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CMPCD3001

User Interface Design

Lecture 10: Advances in

Interaction

Tutor: Contact:

Andrew Symons E-Mail: a.symons@ljmu.ac.uk

Advances in Interaction



• Whole Body Interaction

• Introduction

• Technology

• Examples

• Challenges









2

Who Body Interaction: Introduction



• What do we mean by Who Body Interaction?

• Going beyond Keyboard and Mouse

– Physical body – motion capture

– Physiological state – pulse, breathing, skin conductivity

– All human senses – including balance, propriocentric

– Cognitive State

– Emotional State – inferred from other measures

• Exploiting the full physical capabilities of humans

– Extending current forms of interaction

– New forms of interaction

– Group, shared and remote interaction







3

Technologies



• Some of technologies for whole body interaction have

been around for a decade or more but they have been

– Expensive in themselves

– Limited to specialist usage

– Require high-end computing support

– Required Specialist software

• For example, at LJMU in Sports Science we have the Caren

Platform we combines motion capture via six or more cameras plus

a moving platform which can sense people’s movement

– http://www.e-motek.com/medical/demo/boat.htm

– http://www.youtube.com/watch?v=q3ZEvx63DNA (video)

– The system can capture dozens of reflector points attached to

the subject’s body for highly accurate motion capture



4

Technologies …



• Much of the emphasis on past work has been on

capturing and analysing physical motion

• Whereas in our approach we are more interested in the

human body being an active, interaction controller of the

system

• So now we are looking at

– Less expensive means of motion capture

– A better understanding of how people move combined with the

task goals they are trying to achieve

– More intelligent software to look for patterns in movement and

patterns between movement and other measurements







5

Technologies … Motion Capture



• As the cost of accelerometers and gyroscopes comes

down in price wireless whole body motion kits are now

available for around £1000-£2000

• Examples include

– Xsens Xbus Kit

http://www.xsens.com/en/products/human_motion/xbus_kit.php

– Eowave Eobody2 Hands Free

http://www.eowave.com/products.php?prod=57

– Wiiremote which can be used with PCs and Macs using Glove

PIE and Wiiremote

– http://carl.kenner.googlepages.com/glovepie

– http://sourceforge.net/projects/darwiin-remote/







6

Technologies … Motion Capture



• The Wiiremote is a good example of how whole body

interaction can be exploited in games

– It contains an accelerometer for orientation sensing

– And a four-point IR camera for position tracking

• It lacks a gyroscope for proper inertial sensing

• The casing is too bulky to use multiple Wii’s

• The accelerometer signal can be quite noisy and

requires filtering

• However the addition of the new Wii Motion device

improves the accuracy of the Wiiremote

– http://uk.wii.ign.com/articles/893/893192p1.html





7

Technologies … Motion Capture



• Another means of motion capture is by image processing

– At the high end work at Stanford University tries to recongise the

whole body and create a 3D mesh in real-time

– https://ccrma.stanford.edu/~stefanoc/Markerless/Markerless.html

– At the lower end we can use ordinary webcams and PC’s to

perform shadow and edge detection

– We have used this approach in the Mixed Reality demonstration

presented at the FACT Centre in 2006

– http://www.hci-fun.org.uk/hcied07/

– Microsoft Project Natal

• http://www.xbox.com/en-US/live/projectnatal/





• Follow the links above to see video demonstrations



8

Examples



• At the higher end motion capture is used in

– The Film and Animation industries e.g. Industrial Light and Magic

and Pixar

– Military Training – USC ICT

– Sports Science

– Health

• assessing the susceptibility of older people to fall over whilst walking

• Assessing the therapy needs of people with conditions like cerebral palsy



• In our work we are more interested

– Lower tech devices with networks of multiple sensors

– The software framework to manage these devices









9

Examples



• As an example of low-tech devices Johnny Chung Lee

http://johnnylee.net/projects/wii/ shows how the Wii

remote can be programmed to provide new kinds of

interactions such as

– Finger tip tracking

– Interactive Whiteboard

– And Head tracker

• Using multiple Wii remotes these examples could be

extended to provide full body motion tracking at low cost









10

Challenges



• There remain several challenges to the

further use of Whole Body Interaction

– In HCI – understanding how people make sense of

body movements to system responses

– In Bio-mechanics – understanding the capabilities

and limitations of people moving and acting in virtual,

motion-capture environments

– In Software – building intelligent systems that can

integrate and learn people’s movements and

physiological states





11



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