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MARIANA GONÇALVES MACIEL PINHEIRO

AN INVESTIGATION THROUGH SCI-FI MOVIES AND STATE-OF-THE-ART LITERATURE ON HAND GESTURE-BASED INTERACTION

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FEDERAL UNIVERSITY OF PERNAMBUCO INFORMATICS CENTER

GRADUATE COURSE IN COMPUTER SCIENCE

MARIANA GONÇALVES MACIEL PINHEIRO

AN INVESTIGATION THROUGH SCI-FI MOVIES AND STATE-OF-THE-ART LITERATURE ON HAND GESTURE-BASED INTERACTION

This study was presented to the Graduate Course in Computer Science from the Informatics Centre of Federal University of Pernambuco as partial requirement for the degree of Master of Computer Science.

Teacher advisor:

Profª. Drª. Veronica Teichrieb

Recife 2016

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P654a Pinheiro, Mariana Gonçalves Maciel.

An investigation through sci-fi movies and state-of-the-art literature on hand gesture-based interaction / Mariana Gonçalves Maciel Pinheiro. – 2016.

68 f.: fig., tab.

Orientadora: Veronica Teichrieb.

Dissertação (Mestrado) – Universidade Federal de Pernambuco. CIN. Ciência da Computação, Recife, 2016.

Inclui referências e apêndices.

1. Sistemas de recuperação da informação. 2. Multimídia. I. Teichrieb, Veronica (Orientadora). II. Titulo.

004.25 CDD (22. ed.) UFPE-MEI 2016-175

Catalogação na fonte

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Mariana Gonçalves Maciel Pinheiro

An investigation Through sci-fi movies and state-of-the-art literature on hand gesture-based interaction

Dissertação apresentada ao Programa de Pós-Graduação em Ciência da Computação da Universidade Federal de Pernambuco, como requisito parcial para a obtenção do título de Mestre em Ciência da Computação.

Aprovado em: 26/02/2016

BANCA EXAMINADORA

__________________________________________ Prof. Dr. Geber Lisboa Ramalho

Centro de Informática / UFPE

__________________________________________ Prof. Dr. Pedro Martins Alessio

Departamento de Expressão Gráfica / UFPE

___________________________________________ Profa. Dra. Veronica Teichrieb

Centro de Informática / UFPE (Orientadora)

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ACKNOWLEDGEMENTS

First of all, thank to God for all the blessings during my MSc and my whole life.

I would like to thank to my Family because they were for me all the time and never stop to trust and support me. My parents, my sister, my grandmothers (Vozinha e Vovó Beth), my brother in law, my boyfriend… all of you are part of everything I've built to date. Thank you to all of you who give me strength, councils and courage for me to continue chasing my dreams. It sounds cliché, but it's true. These people are all I know I have for me. I love you today and I will love you forever! I would like to thank my second family, my friends Voxar labs, for withstand me day after day, with my bad mood and good humor. It was with them that I spent almost every day of this last two years and many others. Thanks for understanding me, to teach me and make me a more experienced person. A person who knows endure the abuses provoked by you (rsrs). I can only thank the people who led the research along with me: Lucas and Edvar. You were my left and right arms, if not head too. Thanks for letting me explore you during these years (rsrs), you are awesome. Last but not least, I wish to thank my advisor teacher, Veronica, for the patience and confidence she had in me during these years that guided me. And to all others, to cite name by name will greatly enhance this section (Jonga, Ronaldo, Caio, Rafa, Mozart, Joma, Chico, Alana… all the Voxar Family).

I would like to thank to my friends who understand my absences at parties, lunches or birthdays. Some of them also face this challenge with me other followed more far but I'm sure everyone was very close to me, even on another continent or another state. I will not cite names, I do not want to forget someone and then die because of it. I am too young to die. Guys, you know I love you and without you my life would be a lot more boring than it already is. Thank you for being with me.

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"Witchcraft to the ignorant, simple science to the learned"

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ABSTRACT

Gesture is a form of non-verbal communication using various body parts, mostly hand and face. It is the oldest method of communication used by humans becoming essential. By existing for a long time, the use of gestures is natural in interaction between humans, which means that its use does not cause awkwardness between people. Since the rise of technologies such as the computer, scientists have been looking for the best ways to enable the interaction of man with these machines. The gestures are presented as an valuable option because they are common to human beings and simple to be realized. Several devices began to be developed in order to be able to identify sets of gestures made by people and enabling, thus, new interactions. These sets of gestures tend to be generated by scientists themselves, by test users or even movies, are sometimes used as a means to inspire researchers. However, it is important to note that do not necessarily gestures are the best alternative to human-computer interaction. Science fiction movies (sci-fi) are one of the sources from which researchers extract ideas for new ways of interaction. The fact that they are being presented and followed around the world makes interactions found in sci-fi movies more accessible and easy to be accepted by the final public. Movies like Minority Report (1995) inspired and inspire many researchers in the search for a perfect interaction system, as the one shown in the film. Movies are a tool used by film producers to predict their own future visions that are harvested by researchers to be tested and, if produce good results, introduced in the market. By owning several sources of appearance, the hand gestures used in human-machine interactions, generally do not have a certain pattern. Each researcher and film producer gives the gesture interpretation what they believe to be the most appropriate. Thus, it is not difficult to find identical hand gestures generating distinct interactions. In this context, the work presented in this dissertation aims to collect and expose aspects to hand gestures found in science fiction films and papers published in scientific databases. For this, questions such as "Where does the gesture come from?", "What does it mean?", "How is it done?" and “What is it good for?” are answered through mappings that were performed using found hand gestures and sorting them into categories able to respond how hand gestures are being used either by researchers or by film producers.

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RESUMO

O gesto é uma forma de comunicação não verbal utilizando várias partes do corpo, principalmente mãos e face. É o método mais antigo de comunicação utilizado pelos seres humanos tornando-se imprescindível. Por existir há muito tempo, o uso de gestos é natural na interação entre humanos, o que quer dizer que seu uso não provoca estranheza entre as pessoas. Desde o surgimento de tecnologias como o computador, cientistas têm procurado as melhores maneiras de possibilitar a interação do homem com essas máquinas. Os gestos se apresentaram como uma opção valiosa, pois são comuns aos seres humanos e simples de serem realizados. Diversos dispositivos começaram a ser desenvolvidos no intuito de conseguir identificar conjuntos de gestos realizados pelas pessoas e viabilizar, assim, novas interações. Esses conjuntos de gestos tendem a ser gerados pelos próprios cientistas, por usuários de teste ou até mesmo por filmes, utilizados por vezes como meio de inspirar os pesquisadores. No entanto, é importante salientar que não necessariamente gestos são a melhor alternativa na interação homem-computador. Filmes de ficção científica (sci-fi) são uma das fontes de onde pesquisadores extraem ideias para novos modos de interação. O fato de estarem sendo apresentadas e acompanhadas por todo o mundo torna as interações encontradas em filmes de sci-fi mais acessíveis e fáceis de serem aceitas pelo público final. Filmes como Minority Report (1995) inspiraram e inspiram muitos pesquisadores na busca de um sistema de perfeita interação, como mostrado no filme. O cinema é uma ferramenta utilizada pelos produtores de filmes para predizer suas próprias visões de futuro que são colhidas por pesquisadores para serem testadas e, se produzirem bons resultados, introduzidas no mercado. Por possuir diversas fontes de surgimento, os gestos de mão utilizados nas interações humano-máquina, geralmente, não possuem um padrão determinado. Cada pesquisador ou produtor de filme dá ao gesto a interpretação que acredita ser a mais adequada. Assim, não é difícil encontrar gestos de mão idênticos gerando interações distintas. Neste contexto, o trabalho apresentado nesta dissertação tem por objetivo coletar e expor aspectos relacionados a gestos de mão encontrados em filmes de ficção científica e em trabalhos publicados em bases de dados científicas. Para isso, perguntas como “de onde o gesto vem?”, “o que o gesto significa?”, “como o gesto é realizado?” e “para que o gesto é bom?” são respondidas através de mapeamentos que foram realizados utilizando os gestos de mão encontrados e classificando-os em categorias capazes de responder como os gestos de mão estão sendo utilizados seja por pesquisadores ou por produtores de cinema.

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TABLE OF FIGURES

Figure 1 A user manipulating a virtual flower using a Leap Motion sensor and his finger tips ... 13

Figure 2 Examples of movies that compose the used dataset in this study ... 16

Figure 3 Filmmaking industry and interaction designing community influence flow ... 17

Figure 4 Web application implemented interface ... 23

Figure 5 The amount of gestures categorized as if having a defined Pattern or not and separated in quarters. ... 27

Figure 6 Some of the most frequent cases of input devices separated by quarters ... 28

Figure 7 Some of the most frequent cases of output devices separated by quarters ... 29

Figure 8 Systematic mapping process. The research question guides the definition of the search strategy, which is used to collect the works. Some criteria are defined to select the relevant studies that are classified in order to provide the systematic mapping. ... 30

Figure 9 Classifications used to define the Nature criteria and the relationship between the works of (WOBBROCK, MORRIS and WILSON, 2009) and (AIGNER, WIGDOR, et al., 2012).37 Figure 10 Physical sciences and engineering category of Application Domain... 39

Figure 11 Study selection process and papers distribution in databases ... 40

Figure 12 Publications over time: Annual trend of papers included. ... 42

Figure 13 Gesture pattern distribution over the gestures found. ... 43

Figure 14 Comparision of the use of one hand or two hands in the gestures ... 43

Figure 15 Distribution of hand parts used in the gestures and its form (dynamic, static or undefined) ... 44

Figure 16 Feedback classification analyzing gestures with single and multiple feedbacks (above), and mapping gestures' type of feedback... 45

Figure 17 Mapping of the gestures inputs most used (above) and less used (below) ... 46

Figure 18 Mapping of the gestures output devices most used (above) and less used (below) .. 47

Figure 19 Mapping of application domains where gestures where exploit ... 48

Figure 20 The most frequent cases of input devices separated by year ... 49

Figure 21 The most frequent cases of output devices separated by year ... 50

Figure 22 Pattern types crossed with Gestures Conception ... 51

Figure 23 Object Binding crossed with gesture Nature ... 51

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Figure 25 Gesture Source crossed with Object Binding ... 52

Figure 26 Gesture Nature crossed with Object Binding ... 52

Figure 27 Gesture Nature crossed with Gesture Form ... 53

Figure 28 Gesture Pattern crossed with Gesture Flow ... 53

Figure 29 Gesture Flow analyzed through the years ... 53

Figure 30 Gesture Nature analyzed through the years ... 54

Figure 31 Gesture Pattern analyzed through the years ... 54

Figure 32 Gesture Form analyzed through the years ... 54

Figure 33 A figure of Pacific Rim movie where the scientist shows its research in a projected hologram and interact with it using hands ... 55

Figure 34 A Minority Report scene crossed with John Underkoffler interaction system, proving that some inventions of the cinema can become reality ... 57

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TABLE OF TABLES

Table 1 Frequency of each one of the interaction patterns found in the scenes of this survey. . 24 Table 2 Proportion of different input devices found in the scenes. ... 25 Table 3 Proportion of different output devices found in the scenes. ... 25 Table 4 Percentage of gestural interactions for each one of the found application domains. .... 26 Table 5 Amount of papers found in the automatic search per database ... 34 Table 6 Decisions of reviewers about remaining papers of phase 3. ... 34 Table 7 List of the most popular publication forums. ... 41

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TABLE OF CONTENTS

1. INTRODUCTION ... 13

1.1. PURPOSE ... 14

1.2. DISSERTATION OUTLINE ... 15

2.

HAND INTERACTION IN SCI-FI MOVIES ... 16

2.1. RELATED WORKS ... 19

2.2. CATALOG DATA COLLECTION ... 21

2.2.1. METHODOLOGY ... 21

2.3. WEB INTERFACE ... 22

2.4. GESTURES CLASSIFICATION RESULTS ... 23

2.5. DISCUSSION... 27

2.5.1. FOCUSED ANALYSIS ... 27

2.5.2. USE OF TELEKINESIS AND SUPERHERO CASES ... 29

2.5.3. METHODOLOGICAL CHALLENGES ... 29

3.

SYSTEMATIC MAPPING OF HAND GESTURES USED BY THE HCI

COMMUNITY ...

30

3.1. MOTIVATION AND OBJECTIVES ... 30

3.2. THE SYSTEMATIC MAPPING PROCESS ... 31

3.2.1. METHODOLOGY ... 31 3.2.2. SEARCH RESULTS ... 34 3.2.3. THREATS TO VALIDITY ... 35 3.3. CLASSIFICATION ... 35 3.3.1. GESTURES CONCEPTION ... 35 3.3.2. PATTERN... 35 3.3.3. FORM OF GESTURE ... 36 3.3.4. NATURE ... 36 3.3.5. OBJECT BINDING ... 38 3.3.6. FLOW ... 38 3.3.7. FEEDBACK... 38

3.3.8. INPUT AND OUTPUT DEVICES ... 39

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3.4. RESULTS ... 39

3.4.1. GESTURE CONCEPTION ... 42

3.4.2. PATTERN... 42

3.4.3. FORM OF GESTURE ... 43

3.4.4. NATURE ... 44

3.4.5. OBJECT BINDING AND FLOW ... 44

3.4.6. FEEDBACK... 44

3.4.7. INPUT... 45

3.4.8. OUTPUT ... 46

3.4.9. APPLICATION DOMAIN ... 48

3.5. DISCUSSION... 48

4.

SCI-FI VS LITERATURE: COMPARATIVE ANALYSIS ... 55

4.1. GESTURE PATTERN ... 55 4.2. APPLICATION DOMAIN ... 56 4.3. INPUT DEVICE ... 56 4.4. OUTPUT DEVICE ... 56

5.

CONCLUSION ... 57

5.1. FINAL CONSIDERATIONS ... 57 5.2. CONTRIBUTIONS ... 57 5.3. FUTURE WORKS ... 57

REFERENCES ... 59

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1.INTRODUCTION

Figure 1 A user manipulating a virtual flower using a Leap Motion sensor and his finger tips

Gesture is a form of non-verbal communication using various body parts, mostly hand and face. It is the oldest method of communication used by humans. Primitive men used to communicate the information of food for hunting, source of water, information about their enemy, requests for help etc. between themselves through gestures. The culture of using gestures to communicate did not change that much since that time. In fact, gesturing is so deeply rooted in our communication that people often continue gesturing when speaking on the telephone. Hand gestures provide a separate complementary modality to speech for expressing ones ideas.

Hand gestures are a powerful means of communication among humans and with the

massive influx of computers in society, human-computer interaction, or HCI, has become an increasingly important part of our daily lives. Gestures are a potential alternative to promote more natural interactions with the computer without using other peripheral devices, such as keyboard, mouse (BAUDEL and BEAUDOUIN-LAFON, 1993), (RAHEJA, SHYAM, et al., 2010). Researchers around the world are actively engaged in the development of robust and efficient gesture recognition systems, more extensively, hand gesture recognition systems for various applications. It is used widely for different applications on different domains. This includes human-robot interaction, sign language recognition, interactive games, vision-based augmented reality etc. For

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communication by the people at a visible, but not audible distance (surveyors) and by the physically challenged people (mainly the deaf and dumb) gesture is the only method.

To exploit the use of hand gestures in HCI it was necessary to provide the means by which they can be interpreted by computers. The HCI interpretation of hand gestures requires that dynamic and/or static configurations of the human hand, arm or fingers be measurable by the machine. Nowadays devices and algorithms are reaching the point to allow precise and fast real-time tracking of body motions on consumer level hardware, allowing the exploration of gestural applications in a broad way. Areas such as machine learning, parallel programming, computer vision, hardware miniaturization, cloud processing, augmented reality, pattern recognition have shown outstanding development in the last few years towards real-time interactive solutions. For example, depth sensors are capable of retrieving real-time bi-dimensional discrete data, assigning for each unit (or pixel) the depth information. For each depth sensor, usually, a tracking solution comes coupled on its Support Development Kit (SDK). As examples of these sensors, the Microsoft Kinect SDK 2.0 (MICROSOFT, C., 2015) offers a full body tracking solution, and Leap Motion is, by its turn, a short range depth sensor and its SDK (LEAP MOTION, 2015) focuses on tracking hands, retrieving a skeleton of the hand. Figure 1 illustrates the use of the Leap Motion sensor.

Gestural interfaces have enjoyed a great deal of commercial success over the last several years with the popularity of gaming platforms such as Nintendo’s Wii and Microsoft’s Kinect. The term “natural user

interface” has even been bandied about as a way to try to describe these. But the examples from Science Fiction (Sci-Fi) movies have shown us that gesturing is “natural” for only a small subset of possible actions on the computer. More complex actions require additional layers of other types of interfaces. Movies are a kind of entertainment that has a high impact in the formation of the general public mindset. In particular, Science Fiction movies try to understand and anticipate trends of the future mainly related to new technologies. Some producers and directors often use emerging interaction paradigms, such as gesture-based interaction, to create a plausible vision of the future. In the future of Steven Spielberg's Minority Report, Tom Cruise turns on a wall-sized digital display simply by raising his hands, which are covered with black, wireless gloves. Like an orchestra's conductor, he gestures in empty space to pause, play, magnify and pull apart videos with sweeping hand motions and turns of his wrist. Minority Report takes place in the year 2054.

Gestural interfaces are highly

cinemagenic, rich with action and graphical

possibilities. Additionally, they fit the stories of remote interactions that are becoming more and more relevant in the real world as remote technologies proliferate.

1.1. PURPOSE

This dissertation presents studies in the interaction scope aiming assist researchers and designers of mid-air gestures, as a resource to future discussions. By mid-air gestures this work considers hand gestures performed in the air, excluding surface-based gesture interaction. The main objectives of the

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studies are: 1) presentation of a catalog of gestural interactions in Sci-Fi movies; and 2) presentation of findings from a systematic mapping conducted in the field of human computer interaction using mid-air hand gestures.

The main goal of the Sci-Fi compilation is collect and expose the compilation of mid-air gestural interactions providing a catalog to researchers, classify the collected data according to a series of criteria aiming reveal trends on the filmmaking industry and establish a preliminary relation to the state-of-the art on HCI.

The principal contribution of the conducted systematic mapping is to collect and expose a compilation of mid-air hand gestures found in the literature. Then catalog it in order to provide a valuable material to support the conception and development phases of new interfaces.

This way we explore the related literature, but also investigate fictional content on Sci-Fi, since understanding it represents future visions of similar interactions.

1.2. DISSERTATION OUTLINE

The remainder of this dissertation will proceed as follows. Chapter 2 presents a study on hand gestures used in Sci-Fi movies. Chapter 3 approaches a systematic mapping regarding in-air hand gestures and its results. Chapter 4 discusses the analysis from both studies and chapter 5, finally, concludes the dissertation and discusses future works focused on increase the amount of analysis in relation to the mapping and increase the amount of data for the compilation of Sci-Fi scenes.

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2. HAND INTERACTION IN SCI-FI MOVIES

Figure 2 Examples of movies that compose the used dataset in this study

Movies are a kind of entertainment that has a high impact in the formation of the general public mindset. In particular, Science Fiction (Sci-Fi) movies try to understand and anticipate trends of the future mainly related to new technologies (SCHMITZ, ENDRES and BUTZ, 2008). Some producers and directors often use emerging interaction paradigms, such as gesture-based interaction, to create a plausible vision of the future.

Given that moviemakers have resources and freedom to create characters, stories and scenarios, without common limitations of the real world, Sci-Fi movies can present a particular vision of the future that we are not familiarized with. This can help to make new technologies and interaction models widely known to the general public, contributing to popularize their adoption and to highlight aspects that can be improved by the industry and academy.

On the other hand the Sci-Fi media has potential to reveal or emphasize research trends regarding particular interaction paradigms, devices and interfaces for specific tasks and application domains. Once particular visions of filmmakers are well accepted by the audience, the research on the same topic is boosted by additional motivation, the upcoming technology starts to be part of public’s imaginary and an inner curiosity grows with questions like “how would this work in real life?”. Figure 3 shows the influence cycle between the filmmaking industry and the interaction designing community. At first, there is the local influence cycle, which makes explicit that technologists and filmmakers end up influencing themselves. The cross influence cycle is also possible, when one side influences or inspires the other through their products (technologies or films). In addition, as suggested in (SCHMITZ, ENDRES and BUTZ, 2008), the

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flow of influence between technologists and filmmakers can potentially create a collaboration environment in which both sides can create together new interactions and present them in movies.

Figure 3 Filmmaking industry and interaction designing community influence flow

In cases that producers and directors are aided by interaction designers the movie can be seen as a powerful tool for the designer to explore a new concept, envisioning with high visual fidelity how the interface should work. In this case it should be taken into account that there is a certain amount of influence of the entertainment industry over the designer vision. A set of additional concerns like the visual appeal of the scene, the plot development and how the character will look like while using the new interface may not intersect with goals like realizing the targeted task efficiently or providing a good experience for the user.

Thus, the movies vision of Future User Interfaces (FUIs) often says more about us and the characters than they do about the future (LEAP MOTION, INC., 2014a). In other words, Sci-Fi movies end up adapting technologies to the characters characteristics. This point of view can be explored on future

user analysis, as for example examining reactions of potential users while watching FUIs being used by the characters and understanding their expectations regarding the same FUIs in the real world. Design problems can be anticipated by gathering feedback from those potential users about the applicability of a particular FUI, understanding if they fit in the specific application domain or, for example, if the input device (e.g. gloves) is accepted on the aimed context.

Despite the industry influence on the FUI design, the scene content is valuable for a range of research purposes. Even if we do not know how the audience responds to a specific FUI, the design process can take it as a source of inspiration. This gives premade concepts to designers and developers to create solutions that can be both made with current technologies and be a start point to explore new concepts. Prototyping processes like the Wizard-of-Oz design, as used in (FIGUEIREDO, PINHEIRO, et al., 2014), can benefit from visuals to aid the setup definition including the particular task of designing FUIs which demands knowledge about similar interface concepts that have been designed before. With speculative design in mind, visualizing new concepts of interaction can emerge provocative questions, dialoguing with different ideas of future.

On the other hand, the state-of–the-art of hand tracking algorithms and devices is showing promising results ( (OIKONOMIDIS, KYRIAZIS and ARGYROS, 2011), (STENGER, MENDONÇA and CIPOLLA, 2001)). The industry is also presenting accessible devices which provide real-time tracking results such as the Microsoft Kinect (MICROSOFT, 2014), Leap Motion (LEAP MOTION, INC., 2014b) and Myo (THALAMIC

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LABS INC., 2015). These devices represent a turning point on the design of gestural interfaces due to their low price and the minimum required hardware and setup of the scene broadening the range of gesture interfaces applications and demanding research on the gestural interaction design.

Considering these topics, this study focuses on hand gestures interaction compiled from Sci-Fi movies. The main goal of this work is to provide an open catalog (FIGUEIREDO, PINHEIRO, et al., 2015a) of these interactions on Sci-Fi scenes, empowering researchers with a tool to gather inspiration for the task of designing new interfaces as well as to perform analysis over the target content. In order to accomplish this we collected and categorized scene parts of hand gestures being performed on different titles. Moreover, our work examines specific aspects related to the interactions, as for example, the used input and output devices, the performed gesture and the resulting task executed by the system, among others. Each gesture is tagged considering each one of the chosen criteria (see section 2.2). This allowed us to verify supposed lessons from the cinema to designers and researchers as well as identify opportunities to maturing this area. Having this in mind, a web application is presented in order to make public the data from this work for academics as well as the general public. The application is a collaborative system, allowing visitors to contribute by increasing the data.

Supported by the current emerging devices and algorithms for hand tracking as mentioned before, in the first version of the catalog the scope is narrowed to arm and hand gestures. Moreover, currently the input data is gathered exclusively from movies and

TV series in order to build a first set of video snippets. However the application may support content from other media such as video game scenes. Since the catalog targets the visual analysis of FUIs, it is required a small video for each entry, and so other art forms, such as comic books and novels, are out of scope.

As technical contributions there is the concept and implementation of the catalog as a tool for video analysis. The web application code is available (see section 2.3) and may be reused for similar video analysis of different data; the application is based on a Google Spreadsheet content being adaptable to any type of categories as long as there is a video for each row entry. Video snippets containing hand and arm interactions were collected and categorized along 215 scene parts from 24 different titles. Figure 2 shows some of the scenes in which the users interact with the systems using gestures. In Ender’s Game (Fig. 2a) and Sleep Dealer (Fig. 2c) the protagonists use their hands to remotely control a spaceship and an aircraft, respectively. The woman from Black Mirror (Fig. 2b) is playing a virtual violin, while Tony Stark from Iron Man (Fig. 2d) controls a hologram that represents the city and then he can zoom in and out any place of interest, or delete things from the model with just a flick. At last, in order to support additional analysis, all the scene parts were categorized according to some established criteria as for example the application domain, if there was an identified interaction pattern, i.e. a set gesture-task, in the scene or which the used input device was.

The main scientific contributions are related to the performed analysis and the used methodology. We found that the major

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part of the scenes do not fit on previous classifications proposed by the related literature. In some cases it is even difficult to relate the performed gesture to an accomplished task. This opens space for further investigations in order to understand the industry demands for interactions which are not yet established. Moreover, as an incremental contribution, we validate and extend the number of interaction patterns identified on the analyzed FUIs. As methodological contribution we present an end-to-end methodology to gather and display the material in order to perform video analysis on a target subject, including tools and resources. The result enables researchers to directly relate the video material with its classification as well as contribute to increase the gathered data. At last, we considered particular scenes containing the use of Telekinesis by superheroes which are not directly used for HCI purposes. However, in several cases, these gestures and their corresponding actions do fit in previous established patterns signalizing that there is a relation, mainly regarding manipulation tasks on gestural interfaces.

2.1. RELATED WORKS

Although this work is focused on gesture interactions in Sci-Fi movies, it represents only a subset in the space of human-computer interactions found in these films. Looking at different interactions from Sci-Fi movies, researchers have been dedicated to understand this new set of communications between human and machine. In one of his publications in 2012, "The Past 100 Years of the Future" (MARCUS, 2012), Aaron Marcus selected scenes from around 20 Sci-Fi movies along the last 100 years that contain

communication between human-machine and described them according to the used interaction. His study is organized chronologically around the dates at which these movies were launched to the public. In some cases, he comments on the budget that the moviemakers had available to produce the scenes.

Schmitz et al. show a similar analysis (SCHMITZ, ENDRES and BUTZ, 2008), surveying ways of HCI from Sci-Fi movies, categorizing them according to their application domains and relating them to current technologies and prototypes under research. The authors indicate that movies can be a two-way road to HCI, i.e., they can anticipate trends and inspire future concepts of interaction and also collaborate with researchers and visionaries to the conception of scenarios using emerging concepts. The work suggests an influence flow between moviemakers and scientists regarding the use of HCI in movies, where producers and researchers can develop new ideas about future interactions (Figure 3). Thus, technology can inspire movies in the same way that movies interpretation can give feedback about new concepts of devices and interactions. The authors discuss the inspiration that Sci-Fi movies pose to future technologies.

Shedroff and Noesel (SHEDROFF and NOESSEL, 2012) contribute analyzing around 30 Sci-Fi movies and presenting lessons and insights about the interactions shown on them. As mentioned, Sci-Fi movies can take advantage to create their own vision because they do not need to limit themselves according to the current technologies. Particularly regarding the gesture-based interactions, the authors point to the existence

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of seven patterns that can be considered established in HCI. The identified patterns are represented as physical analogies from the real world, i.e., possess a sense of direct manipulation. In addition, this work shows that more complex gestures (that need to get support from GUI) can be difficult to be memorized and advice the use of others input channels to work around possible abstractions, such as speech interactions. The proposed patterns were used as basis for the development of this work.

In (YORK, 2013), Christina York focuses on good practices for observation techniques aiming the creation of better interactions. For this purpose her work makes use of Sci-Fi media (e.g., scenes from the StarTrek movie). The analysis includes gestural interactions, as well as touch and voice interfaces.

Asian contributions in Sci-Fi movies are also reviewed by Aaron Marcus (MARCUS, 2013), (MARCUS, 2013). According to the author, studying Chinese, Indian and Japanese productions shows more creations based on different cultures than properly a copy of western approaches. The survey collected in this work initiates a look at the differences and similarities among different cultures, contributing to extend the perspectives about the future of user experience design. Moreover it suggests that the metaphors, mental models, interactions and visual appeal on some titles can reveal cross-cultural influences.

Besides papers that study HCI in Sci-Fi films on a generic way, there are other studies on specific areas of knowledge seeking the correlation between the illustrated interactions and real life. For example, the work of (LORENCIK, TARHANICOVA and SINCAK, 2013) investigates the mutual influence of

science fiction films in the field of Artificial Intelligence (AI) and Robotics. The scenes of six Sci-Fi movies were analyzed in relation to the systems that controlled the robots and the actions that the robots could perform. The work concludes that one of the main contributions of Sci-Fi movies to the fields of Robotics and AI is that they provide sources of inspiration about what can be done and also increase people interest in the area. The analysis performed by the authors focuses on the distinction of whether or not there is a real technology or a study on it.

Another example is the work of Boutillette et al. (BOUTILLETTE, CONVEY, et al., 1999) that addressed the influence of Sci-Fi films in the development of biomedical instrumentation. In the work, more than 50 Sci-Fi movies were analyzed and, for each one, the scenes of instrumentation were extracted and analyzed in terms of knowledge and existing technology at that time. As a result, the films were divided into four categories in chronological order, and the analysis was made related to how the instruments were used, presented and whether it could be used at the time of the survey or in the future. At the end, a non-linear relationship was found between the development of instrumentation and the ones shown in the Sci-Fi movies.

Although there are many studies regarding the relationship between movies and HCI, it is not possible yet to say which aspects can be incorporated or not in the design process. Even if producers and interaction researchers are working together, it is hard to understand which the lessons to learn about this partnership are. There are still opportunities to study the features of gesture-based interaction in this knowledge field.

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2.2. CATALOG DATA COLLECTION 2.2.1. METHODOLOGY

In order to understand how the motion picture industry has been using gesture interaction,we built a collection of sci-fi movie scenes that produce the catalog. The process was divided in select the movies, search for the gestural interactions within each of them, and then classify it. Each of these steps is better explained in sequence.

2.2.1.1. MOVIES SELECTION

The catalog concept is that it can grow as time passes by being open to anyone who wants to contribute adding new scenes, categories and more. This way, the first set of selected movies aims to represent an initial set that is large enough to provide an analysis basis as well as a test set for the proposed tool. Since it is impossible for a small group to analyze all existing Sci-Fi movies, 25 volunteers were recruited by email. These volunteers were colleagues and they were asked to inform any movie they remembered that had any kind of gestural interaction using hands and/or arms. In the end, there were a total of ten collaborators who indicated over 200 movies. These indications were checked to be Sci-Fi at IMDb site, which is a popularly known movie database. It was also checked whether they really had the kind of interaction this research was looking for. The remaining titles were restricted by their release date, i.e., the movies from 1995 until the date of this research were prioritized in order to reduce the scope of the work. This choice was made because newer movies are often inspired by the new emerging technologies, such as gesture-based interaction, giving them new insights to go even further. Additionally, there are already studies regarding the older ones

(in the future, they will also be added to our catalog in order to have a more complete database). Finally, the resulting subset contained a total of 24 movies.

2.2.1.2. GESTURE SEARCH PROCEDURE

After the set of movies were defined, me and a colleague were assigned to watch all the selected movies, each being responsible for half set, in order to identify the exact time frame the gestures occur during each movie. In order to analyze them all in a plausible time, they were watched up to 8x of the normal speed. For each scene with a hand gesture found, the starting and ending time were annotated and filled in a Google Spreadsheet. With this in hand, a script was written (running the FFmpeg library (BELLARD, NIEDERMAYER and ET AL., 2014)) in order to capture the scenes noted before. This allowed the scenes to be analyzed separately.

2.2.1.3. SCREENING CRITERIA

As mentioned before, each scene of interest was cut out of the movie for further analysis. Although all kind of hand interaction was collected, i.e., not only human-computer interactions, this allowed us to collect more kinds of metaphors used in gestures. The intention is to preferably allow false-positives rather than favoring the occurrence of false-negatives while segmenting the movies. Later on the scene parts were reviewed and the false-positives were filtered. Moreover, some non HCI interactions were selected, e.g., fighting scenes and Telekinesis interactions in super-heroes movies, as these scenes may serve as inspiration when conceiving hand gestures. Besides of be useful while considering the audience reaction to it.

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2.2.1.4. ANALYSIS CRITERIA

For this analysis, some aspects related to human-computer interaction were chosen. The first aspect to be analyzed was the relation between the action and executed task, i.e., the gesture performed in the scene and the consequent action realized by the system. In a first moment, the person who is analyzing only looks for the type of feedback passed to the actor, the types of input and output devices used, and which kind of use the gesture was applied for. Patterns (establish gestures) were becoming common between scenes, so it was decided to add it as new item. The remaining categories are:

 Pattern: denotes whether the gesture performed by the user and the corresponding action fit in a previous identified pattern (for example, “push to move” or “swipe to dismiss”).

 Input Device: if the system presents clearly any required input device in order to track user actions (for example, “haptic gloves”).

 Output Device: denotes the device used for feedback (examples: “Hologram”, “HMD” or “CAVE”).

 Application Domain: denotes the main application domain (examples include “Medical”, “Military” and “Entertainment”).

The classification of each spotted gesture was done alongside cropping the videos. The researcher responsible for each scene filled a spreadsheet with the characteristics of the interaction according to the criteria discussed

above. At completion, they reviewed together all the spreadsheet and discussed about the best classification whenever there was something they both didn’t agree with.

In the cases where was not possible identify the input or output devices used the classification Unknown was used.

2.3. WEB INTERFACE

The gathered data was stored in its completion in Google Spreadsheets. By using tabletop.js javascript library it is possible to access the spreadsheet data and use it as database resource to the interface. It contains the selectable filters and the selected video snippets on its top part and the categories table at the bottom showing only the rows relative to the selected entries. The web application is available at http://goo.gl/XSX5fn and its source code is stored on a GitHub repository and can be found at http://goo.gl/IpcAfl.

We understand that to create an expressive compilation of Sci-Fi scenes containing gesture interactions is an ambitious goal and our initial dataset represents a small sample of the target goal. Taking it into consideration we introduced the “Add a scene” button on the top screen of the interface (Figure 4), through which collaborators can send new entries of movies scenes containing human-computer gestural interactions. Each new entry is revised by the authors to check, among other details, if they fit in the Sci-Fi field, and then ported to the online dataset.

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Figure 4 Web application implemented interface Moreover, the web application can be

useful for different datasets since it is almost entirely based on the dataset stored in a Google Spreadsheet. By changing the source dataset (by altering the targeted spreadsheet link) the web application adapts itself showing the new content in a similar way. The new columns will be categorized as filters and the videos from each row entry will be gathered and presented in the interface. This way, the interface is replicable and can serve to other focuses as long as they relate to video analysis in some way.

2.4. GESTURES CLASSIFICATION RESULTS After selecting 24 Sci-Fi movies, a total of 219 hand gestures were extracted from them. Each segmented scene was classified in categories according to aspects related to human-computer interaction that will be addressed in sequence.

Pattern. Some pattern classifications regarding gestures are already defined in the

literature. Our criteria Pattern was based on the work of Shedroff et al. (SHEDROFF and NOESSEL, 2012). They conducted a major study of Sci-Fi movies in the HCI field regarding many aspects. Their classification highlights a basic gesture vocabulary commonly used in these types of movies. For this category (Pattern) a benchmarking using this work was conducted and the classification of gestures established by them was applied because they standardize hand gestures used in Sci-Fi movies, which fits in this work. The classification divides the gestures into seven types relating action and result:

 Wave to activate (for instance https://youtu.be/OX2EmDLSlNY)  Push to move (for instance

https://youtu.be/JLhpEQURkfE)

 Turn to rotate (for instance https://youtu.be/cDimYPUZnUk)

 Swipe to dismiss (for instance https://youtu.be/0qS2Iid7jxs)

 Point or touch to select (for instance https://youtu.be/fKZgKXxLQJ8)

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 Extend the hand to shoot (for instance https://youtu.be/fm7fUdt8flE)

 Pinch and spread to scale (https://youtu.be/siI4qKXrOlg)

Another pattern classification is suggested by the work of Wobbrock et al. (WOBBROCK, MORRIS and WILSON, 2009). But this work is related only to touch surfaces, therefore, initially, it was decided not to include their definitions into the classification. However, during the analysis of the scenes, it was noticed that one of Wobbrock’s patterns defined fits with a gesture found in two scenes from two different movies, thus, it was further included in this work. This pattern, named “Knock-knock to turn on”, denotes gestures with any part of the user’s hand or arm touching twice the target system surface.

During the categorization process 37.83% of the analyzed scenes contained some gesture that could be embedded into this classification, namely the vast majority of gestures found were too complex or not established in the classification of Shedroff et al.. Regarding the scenes that fit in one of the categories there were a predominance in the use of patterns (gesture and task) “Push to move” and “Swipe to dismiss”, occurring on 11.41% and 10.04% of the scenes, respectively, as can be seen in Table 1.

Another observation found is that some gestures, categorized or not according to the patterns described in paragraph 2 of section 2.4, were used for completely different tasks in the same or different movies. When they occurred in the same movie, it was often a superhero film, mainly because the filmmakers are able to use the freedom that superheroes provide of moving things using the power of mind, or Telekinesis (to be

discussed in section 2.5.2). There is a sub-set of the uncategorized gestures related to specific activities that humans are used to perform daily (for instance, to lower the blinds https://goo.gl/dE40eq). These gestures were, mostly, exactly as it would be done in the real world. Turning difficult the task of create a really perfect pattern for them. The other part is composed of complex gestures using intense arm and hand movements without a particular pattern. Because of this, is considered a good result that more than 30% of the gestures found match with one of the suggested patterns.

Table 1 Frequency of each one of the interaction patterns found in the scenes

of this survey. Identified Interaction Pattern Percentage of Occurrences Push to move 11.41% Swipe to dismiss 10.04% Point or touch to select 5.47%

Pinch and spread

to scale 4.56%

Turn to rotate 4.10%

Knock-knock to

turn on 0.90%

Wave to activate 0.90% Extend the hand to

shoot 0.45%

None 62.17%

Input and Output Devices. By considering the input and output devices, this work allows a notion of future technologies. The fact that one particular device appears in movies facilitates the audience acceptance of

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similar devices and understanding of the interactions, reducing the impact of its reception if at some point it becomes a real product. Table 2 shows the occurrences for input devices.

About the input devices found, it can be seen in Table 2 that the most common case was the absence of identification of any kind of input device (70.81% of the scenes). This reveals the idea that the interaction will be so natural that we will not need any physical device to interact with. In the cases a device was needed, the most used were Gloves, Optical Wireless and Haptic (21%), and this shows that filmmakers suppose natural interactions should be used even if a device is needed. Summarizing, both approaches try to predict that future interfaces will be as natural as possible, not needing any device or complex interaction, using only natural gestures that users are used to perform.

The output devices have a wider variety, as shown in Table 3, but coincide with what, today, are considered high-tech display environments, such as HMDs and CAVE environments. There are still devices that are not so high-tech, as for example TVs. As can be seen, the output device often proposed by filmmakers, but not yet implemented, is the volumetric projection or, as it is commonly known, the hologram projection. Found in 31.96% of the scenes, this device is a strong proof of the influence of films in the research in HCI as several studies on the subject can be found in the literature, for example, (OPIYO, HORVÁTH and RUSÁK, 2008), (LEE, 2013) and (BIMBER, 2005). It is also a supposition of what the filmmakers guess the society expects from new output devices, a new and exciting way to experience virtual contents. The hologram has been studied as

a substitute for physical prototypes and as an alternative to 3D displays. However, when the topic is interaction, researchers have different opinions and, until now, the main works converge that it is not possible to interact with holograms directly. In resume, the hologram has been generally used to insinuate a high-tech vision of the future and the interactions have been performed in a straightforward manner, as if a physical object was being manipulated by the user.

Table 2 Proportion of different input devices found in the scenes. Input Devices Percentage of

Occurrences Optical Wireless

Gloves

17.35%

Cables Plugged Into The Body

5.47% Haptic Glove 3.65% Motion Sensors 0.91% Pen 0.91% Biological Recognition Control 0.45% Mug 0.45% None 70.81%

Table 3 Proportion of different output devices found in the scenes. Output Devices Percentage of

Occurrences Hologram 31.96% Transparent Screen 19.63% Monitor 13.24%

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CAVE 4.56% HMD 4.56% Contact Lens 4.10% Digital Table 0.91% Projection 0.91% None 20.13%

Application Domain. Within the analyzed dataset, the predominant application domains were Public Security, Military, Corporative and Domotic (Table 4). In addition to these domains, it was also perceived the targeting of HCI applications in the areas of IT, entertainment and medical applications. This guidance allows the estimative of the main areas that filmmakers are directing their attention regarding FUIs. Besides, it points to areas that are receiving more attention from the industry innovation departments. The appearance of FUIs in movies acts like a preliminary test of acceptance by potential users. Having people getting used to see the FUIs in the movies makes it easier to begin their insertion in some application domains.

The application domains found in the movies of the database are of high importance for society. As it can be seen in Table 4, the first 4 most covered domains may affect the majority of people. In the public security area, for example, our first most covered domain, there is a growing number of studies that point to the use of the human body for safety increase, e.g., the use of fingertips (JING and YEPENG, 2013) or eye-tracking (CANTONI, GALDI, et al., 2015) to access or activate some systems. It is known that in the home automation area there are many researches about how to make it more effective and easy to use robots or machines

so that they only need a few commands to perform a task. Some examples can be seen in (CORREIA, MIRANDA and HORNUNG, 2013) who have made an extensive study of the domotic area using gesture-based interaction, since the state of the art of gestural interfaces for intelligent domotic until socio-technical aspects of gestural interaction. These interactions were commonly seen in Sci-Fi movies, including the ones produced in 1995, what shows us that movies have been influencing research fields with their visionary interfaces and interactions.

Table 4 Percentage of gestural interactions for each one of the found

application domains.

Application Domain Percentage of Occurrences Public Security 17.35% Military 16.43% Corporative 10.95% Domotic 10.50% Information Technology 10.04% Entertainment 9.58% Research 8.21% Construction 1.37% Medical 1.37% Robotic 0.90% Aerospace 0.45% Musical 0.45% Not Defined 12.40%

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2.5. DISCUSSION

After creating a movie scenes collection composed of more than two hundred scenes from 24 Sci-Fi movies, these scenes were categorized according to four criteria: established gestures, input and output type of device and application domain. In the following subsections we discuss about the results found in each of these criteria.

2.5.1. FOCUSED ANALYSIS

From the 219 hand gestures found, as shown in Table 1, the set of gestures considered established were confirmed in our analysis. In total, 81 gestures were categorized into this set, being 11.41% of them classified as “Push to move” followed by ”Swipe to dismiss” (10.04%). All the others gestures patterns were found in our review. “Wave to activate” and “Extend the hand to shoot” were the least found.

We found at least an indication of another pattern in gesture-based interaction. The interaction here named “Knock-knock to turn on” is present in two scenes from two movies. This action/task relation may already be found in the real world, for instance in the LG G2 phone, in which the user can touch the screen twice to turn the screen on (LG, 2014). This gesture is also described as a tabletop interaction in the Wobbrock’s work (WOBBROCK, MORRIS and WILSON, 2009), which reinforces that it can be considered an established interaction pattern.

In spite of that, the majority of gestures gathered in the present work seem to be way more complex and abstract than those classified into the pattern category, as can be seen in Figure 5. These more complex gestures were documented together with its

related tasks but they were not analyzed in depth, dismembering the gestures and tasks. Also in Figure 5, it can be seen in the last quarter (2010 – 2015) that the amount of gestures that have a defined pattern is almost the same of gestures without a defined pattern. This induces the idea that the interaction is becoming more structured in the Sci-Fi movies. It is not possible to say that there are no precedent occurrences of these gestures with no defined pattern either in the academy or in the industry, though.

Figure 5 The amount of gestures categorized as if having a defined Pattern

or not and separated in quarters. Looking at the environment and purpose of the gestures - the Application Domain - most of them were based on Military and Public Security applications. Corporative environments, Domotic ones (including home automation and similar), Information Technology, Entertainment and Scientific Research were often shown in this review. Medical, Construction and Robotics come next. Musical applications were also listed. The frequency in which each application domain appears is related to the movie’s theme, but the fact they appeared possibly

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means they have a high potential to be explored within this interaction paradigm.

Regarding the types of input shown in the listed gestures, although Optical Marker Gloves, Body Plugs and Haptic Gloves appear in many scenes, they belong to, respectively, Minority Report, Sleep Dealer and Johnny Mnemonic movies. A lot of other devices were found, including Motion Sensor, Pen, Staff and a Mug. This variety of devices may occur due to the Sci-Fi nature of presenting their own vision of the future. However, most of the interactions were performed without any kind of support device to promote input. In this case, this absence of input devices may be a trend to seek more natural interaction interfaces and can be seen in Figure 6 that shows the most common cases of inputs found in the scenes. A special attention should be given regarding this type of interaction, since there are a lot of Sci-Fi movies that involve ETs and their hypothetical high advanced technologies; there is also a new whole group of gestures and interactions they use to control spaceships, weapons, among others, that should be observed. For example, Marcus, A. (MARCUS, 2012) already discusses this topic and compares the way a three fingered alien, acted by Sharlto Copley in District 9, controls a spaceship to the way Tom Cruise, in Minority Report, interacts with the Precog scrubber interface. The author affirms that in District 9 the alien creature controls the spaceship interacting with its interface in an elegant and fast-paced way that is much more beautiful and fluid than the interaction done by Tom Cruise’s character.

Figure 6 Some of the most frequent cases of input devices separated by quarters

Hologram has been explored a lot as an output device being found in 31.96% of the scenes and 11/24 of the movies as can be seen in Figure 7. It is followed by Transparent Screen (19.63% of the scenes) and Monitor (13.24%). Other output devices include Water Tap, HMD, Shapeshifting Display, Robot, Projection, Digital Table, Contact Lens, Analog Pointer and CAVE. Both Hologram and Transparent Screen are technologies currently under research and they are still in a prototype stage. One reason they appear often in this review is because moviemakers are connected to researchers and developers in order to create a plausible scenario of the near future.

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Figure 7 Some of the most frequent cases of output devices separated by quarters 2.5.2. USE OF TELEKINESIS AND SUPERHERO

CASES

In addition to Sci-Fi, we also watched two superhero and one alien movies. These movies have scenes with a type of Telekinesis interaction supported by hand-based gestures. We defined Telekinesis as “the power to move objects from a distance without physical contact”. That means some characters have the ability to move matter using their hands as a kind of pointer. We collected these scenes because we believe these interactions may show us gestures beyond the usual paradigm. If we are able to understand how to make this type of interaction feasible, we can appropriate the movie’s vision to start new ideas and researches.

In many cases the hand gestures from these movies have no relation to computer

interfaces. In these cases they do not have any input or output devices, since the most gestures are performed in fight scenes and use Telekinesis approach. Nevertheless, some gestures use an established pattern of gesture-based interface, for instance, “Extend the Hand to Shoot” and “Push to Move”. However, we have the opportunity in these movies to look forward to new forms of interaction that we are not familiarized with. Thus, these scenes may provide us a rich source of inspiration to create innovative solutions.

2.5.3. METHODOLOGICAL CHALLENGES

The large amount of Sci-Fi movies demands a lot of time to extract the gestural interaction scenes. In this survey 24 movies were analyzed, that means watching them, extracting the exact timestamp of the desired scenes and fit the interaction into the defined criteria to add the appropriate tags. So, a challenge is to continue expanding this database of scenes, i.e., to include movies that were published after this research and also those ones that were not included because of the restriction in the scope of the research.

We have found some shortcomings in our analysis. Analyzing others data, such as gesture classification, was in our previous goals and it will be added in future studies. In addition, more research must be conducted, analyzing possible correlations between criteria and extending the previous results.

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3. SYSTEMATIC MAPPING OF HAND GESTURES USED BY THE HCICOMMUNITY

Figure 8 Systematic mapping process. The research question guides the definition of the search strategy, which is used to collect the works. Some criteria are defined to select the relevant studies that are classified in order to provide the systematic mapping.

This chapter presents a Systematic Mapping study in the field of HCI regarding the use of mid-air hand gestures. This step is performed to understand the current state of the art regarding the methodology on conceiving gestural interfaces, as well as to catalog the reviewed data in order to provide a valuable material to support the conception phases of new interfaces. On it, 438 works were collected from four scientific databases and 620 gestures were classified according to set of criteria. Two reviewers were intended to implement the process of inclusion or exclusion of papers to avoid bias and loss of important papers. As result, a catalog as inspirational and representative content for the creation of new applications was developed. Process, Methodology, Results and Analysis of this study are also detailed.

3.1. MOTIVATION AND OBJECTIVES

In recent years, gestures are been largely used to represent naturalness in interactions

between human and machines, such as entertainment tasks. With the advancement of tracking technologies, the use of mid-air hand gestures became a less intrusive alternative to human-computer interaction. Technology allows that the use of this mode of interaction does not invade the user because it is not wearable, and does not require the user to touch or be in contact with any device. Besides of it, gives more freedom to the user to perform gestures. With hands free, one dimension is added to the set of gestures so the amount of it to be performed is greater.

The objective of this chapter is to present the systematic classification of mid-air hand gestures found in scientific papers that map how the scientific community has been using mid-air gestures in the last 10 years. The gestures were classified in a set of criteria that go from the gestures sources, gestures patterns, gestures’ form, nature, flow and feedback, how they are bind to a target object, input and output devices used, and finally their field of application.

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The systematic mapping study aimed to classify the body of knowledge related to the use of mid-air hand gestures in the HCI field.

3.2. THE SYSTEMATIC MAPPING PROCESS As a research area matures there is often a sharp increase in the number of reports and results made available, and it becomes important to summarize and provide overview. The mapping aims to base further analysis but also to be provided as tool for future consults and inspirational material on the conception phase of further developed gestural interfaces.

3.2.1. METHODOLOGY

This work was done based on the process proposed by (PETERSEN, FELDT, et al., 2008) whose work is widely used by the academic community to systematically map several areas. The guidelines presented in (PETERSEN, FELDT, et al., 2008) were partially used, given that Petersen et al. focus in software engineering studies and the present work focuses in human computer interaction. The process steps are illustrated in Figure 8 and described in the following subsections.

3.2.1.1. DEFINITION OF RESEARCH QUESTION The goal of this systematic mapping study is to provide an overview of the current researches on the use of mid-air hand gestures by the HCI research community. The overall objective was defined in the following research question:

RQ How has the HCI research community been using mid-air hand gestures in the last 10 years?

This question aims to identify the aspects around this modality of interaction that are believed to help researchers, designers and developers to understand this emerging paradigm of HCI, and hence take a step forward in formulating an established gesture-based interaction model.

3.2.1.2. CONDUCT SEARCH FOR PRIMARY

STUDIES

The primary studies were identified by using search strings on the scientific databases: IEEE Xplore Digital Library, ACM Digital Library, Science Direct and Springer. These databases were chosen since they house scientific, peer-reviewed works from the most important conferences and journals in the area as Magazine Communications of the ACM (impact factor 3.621) and International Journal Of Human-Computer Studies (impact factor 1.293), for example.

A search string was defined to automatically search the selected libraries. It consists of four parts, two of them using an OR operator for synonyms and all of them connected by three AND operators. The first sentence regards to mid-air hand gestures and the first AND operator guarantees that all returned works would have that term. The second one regards to the HCI domain and the third line concerns to the UX domain and the latter existence of HCI evaluation. These latter ensure that the gestures were used by people and not just used for test an algorithm, for example. Thus, the search string was the following:

(("hand gesture") AND

("computer interaction" OR "user interface") AND

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