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Education

Editors: Gitta Domik and Scott Owen

Student Projects Involving Novel Interaction with Large Displays

Paulo Dias, Tiago Sousa, João Parracho, Igor Cardoso, André Monteiro, and Beatriz Sousa Santos

University of Aveiro

S

everal recent mass-market products enable the development of new interaction para- digms at an affordable price. Such products include smartphones and tablets (equipped with all kinds of sensors),1 as well as gesture-tracking devices such as Microsoft Kinect, Nintendo Wii, and PlayStation Move.2 These devices are par- ticularly appealing for students, compared to tra- ditional mouse-and-keyboard input. And, given these devices’ novelty, room for innovation exists, and the need still exists for guidelines and alterna- tives regarding their use.

In parallel, displays are getting thinner and cheaper and are common in many public spaces:

lobbies, shops, coffee houses, museums, and so on.

However, these displays often just display infor- mation without interaction. So, interaction with public displays is an interesting area to develop gesture-based interfaces in which users don’t need an additional device to control screen content.

DETI-Interact is an interactive system that offers information relevant to students on large displays in the lobby of the University of Aveiro’s Depart- ment of Electronics, Telecommunications and In- formatics (DETI). The project started in 2009 with a master’s thesis addressing interaction with pub- lic displays through Android smartphones. Since then, it has evolved considerably; it currently al- lows gesture interaction based on a Kinect sensor.

Meanwhile, it has involved third-year students, master’s students, and undergraduate students participating in a research initiation program.

DETI-Guide: Smartphone Interaction

Initially, the project aimed to test different inter- actions with a setup including an Android phone and a large display, in line with previous similar research.1,3 Communication between them em- ployed Bluetooth. The prototype DETI-Guide ap-

plication was based on the department website. It allowed

navigation among webpages and

selection of links on webpages (for example, se- lecting a name on the contacts list page).

On the phone, a menu let users switch between the two modes, and two virtual buttons let them perform the two main operations: click and home (which returned the user to the depart- ment webpage).

For input, DETI-Guide used the phone’s ac- celerometer (or compass) or touchscreen. With the accelerometer or compass, users navigated by turning the mobile phone up, down, left, or right to move to the corresponding page (see Figure 1).

Selection employed the metaphor of a ball over a plane that moves according to gravity: phone movement resulted in pointer movement on the screen. With the touchscreen, users navigated by moving a fi nger in the corresponding direction.

Selection employed the touchscreen like a com- puter touchpad to move the pointer.

DETI-Interact 1.0

In the 2011–2012 school year, a master’s student developed the fi rst evolution of the project. Instead of static webpages, it used information about the department stored on a server. It integrated two main components:

a desktop application running on computers connected to the displays, and

a mobile application that remotely controlled the desktop application.

The fi rst content implemented included the fac- ulty members’ contact information (offi ce location,

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Users interacted with the system through five types of gestures (see Figure 3):

Scroll navigated the list of faculty members and their webpages.

Fling enabled kinetic scrolling on the faculty page and personal webpages, and changing the selected faculty member or timetable.

Tap confirmed the selection of a faculty member.

Long press (touching the screen for longer than a tap) entered and exited specific interaction modes.

Rotation alternated between pages.

This version was the first to be deployed in the de- partment lobby for real testing; it ran for more than a year. This use in a real scenario gave visibility to the project but increased expectations about it.4 As we expected, the first use of the system—application installation and device pairing—required some ef- fort from users. They had to download the applica- tion, allow the device to install it from “unknown sources,” enable the Bluetooth adapter, and pair the mobile device with the system computer.

Using Kinect

Few students used DETI-Interact 1.0 because the configuration steps implied time and effort that most of them wouldn’t take. To overcome this is- sue, we redesigned DETI-Interact to work with the Kinect sensor and Microsoft Kinect for Windows

Software Developer’s Kit (SDK).5 The interface’s appearance didn’t change much from the previ- ous version. The major change was the Gesture Tracker: a small canvas that presented the relative position of the user’s main interaction hand at the top of the interface. However, we developed new interaction methods: gesture-based interaction (GBI) and pointer-based interaction (PBI).

GBI consisted of simple hand gestures and posi- tions, all done with one hand. To interact with the system, users employed four gestures:

Swipe moved the hand in any of the four main directions to alternate between pages.

Figure 1. The DETI-Guide prototype. Through an Android phone, users could navigate among webpages for the University of Aveiro’s Department of Electronics, Telecommunications and Informatics (DETI) and select links on the webpages.

Figure 2. A schedule page. DETI-Interact 1.0 used information on a server about department faculty and course schedules, instead of static webpages.

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Education

Push moved the hand toward the screen to view a specific webpage or course schedule.

Pull was the opposite of push; it returned to the previous webpage or course schedule.

Timed stay kept the hand over an icon for a few seconds to select a faculty member.

The push and pull gestures helped avoid accidental swipes. Before interacting with content, users had to activate it with a push gesture.

In PBI, users controlled the cursor by moving one hand and selected interface items by pushing with the other hand.

The Current Version

In the 2012–2013 school year, another student was involved through a research initiation grant that our research institute offered to involve stu- dents in research projects.

The original layout with lateral tabs (designed to allow selection by rotating the mobile phone) no longer made sense with Kinect interaction.

Furthermore, this layout limited the number of applications that could be integrated because each new application required a new tab, causing use- less tab information to take up a significant part of the display. So, the student designed a layout based on an icon matrix (widely used in mobile operating systems).

Preliminary evaluation of the gestures used in the first Kinect adaptation also showed limita- tions. The environment was error prone because the system might detect unintended gestures or

movement and accidentally start applications.

Also, the push gesture required an uncomfortable, large-amplitude motion. So, the student replaced this gesture with a hover gesture: selection em- ploys a timer that starts when users place a hand over the intended application.

Because the system is deployed in a passageway, it needs to indicate the possibility of interaction.

To capture users’ attention when they pass in front of a display, it shows a skeleton that replicates their movements, with a virtual target. When us- ers place their feet in the target area, the target changes color, indicating the recommended place for beginning interaction.

This approach also allows tracking a specific user, enabling the application to respond to only the gestures of the user who’s in the interaction area (see Figure 4).

Once the system was stable and ready, the stu- dent developed additional applications. The first application opens a list of videos (as thumbnails) for viewing. Users employ the hover gesture to se- lect, start, and stop a video.

We tested this version with students in our Human–Computer Interaction course and as part of university activities promoting science education (such as Science Week and a summer academy for high school students). Most users en- joyed interacting with the system, but users often recommended that the system include games or other entertainment applications. So, we added a Ping-Pong game (see Figure 5). Users control their virtual paddle with their right hand (the paddle position maps directly to that hand’s position); a simple algorithm controls the opponent paddle.

Satellite Projects

DETI-Interact typically functions as a demon- strator for external visitors, while also piquing students’ curiosity. With this in mind, students have proposed satellite projects. In the 2012–2013 Human–Computer Interaction course, we pro- posed that, instead of the usual final project, stu- dents could develop an application using Kinect.

If an application was successful and interesting, we would integrate it in the system’s latest ver- sion. Two pairs of students accepted the challenge, resulting in two applications developed over two months. In addition, one of our master’s students developed an application as part of the disserta- tion process.

Air Painting

One application let users create drawings with ba- sic gestures. The two students developed it in C#

(a) (b)

(c) (d)

Figure 3. Gestures used in DETI-Interact 1.0. (a) Scroll, (b) Fling, (c) Tap or long press, and (d) Rotate. This version was the first to be deployed in the department lobby for real testing.

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using the Microsoft Kinect for Windows SDK. The interface presents a painting area and several but- tons to select tools (brush, eraser, and so on). The right hand moves the cursor; the left hand selects an item by pushing forward to produce a click, similarly to GBI.

Several students in the Human–Computer Inter- action class tested the application (see Figure 6) at different development phases. Most users enjoyed the experience despite its limitations:

gesture detection problems (the detection was sensitive to the user’s distance from the Kinect sensor),

user difficulties in recognizing icons (for exam- ple, the buttons for clearing the screen or select- ing a brush), and

user difficulties interacting with both hands at the same time.

A final version incorporated improvements sug- gested by the usability evaluation. The application used icons that were easier to recognize (used in drawing editors such as Microsoft Paint), and it provided better feedback.

Pac-Man

Another application was gesture-controlled Pac- Man. Because the two student developers had dif- ficulties deciding the best gestures to control the game, they set up a Wizard of Oz experiment with their colleagues (see Figure 7). This session pro- vided insight on what might be the more consen- sual gestures and vividly illustrated how to apply (d)

Figure 4. Catching the user’s attention. (a) A user passing the screen. (b) The user standing in the interaction area. (c) Starting the application. (d) The real interface. The application can track a specific user, enabling it to respond to only the gestures of the user who’s in the interaction area.

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Education

this well-known research method to a new kind of user interface.

After the experiment, the students selected these gestures:

Interaction logic. Users close the left hand to cycle though the controls and close the right hand to select a control. This is the first time

a DETI-Interact application has employed the grabbing gesture available in the latest version of the Kinect SDK.

Game gestures. Users simply tilt their right arm slightly in a direction to indicate movement.

The application also supports a two-player op- tion because Kinect detects and correctly dis- Figure 5. Virtual Ping-Pong. Users control their virtual paddle with their right hand (the paddle position maps directly to the right hand’s position); a simple algorithm controls the opponent paddle.

Figure 6. Testing the air-painting application in a classroom. On the basis of this usability evaluation, the developers improved the application’s interface and feedback.

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tinguishes players, each playing side-by-side on individual game screens.

Most users considered the final application us- able and enjoyable, despite its limitations. (For ex- ample, users considered the game to be slow, and the game also became too easy after users played it for a while.)

3D-Object Manipulation

The master’s student investigated gesture-based manipulation of 3D models. This was a self- contained project that could lead to applications to integrate into future versions of DETI-Interact.

The student developed two interaction modes.

Button mode uses 10 buttons spread over the screen:

six for rotating around each axis (two buttons per axis),

two for zoom control,

one for resetting to the starting position, and

one for stopping the interaction.

To activate the buttons, users employ their hand to place the cursor over them.

Mixed mode lets users manipulate objects the way they interact with physical objects. The inter- face presents four buttons: Initial Position, Stop, Zoom, and Rotation. When users select Zoom, a

slider lets them control zooming by swaying their hand horizontally. To stop zooming, users raise their left hand.

When users select Rotation, a message in- structs them to place their hands parallel to each other, as if they were holding an object. Users can rotate the model around its axis (roll and yaw).

For small rotation movements, the object angle maps directly to the rotation of the users’ hands.

For larger gestures, the object enters a continuous rotation motion. To stop rotation, users put down both hands.

E

ven undergraduate students can develop sys- tems using devices such as smartphones or Ki- nect, given the availability of SDKs (such as the Microsoft Kinect for Windows SDK or Unity) that let nonspecialists easily access skeleton-tracking information from sensors. The work on DETI- Interact has been popular and attractive, result- ing in a constant flow of students participating in the project. Besides motivating them to study this cutting-edge and challenging subject, the project has shown them the importance of using adequate methods for interaction design and testing. All the developed prototypes and applications have under- gone extensive discussion and testing that resulted in improved interactivity.

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Education

The project is proceeding with the study of gesture-based interaction suited to situated dis- plays, integration of the successful satellite appli- cations into the prototype, and the development of new ones. We plan to propose new practical assignments related to this project in our next installment of the Human-Computer Interac- tion course. We also plan to use the project as a framework for practical assignments in the elec- tive courses Virtual and Augmented Reality and Computer Vision.

Acknowledgments

We thank the students who contributed to DETI- Interact: Rui Palha, Filipe Duarte, Luis Assunção, Cristopher Bernardo, Simão Reis, and Hugo Frade.

We also thank the University of Aveiro’s Department of Electronics, Telecommunication and Informatics and the Institute of Electronics and Telematics Engi- neering of Aveiro, which supported the project from the beginning, allowed prototype deployment in the department’s entrance hall, and provided the research initiation grants.

References

1. R. Ballagas et al., “The Smart Phone: A Ubiquitous Input Device,” IEEE Pervasive Computing, vol. 5, no.

1, 2006, pp. 70–77.

2. T.M. Takala, P. Rauhamaa, and T. Takala, “Survey of 3DUI Applications and Development Challenges,”

Proc. 2012 IEEE Symp. 3D User Interfaces (3DUI 12), 2012, pp. 89–96.

3. E. Rukzio et al., “Mobile Interaction with the Real World: An Evaluation and Comparison of Physical Mobile Interaction Techniques,” Proc. 2007 European Conf. Ambient Intelligence, 2007, pp. 1–18.

4. A. Friday, N. Davies, and C. Efstratiou, “Reflections on Long-Term Experiments with Public Displays,”

Computer, vol. 45, no. 5, 2012, pp. 34–41.

5. A. Jana, Kinect for Windows SDK Programming Guide, Packt Publishing, 2012.

Paulo Dias is an assistant professor in the University of Aveiro’s Department of Electronics, Telecommunications and Informatics and a researcher at the Institute of Electronics and Telematics Engineering of Aveiro. Contact him at paulo.

[email protected].

Tiago Sousa is a master’s student in the University of Aveiro’s Department of Electronics, Telecommunications and Informatics. Contact him at [email protected].

João Parracho is a former master’s student in the Univer- sity of Aveiro’s Department of Electronics, Telecommunica- tions and Informatics. Contact him at [email protected].

Igor Cardoso is a master’s student in the University of Aveiro’s Department of Electronics, Telecommunications and Informatics. Contact him at [email protected].

André Monteiro is a PhD student and teaching assistant in the University of Aveiro’s Department of Electronics, Telecommunications and Informatics. Contact him at [email protected].

Beatriz Sousa Santos is an associate professor in the Uni- versity of Aveiro’s Department of Electronics, Telecommuni- cations and Informatics and a researcher at the Institute of Electronics and Telematics Engineering of Aveiro. Contact her at [email protected].

Contact department editors Gitta Domik at domik@

uni-paderborn.de and Scott Owen at [email protected].

Selected CS articles and columns are also available for free at http://ComputingNow.computer.org.

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