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(1)

Margarita Grinvald

Gesture recognition for Smartphones/Wearables

(2)

2

Gestures

▪ hands, face, body movements

▪ non-verbal communication

▪ human interaction

(3)

3

Gesture recognition

▪ interface with computers

▪ increase usability

▪ intuitive interaction

(4)

4

▪ Contact type:

▪ Touch based

▪ Non-contact type:

▪ Device gesture

▪ Vision based

▪ Electrical Field Sensing (EFS)

Gesture sensing

(5)

▪ miniaturisation

▪ lack tactile clues

▪ no link between physical and digital interactions

▪ computational power

5

Issues on mobile devices

(6)

▪ augment environment with digital information

6

Approaches

Sixthsense [Mistry et al. SIGGRAPH 2009] Skinput [Harrison et al. CHI 2010] OmniTouch [Harrison et al. UIST 2011]

(7)

7

Approaches

▪ augment hardware

In-air typing interface for mobile devices with vibration feedback

[Niikura et al. SIGGRAPH 2010]

A low-cost transparent electric field sensor for 3D interaction

[Le Goc et al. CHI 2014]

MagGetz [Hwang et al. UIST 2013]

(8)

8

▪ combine devices

Approaches

▪ efficient algorithms

In-air gestures around unmodified mobile devices [Song et al. UIST 2014]

Duet: Exploring Joint interactions on a smart phone and a smart watch

[Chen et al. CHI 2014]

(9)

▪ augment environment with visual information

▪ interact through natural hand gestures

▪ wearable to be truly mobile

9

Sixthsense

[Mistry et al. SIGGRAPH 2009]

(10)

10

Color markers

Camera

Projector Mirror

Smartphone

(11)

11

Support for arbitrary surfaces

(12)

12

Support for multitouch

(13)

13

Limitations

▪ inability track surfaces

▪ differentiate hover and click

▪ accuracy limitations

(14)

▪ skin as input canvas

▪ wearable bio-acoustic sensor

▪ localisation of finger tap

14

Skinput

[Harrison et al. CHI 2010]

(15)

15

Projector

Armband

(16)

16

Mechanical phenomena

▪ finger tap on skin generates acoustic energy

▪ some energy becomes sound waves

▪ some energy transmitted through the arm

(17)

17

(18)

18

Transverse waves

(19)

19

Longitudinal waves

(20)

▪ array of tuned vibrations sensors

▪ sensitive only to motion perpendicular to skin

▪ two sensing arrays to disambiguate different armband positions.

20

Sensing

(21)

21

Sensor packages

Weights

(22)

▪ sensor data segmented into taps

▪ ML classification of location

▪ initial training stage

22

Tap localisation

(23)

23

(24)

24

▪ lack of support of other surfaces than skin

▪ no multitouch support

▪ no touch drag movement

Limitations

(25)

25

▪ appropriate on demand ad hoc surfaces

▪ depth sensing and projection wearable

▪ depth driven template matching

OmniTouch

[Harrison et al. UIST 2011]

(26)

26

Depth Camera

Projector

(27)

▪ multitouch finger tracking on arbitrary surfaces

▪ no calibration or training

▪ resolve position and distinguish hover from click

27

Finger tracking

(28)

28

Finger segmentation

Depth map Depth map gradient

(29)

29

Finger segmentation

Candidates Tip estimation

(30)

30

Click detection

Finger hovering Finger clicking

(31)

▪ expand application space with graphical feedback

▪ track surface on which rendered

▪ update interface as surface moves

31

On demand interfaces

(32)

32

Interface ‘glued’ to surface

(33)

33

(34)

▪ vision based 3D input interface

▪ detect keystroke action in the air

▪ provide vibration feedback

34

In-air typing interface for mobile devices with vibration feedback

[Niikura et al. SIGGRAPH 2010]

(35)

Camera

35

white LEDs

vibration motor

(36)

▪ high frame rate camera

▪ wide angle lens needs distortion correction

▪ skin colour extraction to detect fingertip

▪ estimate fingertip translation, rotation and scale

36

Tracking

(37)

▪ difference of the dominant frequency of the fingertips scale to detect keystroke

▪ tactile feedback is important

▪ vibration feedback is conveyed after a keystroke

37

Keystroke feedback

(38)

38

▪ camera is rich and flexible but with limitations

▪ minimal distance between sensor and scene

▪ sensitivity to lighting changes

▪ computational overheads

▪ high power requirements

Vision limitations

(39)

39

▪ smartphone augmented with EFS

▪ resilient to illumination changes

▪ mapping measurements to 3D finger positions.

A low-cost transparent electric field sensor for 3D interaction

[Le Goc et al. CHI 2014]

(40)

40

Drive electronics

Electrode array

(41)

▪ microchip built-in 3D positioning has low accuracy

▪ Random Decision Forests for regression on raw signal data

▪ speed and accuracy

41

Recognition

(42)

42

(43)

▪ tangible control widgets for richer tactile clues

▪ wider interaction area

▪ low cost and user configurable unpowered magnets

43

MagGetz

[Hwang et al. UIST 2013]

(44)

44

Magnetic fields

Tangibles

(45)

▪ traditional physical input controls with magnets

▪ magnetic traces change on widget state change

▪ track physical movement of control widgets

45

Tangibles

(46)

46

Tangibles magnetism

Toggle switch Slider

(47)

47

(48)

▪ object damage by magnets

▪ magnetometer limitations

48

Limitations

(49)

▪ extend interaction space with gesturing

▪ mobile devices RGB camera

▪ robust ML based algorithm

49

In-air gestures around unmodified mobile devices

[Song et al. UIST 2014]

(50)

▪ detection of salient hand parts (fingertips)

▪ works without relying on highly discriminative depth data and rich computational resources

▪ no strong assumption about users environment

▪ reasonably robust to rotation and depth variation

50

Gesture recognition

(51)

▪ real time algorithm

▪ pixel labelling with random forests

▪ techniques to reduce memory footprint of classifier

51

Recognition algorithm

(52)

52

Recognition steps

RGB input Segmentation Labeling

(53)

▪ division of labor

▪ works on many devices

▪ new apps enabled just by collecting new data

53

Applications

(54)

54

(55)

55

(56)

▪ beyond usage of single device

▪ allow individual input and output

▪ joint interactions smart phone and smart watch

56

Duet: Exploring joint interactions on a smart phone and a smart watch

[Chen et al. CHI 2014]

(57)

▪ conversational duet

▪ foreground interaction

▪ background interaction

57

Design space theory

(58)

58

Design space

(59)
(60)

60

Design space

(61)
(62)

▪ ML techniques on accelerometer data

▪ handedness recognition

▪ promising accuracy

62

Gesture recognition

(63)

wearables extend interaction space to everyday surfaces

augmented hardware in general provides an intuitive

interface

no additional hardware is preferable but there are still computational limitations

combination of devices may be redundant

63

Summary

(64)

SixthSense: a wearable gestural interface [Mistry et al. SIGGRAPH 2009]

Skinput: Appropriating the Body As an Input Surface [Harrison et al. CHI 2010]

OmniTouch: Wearable Multitouch Interaction Everywhere [Harrison et al. UIST 2011]

In-air typing interface for mobile devices with vibration feedback [Niikura et al. SIGGRAPH 2010]

A Low-cost Transparent EF Sensor for 3D Interaction on Mobile Devices [Le Goc et al. CHI 2014]

MagGetz: customizable passive tangible controllers on and around [Hwang et al. UIST 2013]

In-air gestures around unmodified mobile devices mobile devices [Song et al. UIST 2014]

Duet: Exploring Joint Interactions on a Smart Phone and a Smart Watch [Chen et al. CHI 2014]

64

References

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