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Department of Electronics & Communication Engineering
Jyothi EngineeringCollege, Cheruthuruthy
Thrissur – 679531
1
NISHA MENON K
JYAJEEC045
10/4/2013
210/4/2013
310/4/2013
410/4/2013
5
SKINPUT
10/4/2013
oMotivation
oIntroduction
oPrinciple of skinput
oProcessing
oExperiment & result
oAdvantages & disadvantages
oFuture implications
oConclusion
oReference
610/4/2013
 Need for SKINPUT
• Although significant and powerful devices are
being used but their small size typically leads to
limited interaction space
• Skinput supports large interaction space. It
allows users to use their own hands and arms as
touchscreens.
710/4/2013
• Skinput is a technology that appropriates the
human body for acoustic transmission.
• It was developed by Chris Harrison, Desney
Tan, and Dan Morris of the Microsoft
Research'sComputational User Experiences
Group(MRCUEG)
• Its first public appearance was at Microsoft's
Tech Fest 2010.
810/4/2013
• Giving input through skin.
• Skinput allows the user to simply tap their
skin in order to control audio devices, play
games, make phone calls.
• It uses the sensors to determine where the
user taps on their skin.
910/4/2013
1010/4/2013
11
 Pico-projector
• A very small projector, basically used in
gadgets.
• The system comprises three main parts:
 The Laser light source
 The Combiner optics
 The Scanning mirror
10/4/2013
10/4/2013 12
Pico-projector
Armband
 Bio-acoustics
• Study of sound waves inside living body
• When a finger taps the skin, several distinct
forms of energy are produced
• Longitudinal waves
• Transverse waves
• These waves form the integral part of the
whole concept of Skinput
1310/4/2013
ector
 The signals need to be sensed and worked upon.
 This is done by wearing the wave sensor arm
band.
INSIDE VIEWOUTSIDE VIEW
1410/4/2013
 Bluetooth
• Wireless technology standard
for exchanging data over short distances from
fixed and mobile devices with high levels of
security.
10/4/2013 15
The audio
interface digitally
capture data from
sensors
Projector
display image
on arm
vibrations
produced and
passed
through bones
onto skin
Finger tap on arm
then detected
by detector in
armband
1610/4/2013
1710/4/2013
 The prototype system is employed with a
MackieOnyx 1200F audio interface to digitally
capture data from the ten sensors.
 This is connected via bluetooth to a
conventional desktop computer, where a thin
client written in C interfaced with the device
using the Audio Stream Input/output (ASIO)
protocol
 Data is then sent from the thin client over a local
socket to the primary application, written in
Java.
1810/4/2013
 This program provides a live visualization of
the data from the ten sensors
 It segments inputs from the data stream into
independent instances and SVM is used to
classify these input instances
 The audio stream is segmented into individual
taps using an absolute exponential average of
all ten channels.
1910/4/2013
 The software matches sound frequencies to
specific skin locations, allowing the system to
determine which “skin button” the user
pressed.
 The prototype system then uses wireless
technology like Bluetooth to transmit the
commands to the device being controlled,
such as a phone, iPod, or computer.
10/4/2013 20
FINGERTAPS ON ARM GENERATED SIGNALS
Variation in Bone Density, Size & Mass as well as filtering
effects from SoftTissues & Joints Mean Different Locations
that are acoustically distinct.
2110/4/2013
RECOGNIZING INPUT
LOCATIONS
FINALIZING INPUT POINTS
Designed Software Listens for impacts & Classifies them.Then
Different Interactive Capabilities are bounded on different
regions.
2210/4/2013
EXPERIMENT
Participants
• 13-> 7 female, 6 male.
• Ages ranged from 20 to 56.
• Body mass indexes (BMIs) ranged
• From 20.5 (normal) to 31.9 (obese).
 Each participant was made to memorize the locations for
a minute .
2310/4/2013
High BMI is correlated with decreased accuracies.
No direct relation with gender of the participant.
2410/4/2013
 The projected interface can appear much larger than it ever could
on a device’s screen.
 Arm can be brought closer to face (or vice versa) to see the display
close up.
 Color contrast can be adjusted by dimming the light so that a
better picture will be visible.
 The Skinput could eventually be used without a visual screen. As
the laws of proprioception states, humans are allowed to interact
with specific body parts without using their eyes.This will make
ideal for anyone with little to no eyesight.
 The body is portable and always available, and fingers are a
natural input device.
10/4/2013 25
 One of the current limitations of the prototype is
that the accuracy can degrade over time the longer
you wear it.
 A person's Body Mass Index (BMI) will play an
important role in the accuracy of skinput, in obese
people the accuracy rate drops to approximately 80
percent, due to the interference of the wave
transmission by fat deposits in the tissue.
 The technology might start up at very high cost
which will not be affordable for the common man.
10/4/2013 26
• Mobile
• Gaming
• I-pods
• An aid to paralyzed persons.
10/4/2013 27
PLAYINGTETRIS: USING FINGERS
AS CONTROL PAD
ACTIVEALSO IN MOVABLE
ENVIRONMENT
Using Fingers,Palms,Arms as Control Any Computing Device
Can be run.Response is real time,robust & remains
functional while walking & Accuracy level is 99.5% 28
10/4/2013
 The most profound achievement of Skinput is proving that
the human body can be used as a sensor.
 A person might walk toward their home, tap their palm to
unlock the door and then tap some virtual buttons on their
arms to turn on theTV and start flipping through channels.
 Extensive Research is going on Currently on Skinput to
make the armband more smaller.
Incorporate More Devices withThis System.
Extend accuracy level.
10/4/2013 29
 With small sized pico-projectors, skinput
oriented systems, are an emerging trend.
 Research is carried out for smaller wrist
watch sized sensor arm band
10/4/2013 30
 How well the Skinput technology works in practice
remains to be seen
 The usual factors of performance, price, device
compatibility, and ergonomics still need to be fleshed
out.
 The technology itself is intriguing, and may have even
more applications we can't envision yet.
 It has been reported this may not appear in commercial
devices for at least 2 years.
 Skinput is a very interesting technology. But its fate will
ultimately depend on how committed Microsoft is to
making it a commercial reality and how soon
10/4/2013 31
2013 2023
10/4/2013 32
10/4/2013
33
 Chris Harrison, DesneyTan, and Dan Morris “Skinput: Appropriating the Skin
as an Interactive Canvas” Microsoft Research 2011.
 Chris Harrison, Scott E. Hudson “Scratch Input: Creating, Large Inexpensive,
Unpowered and Mobile Finger Input Surfaces”UIST 2008.
 Amento, B.Hill,W.Terveen “The Sound of one Hand: A wrist- mounted bio-
acoustic fingertip gesture interface” CHI’02.
 Thomas Hahn “Future Human Computer Interaction with special focus on
input and output techniques” HCI March 2006.
 Burges, C.J. ATutorial on SupportVector Machines for Pattern Recognition.
Data Mining and Knowledge Discovery, 2.2, June 1998, 121-167.
10/4/2013 34
RED SALUTE COMRADES
Jai bijosh babu
10/4/2013 35

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Skinput

  • 1. Department of Electronics & Communication Engineering Jyothi EngineeringCollege, Cheruthuruthy Thrissur – 679531 1 NISHA MENON K JYAJEEC045 10/4/2013
  • 6. oMotivation oIntroduction oPrinciple of skinput oProcessing oExperiment & result oAdvantages & disadvantages oFuture implications oConclusion oReference 610/4/2013
  • 7.  Need for SKINPUT • Although significant and powerful devices are being used but their small size typically leads to limited interaction space • Skinput supports large interaction space. It allows users to use their own hands and arms as touchscreens. 710/4/2013
  • 8. • Skinput is a technology that appropriates the human body for acoustic transmission. • It was developed by Chris Harrison, Desney Tan, and Dan Morris of the Microsoft Research'sComputational User Experiences Group(MRCUEG) • Its first public appearance was at Microsoft's Tech Fest 2010. 810/4/2013
  • 9. • Giving input through skin. • Skinput allows the user to simply tap their skin in order to control audio devices, play games, make phone calls. • It uses the sensors to determine where the user taps on their skin. 910/4/2013
  • 11. 11  Pico-projector • A very small projector, basically used in gadgets. • The system comprises three main parts:  The Laser light source  The Combiner optics  The Scanning mirror 10/4/2013
  • 13.  Bio-acoustics • Study of sound waves inside living body • When a finger taps the skin, several distinct forms of energy are produced • Longitudinal waves • Transverse waves • These waves form the integral part of the whole concept of Skinput 1310/4/2013 ector
  • 14.  The signals need to be sensed and worked upon.  This is done by wearing the wave sensor arm band. INSIDE VIEWOUTSIDE VIEW 1410/4/2013
  • 15.  Bluetooth • Wireless technology standard for exchanging data over short distances from fixed and mobile devices with high levels of security. 10/4/2013 15
  • 16. The audio interface digitally capture data from sensors Projector display image on arm vibrations produced and passed through bones onto skin Finger tap on arm then detected by detector in armband 1610/4/2013
  • 18.  The prototype system is employed with a MackieOnyx 1200F audio interface to digitally capture data from the ten sensors.  This is connected via bluetooth to a conventional desktop computer, where a thin client written in C interfaced with the device using the Audio Stream Input/output (ASIO) protocol  Data is then sent from the thin client over a local socket to the primary application, written in Java. 1810/4/2013
  • 19.  This program provides a live visualization of the data from the ten sensors  It segments inputs from the data stream into independent instances and SVM is used to classify these input instances  The audio stream is segmented into individual taps using an absolute exponential average of all ten channels. 1910/4/2013
  • 20.  The software matches sound frequencies to specific skin locations, allowing the system to determine which “skin button” the user pressed.  The prototype system then uses wireless technology like Bluetooth to transmit the commands to the device being controlled, such as a phone, iPod, or computer. 10/4/2013 20
  • 21. FINGERTAPS ON ARM GENERATED SIGNALS Variation in Bone Density, Size & Mass as well as filtering effects from SoftTissues & Joints Mean Different Locations that are acoustically distinct. 2110/4/2013
  • 22. RECOGNIZING INPUT LOCATIONS FINALIZING INPUT POINTS Designed Software Listens for impacts & Classifies them.Then Different Interactive Capabilities are bounded on different regions. 2210/4/2013
  • 23. EXPERIMENT Participants • 13-> 7 female, 6 male. • Ages ranged from 20 to 56. • Body mass indexes (BMIs) ranged • From 20.5 (normal) to 31.9 (obese).  Each participant was made to memorize the locations for a minute . 2310/4/2013
  • 24. High BMI is correlated with decreased accuracies. No direct relation with gender of the participant. 2410/4/2013
  • 25.  The projected interface can appear much larger than it ever could on a device’s screen.  Arm can be brought closer to face (or vice versa) to see the display close up.  Color contrast can be adjusted by dimming the light so that a better picture will be visible.  The Skinput could eventually be used without a visual screen. As the laws of proprioception states, humans are allowed to interact with specific body parts without using their eyes.This will make ideal for anyone with little to no eyesight.  The body is portable and always available, and fingers are a natural input device. 10/4/2013 25
  • 26.  One of the current limitations of the prototype is that the accuracy can degrade over time the longer you wear it.  A person's Body Mass Index (BMI) will play an important role in the accuracy of skinput, in obese people the accuracy rate drops to approximately 80 percent, due to the interference of the wave transmission by fat deposits in the tissue.  The technology might start up at very high cost which will not be affordable for the common man. 10/4/2013 26
  • 27. • Mobile • Gaming • I-pods • An aid to paralyzed persons. 10/4/2013 27
  • 28. PLAYINGTETRIS: USING FINGERS AS CONTROL PAD ACTIVEALSO IN MOVABLE ENVIRONMENT Using Fingers,Palms,Arms as Control Any Computing Device Can be run.Response is real time,robust & remains functional while walking & Accuracy level is 99.5% 28 10/4/2013
  • 29.  The most profound achievement of Skinput is proving that the human body can be used as a sensor.  A person might walk toward their home, tap their palm to unlock the door and then tap some virtual buttons on their arms to turn on theTV and start flipping through channels.  Extensive Research is going on Currently on Skinput to make the armband more smaller. Incorporate More Devices withThis System. Extend accuracy level. 10/4/2013 29
  • 30.  With small sized pico-projectors, skinput oriented systems, are an emerging trend.  Research is carried out for smaller wrist watch sized sensor arm band 10/4/2013 30
  • 31.  How well the Skinput technology works in practice remains to be seen  The usual factors of performance, price, device compatibility, and ergonomics still need to be fleshed out.  The technology itself is intriguing, and may have even more applications we can't envision yet.  It has been reported this may not appear in commercial devices for at least 2 years.  Skinput is a very interesting technology. But its fate will ultimately depend on how committed Microsoft is to making it a commercial reality and how soon 10/4/2013 31
  • 34.  Chris Harrison, DesneyTan, and Dan Morris “Skinput: Appropriating the Skin as an Interactive Canvas” Microsoft Research 2011.  Chris Harrison, Scott E. Hudson “Scratch Input: Creating, Large Inexpensive, Unpowered and Mobile Finger Input Surfaces”UIST 2008.  Amento, B.Hill,W.Terveen “The Sound of one Hand: A wrist- mounted bio- acoustic fingertip gesture interface” CHI’02.  Thomas Hahn “Future Human Computer Interaction with special focus on input and output techniques” HCI March 2006.  Burges, C.J. ATutorial on SupportVector Machines for Pattern Recognition. Data Mining and Knowledge Discovery, 2.2, June 1998, 121-167. 10/4/2013 34
  • 35. RED SALUTE COMRADES Jai bijosh babu 10/4/2013 35