Article

Remote Control by Body Movement in Synchrony with Orbiting Widgets: an Evaluation of TraceMatch

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Abstract

In this work we consider how users can use body movement for remote control with minimal effort and maximum flexibility. TraceMatch is a novel technique where the interface displays available controls as circular widgets with orbiting targets, and where users can trigger a control by mimicking the displayed motion. The technique uses computer vision to detect circular motion as a uniform type of input, but is highly appropriable as users can produce matching motion with any part of their body. We present three studies that investigate input performance with different parts of the body, user preferences, and spontaneous choice of movements for input in realistic application scenarios. The results show that users can provide effective input with their head, hands and while holding objects, that multiple controls can be effectively distinguished by the difference in presented phase and direction of movement, and that users choose and switch modes of input seamlessly.

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... Motion correlation allows for the control of interactive objects by using body motion to mimic an observed movement [1]. One commonly used technique is the use of orbital controls [2][3][4][5][6], where a user must imitate the motion of an orbital target to activate it. These orbital targets can be (1) displayed visually through screens when these are available (e.g., in smart TV sets) [2,5], (2) projected onto objects [6], or (3) embodied in artifacts specifically designed to make orbital movements [4,7], although the last two solutions are impractical and expensive. ...
... One commonly used technique is the use of orbital controls [2][3][4][5][6], where a user must imitate the motion of an orbital target to activate it. These orbital targets can be (1) displayed visually through screens when these are available (e.g., in smart TV sets) [2,5], (2) projected onto objects [6], or (3) embodied in artifacts specifically designed to make orbital movements [4,7], although the last two solutions are impractical and expensive. ...
... To investigate this aspect, we assessed synchronization abilities at different orbit speeds of 2.4 and 3.6 s. Similarly to other works (e.g., [4,5]), the results indicate that users exhibit better performance at a lower speed (3.6 s). ...
Article
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SoundOrbit is a novel input technique that uses motion correlation to control smart devices. The technique associates controls with specific orbital sounds, made of cyclically increasing/decreasing musical scales, and the user can activate a control by mimicking the corresponding sound by body motion. Unlike previous movement-correlation techniques based on visual displays, SoundOrbit operates independent of visual perception, enabling the development of cost-effective smart devices that do not require visual displays. We investigated SoundOrbit by conducting two user studies. The first study evaluated the effectiveness of binaural sound spatialization to create a distinct orbiting sound. In comparison to a cyclic musical scale that is fixed in the apparent auditory space, we found that spatial effects did not improve users’ ability to follow the sound orbit. In the second study, we aimed at determining the optimal system parameters, and discovered that users synchronize better with slower speeds. The technique was found to be feasible and reliable for one and two orbits simultaneously, each orbit using a distinct sound timbre, but not for three orbits due to a high error rate.
... Rhythmic-synchronization-based techniques originated somehow from movementcorrelation techniques [5][6][7][8][9][10], where controls show different motion patterns and the user can select one of them by mimicking the corresponding motion. ...
... From the point of view of the input device, rhythmic synchronization techniques can be simpler compared to those based on movement correlation. While motion-correlation techniques require sensors that detect movement (e.g., cameras [6,7] or kinect [9]), rhythmic synchronization techniques require sensors as simple as a button, e.g., [1,4]. As matter of fact, previous studies showed that these techniques can support a wide variety of sensors [1,3]; in particular, any sensor capable of generating a binary input through which users can perform the required rhythm. ...
... As a result, these techniques are quite flexible. In addition, motion correlation techniques are not suitable for continuous control because "they require the user to continuously follow the target for prolonged periods" [7]. On the contrary, it was shown that rhythmic synchronization techniques can be used for continuous control [1,4] without major drawbacks. ...
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Rhythmic-synchronization-based interaction is an emerging interaction technique where multiple controls with different rhythms are displayed in visual form, and the user can select one of them by matching the corresponding rhythm. These techniques can be used to control smart objects in environments where there may be interfering auditory stimuli that contrast with the visual rhythm (e.g., to control Smart TVs while playing music), and this could compromise users’ ability to synchronize. Moreover, these techniques require certain reflex skills to properly synchronize with the displayed rhythm, and these skills may vary depending on the age and gender of the users. To determine the impact of interfering auditory stimuli, age, and gender on users’ ability to synchronize, we conducted a user study with 103 participants. Our results show that there are no significant differences between the conditions of interfering and noninterfering auditory stimuli and that synchronization ability decreases with age, with males performing better than females—at least as far as younger users are concerned. As a result, two implications emerge: first, users are capable of focusing only on visual rhythm ignoring the auditory interfering rhythm, so listening to an interfering rhythm should not be a major concern for synchronization; second, as age and gender have an impact, these systems may be designed to allow for customization of rhythm speed so that different users can choose the speed that best suits their reflex skills.
... Related work has developed and studied a variety of technical implementations of motion matching interaction, using webcams [11,12], depth-sensors [9], eye-trackers [18,25,37,48,52], magnets [39], and inertial measurement units (IMUs) embedded in smart-watches [50], phones [4], and AR headsets [19]. These implementations are supplemented with work on further algorithmic developments and novel deployments [10,16,21,27,29,47]. Taken together, these laboratory studies have shown that people are able to accurately interact with motion matching interfaces after a very short learning period. ...
... Both the Smart Classroom and Public Display demos were rated high in the SUS which was qualitatively confirmed in the discussions with the participants. The two demos for the home elicited mixed responses (F4, 6,8,10), highlighted by a low SUS. Participants reported they would not use the home demos due to their complexity (for their purpose), and because they were seen as too fatiguing or distracting. ...
... The aforementioned challenges become more apparent in the relaxed atmosphere of the home, in which participants preferred more straightforward interactions, even if this, for example, meant getting up and walking towards the light-switch (F4, 8,10). Noticeably, participants' examples of other home control systems that could benefit from motion matching were based on these being out-of-reach, and enabling a smaller number of actions. ...
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Amongst the variety of (multi-modal) interaction techniques that are being developed and explored, the Motion Matching paradigm provides a novel approach to selection and control. In motion matching, users interact by rhythmically moving their bodies to track the continuous movements of different interface targets. This paper builds upon the current algorithmic and usability focused body of work by exploring the product possibilities and implications of motion matching. Through the development and qualitative study of four novel and different real-world motion matching applications --- with 20 participants --- we elaborate on the suitability of motion matching in different multi-user scenarios, the less pertinent use in home environments and the necessity for multi-modal interaction. Based on these learnings, we developed three novel motion matching based interactive lamps, which report on clear paths for further dissemination of the embodied interaction technique's experience. This paper hereby informs the design of future motion matching interfaces and products.
... SEQUENCE bypasses both Midas Touch and mapping issues by matching the user's input against a corresponding rhythm, in contrast to corresponding position. PathSync [12] and TraceMatch [14,15], instead, bypass the same issues by matching the user's input against the corresponding motion. ...
... However, the use of rhythm may be advantageous for continuous control, e.g., changing volume. In fact, as explained by the authors of TraceMatch, movement correlation techniques are not generally suited for continuous controls Bbecause they require the user to continuously follow the target for prolonged periods^ [15]. Using SEQUENCE, instead, once a control was triggered through its rhythmic pattern, it can remain active for a predetermined amount of time (e.g., 2 s) waiting for new active event (e.g., a tap on smartphone, eye blink, or beat of lips), and each new active event triggers again the control one time (similarly to buttons of a remote controls). ...
... As highlighted by other researches [15,32], smart home interactions should be designed to offer users instant control Bright here^and Bright now^with minimal action and without going out of their ways. SEQUENCE concurs in this direction providing a Blazy^input technique for activating controls at a distance and has several advantages in certain contexts. ...
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We present SEQUENCE, a novel interaction technique for selecting objects from a distance. Objects display different rhythmic patterns by means of animated dots, and users can select one of them by matching the pattern through a sequence of taps on a smartphone. The technique works by exploiting the temporal coincidences between patterns displayed by objects and sequences of taps performed on a smartphone: if a sequence matches with the pattern displayed by an object, the latter is selected. We propose two different alternatives for displaying rhythmic sequences associated with objects: the first one uses fixed dots (FD), the second one rotating dots (RD). Moreover, we performed two evaluations on such alternatives. The first evaluation, carried out with five participants, was aimed to discover the most appropriate speed for displaying animated rhythmic patterns. The second evaluation, carried out on 12 participants, was aimed to discover errors (i.e., activation of unwanted objects), missed activations (within a certain time), and time of activations. Overall, the proposed design alternatives perform in similar ways (errors, 2.8% for FD and 3.7% for RD; missed, 1.3% for FD and 0.9% for RD; time of activation, 3862 ms for FD and 3789 ms for RD).
... Motion-matching is an alternative selection mechanism to pointing, relying on the ability of users to couple with motion displayed at the interface [57]. First explored by Williamson and Murray-Smith [63], motion-matching has been used with a variety of different input modalities, including the mouse [63,24], eye gaze [47,59,22], and recently touchless interaction [13,17,16]. PathSync demonstrated the discoverability, intuitiveness and multi-user capacity of motion-matching for hand-based gestures [13], while TraceMatch showed users' capacity to synchronise using different input modalities [16]. ...
... First explored by Williamson and Murray-Smith [63], motion-matching has been used with a variety of different input modalities, including the mouse [63,24], eye gaze [47,59,22], and recently touchless interaction [13,17,16]. PathSync demonstrated the discoverability, intuitiveness and multi-user capacity of motion-matching for hand-based gestures [13], while TraceMatch showed users' capacity to synchronise using different input modalities [16]. TraceMatch also introduced a webcam-based implementation of motion-matching that accepts any form of movement as input [17], an approach we adopt for the motion-matching phase in MatchPoint. ...
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... An interesting future implication is to investigate the potential of using additional modalities to control or automate the boundary of diminished reality with speech, gesture, or proximity cues [11,17,102]. Designers could consider some semi-autonomous or gestural detection to initiate the control of an object being diminished or shown that can immediately respond to their behavior, e.g., detecting movement of tangible objects to reveal/hide it to enable touchless and remote pointing like [14,15]. 7.1.2 ...
... However, as one of the most basic interaction tasks, target selection can be challenging on these new interfaces. There are three reasons: 1) cross-device interaction for a large number of devices calls for association-free target selection techniques [6,10,23]. It is not practical to have a designated controller for each individual device or require users to associate with the devices each time before usage, especially when there is a large number of devices; 2) the interaction expressivity (e.g., audio, gesture) and form factor (e.g. ...
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... Furthermore, researchers and practitioners could apply and evaluate the slope method beyond gaze, e.g. motion matching for body movements [4][5][6] and mid-air gestures [2]. ...
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... It was tested on circular orbiting targets only as in [Esteves et al., 2015]. In a follow-up evaluation [Clarke et al., 2017], they stated that a more reined matching process would be required for non-circular targets. It is therefore surprising that optical low has attracted little attention in eye movement analysis. ...
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... First, we describe the implementation and affordances of Wattom, a highly interactive ambient eco-feedback device that is tightly coupled to users' energy-related activities. And second, we study the effectiveness of motion matching in the context of a smart home, where users not always perceive the moving stimulus directly ahead of them (as in a traditional lab setting [9,10,35]), or are not able to comfortably track interface motions by pointing directly at the device (e.g., while laying on the sofa). ...
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... Gestural interaction has been extensively studied in the literature [4,6,9,20]. However, most studies focus on performance, and there is comparatively much less work on the memorization of gestures [1,22,27]. ...
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... Researchers could investigate, how quickly users adapt to such interfaces and whether the need to strongly focus on the target decreases over time. Furthermore, researchers and practitioners could apply and evaluate the slope-based method in domains other than gaze, such as motion matching for body movements [4,5,6], and mid-air gestures [2]. ...
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As the consumer electronics industry mourns the passing of the last of the coinventors of the wireless remote control for television, IEEE hits the pause button to review the colorful history behind the remote control to reflect on the impact of this innovation that has transformed the lives of generations of TV viewers and to celebrate the lives and contributions of these consumer electronic industry pioneers.
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We investigate how to reveal an initial mid-air gesture on interactive public displays. This initial gesture can serve as gesture registration for advanced operations. We propose three strategies to reveal the initial gesture: spatial division, temporal division and integration. Spatial division permanently shows the gesture on a dedicated screen area. Temporal division interrupts the application to reveal the gesture. Integration embeds gesture hints directly in the application. We also propose a novel initial gesture called Teapot to illustrate our strategies. We report on a laboratory and field study. Our main findings are: A large percentage of all users execute the gesture, especially with spatial division (56%). Users intuitively discover a gesture vocabulary by exploring variations of the Teapot gesture by themselves, as well as by imitating and extending other users' variations.
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Vision-based user interfaces enable natural interaction modalities such as gestures. Such interfaces require computationally intensive video processing at low latency. We demonstrate an application that recognizes gestures to control TV operations. Accurate recognition is achieved by using a new descriptor called MoSIFT, which explicitly encodes optical flow with appearance features. MoSIFT is computationally expensive — a sequential implementation runs 100 times slower than real time. To reduce latency sufficiently for interaction, the application is implemented on a runtime system that exploits the parallelism inherent in video understanding applications.
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This research explores distributed sensing techniques for mobile devices using synchronous gestures. These are patterns of activity, contributed by multiple users (or one user with multiple devices), which take on a new meaning when they occur together in time, or in a specific sequence in time. To explore this new area of inquiry, this work uses tablet computers augmented with touch sensors and two-axis linear accelerometers (tilt sensors). The devices are connected via an 802.11 wireless network and synchronize their time-stamped sensor data. This paper describes a few practical examples of interaction techniques using synchronous gestures such as dynamically tiling together displays by physically bumping them together, discusses implementation issues, and speculates on further possibilities for synchronous gestures.
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Smart home environments have evolved to the point where everyday objects and devices at home can be networked to give the inhabitants new means to control them. Familiar information appliances can be used as user interfaces (UIs) to home functions to achieve a more convenient user experience. This paper reports an ethnographic study of smart home usability and living experience. The purpose of the research was to evaluate three UIs—a PC, a media terminal, and a mobile phone—for smart home environments. The results show two main types of activity patterns, pattern control and instant control, which require different UI solutions. The results suggest that a PC can act as a central unit to control functions for activity patterns that can be planned and determined in advance. The mobile phone, on the other hand, is well suited for instant control. The mobile phone turned out to be the primary and most frequently used UI during the 6-month trial period in the smart apartment.
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Thesis (Ph.D.) - University of Glasgow, 2006. Includes bibliographical references.
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Can discrete, single-shot movements and continuous, cyclical movements be reduced to a single concept? In the classical, computational approach to human motor behaviour, cyclical aimed movement has generally been considered to derive from discrete primitives through a concatenation mechanism. Much importance, accordingly, has been attached to discrete-movement paradigms and to techniques allowing the segmentation of continuous data. An alternative approach, suggested by the nonlinear dynamical systems theory, views discreteness as a limiting case of cyclicity. Although attempts have been made recently to account for discrete movements in dynamical terms, cyclical paradigms have been favoured. The concatenation interpretation of cyclical aimed movement is criticized on the ground that it implies a complete waste of mechanical energy once in every half-cycle. Some kinematic data from a one-dimensional reciprocal (i.e., cyclical) aiming experiment are reported, suggesting that human subjects do save muscular efforts from one movement to the next in upper-limb cyclical aiming. The experiment demonstrated convergence on simple harmonic motion as aiming tolerance was increased, an outcome interpreted with reference to Hooke's law, in terms of the muscles' capability of storing potential, elastic energy across movement reversals. Not only is the concatenation concept problematic for understanding cyclical aimed movements, but the very reality of discrete movements is questionable too. It is pointed out that discrete motor acts of real life are composed of complete cycles, rather than half-cycles.
Choose a Different Ending. Video
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