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
22. Accessibility
Computer-mediated
communication
apprehension
Usability
• Effectiveness
• Efficiency
• Satisfaction
AcceptabilityInfluence 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.
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
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
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
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%