Abstract
- Interactions for discrete, continuous and combined gesture command without hand-eye control
- PinchPad: 2 iPads back-to-back
- Gestures performed on back of grasped device
Introduction
- Recurring problem: grasping hand hides part of the visual content on-screen
- Study of human-artifact interaction, like newspapers, for transfer to grasped devices
Configuration of grasped devices
- B: Discrete commands (skipping forward/backward)
- C: Continuous commands (scrolling pages)
- D: Combined commands (modifying a value)
Applying body schema to interaction design
(proprioception = sense of positioning and action of own body parts)
- Body schema:
- what are fingers doing and where are they positioned, even when hidden
- internal, globally consistent model of a multisensory representation of
- spatial positioning and ownership of human body parts
- construction of peripersonal space (immediately around the body)
- Users weight the use of vision and propriosception according to situational requirements
Related work
- [25] Widgor et al: exploration of bimanual input on a double sided touch table
- [24] Widgor et al: Lucid Touch: prototype with back-side touch detection through camera
- [12] Kim: grip pattern recognition
- [27] Wimmer: handSense, for classifying graps while holding a phone size device
- [3] Essl et al: mobile device prototype with front and back interaction
- [8 & 15] Holman & Schwesig: grasp-based user input
- [9] Holz: touch performance and guidance feedback
- [26] Wimmer: situation sensitive parameters when grasping objects
- [28] Wobbrock: performance of certain fingers for touch-based interactions on front and back
- [16] Shen: double-sided multi touch with a see-through vision of finger position
Design
- Guidance feedback (in this context)
- any perceivable information changes that result from human-computer interaction and which help to make the interaction more transparent to the user
- position of the fingers in relation to the interface that gathers the gestural data
- movements around and touch-based actions on the grasped device
Interaction design
- Used finger movements
- tap & drag gestures (identified as most practical [29])
- thumb movements (more degrees of freedom for movement)
- Thumb as point of reference
- for guidance feedback
- more comfortable and accurate (assumption)
- pinch-through action: push on opposite side of a rested fingertip
- Interaction techniques
- Discrete (A&B): targeting rested fingers on the back side with the thumb
- Continuous (C): point to one finger with the thumb and drag to another
- Combined (D): circling fingers with the thumb
Experimental work
Measurements
- Parameters
- finger addressability
- front and back screen mapping
- positional pointing accuracy (local finger closeness to thumb)
- pointing precision (finger-thumb offset)
- temporal pointing accuracy (only initial pinching)
- distance to middle (only circle pinching)
- start-end distance (only slide pinching)
PinchPad
- 2 stacked iPads back-to-back
- multitouch tracking using TUIO protocol
Procedure
- Test
- 4 interaction techniques
- with all fingers
- each hand seperately
- all repeated 5 times
- Sample instructions
- initial pinch: pinch device between each finger and the thumb for a second
(both thumb and finger start from a floating state, hence the possible time difference)
- rested pinch: point thumb to each of the fingers
(the fingers are in a rested state from the start, so already touching the screen)
- circled pinch: draw a circle with the thumb around each finger
- slided pinch: slide the thumb from one finger to another and back, for each combination
- Questionnaires: demographic data, experience at manual tasks
Participants
- 10 between 29 and 64 years old
- 6 female, 4 male
- all right handed, mostly experienced in manual and computer skills
Results
Pinch-through metaphor
- In all of the tasks, all participants were consistently able to locate their occluded fingers correctly when they were asked to move or point at them independently with the thumb
Pinch-through performance
- Initial pinching
- poor positional performance
- high time accuracy (synchronized touch from both thumb and finger)
- Errors were produced by 3 subjects, all others performed perfectly
- Other gestures
- Over 84% accuracy
- Errors include offsets towards the hand palm, scaled circles and arcs
- No differences between dominant & non-dominant hand
- Performance differences between subjects
Perceived performance and frustration
- Marginally significant difference in rated performance between gestures
- Overall low level of frustration for all gestures
- General sense of limited performance due to the form factor of the device
- Task confidence varied widely: comfortable to 'blind and clumsy'
- All subjects felt unable to rate their own accuracy (users were to told if gestures were successful or not)
Discussion
- Gestures that start with a rested state, lack accuracy
- Users seem to be better at moving finger simultaneously than statically positioning them with a device in between
- Increase accuracy of other gestures
- Using initial pinching?
- Error patterns?
- User based offsets?
- Pro
- design of situation-aware interfaces
- more dynamic
- Con
- lower accuracy
- harder analysis
- calibration due to differences in grasp
Conclusion
- Users can perform gestures without seeing them
- with high precision: pointing thumb at hidden fingers
- with high time accuracy: tapping thumb and finger simultaneously
- feedback from the own body (haptic & proprioception) can guide invisible gestures adequately, especially with an embodied reference
- own body feedback cannot replace end-of-gesture feedback
References
- Double sided touch
- Essl, G., Rohs, M., Kratz, S. 2009. Squeezing the Sandwich: A Mobile Pressure-Sensitive Two-Sided Multi-Touch Prototype, In Proc. UIST 2009, Demo.
- Shen, E. E., Tsai, S. D., Chu, H., Hsu, Y. J., Chen, C. E. 2009. Double-side multi-touch input for mobile devices. In Proc. CHI 2009,4339-4344.
- Wigdor, D., Forlines, C., Baudisch, P., Barnwell, J., Shen, C. 2007. LucidTouch: A See-Through Mobile Device, In Proc. UIST 2007, 269-278.
- Wobbrock, J. O. et al. The performance of hand postures in front-and back-of-device interaction for mobile computing, International Journal of Human-Computer Studies, Volume 66, Issue 12, December 2008, 857-875.
- Device grasp
- Kim, K. et al. 2006. Hand Grip Pattern Recognition for Mobile User Interfaces, American Association for Artificial Intelligence 2006, 1789-1794.
- Wimmer, R. 2011. Grasp Sensing for Human-Computer Interaction, In Proc.TEI 2011, 221-228.
- Wimmer, R., Boring, S. HandSense - Discriminating Different Ways of Grasping and Holding a Tangible User Interface, In Proc. TEI 2009, 359-362.
- Invisible gestures
- Van Beers, R. J., Wolpert, D. M., Haggart, P. 2002. When Feeling Is More Important Than Seeing in Sensory Adaption, Current Biology, Vol. 12, May 14, 2002, 834–837.
- Wigdor, D., Leigh1, D., Forlines, C.,Samuel Shipman, S., John Barnwell, J., Balakrishnan, R., Shen, C.Under the table interaction. In Proc. UIST 2006, 259-268.
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