Firm foundation in the main hci principles, the book provides a working


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Human Computer Interaction Fundamentals

Figure 9.4 Examples of inside-out type (handheld) of sensors (3-D mouse; see 3-D Mouse 
and Head Tracker Technical Reference Manual, http://www.logitech.com) for 3-D motion tracking 
and interaction. (From SpaceControl 3D Maus Ball, http://www.spacecontrol-industries.de/14.
html?&L=2Valentinheun 6D.)


14 5
F U T U R E O F H C I
method. Examples of markers include objects with high-contrast geo-
metric patterns, colored objects, and infrared LEDs.
The inexpensive depth sensors introduced in the market recently 
have revolutionized the applicability, robustness, and practicality of 
the outside-in gesture and motion-based interaction. For example, 
the Microsoft Xbox game platform uses both a color camera and 
a depth sensor (originally developed by PrimeSense) and can track 
the whole-body skeleton motion (e.g., up to more than 10 joints) of 
multiple users without any devices worn on the body (Figure 9.6). 
It was originally intended for motion-based whole-body games, and 
Figure 9.5 Camera-based motion-tracking examples (for face, hand, marker, and whole body).
Figure 9.6 Whole-body skeletonal tracking using the Kinect depth sensor (left) and its applica-
tion to motion-based games (right).


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H U M A N – C O M P U T E R I N T E R A C T I O N 
now its application has been extended to environment reconstruction 
(i.e., scanning objects in the environment to derive computer models), 
motion capture, and many others. The smaller, miniaturized proto-
type (with comparable resolution and performance) for mobile devices 
has already been developed [6] (Figure 9.7).
With all this said, it seems that the major hurdle has been elimi-
nated on our road to more widespread use of motion-based interac-
tion. Yet there still remains one more problem, which is again the 
same “segmentation” problem that was associated with voice recog-
nition. Similarly, it is a difficult problem to segment the meaningful 
gestures out of the continuous-motion tracking data. Figure 9.8 illus-
trates the problem and its difficulty. Again, many current motion-
gesture systems rely on operating in a particular mode (e.g., applying 
the gesture while pressing a button, or being in a particular state). 
However, this defeats the very purpose of the bare hand and truly 
outside-in sensing. Plus, as already stated, this additional step in 
the interaction, having to enter the gesture-input mode, lowers the 
usability dramatically. Innovative algorithms such as those based on 

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