Conference Paper

Skinput: Appropriating the Body as an Input Surface

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Abstract

We present Skinput, a technology that appropriates the hu- man body for acoustic transmission, allowing the skin to be used as an input surface. In particular, we resolve the loca- tion of finger taps on the arm and hand by analyzing me- chanical vibrations that propagate through the body. We collect these signals using a novel array of sensors worn as an armband. This approach provides an always available, naturally portable, and on-body finger input system. We assess the capabilities, accuracy and limitations of our tech- nique through a two-part, twenty-participant user study. To further illustrate the utility of our approach, we conclude with several proof-of-concept applications we developed. Author Keywords Bio-acoustics, finger input, buttons, gestures, on-body inte- raction, projected displays, audio interfaces.

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... The selection of the solid surfaces has been influenced, for example, by Han et al. [2], the Scratch Input technique [54], Skinput [53], and Touché [55]. Figure 1a illustrates the considered on-body and solid surfaces. ...
... According to Harrison et al. [51], on-body interfaces offer novel interactive possibilities, transforming our hands into input/output devices. The rationale behind on-body systems is as follows: (a) they are socially more acceptable than speech interfaces and ergonomically superior to gestural interfaces; (b) the skin provides a larger interaction area compared with mobile devices; (c) tactile feedback is delivered to users through their own body; (d) they tap into muscle memory, hand-eye coordination, and familiarity with one's own body [52]; and (e) they facilitate eyes-free interaction [51,53]. ...
... The selection of the solid surfaces has been influenced, for example, by Han et al. [2], the Scratch Input technique [54], Skinput [53], and Touché [55]. Figure 1a illustrates the considered on-body and solid surfaces. The key factor in our laboratory user studies is the relationship between the bumps and the spaces on the swipe surfaces [2]. Figure 1b illustrates the location of space and bump on surfaces in a schematic representation. ...
Article
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This work examines swipe-based interactions on smart devices, like smartphones and smartwatches, that detect vibration signals through defined swipe surfaces. We investigate how these devices, held in users’ hands or worn on their wrists, process vibration signals from swipe interactions and ambient noise using a support vector machine (SVM). The work details the signal processing workflow involving filters, sliding windows, feature vectors, SVM kernels, and ambient noise management. It includes how we separate the vibration signal from a potential swipe surface and ambient noise. We explore both software and human factors influencing the signals: the former includes the computational techniques mentioned, while the latter encompasses swipe orientation, contact, and movement. Our findings show that the SVM classifies swipe surface signals with an accuracy of 69.61% when both devices are used, 97.59% with only the smartphone, and 99.79% with only the smartwatch. However, the classification accuracy drops to about 50% in field user studies simulating real-world conditions such as phone calls, typing, walking, and other undirected movements throughout the day. The decline in performance under these conditions suggests challenges in ambient noise discrimination, which this work discusses, along with potential strategies for improvement in future research.
... OmniTouch [13] utilizes a depth-sensing projection system worn on the shoulder to facilitate interactive multitouch applications on everyday surfaces, including the user's body and the surrounding environment. Skinput [15], involving a projection system enhanced by a sensing armband worn on the upper arm, relied on bioacoustic signals generated by skin touches on pre-learned locations on the arm and hand to track interactive interfaces. SixthSense [27], a wearable gestural interface that incorporates a pico-projector worn around the neck, projects interfaces onto the body or surroundings, allowing users to interact with them using natural hand gestures tracked through color markers worn on the fngers. ...
... Challenges Visual Information (77) Mobility/Portability (54) Hands-free use for multitasking (37) Improved accessibility (29) Convenience (16) Ease of use (15) Better accuracy and efciency (12) Out-of-Pocket (11) Inclusive Technology (11) Larger display sizes (7) Futuristic technology (6) Other (5) Cost prohibitive (29) Privacy Concerns (26) Device form factor (16) Physical discomfort (15) Blocks feld of vision (smart glasses) (14) Distractive (14) Learning curve (14) Finding surfaces for projection (13) Safety concerns (13) Compatibility with Rx glasses and HAs (10) Usage in bright environments (8) Other (39) 4 Study 2 ...
... Challenges Visual Information (77) Mobility/Portability (54) Hands-free use for multitasking (37) Improved accessibility (29) Convenience (16) Ease of use (15) Better accuracy and efciency (12) Out-of-Pocket (11) Inclusive Technology (11) Larger display sizes (7) Futuristic technology (6) Other (5) Cost prohibitive (29) Privacy Concerns (26) Device form factor (16) Physical discomfort (15) Blocks feld of vision (smart glasses) (14) Distractive (14) Learning curve (14) Finding surfaces for projection (13) Safety concerns (13) Compatibility with Rx glasses and HAs (10) Usage in bright environments (8) Other (39) 4 Study 2 ...
Chapter
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The continued evolution of voice recognition technology has led to its integration into many smart devices as the primary mode of user interaction. Smart speakers are among the most popular smart devices that utilize voice recognition to ofer interactive functions and features to serve as a personal assistant and a control hub for smart homes. However, smart speakers rely primarily on voice recognition technology and are often inaccessible to Deaf and hard of hearing (DHH) individuals. While smart speakers such as the Amazon Echo Show have a built-in screen to provide visual interaction for DHH users through features such as "Tap to Alexa," these devices still require users to be positioned next to them. Though features such as "Tap to Alexa" improve the accessibility of smart speakers for DHH users, they are not functionally comparable solutions as they restrict DHH users from benefting the same user freedom hearing users have in interacting with them from across the room or while performing another hands-on activity. To bridge this gap, we explore alternative approaches such as augmented reality (AR) wearables and various projection systems. We conducted a mixed-method study involving surveys and Wizard of Oz evaluations to investigate the proposed research objectives. The study's fndings provide a deeper insight into the potential of AR projection interfaces as novel interaction methods to improve the accessibility of smart speakers for DHH people.
... Skin is the most user-friendly biological interface for sensing and communicating with the outside world. In recent years, there has been increasing interest in developing skin interfaces for userfriendly interactions [1][2] [3]. Skin-on interfaces mimic human skin and augment our skin surface with artificial skin to provide useful interactions like gesture recognition, haptic feedback etc. ...
... This paper proposes the integration of an AI compute engine directly on artificial skins, focusing on the computing rather than the sensing aspects. It is thus orthogonal to the specific artificial skin sensor used and can interface to any artificial skin sensor [1][2][3][4][5][6][7][8][9][10][11]. In this section, we first summarize state-of-the-art artificial skin sensors and survey the artificial skin applications that have used AI to process touch data from artificial skin sensors. ...
... Thereafter, a 12X21 matrix which indicates which specific electrodes were touched is generated. For example, if the electrode at location (1,2) is touched, the corresponding value at location (1,2) in the matrix is set to 1. Finally, the 12X21 matrix is serialized into a 252-length 1D buffer and fed to the accelerator, which performs the neural network inference, as will next be explained. ...
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Existing artificial skin interfaces lack on-skin AI compute that can provide fast neural network inference for time-critical applications. In this paper, we propose AI-on-skin - a wearable artificial skin interface integrated with a neural network hardware accelerator that can be reconfigured to run diverse neural network models and applications. AI-on-skin is designed to scale to the entire body, comprising tiny, low-power, accelerators distributed across the body. We built 7 AI-on-Skin application prototypes and our user trials show AI-On-Skin achieving 20X and 50X speedup over off-body inference via Bluetooth and on-body centralized microprocessor based inference approach respectively. We also project the power performance of AI-on-skin with our accelerator fabricated as silicon chips instead of emulated on FPGAs and show 10X further power savings. To the best of our knowledge, AI-on-Skin is the first ever wearable prototype to demonstrate skin interfaces with on-body AI inference.
... [12][13][14][15] Impressive results were also obtained from sound, magnetic fields, conduction, or pressure sensors. [16][17][18][19] However, these rely on cumbersome devices, or an additional emitting device, worn on the finger, for example, or even on smart textile or skin-based sensors. [20][21][22] Some of the most advanced results were obtained with a wrist-worn device combined with strap-based infrared sensors, 23,24 impedance tomography, 25 force-sensitive sensors, 26 or photodiodes and LED measuring wrist contour. ...
... Several other studies have managed to report good results using more cumbersome devices or tailored and limited gestures. [16][17][18][19] The current method improves on these and adds the challenge of achieving similar results solely with a wrist-worn device. George Nokas et al. proposed an initial approach for eye rubbing detection using machine learning methods, that was encouraging as a proof-of-concept study but had several limitations. ...
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Purpose In this work, we present a new machine learning method based on the transformer neural network to detect eye rubbing using a smartwatch in a real-life setting. In ophthalmology, the accurate detection and prevention of eye rubbing could reduce incidence and progression of ectasic disorders, such as keratoconus, and to prevent blindness. Methods Our approach leverages the state-of-the-art capabilities of the transformer network, widely recognized for its success in the field of natural language processing (NLP). We evaluate our method against several baselines using a newly collected dataset, which consist of data from smartwatch sensors associated with various hand-face interactions. Results The current algorithm achieves an eye-rubbing detection accuracy greater than 80% with minimal (20 minutes) and up to 97% with moderate (3 hours) user-specific fine-tuning. Conclusions This research contributes to advancing eye-rubbing detection and establishes the groundwork for further studies in hand-face interactions monitoring using smartwatches. Translational Relevance This experiment is a proof-of-concept that eye-rubbing detection is effectively detectable and distinguishable from other similar hand gestures, solely through a wrist-worn device and could lead to further studies and patient education in keratoconus management.
... Wearables like glasses, earphones, rings, watches, and pendants are now equipped with processors and sensors and can communicate with other smart devices. These integrations have enabled smart devices to facilitate quick microinteractions [5,40,54,60,68], more accessible interactions [3,14,15,19,35,37,81,83], and even eyes-free interactions [42,74,106]. These interactions are often used across different devices for various reasons, including convenience, efficiency, and social acceptability. ...
... While some systems detect hand gestures using devices that are not worn on the arm or the hand, such as head-mounted devices (e.g., Meta Quest VR headset) and shoulder-mounted devices (e.g., FingerInput [85]), many use hand-worn and arm-worn devices that can detect the gestures at a closer distance. A wide range of sensors can be embedded or attached to a wristband or armband for hand gesture recognition, such as infrared (IR) ranging sensors [25,26,29,48,63], cameras [41,49,96,99,102], electromyography (EMG) sensors [8,80,81], acoustic sensors [35,43,44,53], and stretch sensors [88]. The mostly used sensor for detecting hand gestures might be the Inertial Measurement Unit (IMU) [2,28,50,54,94,98,100], due to its ability to accurately and responsively detect motions, small sensor size, low cost, and being already deployed in many wearable devices possibly because of the aforementioned benefits. ...
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Wearable devices allow quick and convenient interactions for controlling mobile computers. However, these interactions are often device-dependent, and users cannot control devices in a way they are familiar with if they do not wear the same wearable device. This paper proposes a new method, UnifiedSense, to enable device-dependent gestures even when the device that detects such gestures is missing by utilizing sensors on other wearable devices. UnifiedSense achieves this without explicit gesture training for different devices, by training its recognition model while users naturally perform gestures. The recognizer uses the gestures detected on the primary device (i.e., a device that reliably detects gestures) as labels for training samples and collects sensor data from all other available devices on the user. We conducted a technical evaluation with data collected from 15 participants with four types of wearable devices. It showed that UnifiedSense could correctly recognize 5 gestures (5 gestures × 5 configurations) with an accuracy of 90.9% (SD = 1.9%) without the primary device present.
... The key benefits include the users' sense of proprioception that allows some operations to be performed eyes-freely in the user's personal space without reliance on the visual feedback provided by a display and the direct use of body cues such as facial expression and posture to help manage interpersonal social coordination. This model has inspired HCI researchers to exploit the benefits of body-centric interaction, such as extending the interaction space of a mobile device [6,36] or providing on-body UIs that leverage the body skin [25,40], body landmark [23,54], muscle activation [50], body coordinate [22], and hand gestures [2,10] for HCI. ...
... Apparatus. Eight relays of two square coil sizes (w c = [25,40]mm) and four transmission lines lengths (l t =[100, 200, 400, 800]mm) of our implementation were used in the study. We evaluated the performance of the relays by measuring the reading distance between a 30mm-diameter NTAG213 NFC tag and a relay's transmitter coil, which is connected to the back of an iPhone 11 at the location of its NFC reader antenna. ...
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NFC (Near-Field Communication) has been widely applied for human-computer interaction (HCI). However, the short sensing distance of NFC requires the users to initiate the tasks with extra effort mostly using their hands, so it is inconvenient to use NFC in hands-busy scenarios. This paper presents an investigation of body-centric interactions between the NFC device users and their surroundings. The exploration is based on the recent development of near-field enabled clothing, which can passively extend an NFC-enabled device's reading distance to users' body landmarks. We present an accessible method for fabricating flexible, extensible, and scalable NFC extenders on clothing pieces, and an easy-to-use toolkit for facilitating designers to realize the interactive experiences. The method and toolkit were tested in technical experiments and in a co-creation workshop. The elicited design outcomes and the further exploratory makings generated knowledge for future research and embodied interaction design opportunities. CCS CONCEPTS • Human-centered computing → User interface toolkits; Ubiquitous and mobile computing systems and tools; Interaction design theory, concepts and paradigms. Figure 1: Body-centric interaction with NFC devices through a piece of near-field enabled clothing, which extends the reading range of a mobile device's NFC to the user's protruding body landmarks (e.g., elbows) for touch interaction.
... Sinapov et al. [32] investigated using sound emitted from an object to predict its object category, classifying small objects based on sounds generated when interacting with a robotic arm (including the sound of the robot's motors). Harrison [15] observed that the sound emitted from an object may be used to predict its material category when exploring three objects (hand, paper, LCD) in the context of human-computer interaction. Inspired by these approaches, we make an alternate use of sound for semantic image segmentation, firstly to help predict the materials of everyday objects, and secondly to use these material predictions to refine our overall predictions of object categories. ...
Preprint
It is not always possible to recognise objects and infer material properties for a scene from visual cues alone, since objects can look visually similar whilst being made of very different materials. In this paper, we therefore present an approach that augments the available dense visual cues with sparse auditory cues in order to estimate dense object and material labels. Since estimates of object class and material properties are mutually informative, we optimise our multi-output labelling jointly using a random-field framework. We evaluate our system on a new dataset with paired visual and auditory data that we make publicly available. We demonstrate that this joint estimation of object and material labels significantly outperforms the estimation of either category in isolation.
... To address smartwatch usability challenges from limited screen space, gesture recognition approaches have extended the input area to nearby skin surfaces using camera or RF-based sensing [11,13,18,58,62,63]. However, these systems typically focus on wrist-adjacent skin surfaces and do not support broader hand-face interactions. ...
Preprint
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Hand-face interactions play a key role in many everyday tasks, providing insights into user habits, behaviors, intentions, and expressions. However, existing wearable sensing systems often struggle to track these interactions in daily settings due to their reliance on multiple sensors or privacy-sensitive, vision-based approaches. To address these challenges, we propose WristSonic, a wrist-worn active acoustic sensing system that uses speakers and microphones to capture ultrasonic reflections from hand, arm, and face movements, enabling fine-grained detection of hand-face interactions with minimal intrusion. By transmitting and analyzing ultrasonic waves, WristSonic distinguishes a wide range of gestures, such as tapping the temple, brushing teeth, and nodding, using a Transformer-based neural network architecture. This approach achieves robust recognition of 21 distinct actions with a single, low-power, privacy-conscious wearable. Through two user studies with 15 participants in controlled and semi-in-the-wild settings, WristSonic demonstrates high efficacy, achieving macro F1-scores of 93.08% and 82.65%, respectively.
... In the past, a wide variety of approaches have been considered to enable on-skin touch input for on-body interactions, such as wearing a conventional trackpad on the body [65], acoustic sensing [27,50], depth sensing camera [26,59,62], touch-enabled textile sleeve [57], an array of infrared sensors [51,66,67], RF and capacitive sensing [56,81,82,84]. ...
... Several studies have examined using different body parts, such as the arms, palms, and skin, as input surfaces for VR interactions [11,16,38]. Skinput [25] and Touché [51], for instance, explore using the body as an input surface by sensing acoustic and capacitive signals to recognize gestures on the skin. ...
Preprint
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On-body menus present a novel interaction paradigm within Virtual Reality (VR) environments by embedding virtual interfaces directly onto the user's body. Unlike traditional screen-based interfaces, on-body menus enable users to interact with virtual options or icons visually attached to their physical form. In this paper, We investigated the impact of the creation process on the effectiveness of on-body menus, comparing first-person, third-person, and mirror perspectives. Our first study (N = 12) revealed that the mirror perspective led to faster creation times and more accurate recall compared to the other two perspectives. To further explore user preferences, we conducted a second study (N = 18) utilizing a VR system with integrated body tracking. By combining distributions of icons from both studies (N = 30), we confirmed significant preferences in on-body menu placement based on icon category (e.g., Social Media icons were consistently placed on forearms). We also discovered associations between categories, such as Leisure and Social Media icons frequently co-occurring. Our findings highlight the importance of the creation process, uncover user preferences for on-body menu organization, and provide insights to guide the development of intuitive and effective on-body interactions within virtual environments.
... This was done with the help of fabric antennas and a 10x10 grid of RFID ICs (integrated circuits) with their own codes. Human-machine interaction always requires touch or body movement, and the most popular on-body interfaces, like trackpads and tapping buttons [86,87,88,89], are often built around the arm to recognize hand movement. Skin electronics [90] are a new idea for a bendable technology that can recognize touch and gestures on the body. ...
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In this work, an overview of implementing machine learning (ML) models in antenna design and optimisation has been proposed. This includes deep learning on ML structure, categories, and frameworks to obtain useful and general insights about methods of predicting, collecting, and analysing high throughput fast data using ML techniques. An in-depth overview on the various published research works related to designing and optimising of antennas using ML is proposed, including the different ML- techniques and algorithms that have been used to generate antenna parameters such as S-parameters, radiation pattern, and gain values. However, the designing of modern antennae is still complicated regarding structure, variables, and environmental factors. Moreover, the cost of time and computational resources are unavoidable and unacceptable for most users. To address these challenges, ML methods-based antennas have been developed and applied to improve the reduction in the efficiency and accuracy of antenna modelling. This can be involved methods to rain models on data that can be utilised to predict the antenna performance for a given set of antenna design variables. This work summarises the developed and applied MLs that have been proposed to improve the efficiency and accuracy of antenna modelling
... E-textiles and wearables could overcome challenges associated with using current AAC systems, such as carrying a device or folder and impaired fine motor skills. For example, new technologies can be used to detect body and limb movements, touches made on the surface of clothing, and to measure things such as heart rate or pressure [37][38][39][40]. Recent research and new developments have focused on gesture-sensing gloves [35,36,41], where the technologies used do not overcome previously presented challenges, such as the need for a separate energy source. ...
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Cerebral palsy (CP) is a neurological disorder that primarily affects body movement, muscle coordination, and muscle tone. Non-progressive brain injury or abnormal brain development that occurs while the child’s brain is under development causes CP. It is estimated that 40–85% of children with CP have communication difficulties. Children with communication difficulties can benefit from augmentative and alternative communication (AAC). However, studies have shown that several challenges in using AAC exist. Developing existing AAC methods and creating new AAC solutions are important to enable everyone to communicate and express themselves without barriers. This qualitative study aims to investigate how parents of children with CP would use a wireless and battery-free, passive radio-frequency identification (RFID)-based e-textile—AACloth—as an AAC solution. The research was conducted via an online survey. Parents with a child under 15 with CP and communication difficulties were included. Parents were recruited by distributing the survey invitation via the Finnish CP Association’s monthly newsletter, Facebook page, and social media groups. Nine parents participated. Based on parents’ views, the AACloth could solve some of the challenges associated with existing AAC methods. This research provides perspectives on what kinds of factors should be considered when developing existing and new AAC aids.
... BACKGROUND This work builds upon several prior research studies, in addition to the authors' previously reported results cited above. The mechanical transmission of vibrations in the body has attracted attention in many research fields, including perception [23], [24], [25], [26], occupational health [27], [28], [29], and human-computer interaction [30], [31], [32]. Many researchers have investigated relations between the transmitted vibrations and vibrotactile perception, including studies by von Békésy, who investigated similarities between mechanical signals underlying tactile sensations in the skin and auditory sensations in the ear [33]. ...
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The importance of interpersonal touch for social well-being is widely recognized, and haptic technology offers a promising avenue for augmenting these interactions. We presented smart bracelets that use vibrotactile feedback to augment social interactions, such as handshakes, by transmitting vibrations between two people. This work conducts mechanical and perceptual experiments to investigate key factors affecting the delivery of interpersonal vibrotactile feedback via bracelets. Our results show that low-frequency vibrations elicited through tangential actuation are efficiently transmitted from the wrist to the hand, with amplitude varying based on distance, frequency, and actuation direction. We also found that vibrations transmitted to different locations on the hand can be felt by a second person, with perceptual intensity correlated with oscillation magnitude at the touched location. Additionally, we demonstrate how wrist-interfaced devices can elicit spatial vibration patterns throughout the hand surface, which can be manipulated by the frequency and direction of actuation at the wrist. Our experiments provide important insights into the human factors associated with interpersonal vibrotactile feedback and have significant implications for the design of technologies that promote social well-being.
... 2.2.1 Passive sensing. For hand gesture recognition, researchers utilized the passive sound signal transmitted through bone conduction propagation from the skin vibration [10,15]. However, Each context has a more specific type with a tap and swipe gesture. ...
... When elements that cannot be discretized, such as images, 2D maps or large text segments are considered, they are still displayed in a rectilinear plane. Designs that consider the hand as a fat surface also mostly follow this convention where a rectilinear element is ftted on the space on the hand when it is held fat [4,24,32]. As content will need to be displayed on the regions of the fngers, using such rectilinear elements would not be ideal. ...
... Textile antennas and a 10 Â 10 array of RFID ICs (integrated circuits) with a unique code were employed in this. Human-machine interaction is always reliant on touch or body movement, and the most prevalent on-body interfaces, such as trackpads and tapping buttons [86,87,88,89], are typically blended around the arm to identify hand movement. Skin electronics [90] have recently been proposed as a flexible technology for on-body touch and gesture recognition. ...
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... Our working hypothesis was that we could use machine learning to identify the vibrational patterns produced at the distal end of the forearm by active flexion and extension of the fingers and wrist. Previous studies have shown that vibrations induced by tapping the forearm can be read out using sensors in an armband, highlighting the fact that there is informational content in vibrations that propagate through the forearm [10]. Here, we studied, for the first time to our knowledge, whether finger/wrist movements produced vibrations at the wrist that could be used to identify the occurrence of finger/wrist movements. ...
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The ability to count finger and wrist movements throughout the day with a nonobtrusive, wearable sensor could be useful for hand-related healthcare applications, including rehabilitation after a stroke, carpal tunnel syndrome, or hand surgery. Previous approaches have required the user to wear a ring with an embedded magnet or inertial measurement unit (IMU). Here, we demonstrate that it is possible to identify the occurrence of finger and wrist flexion/extension movements based on vibrations detected by a wrist-worn IMU. We developed an approach we call “Hand Activity Recognition through using a Convolutional neural network with Spectrograms” (HARCS) that trains a CNN based on the velocity/acceleration spectrograms that finger/wrist movements create. We validated HARCS with the wrist-worn IMU recordings obtained from twenty stroke survivors during their daily life, where the occurrence of finger/wrist movements was labeled using a previously validated algorithm called HAND using magnetic sensing. The daily number of finger/wrist movements identified by HARCS had a strong positive correlation to the daily number identified by HAND (R2 = 0.76, p < 0.001). HARCS was also 75% accurate when we labeled the finger/wrist movements performed by unimpaired participants using optical motion capture. Overall, the ringless sensing of finger/wrist movement occurrence is feasible, although real-world applications may require further accuracy improvements.
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We present Ring-a-Pose, a single untethered ring that tracks continuous 3D hand poses. Located in the center of the hand, the ring emits an inaudible acoustic signal that each hand pose reflects differently. Ring-a-Pose imposes minimal obtrusions on the hand, unlike multi-ring or glove systems. It is not affected by the choice of clothing that may cover wrist-worn systems. In a series of three user studies with a total of 36 participants, we evaluate Ring-a-Pose's performance on pose tracking and micro-finger gesture recognition. Without collecting any training data from a user, Ring-a-Pose tracks continuous hand poses with a joint error of 14.1mm. The joint error decreases to 10.3mm for fine-tuned user-dependent models. Ring-a-Pose recognizes 7-class micro-gestures with a 90.60% and 99.27% accuracy for user-independent and user-dependent models, respectively. Furthermore, the ring exhibits promising performance when worn on any finger. Ring-a-Pose enables the future of smart rings to track and recognize hand poses using relatively low-power acoustic sensing.
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On-body menus present a novel interaction paradigm within Virtual Reality (VR) environments by embedding virtual interfaces directly onto the user’s body. Unlike traditional screen-based interfaces, on-body menus enable users to interact with virtual options or icons visually attached to their physical form. In this paper, We investigated the impact of the creation process on the effectiveness of on-body menus, comparing first-person, third-person, and mirror perspectives. Our first study ( N = 12) revealed that the mirror perspective led to faster creation times and more accurate recall compared to the other two perspectives. To further explore user preferences, we conducted a second study ( N = 18) utilizing a VR system with integrated body tracking. By combining distributions of icons from both studies ( N = 30), we confirmed significant preferences in on-body menu placement based on icon category ( e.g. , Social Media icons were consistently placed on forearms). We also discovered associations between categories, such as Leisure and Social Media icons frequently co-occurring. Our findings highlight the importance of the creation process, uncover user preferences for on-body menu organization, and provide insights to guide the development of intuitive and effective on-body interactions within virtual environments.
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People can learn to control mu (8-12 Hz) or beta (18-25 Hz) rhythm amplitude in the EEG recorded over sensorimotor cortex and use it to move a cursor to a target on a video screen. In the present version of the cursor movement task, vertical cursor movement is a linear function of mu or beta rhythm amplitude. At the same time the cursor moves horizontally from left to right at a fixed rate. A target occupies 50% (2-target task) to 20% (5-target task) of the right edge of the screen. The user's task is to move the cursor vertically so that it hits the target when it reaches the right edge. The goal of the present study was to optimize system performance. To accomplish this, we evaluated the impact on system performance of number of targets (i.e. 2-5) and trial duration (i.e. horizontal movement time from 1 to 4 s). Performance was measured as accuracy (percent of targets selected correctly) and also as bit rate (bits/min) (which incorporates, in addition to accuracy, speed and the number of possible targets). Accuracy declined as target number increased. At the same time, for six of eight users, four targets yielded the maximum bit rate. Accuracy increased as movement time increased. At the same time, the movement time with the highest bit rate varied across users from 2 to 4 s. These results indicate that task parameters such as target number and trial duration can markedly affect system performance. They also indicate that optimal parameter values vary across users. Selection of parameters suited both to the specific user and the requirements of the specific application is likely to be a key factor in maximizing the success of EEG-based communication and control.
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Clumsy intermediary devices constrain our interaction with computers and their applications. Glove-based input devices let us apply our manual dexterity to the task. We provide a basis for understanding the field by describing key hand-tracking technologies and applications using glove-based input. The bulk of development in glove-based input has taken place very recently, and not all of it is easily accessible in the literature. We present a cross-section of the field to date. Hand-tracking devices may use the following technologies: position tracking, optical tracking, marker systems, silhouette analysis, magnetic tracking or acoustic tracking. Actual glove technologies on the market include: Sayre glove, MIT LED glove, Digital Data Entry Glove, DataGlove, Dexterous HandMaster, Power Glove, CyberGlove and Space Glove. Various applications of glove technologies include projects into the pursuit of natural interfaces, systems for understanding signed languages, teleoperation and robotic control, computer-based puppetry, and musical performance.< >