References:
Combining Multiple Depth Cameras and Projectors for Interactions On, Above, and Between Surfaces by Andrew D. Wilson and Hrvoje Benko.
Published in UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bio:
Andrew Wilson got his undergraduate degree from Cornell University and his PhD from MIT.
Hrvoji Benko is a researcher at Adaptive Systems and Microsoft Research.
Summary:
Hypothesis:
How can we allow interaction and visualization in-depth with a user?
Methods:
The prototype was displayed at a convention for three-days, during which the authors observed the many users and their interactions with the device.
Results:
Six people seemed to be the cap for users. Many users led to problems such as them blocking off each other so that gestures could not be recognized by the camera. Holding objects also seemed to prove difficult for some users.
Contents:
LightSpace attempts to expand the already existing touch-interaction technology to a three dimensional environment. "Everything is a surface" is a theme that we see along with treating the entire room as a computer as well as noting that the body can, in face, be a display. 2D images are able to be projected into 3D and be interacted with by the users.
Discussion:
I thought this was really neat. Any type of display where you are interacting with computer created objects directly has always been fascinating to me. I believe that this system they created was, for the most part, successful. They seemed to be able to create an environment in which people could successfully interact with objects. The fact that the more users you get the more problems with obscuring cameras doesn't seem to be that big of and issue to me. It can be solved by simply adding more cameras, re-positioning already existing ones, things of that nature. Overall i would love to see something like this become something that is more heavily researched.
Thursday, September 29, 2011
Tuesday, September 27, 2011
Reading #12: Enabling Beyond-Surface Interactions for Interactive Surface with an Invisible Projection
References:
Enabling Beyond-Surface Interactions for Interactive Surface with an Invisible Projection by Li-Wei Chan, Hsiang-Tao Wu, Hui-Shan Kao, Ju-Chun Ko, Home-Ru Lin, Mike Y. Chen, Jane Hsu, Yi-Ping Hung.
Published in the UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bios:
Li-Wei Chan is a PhD student at Nation Taiwan University
Hsiang-Tao Wu, Hui-Shan Kao, and Home-Ru Lin are students at the National Taiwan University.
Ju-Chun Ko is also a PhD student at the National Taiwan University.
Mike Chen is a professor at the National Taiwan University.
Jane Hsu is a professor at National Taiwan University.
Yi-Ping Hung is a professor at National Taiwan University
Summary:
Hypothesis:
By using infared communcations it is possible to perform interactions beyond the surface of a display.
Methods:
In order to test this a custom table was built that contained a light projector, as well as a layer of glass and many infared cameras. It then had another layer on top of that, a kind of projected layer, that would allow the cleanest interaction between the user and the device.
Results:
Users tended to gravitate towards the static object. They used the infared system to simply preform smaller operations such as selection. It became a way for them to better view an object but was incomplete as far as the viewing of 3D objects is concerned, and many users stated they wish that the light would function more as a mouse.
Contents:
The first step was for the researchers to actually build their device. They upgraded a DLP projector into an IR projector and had their projection layer above the glass layer on the surface. The Diffused-Illumination method was used in tandim with the touch input method. They had three different devices, the i-m- lamp, i-m-camera, and i-m-flashlight, that corresponded to create the image displayed.
Discussion:
This was a neat paper. I think ultimately while the did not succeed in their attempt to create this 3D surface, they did make some important break throughs. As most devices are moving towards touch screens this type of thing could have huge applications in the future. The ability to interact with a 3D object would open up whole new worlds of what can be done on a touch screen device.
Enabling Beyond-Surface Interactions for Interactive Surface with an Invisible Projection by Li-Wei Chan, Hsiang-Tao Wu, Hui-Shan Kao, Ju-Chun Ko, Home-Ru Lin, Mike Y. Chen, Jane Hsu, Yi-Ping Hung.
Published in the UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bios:
Li-Wei Chan is a PhD student at Nation Taiwan University
Hsiang-Tao Wu, Hui-Shan Kao, and Home-Ru Lin are students at the National Taiwan University.
Ju-Chun Ko is also a PhD student at the National Taiwan University.
Mike Chen is a professor at the National Taiwan University.
Jane Hsu is a professor at National Taiwan University.
Yi-Ping Hung is a professor at National Taiwan University
Summary:
Hypothesis:
By using infared communcations it is possible to perform interactions beyond the surface of a display.
Methods:
In order to test this a custom table was built that contained a light projector, as well as a layer of glass and many infared cameras. It then had another layer on top of that, a kind of projected layer, that would allow the cleanest interaction between the user and the device.
Results:
Users tended to gravitate towards the static object. They used the infared system to simply preform smaller operations such as selection. It became a way for them to better view an object but was incomplete as far as the viewing of 3D objects is concerned, and many users stated they wish that the light would function more as a mouse.
Contents:
The first step was for the researchers to actually build their device. They upgraded a DLP projector into an IR projector and had their projection layer above the glass layer on the surface. The Diffused-Illumination method was used in tandim with the touch input method. They had three different devices, the i-m- lamp, i-m-camera, and i-m-flashlight, that corresponded to create the image displayed.
Discussion:
This was a neat paper. I think ultimately while the did not succeed in their attempt to create this 3D surface, they did make some important break throughs. As most devices are moving towards touch screens this type of thing could have huge applications in the future. The ability to interact with a 3D object would open up whole new worlds of what can be done on a touch screen device.
Reading #11: Multitoe
References: Multitoe: High-Precision Interaction with Back-Projected Floors Based on High-Resolution Multi-Touch Input by Thomas Augsten, Konstantin Kaefer, Rene Meusel, Caroline Fetzer, Dorian Kanitz, Thomas Stoff, Torsten Becker, Christian Holz, and Patrick Baudisch.
Published in UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bio:
Thomas Augsten is currently working on a masters degree at the University of Potsdam.
Konstantin Kaefer is also working on a masters from the University of Potsdam.
Christian Holz is working ot recieve his PhD from the University of Potsdam.
Patrick Baudisch is a professor in Computer Science at the Hasso Plattner Institute.
Published in UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bio:
Thomas Augsten is currently working on a masters degree at the University of Potsdam.
Konstantin Kaefer is also working on a masters from the University of Potsdam.
Christian Holz is working ot recieve his PhD from the University of Potsdam.
Patrick Baudisch is a professor in Computer Science at the Hasso Plattner Institute.
Rene Meusel, Caroline Fetzer, Dorian Kanitz, Thomas Stoff, and Torsten Becker are all students at the Hasso Plattner Institute.
Summary:
Hypothesis:
Can use a larger surface and incorporate feet as a way to interact we can overcome size limitations on touch screens.
Methods:
Firstly data was collected on how users use their feet. Buttons were pressed with the feet and various actions were performed as a result. Next we see that the users were asked to choose from a grid of buttons which one should be pressed based on the current position of the foot. Response to the location of the hotspot was varied and the location caused some issues. Finally users typed words with their feet on various keyboards.
Results:
Ultimately four different techniques stood out as the best ways of activating a button. Tapping, stomping, jumping and double tapping with jumping being the most successful. Next we found that most users, 18 of 20, felt that the arch of the foot should be included in selecting. Users disagreed about the position of the hotspot. And finally we saw a decrese in typing accuracy as the size of the buttons on the keyboard decreased.
Contents:
This paper attempts to solve some problems that exist with touch screen surfaces, such as restricted size. By encorportating a larger surface area as well as using feet as a basis for gestures we see some possible ways to solve this problem. We also see that different users use their feet different ways, which leads to additional problems.
Discussion:
Ultimately this paper was uninteresting to me. I don't think it really explored anything that ground breaking, especially considering that we just read a paper about foot gestures and touch surfaces. This doesnt really, to me, have any particularly interestings applications. Because much of the touch screen and computing in general seems to be moving to an 'on-the-go' type paradigm, the useage of a foot gesture system just doesnt seem as practical.
Thursday, September 22, 2011
Paper Reading #10 : Sensing foot gestures from the pocket
References:
Sensing foot gestures from the pocket by Jeremy Scott, David Dearman, Koji Yatani, and Khai N. Truong.
Published in the UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bio:
Jeremy Scott studied Pharmacy and Toxicology at the University of Western Ontario.
David Dearman is currently in the process of getting a PhD in Computer Science from the University of Toranto.
Koji Yatani is a CS PhD student at the University of Toranto focusing on CHI.
Khai Truong is an assistant professor in computer science at the University of Toronto.
Summary:
Hypothesis:
We can use foot motion as a form of data input to a computer.
Methods:
Cameras were used to capture the various movements of subjects feet. Gestures tested included
Sensing foot gestures from the pocket by Jeremy Scott, David Dearman, Koji Yatani, and Khai N. Truong.
Published in the UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bio:
Jeremy Scott studied Pharmacy and Toxicology at the University of Western Ontario.
David Dearman is currently in the process of getting a PhD in Computer Science from the University of Toranto.
Koji Yatani is a CS PhD student at the University of Toranto focusing on CHI.
Khai Truong is an assistant professor in computer science at the University of Toronto.
Summary:
Hypothesis:
We can use foot motion as a form of data input to a computer.
Methods:
Cameras were used to capture the various movements of subjects feet. Gestures tested included
- Dorsiflexion: four targets placed between 10° and 40° inclusive
- Plantar flexion: six targets placed between 10° and 60° inclusive
- Heel & toe rotation: 21 targets (each), with 9 internal rotation targets placed between -10° and -90° inclusive, and 12 external rotation targets placed between 10° and 120° inclusive
Participants used a mouse to respond to prompts and to indicate the beginning and end of the foot motion
Results:
The side of the foot had the greatest accuracy, followed by the front and finally the back. Targets located at the center of the foots range of motion were able to be selected much more quickly than those at the edge and users seemed to prefer motions involving the heel.
Contents:
This used subjects to attempt to study ways that we can use gesture recognition with feet. This was then ported to a mobile app that the user could then carry around with them on a mobile device. One of the bigger issues was that it was difficult to distinguish between motions that were ment to be made and those made on accident.
Discussion:
This was a pretty neat article. We have ready a lot about gesture recognition but I personally would have never thought to apply it to feet. I think this could have neat application for people who are handicapped or without arms or hands to preform gestures. Using foot recognition would be a great way to be able to have these users still be able to interact well with the various gesture related devices. I would be interested to see how this information is applied in the future.
Paper Reading #9: Jogging Over a Distance Between Europe and Australia
References:
Jogging Over a Distance Between Europe and Australia by Florian Mueller, Frank Vetere, Martin Gibbs, Darren Edge, Stefan Agamanolis, Jennifer Sheridan.
Published UIST '10 Proceedings of the 23rd annual ACM symposium on User interface software and technology
Authors:
Florian Mueller is a researcher at Stanford University.
Frank Vetere is a senior lecturer at the Univeristy of Melbourne.
Martin Gibbs is also a lecturer at the Universtiy of Melbourne.
Darren Edge is a researcher in the field of CHI for Microsoft, obtaining his degree from Cambridge.
Stefan Agamanolis is the director of a research institute at Akron Children's Hospital.
Jennifer Sheridan is a senior consultant and director of user experiences at BigDog Interactive.
Summary:
Hypothesis:
Adding a social aspect and the ability to communicate over distances to jogging could make it more enjoyable.
Methods:
The subjects jogged from 25 to 45 minutes while communicating with a friend. They were then interviewed and asked various open ended questions to describe their experience
Results:
Ultimately this was deemed a success. Participants noted that they were more motivated to attempt to get better results when they knew they were competing with the person on the other end of the line. The positional audio and heartrate monitor greatly helped it feel like an experience where you were actually running with a friend.
Contents:
This paper attempted to explore the social aspects of running. The writers saw that physically running with another person is a great way to motivate onesself and they attempted to replicate that over distances. Overall they explored the different ways that running can create bonds between people. The paper was focusing mainly on making running more enjoyable, not making it easier or more effective.
Discussion:
As someone who has just, in the last few months, started running consistantly i can say that i really dont personally believe that this would help at all. I have never felt the urge to run along with someone, nor have a i ever felt that when i did run with another person that it was any more enjoyable. While this is a neat concept i dont believe it has any practical application. It seemed to me to be a kind of "do it because we can" type of thing rather than an attempt to develop something that was actually useful.
Jogging Over a Distance Between Europe and Australia by Florian Mueller, Frank Vetere, Martin Gibbs, Darren Edge, Stefan Agamanolis, Jennifer Sheridan.
Published UIST '10 Proceedings of the 23rd annual ACM symposium on User interface software and technology
Authors:
Florian Mueller is a researcher at Stanford University.
Frank Vetere is a senior lecturer at the Univeristy of Melbourne.
Martin Gibbs is also a lecturer at the Universtiy of Melbourne.
Darren Edge is a researcher in the field of CHI for Microsoft, obtaining his degree from Cambridge.
Stefan Agamanolis is the director of a research institute at Akron Children's Hospital.
Jennifer Sheridan is a senior consultant and director of user experiences at BigDog Interactive.
Summary:
Hypothesis:
Adding a social aspect and the ability to communicate over distances to jogging could make it more enjoyable.
Methods:
The subjects jogged from 25 to 45 minutes while communicating with a friend. They were then interviewed and asked various open ended questions to describe their experience
Results:
Ultimately this was deemed a success. Participants noted that they were more motivated to attempt to get better results when they knew they were competing with the person on the other end of the line. The positional audio and heartrate monitor greatly helped it feel like an experience where you were actually running with a friend.
Contents:
This paper attempted to explore the social aspects of running. The writers saw that physically running with another person is a great way to motivate onesself and they attempted to replicate that over distances. Overall they explored the different ways that running can create bonds between people. The paper was focusing mainly on making running more enjoyable, not making it easier or more effective.
Discussion:
As someone who has just, in the last few months, started running consistantly i can say that i really dont personally believe that this would help at all. I have never felt the urge to run along with someone, nor have a i ever felt that when i did run with another person that it was any more enjoyable. While this is a neat concept i dont believe it has any practical application. It seemed to me to be a kind of "do it because we can" type of thing rather than an attempt to develop something that was actually useful.
Thursday, September 15, 2011
Ethnography Report #0
Quidditch
Preconceptions:
So i must admit that Quidditch is not something that i have ever really thought about. I had one friend who graduated last semester that used to play all the time, but honestly i would never really listen. Going into it i guess i believed that for whatever reason the people playing it would no be the kinds of people who usually play sports. That they would be unathletic or something of that nature. I have no idea why i thought that as it makes no sense, but regardless thats just what my mind chose to believe. It turns out that is completely wrong. The sport, and it is a sport, requires a TON of physical activity. It is a lot of running coupled with pseudo tackleing. Its basically a combination of soccer and dodgeball, only on brooms. This leads into my next assumption which was that it was not a rough game. This is definitely not true. The two girls i talked to mostly about the club and game were two girls that were sitting out due to injuries recieved after only like 15 minutes of playing. That was rather unexpected for me. I also thought that it was much less of a big deal that it is. There is a ton of intercollegate play that goes on and a huge tournament (the World Cup) is held every year in new york. Overall i am now simply just open to the fact that it is a real sport and the people that play it take it very seriously.
Preconceptions:
So i must admit that Quidditch is not something that i have ever really thought about. I had one friend who graduated last semester that used to play all the time, but honestly i would never really listen. Going into it i guess i believed that for whatever reason the people playing it would no be the kinds of people who usually play sports. That they would be unathletic or something of that nature. I have no idea why i thought that as it makes no sense, but regardless thats just what my mind chose to believe. It turns out that is completely wrong. The sport, and it is a sport, requires a TON of physical activity. It is a lot of running coupled with pseudo tackleing. Its basically a combination of soccer and dodgeball, only on brooms. This leads into my next assumption which was that it was not a rough game. This is definitely not true. The two girls i talked to mostly about the club and game were two girls that were sitting out due to injuries recieved after only like 15 minutes of playing. That was rather unexpected for me. I also thought that it was much less of a big deal that it is. There is a ton of intercollegate play that goes on and a huge tournament (the World Cup) is held every year in new york. Overall i am now simply just open to the fact that it is a real sport and the people that play it take it very seriously.
Paper Reading #8: Gesture Search: A tool for fast mobile data access
Reference Information:
Gesture Search: A tool for fast mobile data access by Yang Li.
Published in the UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bio:
Yang Li is a researcher at Google who attended University of Washinton. He has a PhD in computer science that he got while in China.
Summary:
Hyphothesis:
That new ways to have users be able to interact with a touch surface would be much more effective than previously used ways, specifically that GUI-oriented touch input should have less variation than gestures . To be able to better recognize both actions with a pen or touch when drawing, as well as coming up with different ways to more effectively construct a keyboard.
Methods:
Because this is a test of comparison to currently existing technologies, the first step was to collect data on both. He would have users input various GUI interactions as well as gesture actions and then compared the results. He then deployed it over the android interface in an attempt to gather more data from a wider pool of users, as well as see how it transitioned over to a mobile device.
Results:
The results were, overall, pretty much what were expected from the paper. The GUI interations did far better than the gesture ones, although there were several aspects that, if expanded on, that Gestuer Search could evolve to become better than. It was also interesting that the data showed that 84% of searches involved only one gesture, and 98% had two gestures or less. This shows that searches could be done pretty easily, with minimal input from the users.
Contents:
Gesture Search is a way that users can better interact with touch devices both moble and something like a surface. It attempts to use gestures to gain information from the user rather than the typical GUI interactions that we currently use today. Ultimately this is suppose to be focused, i believe, on a type of text input system. This would be a great application to be able to essentially be able to write out what it is you're trying to say, rather than having to type it out. This was shown in the tests for the android users and the data that was gathered there that, while this is a cool concept, it still is not as well developed as the current GUI system.
Discussion:
As an android user, i could see how this software could be very useful. Many tasks on smartphones currently require a lot of input or typing, but having a way to simplify that process would be a huge advantage. It is about getting as much from your input as possible and using it most effectively. While the current state of smartphone UI seems to be pretty solid, something like this is pretty out of the box and has the potential to be something that could be more widely used.
Gesture Search: A tool for fast mobile data access by Yang Li.
Published in the UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology.
Author Bio:
Yang Li is a researcher at Google who attended University of Washinton. He has a PhD in computer science that he got while in China.
Summary:
Hyphothesis:
That new ways to have users be able to interact with a touch surface would be much more effective than previously used ways, specifically that GUI-oriented touch input should have less variation than gestures . To be able to better recognize both actions with a pen or touch when drawing, as well as coming up with different ways to more effectively construct a keyboard.
Methods:
Because this is a test of comparison to currently existing technologies, the first step was to collect data on both. He would have users input various GUI interactions as well as gesture actions and then compared the results. He then deployed it over the android interface in an attempt to gather more data from a wider pool of users, as well as see how it transitioned over to a mobile device.
Results:
The results were, overall, pretty much what were expected from the paper. The GUI interations did far better than the gesture ones, although there were several aspects that, if expanded on, that Gestuer Search could evolve to become better than. It was also interesting that the data showed that 84% of searches involved only one gesture, and 98% had two gestures or less. This shows that searches could be done pretty easily, with minimal input from the users.
Contents:
Gesture Search is a way that users can better interact with touch devices both moble and something like a surface. It attempts to use gestures to gain information from the user rather than the typical GUI interactions that we currently use today. Ultimately this is suppose to be focused, i believe, on a type of text input system. This would be a great application to be able to essentially be able to write out what it is you're trying to say, rather than having to type it out. This was shown in the tests for the android users and the data that was gathered there that, while this is a cool concept, it still is not as well developed as the current GUI system.
Discussion:
As an android user, i could see how this software could be very useful. Many tasks on smartphones currently require a lot of input or typing, but having a way to simplify that process would be a huge advantage. It is about getting as much from your input as possible and using it most effectively. While the current state of smartphone UI seems to be pretty solid, something like this is pretty out of the box and has the potential to be something that could be more widely used.
Subscribe to:
Posts (Atom)