Firm foundation in the main hci principles, the book provides a working
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Human Computer Interaction Fundamentals
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- Figure 9.5
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). 14 6 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 Download 4.23 Mb. Do'stlaringiz bilan baham: |
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