well between the mental states, peak
detection provides some promising results worthy of future research. Keywords: emotional response; emotion analysis; affective HCI; EEG |
Emotracking Digital Art | | BIBAK | Full-Text | 739-749 | |
Isabelle Hupont; Eva Cerezo; Sandra Baldassarri; Rafael Del-Hoyo | |||
Art and emotions are intimately related. This work proposes the application
to arts of Emotracker, a novel tool that mixes eye tracking technology and
facial emotions detection to track user behaviour. This combination offers
intuitive and highly visual possibilities of relating eye gaze, emotions and
artistic contents. The results obtained after carrying out "5-second
emotracking tests" over art illustrations and the use of the gathered
information to create real-time artistic effects are presented. Keywords: affect analysis; gaze; face analysis; digital arts |
Estimation of Emotion by Electroencephalography for Music Therapy | | BIBAK | Full-Text | 750-757 | |
Kensyo Kinugasa; Hiroki Yoshimura; Maiya Hori; Satoru Kishida; Yoshio Iwai | |||
A system for providing music employing electroencephalography for music
therapy is described. Music therapy for the treatment of patients suffering
mental illness has been attempted over a period of 20 years. To reduce stress,
it is preferable to listen to music that matches a person's emotions. However,
it is difficult to know exactly the person's emotion. It is necessary to
calibrate the proposed system employing electroencephalography to emotions. We
discuss a method of calibration especially used in canonical correlation
analysis. Experimental results show that it is possible to roughly estimate
feelings. We consider that it is possible to use our system in practice. Keywords: electroencephalography; music therapy; canonical correlation analysis |
Evaluating User's Emotional Experience in HCI: The PhysiOBS Approach | | BIBAK | Full-Text | 758-767 | |
Alexandros Liapis; Nikos Karousos; Christos Katsanos; Michalis Xenos | |||
As computing is changing parameters, apart from effectiveness and efficiency
in human-computer interaction, such as emotion have become more relevant than
before. In this paper, a new tool-based evaluation approach of user's emotional
experience during human-computer interaction is presented. The proposed
approach combines user's physiological signals, observation data and
self-reported data in an innovative tool (PhysiOBS) that allows continuous and
multiple emotional states analysis. To the best of our knowledge, such an
approach that effectively combines all these user-generated data in the context
of user's emotional experience evaluation does not exist. Results from a
preliminary evaluation study of the tool were rather encouraging revealing that
the proposed approach can provide valuable insights to user experience
practitioners. Keywords: User Emotional Experience; Human Computer Interaction; Evaluation;
Physiological Signals; Emotions |
Proposal for the Model of Occurrence of Negative Response toward Humanlike Agent Based on Brain Function by Qualitative Reasoning | | BIBAK | Full-Text | 768-778 | |
Yoshimasa Tawatsuji; Keiichi Muramatsu; Tatsunori Matsui | |||
For designing the rounded communication between human and agent, humanlike
appearance of agent can contribute to human understandability towards their
intension. However, the excessive humanlike-ness can cause human to feel
repulsive against the agent, which is well known as the uncanny valley. In this
study, we propose a model providing an explanation for how the human negative
response is formed, based on the brain regions and its function, including the
amygdala, hippocampus, cortex and striatum. This model is described with
quantitative reasoning and simulated. The results indicate that as human
observes a humanlike agent, the emotion goes negative and the brain regions
were more activated in comparison with the case human observes a person. Keywords: Human Agent Interaction; uncanny valley; brain function; qualitative
reasoning |
Current and New Research Perspectives on Dynamic Facial Emotion Detection in Emotional Interface | | BIBAK | Full-Text | 779-787 | |
Tessa-Karina Tews; Michael Oehl; Helmut Faasch; Taro Kanno | |||
In recent years there has been an increasing interdisciplinary exchange
between psychology and computer science in the field of recognizing emotions
for future-oriented Human-Computer and Human-Machine Interfaces. Although
affective computing research has made enormous progress in automatically
recognizing facial expressions, it has not yet been fully clarified how
algorithms can learn to encode or decode a human face in a real environment.
Consequently, our research focuses on the detection of emotions or affective
states in a Human-Machine setting. In contrast to other approaches, we use a
psychology driven approach trying to minimize complex computations by using a
simple dot-based feature extraction method. We suggest a new approach within,
but not limited to, a Human-Machine Interface context which detects emotions by
analyzing the dynamic change in facial expressions. In order to compare our
approach, we discuss our software with respect to other developed facial
expression studies in context of its application in a chat environment. Our
approach indicates promising results that the program could accurately detect
emotions. Implications for further research as well as for applied issues in
many areas of Human-Computer Interaction, particularly for affective and social
computing, will be discussed and outlined. Keywords: Emotional Interfaces; Affective Computing; Facial Expression; Human Machine
Interface |
Evaluation of Graceful Movement in Virtual Fitting through Expressed Emotional Response and Emotion Expressed via Physiology Measures | | BIBAK | Full-Text | 788-797 | |
Wan Adilah Wan Adnan; Nor Laila Md. Noor; Fauzi Mohd Saman; Siti Nurnabillah Zailani; Wan Norizan Wan Hashim | |||
Graceful interaction is a form of interaction that incorporates quality
movement that can invoke the emotional appeal of users engaged with it. However
method of evaluation of the quality graceful interaction has not been
discussed. As we argue that graceful interaction can evoke emotion, we explore
the use of possible instruments to evaluate graceful interaction based on the
valence-arousal model. To measure emotional response of arousal the response is
using verbal and non-verbal instruments. The former is based on self-report
emotions and the later through autonomic measures of emotion via bio-physical
measures of skin conductance. We conducted an experiment with six participants
who were given the tasks to perform movement tasks in virtual fitting using
three different virtual fitting room (VFR) applications available on e-commerce
fashion retailing websites. The selection of the VFR applications was based on
the presence of two identified graceful interaction design elements, which are
tempo and sequence as prescribed by the graceful interaction design model.
While performing the tasks, each participant's physiology measure of emotional
response was recorded using the tool BioGraph Infiniti. Upon completion, the
participants were requested to report their emotional response in an instrument
constructed based on the valence arousal model. Finally each participant was
also interviewed to state the VFR applications they preferred. The analysis of
each type emotional response were made and the findings showed the congruence
between the verbally expressed emotional response and physiology measure of
emotional response in performing graceful interaction tasks. This suggests that
the evaluation of graceful interaction can be made by the use of verbally and
non-verbally expressed emotional respond instruments. Keywords: aesthetic experience; graceful interaction; emotional design; virtual task;
physiological measure; human computer interaction |