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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