Thursday, September 29, 2011
Paper Reading #13: Combining Multiple Depth Cameras and Projectors for Interactions On, Above, and Between Surfaces
Reference Information
Combining Multiple Depth Cameras and Projectors for Interactions On, Above, and Between Surfaces
Andrew D. Wilson and Hrvoje Benko
Presented at UIST'10, October 3-6, 2010, New York, New York, USA
Author Bios
Andrew D. Wilson is a senior researcher at Microsoft Research. He was a Cornell Undergrad and earned his Masters and PhD from the MIT Media Lab.
Hrovje Benko has a PhD from Columbia University, he is a researcher at Microsoft Researc.
Summary
Hypothesis
Is LightSpace a usable and better way to interact with applications in 3D space?
Methods
LightSpace was tested at a convention where it was made available for public use. Several hundred people tested and used the system and were encouraged to play and explore the capabilities of LightSpace. The interactions were observed by the researchers in order to obtain usability data and insight into how to make the system more functional and intuitive.
Results
The researchers found that the effective maximum for the system was six people at a time, however to operate smoothly it was best to keep it at three or below. The reasons for setting limits on users is that the more users that are present the more points the system has to keep track of and the higher the likelihood that users block each others movements from the camera. Users also discovered new ways to use the system that hadn't been done before.
Contents
LightSpace uses multiple projectors and depth cameras to created a simulated environment and allow for multiple interactions.The researchers chose to use their equipment to track, study, and use 4 main interactions: simulated interactive surfaces, through-body transitions between surfaces, picking up objects, and spatial menus.
Discussion
The LightSpace system is an amazing ideas and something that has been the dream of science fiction fans ever since the holodeck was featured on Star Trek. Advances in technology similar to LightSpace could one day make these fantasies a reality. The system that these researchers developed is a great step in that direction for a couple different reasons but the most important is that it takes a great idea and improves upon it by making it portable. The ability for this to be possibly wheeled into lecture hall at the beginning of a day, calibrated, used for various classes and lectures, and then taken to a different location the next day is a big boon for this system if it is ever commercialized.
Thursday, September 22, 2011
Paper Reading #12: Enabling Beyond-Surface Interactions for Interactive Surface with An Invisible Projection
Reference Information
Enabling Beyond-Surface Interactions for Interactive Surface with An Invisible Projection
Li-Wei Chan, Hsiang-Tao Wu, Hui-Shan Kao, Ju-Chun Ko, Home-Ru Lin, Mike Y. Chen, Jane Hsu, Yi-Ping Hung
Presented at UIST'10, October 3-6, 2010, New York, New York, USA
Author Bios
- Li-Wei Chan is a PhD student at the National Taiwan University and researches with the Image and Vision Lab and iAgent.
- Hsiang-Tao Wu is now a researcher at Microsoft Research Asia but previously attended the National Taiwan University.
- Hui-Shan Kao, Ju-Chun Ko, Home-Ru Lin were students at the National Taiwan University during the time of this paper.
- Mike Y. Chen is an assistant professor at the National Taiwan University specializing in human-computer interaction and mobile computing.
- Jane Hsu is a professor at the National Taiwan University and focuses on multi-agent systems and web technologies.
- Yi-Ping Hung is a professor at the National Taiwan University and researches human-computer interaction among other things.
Summary
Hypothesis
Current
touchscreen interfaces and devices are limited in size and, therefore,
in content. The authors believe that a solution lies in creating an
interface with a larger surface area and using feet as the interaction
agents.
Methods
The
first user study was done among 16 right footed individuals to find the
capabilities and the limitations of the foot based interaction.They examined
foot gestures using a target selection task that required participants
to select discrete targets along three axes of foot rotation.M-Series
Vicon Motion Capture cameras were used to accurately capture and log
the movement of a participant’s foot. The selection and confirmation of
targets presented on a laptop worked with the click and release of the
mouse.
A
different set of study among 6 right footed participants used machine
learning to identify foot gestures.Based on the design implications from
the first study,they focused specifically on plantar flexion and heel
rotation gestures. Bayes theorem was used to perform classification of
users foot movement.For each gesture type, each target was randomly
presented 10 times for training and 50 times for testing. In total, each
participant completed 100 gestures in the practice phase and 500
gestures in the testing phase. They wore jeans with pockets to hold
iPhones.Four classification tests: across all gestures, across all
gesture types, across all gestures in Heel rotation, and across all
gestures in plantar flexion were conducted.
Results
There
were complaints from the users that only the bottom portion of the
building could seen. It was also noted that they wanted to be able to
see the upper parts of the buildings as well. This was solved by lifting
imView up to see the upper part of the structure. Another problem was
the fact that the imView got lost above the table system. Some of the
users also expressed their desire to be able to drag the map using the
imFlashlight as well. Some of the issues with the imFlashlight was that
it was difficult to for the users to be aware of the actual scene.
Overall however the participants gave a positive response about the
other products such as imLamp.
Contents
The authors developed a programmable infrared tabletop system that
allows mobile devices to interact with displayed surfaces through
invisible markers. The system allows for on-surface and above-surface
interaction and is based on a Direct-Illumination system. Two IR cameras
detect finger touches. A standard DLP projector was converted to IR,
with touch-glass placed under the surface's diffuser layer. Augmented
reality markers change in size to match the mobile camera, which
communicates with the system to update marker layouts and requires at
least four markers at a time for calibration. Priority goes to the
closest camera. Kalman filtering reduces jitteriness. The normal system
of touch detection by subtracting the background is ineffective with the
changing IR background, so the system instead simulates the background
at each frame and then projects expected white areas for a maximum delay
of one frame. The simulation stitches together the marker locations.
Foregrounds are extracted through thresholds. Making the markers appear
as black pixels provides to little illumination, so the authors adjusted
the intensity of the black. Camera and projector synchronization keeps
several previous frames in memory for the subtraction method. An
additional camera is used only for calibration. The four points used for
calibration allow for additional devices without extra input. Content
is generated in Flash and warped through DirectX.
Discussion
I
believe that the authors managed to achieve the goals outlined, as far
as researching people's interactions with their feet and applying it to
touch technology.
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