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 9.9 Finger-based interaction using the Leap Motion. (From Leap Motion, Leap Motion
Controller, 2014, http://www.leapmotion.com [7]). Figure 9.10 Wristband type of EMG sensor for simple gesture recognition (http://www.thalmic.com). 14 9 F U T U R E O F H C I to the usual keyword text-driven approach, e.g., when the name of the object is not known or when it happens to be more convenient to take the photo than typing in or voicing the input. Rather, the underlying technology of image recognition is more meaningful as an impor- tant part of object motion tracking (e.g., face/eye recognition for gaze tracking, human body recognition for skeleton tracking, and object/ marker recognition for visual augmentation and spatial registration). Lately, image understanding has become even more important, as the core technology for mixed and augmented reality (MAR) has attracted much interest. MAR is the technology for augmenting our environment with useful information (Figure 9.11). With the spread of smartphones equipped with high-resolution cameras, GPUs, and light and fashionable see-through projection glasses (not to mention near 2-GHz processing power), MAR has started to find its way into mainstream usage and may soon revolutionize the way we interact with everyday objects. Moreover, with the cloud infrastructure, the MAR service can become even more robust and high quality. Finally, image recognition can also assume a very important supplemen- tary role in multimodal interaction. It can be used to extract affect properties (e.g., facial expression), disambiguation of spoken words (e.g., deictic gestures), and lip movements). See Figures 9.12 and 9.13. 9.1.4 Multimodal Interaction Throughout this chapter, I have alluded to the need for multimodal interaction on many occasions. Even though machine recognition rates in most modalities are approaching 100% (with the help of the (a) (b) (c) Figure 9.11 Image recognition for (a) face, (b) object/marker (Sony Smart AR, http://www.sony. net/SonyInfo/News/Press/201105/11-058E), and (c) hand and their applications for motion tracking and augmented reality. 15 0 H U M A N – C O M P U T E R I N T E R A C T I O N cloud–client platform), the usability is not as high as we might expect because of a variety of operational restrictions (e.g., ambient noise level, camera/sensor field of view, interaction distance, line of sight, etc.). To reiterate, this is where multimodal interaction can be of great help. In this vein, multimodal interaction has been an active field of research in academia beginning with the first pioneering system, called “put that there,” developed by Bolt et al. at MIT in the early 1980s [8]. Since then, various ways of combining multiple modalities for effective interaction have been devised (Figure 9.14). Although we have already outlined them in Chapter 3, we list them again here. “Put That There” Figure 9.12 Bolt’s pioneering “put that there” system. The target object of interest is identified from voice and deictic gestures. (From Bolt, R.A., Proceedings of ACM SIGGRAPH, Association for Computing Machinery, New York, 1980, pp. 262–270 [8].) Figure 9.13 Applying image understating to information search and augmentation on a wear- able display device (Google ® Glass, https://plus.google.com). |
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