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Mahdi Babaei
1131600043
Research scholar – TM R&D Project
MASTER OF SCIENCE IN CREATIVE MULTIMEDIA
Supervisor: Assoc. Prof.Dr.Wong Chee Onn
Co-supervisor: Dr.Lim Yan Peng (Forest)
Work Completion Seminar
Introduction
Research Objectives
Research Questions
Literature review
Methodologies
Solution proposal
Results and Analysis
Conclusion
 With growth in number of innovation in new
devices on 1990th HCI came to daily life.
 From simple traditional GUI
 To
“How to optimize the best
combination of gesture
recognition methods in order to
have an efficient system (from
user view) while improving the
quality of interaction and human
factors, in a digital space?”
 To study on gesture recognition methods and
design a taxonomy to categorize them.
 To study on Digital space, content and projection
and design a space based on the knowledge.
 To study on virtual reality based interaction and
environment, pick factors and design a suitable
interaction based on that.
 To test interactive gesture recognition prototype
in virtual space with digital contents.
 To solve the disadvantages of proposed
combination method of gesture recognition in
virtual space with digital content.
 Gestures are expressive, meaningful body
motions involving physical movements of the
fingers, hands, arms, head, face, or body.
 Types based on(Billinghurst and Buxton 2011):
 Gestures in everyday World.
 Gestures only for interfaces.
 There are many taxonomies in this area like:
 (Kammer, Keck et al. 2010)
 (Karam 2005)
 We needed to design a new taxonomy of
gestures because:
 We need to go deep down in order to find the
exactly suitable gesture category that would
match the criteria and category can cover basics
only.
 Taxonomy provides vocabulary and Tree-Node
system and flexibility of adding new
vocabularies. On the other hand category can
offer a group of nodes with strict hierarchy.
 Based on (Barclay, Wei et al. 2011) :
 Fatigue (Barclay, Wei et al. 2011)
 Intuitiveness (Nielsen, Störring et al. 2004)
 Usability
 Learnability (Valkov, Steinicke et al. 2010)
 Easiness to navigate and orientate (Valkov, Steinicke et al.
2010)
 Naturalness and memorability (Lenman, Bretzner et al.
2002).
 Ergonomic
 Gesture time and duration(speed) (Barclay, Wei et
al. 2011
 Accuracy, Precision and error rate
 User Cooperation
 2D Interaction
 Two-Dimensional interaction in 3D world.
 Three-Dimensional interaction
 3D Interaction needs 3D space where user
would be able to have movements.
 It needs 3D contents (output) to let user
manipulate with them.
 It needs 3D hardware tools (input) to
detect depth value
 based on (Liu and Shrum 2002,Benyon 2010):
 Control desire (Burger and Cooper 1979, Liu and Shrum 2002)
 Accessibility
 Computer-mediated communication apprehension
(CMCA) (Liu and Shrum 2002)(The level of expertise in using computers)
 Usability: Based on (Standardization 1998, van Kuijk 2012):
 Effectiveness
 Efficiency
 Satisfaction
 Acceptability
 Based on (Hale and Stanney 2002) actions can be:
 Navigating through space.
 Specifying item of interest.
 Manipulating objects in the environment.
 Changing object values.
 Controlling virtual objects.
 Issuing task-specific commands.
Head-Mounted Displays
 Based on (Wilson and D’Cruz 2006) :
Influence of interaction on both sides.
User’s characteristics.
User’s needs.
 Virtual
 Physical(epistemic)
Two-degree freedom for 2D interaction
Multiple DOF for 2D interaction
Multiple DOF for 3D interaction
Gestures with tangible objects for 3D interaction
Gestures for Real-World physical object interaction
Paralinguistic
Linguistic
Act
Symbol
 Deictic
 Mimetic
 Gesticulations
 Metaphoric
 Affect displays
 Beat
 Referential
 Modelizing
Descriptive
Suggestive
Prompting
Emphatic
Side Effects of expressive behaviours
Mix-Communication Symbolic-
Interactive
Human Gestures
Symbolic (based on One-Way
Communication)
(Communicative or Semiotic)
Interactive (based on Two-Way
communication) or
Manipulative Communication
Emblems/Illustrators
Iconic
Regulators
Electromagnetic Acoustic Optical Mechanical
Advantage - - Fast upload rate -
Disadvantage
High inference with
magnetic field
Low rate target
positioning
Sight can obscured or
interfered
Limits user’s range of
motion
3D Model Based
Appearance-based
Volumetric Skeletal
Speed
Low
(complexity
of calculation)
High
( only key parameters
are analyzed)
Medium
(depends on algorithm)
Accuracy High High Medium
Processing time High Low Low
Points complicated 3D surfaces Skeleton Joints extraction Shape extraction
Three-Dimensional
Virtual Environment
Gesture Recognition
Interaction
Two-Dimensional
interaction in 3D
world
Two-Dimensional
3D- Hardware
3D- Space, 3D- Contents
System Control
Navigation
Selection
Object Manipulation Physical Movement
Manual viewport Manipulation
Steering
Target-based Travel Route planning
Accessibility
Computer-mediated
communication
apprehension
Usability
• Effectiveness
• Efficiency
• Satisfaction
AcceptabilityInfluence on
participants
Participant’s
Influence
User
Characteristics and
needs
Fatigue
Intuitiveness
Usability
• Learnability
• Easiness to
navigate and
orientate
• Naturalness and
memorability
• Ergonomic
Speed
Accuracy
User Cooperation
Virtual
Environment
Gesture
Recognition
Interaction
Control Desire
Gesture recognition
factors
Quantitative Factors Qualitative Factors
User expertise in using
computer systems
Usability
FatigueIntuitiveness
User cooperation
Speed
Accuracy
Acceptability
Learnability
Easiness to navigate and orientate
Naturalness and memorability
Ergonomic
Control Desire
Accessibility
Satisfaction
Efficiency
Effectiveness
Device Popularity Motor Driver SDK Image Quality Size Weight Power
Microsoft
Kinect
High Has HQ HQ Medium 12"x 3" x 2.5" 3.0 lb Ac + DC
ASUS Xtion /
PrimeSense
Carmine
Low No LQ LQ HQ 7" x 2" x 1.5" 0.5 lb DC-USB
 We choose to optimize Microsoft because:
 It has higher driver quality.
 It has software development kit.
 Popularity means easier access to research
resources.
 Can not track user’s eye and head
movements and rotations
 A combination of Microsoft Kinect as skeletal
detection device and an acceleration or
gyroscope data.
Head and
eye
Gestures
Body
Gestures
Kinect
Camera
Accelerometer
Digital Receiver
Analogue Receiver
Analogue to
Digital convertor
Antennas
 Yaw
 Pitch
 Roll
 Top/Left/
Bottom/ Right
Knee
Height
Time
 Before(Using Microsoft Kinect Only)
 After(Using proposed combination)
 Quantitative based on:
 Logical optimization.
 Optimization measurement based on results.
 Qualitative
 Questionnaire
 Speed
 16.6% improvement in coverage angle
-60
60
-90
90
-100
-50
0
50
100
Min Max
Before After
Degree
527.64
315.32
418.37
0
100
200
300
400
500
Speed
AHRS Kinect Proposed method
Rotationspeedinone
second(DegreePerSecond)
99.38
59.39
78.80
0
20
40
60
80
100
Percentage
AHRS Kinect Proposed method
Percentageofsuccessful
recognizedgesture
 103.05(d/s)
improvement in
mean value
average of
rotation speed
(Degree Per
Second)
 19.41 %
improvement in
mean value of
successfully
recognized
gestures in a
second
0.62
40.61
21.20
0
10
20
30
40
50
60
70
80
90
100
Error rate percentage in one second
AHRS Kinect Proposed Combination
ErrorratePercentage
19.41 % Reduction in mean value
average of error rate.
Questionnaire:
 100 participant.
 104 question (each factor 8 question).
 Same participant completed the same
questionnaire.
 Two steps: Before and After
 Likert 7 Scale
 Mean Value test
Reliability Statistics
Cronbach's Alpha N of Items
0.710 104
Reliability Statistics
Cronbach's Alpha N of Items
0.752 104
 Reliability Test
4.92875
1.76
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Overal User Expertiese
Likert7Scale
3.18
1.50
2.66
1.12
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
Likert7Scale
 7.42 % Reduction in mean value average
3.73
1.63
3.54
1.73
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
Likert7Scale
 15.05 % Reduction in mean value average
 21.14% Improvement in Average of Mean value.
3.27
1.44
4.75
1.94
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
Likert7Scale
 9.5% Improvement in average of mean value.
2.57
1.31
3.24
1.60
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
Likert7Scale
3.67
1.54
5.21
1.62
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
22 % Increase in average of mean value
Likert7Scale
3.12
1.47
4.32
1.32
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
 17.14 % Increase in average of mean value
Likert7Scale
3.02
1.13
4.10
1.25
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
 15.42 % Increase in average of mean value
Likert7Scale
2.60
1.13
3.14
1.14
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
 7.71 % Increase in average of mean value
Likert7Scale
3.98
1.51
4.76
1.81
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
 11.42 % Increase in average of mean value
Likert7Scale
3.50
1.57
5.42
1.69
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
 27.42 % Increase in average of mean value
Likert7Scale
 27.85% improvement in average of mean value
3.23
1.10
5.18
1.44
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
Likert7Scale
 10.28% improvement in average of mean value
4.62
1.60
5.34
1.25
0
1
2
3
4
5
6
7
Mean Average Standard Deviation Average
Before After
Likert7Scale
Usability
Sub-Factor
Mean Value Standard Deviation
Before After Before After
Learnability 3.27 4.75 1.44 1.94
Easiness to navigate and
orientate
3.67 5.21 1.54 1.62
Naturalness and memorability 3.02 4.10 1.13 1.25
Average 3.32 4.68 1.37 1.6
3.32
1.37
4.68
1.6
0
1
2
3
4
5
6
7
Before After
Mean Value Standard Deviation
 19.42% improvement in average of mean value
and more usable gesture recognition.
Likert7Scale
User
Cooperation
Sub-Factor
Mean Value Standard
Deviation
Before After Before After
User Control Desire over environment - 4.92 - 1.76
Accessibility 2.57 3.24 1.31 1.6
Satisfaction 3.98 4.76 1.51 1.81
Efficiency 3.5 5.42 1.57 1.69
Effectiveness 3.23 5.18 1.10 1.44
Average 3.32 4.704 1.37 1.66
19.77% improvement in average of mean
3.32
1.3725
4.704
1.66
0
1
2
3
4
5
6
7
Before After
Mean Value Standard Deviation
Likert7Scale
Factor Before After
Absolute value
of change
Percentage
Effectiveness 3.23 5.18 1.95 27.86
Efficiency 3.5 5.42 1.92 27.43
Easiness to navigate and orientate 3.67 5.21 1.54 22.00
Learnability 3.27 4.75 1.48 21.14
User Control Desire over environment 3.12 4.32 1.2 17.14
Naturalness and memorability 3.02 4.1 1.08 15.43
Satisfaction 3.98 4.76 0.78 11.14
Intuitiveness 4.62 5.34 0.72 10.29
Acceptability 2.57 3.24 0.67 9.57
Accessibility 2.59 3.14 0.55 7.86
Fatigue 3.18 2.66 0.52 7.43
Ergonomic and anxiety 3.73 3.54 0.19 2.71
 Wireless interactive gesture recognizer
device
 Gesture design contribution.
 High speed in tracking.
 High transmission speed.
 Designed Taxonomy and Framework.
 Qualitative factors general optimization
percentage average: 14%
 Quantitative factors general optimization
percentage average: 19.91%
Work completion seminar defence
Work completion seminar defence

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Work completion seminar defence

  • 1. Mahdi Babaei 1131600043 Research scholar – TM R&D Project MASTER OF SCIENCE IN CREATIVE MULTIMEDIA Supervisor: Assoc. Prof.Dr.Wong Chee Onn Co-supervisor: Dr.Lim Yan Peng (Forest) Work Completion Seminar
  • 2.
  • 3. Introduction Research Objectives Research Questions Literature review Methodologies Solution proposal Results and Analysis Conclusion
  • 4.  With growth in number of innovation in new devices on 1990th HCI came to daily life.  From simple traditional GUI  To
  • 5. “How to optimize the best combination of gesture recognition methods in order to have an efficient system (from user view) while improving the quality of interaction and human factors, in a digital space?”
  • 6.  To study on gesture recognition methods and design a taxonomy to categorize them.  To study on Digital space, content and projection and design a space based on the knowledge.  To study on virtual reality based interaction and environment, pick factors and design a suitable interaction based on that.  To test interactive gesture recognition prototype in virtual space with digital contents.  To solve the disadvantages of proposed combination method of gesture recognition in virtual space with digital content.
  • 7.
  • 8.  Gestures are expressive, meaningful body motions involving physical movements of the fingers, hands, arms, head, face, or body.  Types based on(Billinghurst and Buxton 2011):  Gestures in everyday World.  Gestures only for interfaces.  There are many taxonomies in this area like:  (Kammer, Keck et al. 2010)  (Karam 2005)
  • 9.  We needed to design a new taxonomy of gestures because:  We need to go deep down in order to find the exactly suitable gesture category that would match the criteria and category can cover basics only.  Taxonomy provides vocabulary and Tree-Node system and flexibility of adding new vocabularies. On the other hand category can offer a group of nodes with strict hierarchy.
  • 10.  Based on (Barclay, Wei et al. 2011) :  Fatigue (Barclay, Wei et al. 2011)  Intuitiveness (Nielsen, Störring et al. 2004)  Usability  Learnability (Valkov, Steinicke et al. 2010)  Easiness to navigate and orientate (Valkov, Steinicke et al. 2010)  Naturalness and memorability (Lenman, Bretzner et al. 2002).  Ergonomic
  • 11.  Gesture time and duration(speed) (Barclay, Wei et al. 2011  Accuracy, Precision and error rate  User Cooperation
  • 12.  2D Interaction  Two-Dimensional interaction in 3D world.  Three-Dimensional interaction
  • 13.  3D Interaction needs 3D space where user would be able to have movements.  It needs 3D contents (output) to let user manipulate with them.  It needs 3D hardware tools (input) to detect depth value
  • 14.  based on (Liu and Shrum 2002,Benyon 2010):  Control desire (Burger and Cooper 1979, Liu and Shrum 2002)  Accessibility  Computer-mediated communication apprehension (CMCA) (Liu and Shrum 2002)(The level of expertise in using computers)  Usability: Based on (Standardization 1998, van Kuijk 2012):  Effectiveness  Efficiency  Satisfaction  Acceptability
  • 15.  Based on (Hale and Stanney 2002) actions can be:  Navigating through space.  Specifying item of interest.  Manipulating objects in the environment.  Changing object values.  Controlling virtual objects.  Issuing task-specific commands.
  • 17.  Based on (Wilson and D’Cruz 2006) : Influence of interaction on both sides. User’s characteristics. User’s needs.
  • 18.
  • 19.  Virtual  Physical(epistemic) Two-degree freedom for 2D interaction Multiple DOF for 2D interaction Multiple DOF for 3D interaction Gestures with tangible objects for 3D interaction Gestures for Real-World physical object interaction Paralinguistic Linguistic Act Symbol  Deictic  Mimetic  Gesticulations  Metaphoric  Affect displays  Beat  Referential  Modelizing Descriptive Suggestive Prompting Emphatic Side Effects of expressive behaviours Mix-Communication Symbolic- Interactive Human Gestures Symbolic (based on One-Way Communication) (Communicative or Semiotic) Interactive (based on Two-Way communication) or Manipulative Communication Emblems/Illustrators Iconic Regulators
  • 20. Electromagnetic Acoustic Optical Mechanical Advantage - - Fast upload rate - Disadvantage High inference with magnetic field Low rate target positioning Sight can obscured or interfered Limits user’s range of motion 3D Model Based Appearance-based Volumetric Skeletal Speed Low (complexity of calculation) High ( only key parameters are analyzed) Medium (depends on algorithm) Accuracy High High Medium Processing time High Low Low Points complicated 3D surfaces Skeleton Joints extraction Shape extraction
  • 21. Three-Dimensional Virtual Environment Gesture Recognition Interaction Two-Dimensional interaction in 3D world Two-Dimensional 3D- Hardware 3D- Space, 3D- Contents System Control Navigation Selection Object Manipulation Physical Movement Manual viewport Manipulation Steering Target-based Travel Route planning
  • 22. Accessibility Computer-mediated communication apprehension Usability • Effectiveness • Efficiency • Satisfaction AcceptabilityInfluence on participants Participant’s Influence User Characteristics and needs Fatigue Intuitiveness Usability • Learnability • Easiness to navigate and orientate • Naturalness and memorability • Ergonomic Speed Accuracy User Cooperation Virtual Environment Gesture Recognition Interaction Control Desire
  • 23. Gesture recognition factors Quantitative Factors Qualitative Factors User expertise in using computer systems Usability FatigueIntuitiveness User cooperation Speed Accuracy Acceptability Learnability Easiness to navigate and orientate Naturalness and memorability Ergonomic Control Desire Accessibility Satisfaction Efficiency Effectiveness
  • 24. Device Popularity Motor Driver SDK Image Quality Size Weight Power Microsoft Kinect High Has HQ HQ Medium 12"x 3" x 2.5" 3.0 lb Ac + DC ASUS Xtion / PrimeSense Carmine Low No LQ LQ HQ 7" x 2" x 1.5" 0.5 lb DC-USB  We choose to optimize Microsoft because:  It has higher driver quality.  It has software development kit.  Popularity means easier access to research resources.
  • 25.  Can not track user’s eye and head movements and rotations  A combination of Microsoft Kinect as skeletal detection device and an acceleration or gyroscope data.
  • 26.
  • 28.  Yaw  Pitch  Roll  Top/Left/ Bottom/ Right
  • 30.
  • 31.
  • 32.  Before(Using Microsoft Kinect Only)  After(Using proposed combination)  Quantitative based on:  Logical optimization.  Optimization measurement based on results.  Qualitative  Questionnaire
  • 33.  Speed  16.6% improvement in coverage angle -60 60 -90 90 -100 -50 0 50 100 Min Max Before After Degree
  • 34. 527.64 315.32 418.37 0 100 200 300 400 500 Speed AHRS Kinect Proposed method Rotationspeedinone second(DegreePerSecond) 99.38 59.39 78.80 0 20 40 60 80 100 Percentage AHRS Kinect Proposed method Percentageofsuccessful recognizedgesture  103.05(d/s) improvement in mean value average of rotation speed (Degree Per Second)  19.41 % improvement in mean value of successfully recognized gestures in a second
  • 35. 0.62 40.61 21.20 0 10 20 30 40 50 60 70 80 90 100 Error rate percentage in one second AHRS Kinect Proposed Combination ErrorratePercentage 19.41 % Reduction in mean value average of error rate.
  • 36. Questionnaire:  100 participant.  104 question (each factor 8 question).  Same participant completed the same questionnaire.  Two steps: Before and After  Likert 7 Scale  Mean Value test
  • 37. Reliability Statistics Cronbach's Alpha N of Items 0.710 104 Reliability Statistics Cronbach's Alpha N of Items 0.752 104  Reliability Test
  • 38. 4.92875 1.76 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Overal User Expertiese Likert7Scale
  • 39. 3.18 1.50 2.66 1.12 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After Likert7Scale  7.42 % Reduction in mean value average
  • 40. 3.73 1.63 3.54 1.73 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After Likert7Scale  15.05 % Reduction in mean value average
  • 41.  21.14% Improvement in Average of Mean value. 3.27 1.44 4.75 1.94 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After Likert7Scale
  • 42.  9.5% Improvement in average of mean value. 2.57 1.31 3.24 1.60 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After Likert7Scale
  • 43. 3.67 1.54 5.21 1.62 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After 22 % Increase in average of mean value Likert7Scale
  • 44. 3.12 1.47 4.32 1.32 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After  17.14 % Increase in average of mean value Likert7Scale
  • 45. 3.02 1.13 4.10 1.25 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After  15.42 % Increase in average of mean value Likert7Scale
  • 46. 2.60 1.13 3.14 1.14 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After  7.71 % Increase in average of mean value Likert7Scale
  • 47. 3.98 1.51 4.76 1.81 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After  11.42 % Increase in average of mean value Likert7Scale
  • 48. 3.50 1.57 5.42 1.69 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After  27.42 % Increase in average of mean value Likert7Scale
  • 49.  27.85% improvement in average of mean value 3.23 1.10 5.18 1.44 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After Likert7Scale
  • 50.  10.28% improvement in average of mean value 4.62 1.60 5.34 1.25 0 1 2 3 4 5 6 7 Mean Average Standard Deviation Average Before After Likert7Scale
  • 51. Usability Sub-Factor Mean Value Standard Deviation Before After Before After Learnability 3.27 4.75 1.44 1.94 Easiness to navigate and orientate 3.67 5.21 1.54 1.62 Naturalness and memorability 3.02 4.10 1.13 1.25 Average 3.32 4.68 1.37 1.6 3.32 1.37 4.68 1.6 0 1 2 3 4 5 6 7 Before After Mean Value Standard Deviation  19.42% improvement in average of mean value and more usable gesture recognition. Likert7Scale
  • 52. User Cooperation Sub-Factor Mean Value Standard Deviation Before After Before After User Control Desire over environment - 4.92 - 1.76 Accessibility 2.57 3.24 1.31 1.6 Satisfaction 3.98 4.76 1.51 1.81 Efficiency 3.5 5.42 1.57 1.69 Effectiveness 3.23 5.18 1.10 1.44 Average 3.32 4.704 1.37 1.66 19.77% improvement in average of mean 3.32 1.3725 4.704 1.66 0 1 2 3 4 5 6 7 Before After Mean Value Standard Deviation Likert7Scale
  • 53. Factor Before After Absolute value of change Percentage Effectiveness 3.23 5.18 1.95 27.86 Efficiency 3.5 5.42 1.92 27.43 Easiness to navigate and orientate 3.67 5.21 1.54 22.00 Learnability 3.27 4.75 1.48 21.14 User Control Desire over environment 3.12 4.32 1.2 17.14 Naturalness and memorability 3.02 4.1 1.08 15.43 Satisfaction 3.98 4.76 0.78 11.14 Intuitiveness 4.62 5.34 0.72 10.29 Acceptability 2.57 3.24 0.67 9.57 Accessibility 2.59 3.14 0.55 7.86 Fatigue 3.18 2.66 0.52 7.43 Ergonomic and anxiety 3.73 3.54 0.19 2.71
  • 54.  Wireless interactive gesture recognizer device  Gesture design contribution.  High speed in tracking.  High transmission speed.  Designed Taxonomy and Framework.
  • 55.  Qualitative factors general optimization percentage average: 14%  Quantitative factors general optimization percentage average: 19.91%