Summary:
Murayama et al. presented a two-handed computer control device that allowed the manipulation of on-screen objects. The system, called SPIDAR G&G, consisted of two balls suspended in two horseshoe apparatus with six strings each. The user moved these balls with six degrees of freedom, which translated onto a cursor or object on the computer. The strings also had pull and resisted movement through small motors. Each ball included a pressure button that detected grip.
The authors evaluated the system using a pointer and a target object. The users had to manipulate the pointer and object with both balls in order to accomplish a goal. Three people tested their system and found that the use of two SPIDAR balls, as opposed to one and a keyboard, allowed the users to manipulate the objects faster. Also, haptic feedback helped.
Discussion:
Although the system sounds interesting, I have a lot of issues with the evaluation. The authors used only three people familiar with VR interfaces, which is quite low. A greater concern is that the system was only tested against another form of itself. SPIDAR G&G was only compared against SPIDAR G + keyboard, when really SPIDAR G&G should have been compared to a mouse and keyboard interface, or a joystick and mouse, or two joysticks, or a roller ball, or any number of more common peripherals. As is stands, I have no basis to say that the suspended ball manipulation method is any better than traditional interfaces. The only definite conclusion is that two balls are better than one, and having the balls touch back is beneficial.
Showing posts with label user study. Show all posts
Showing posts with label user study. Show all posts
Thursday, March 27, 2008
Thursday, March 6, 2008
The 3D Tractus: A Three-Dimensional Drawing Board
Summary:
Lapides et al. designed and built a Tablet PC stand that can move vertically, allowing for a 3D drawing platform that switches the screen's view as the table is moved. The authors state that using the 3D Tractus will allow for a "direct mapping between physical and virtual spaces."
The frame of the 3D Tractus consists of aluminum bars and a table top, along with a counterweight that will balance the weight of the tablet and allow for the table top to slide up and down easier. The counterweight has to be tuned for each tablet's weight. A height sensor is built into the frame.
The drawing software for the system takes into account the height of the table when displaying a viewing angle to the user. The system uses line width as a depth cue, with farther lines thin and closer lines thick. An orthographic (cube) projection is used to demonstrate 3D depth, as well. Also, nothing of the sketch is displayed above the current tablet surface.
Discussion:
Although the idea of having a tactile way to sketch in 3D sounds appealing, the system could be implemented much better without a tactile, movable desk. Instead, having a z-axis button/wheel/control in the software will alleviate the issues with custom counterweights, a height constraint, awkward hand/arm positioning, and lack of mobility.
Also, the system is rather constrained with any large sketches since the user can move in the tablet's plane in infinite direction, but the vertical plane is limited to something like 40 centimeters.
Lapides et al. designed and built a Tablet PC stand that can move vertically, allowing for a 3D drawing platform that switches the screen's view as the table is moved. The authors state that using the 3D Tractus will allow for a "direct mapping between physical and virtual spaces."
The frame of the 3D Tractus consists of aluminum bars and a table top, along with a counterweight that will balance the weight of the tablet and allow for the table top to slide up and down easier. The counterweight has to be tuned for each tablet's weight. A height sensor is built into the frame.
The drawing software for the system takes into account the height of the table when displaying a viewing angle to the user. The system uses line width as a depth cue, with farther lines thin and closer lines thick. An orthographic (cube) projection is used to demonstrate 3D depth, as well. Also, nothing of the sketch is displayed above the current tablet surface.
Discussion:
Although the idea of having a tactile way to sketch in 3D sounds appealing, the system could be implemented much better without a tactile, movable desk. Instead, having a z-axis button/wheel/control in the software will alleviate the issues with custom counterweights, a height constraint, awkward hand/arm positioning, and lack of mobility.
Also, the system is rather constrained with any large sketches since the user can move in the tablet's plane in infinite direction, but the vertical plane is limited to something like 40 centimeters.
Labels:
3D inference,
sketching,
user interfaces,
user study
Wednesday, February 27, 2008
American Sign Language Recognition in Game Development for Deaf Children
Summary:
Brashear et al. use GT2k to create an American Sign Language game for deaf children. The system, called CopyCat, teaches language skills to children by having them sign various sentences to interact with a game environment.
A Wizard of Oz study was used to gather data and design their interface. A desk, mouse, and chair was used in the study, along with a pink glove. The students pushed a button and then signed a gesture, and the data was collected using the glove and an IEEE 1394 video camera. The users were 9- to 11-year-olds.
The hand is pulled from the video image by its bright color. The image pixel data is converted to a HSV color space histogram, which is used to binarize the data and find the hand. Accelerometers are also used to track hand movement in x, y, and z positions.
The data from five children was analyzed for user-dependent and -independent models. User-dependence was validated in a 90/10 (training/testing) split, with word accuracy in the low 90s and and sentence accuracy around 70%. The standard deviation for the sentence accuracy is very high, with approximately at 12% deviation.
User-independent models were lower with an average word accuracy of 86.6% and a sentence accuracy of 50.64%.
Discussion:
I like the author's user study with the Wizard of Oz to collect real-world data from children. The system's performance (in essence, GT2k's performance) was very low with sentences, which indicates that segmentation is the largest issue with the toolkit. I'm also worried about the 90/10 split for the user dependent models. That is a huge ratio of training to testing data, and it might be skewing the results to show higher than normal accuracy.
Brashear et al. use GT2k to create an American Sign Language game for deaf children. The system, called CopyCat, teaches language skills to children by having them sign various sentences to interact with a game environment.
A Wizard of Oz study was used to gather data and design their interface. A desk, mouse, and chair was used in the study, along with a pink glove. The students pushed a button and then signed a gesture, and the data was collected using the glove and an IEEE 1394 video camera. The users were 9- to 11-year-olds.
The hand is pulled from the video image by its bright color. The image pixel data is converted to a HSV color space histogram, which is used to binarize the data and find the hand. Accelerometers are also used to track hand movement in x, y, and z positions.
The data from five children was analyzed for user-dependent and -independent models. User-dependence was validated in a 90/10 (training/testing) split, with word accuracy in the low 90s and and sentence accuracy around 70%. The standard deviation for the sentence accuracy is very high, with approximately at 12% deviation.
User-independent models were lower with an average word accuracy of 86.6% and a sentence accuracy of 50.64%.
Discussion:
I like the author's user study with the Wizard of Oz to collect real-world data from children. The system's performance (in essence, GT2k's performance) was very low with sentences, which indicates that segmentation is the largest issue with the toolkit. I'm also worried about the 90/10 split for the user dependent models. That is a huge ratio of training to testing data, and it might be skewing the results to show higher than normal accuracy.
Labels:
gesture,
glove,
hand gesture,
HMM,
sign language,
user study,
vision
Wednesday, November 7, 2007
Speech and Sketching: An Empirical Study of Multimodal Interaction
Summary:
In this paper, Adler and Davis explore multimodal speech and sketch interfaces through a user study. Their goal is to allow the computer to provide feedback to the user as the user talks and draws, and the computer will influence the design during this process by asking questions and clarifying information. Having the computer understand everything about the design is not the goal; instead, the computer should know enough to ask motivating questions when necessary in order to engage the user. The system also does not want to constrain the user's drawing or speech style.
The user study conducted involved 18 users in a Wizard-of-Oz study. The users were asked to design a floor plan, full adder, AC/DC transformer, and a digital circuit. Sketches was done on Tablet PCs in software that allowed for drawing and highlighting in 5 different colors. During the study, the experimenter sat at a table across from the user. The study was filmed and the audio, visual, and sketching components of the study were synchronized.
The study showed some interesting results concerning color, questions, and speech timing. Users tended to rely on multiple colors to indicate portions of the sketch. The color linked parts of the sketch together, referred back to previous parts, and reflected the real-world colors of objects. When speaking, users typically had phrase and word repetition when they were thinking aloud. This could allow the computer to discern key words from the user-computer dialogue. Responses from computer questions also caused the user to repeat the questions, and simple questions could prompt more information than what was asked. Some users even redesigned their drawings after simple questions were asked, such as inquiring if two objects were similar. Speech and sketching started simultaneously in the study. Yet, certain parts of the speech, such as an entire phrase, tended to start before the sketch, and certain key words said alone tended to be heard after a sketch was started.
Discussion:
The two best components of Adler's study show how computers can assist humans during design steps by relying on the human design and thought process, instead of having an actual understanding. In lieu of training the computer to understand all of the components of a design, basic understanding of object similarity and grouping should be enough to produce a motivating dialogue. Also, the fact that the user constantly repeats words provides the computer with an indication of important information without the need of a large vocabulary.
I wish the study also went into more interface issues, such as when the computer should ask a question (e.g. during sketching, during a pause, etc.). Also, it would have been beneficial to see the average pause time of a user and if the user was speaking or mumbling during the pause by going "hmm" or something similar. Do the pauses for sketch indicate that the user is speaking, and do pauses for speaking indicate the user is sketching? Do the pauses for both modes line up?
In this paper, Adler and Davis explore multimodal speech and sketch interfaces through a user study. Their goal is to allow the computer to provide feedback to the user as the user talks and draws, and the computer will influence the design during this process by asking questions and clarifying information. Having the computer understand everything about the design is not the goal; instead, the computer should know enough to ask motivating questions when necessary in order to engage the user. The system also does not want to constrain the user's drawing or speech style.
The user study conducted involved 18 users in a Wizard-of-Oz study. The users were asked to design a floor plan, full adder, AC/DC transformer, and a digital circuit. Sketches was done on Tablet PCs in software that allowed for drawing and highlighting in 5 different colors. During the study, the experimenter sat at a table across from the user. The study was filmed and the audio, visual, and sketching components of the study were synchronized.
The study showed some interesting results concerning color, questions, and speech timing. Users tended to rely on multiple colors to indicate portions of the sketch. The color linked parts of the sketch together, referred back to previous parts, and reflected the real-world colors of objects. When speaking, users typically had phrase and word repetition when they were thinking aloud. This could allow the computer to discern key words from the user-computer dialogue. Responses from computer questions also caused the user to repeat the questions, and simple questions could prompt more information than what was asked. Some users even redesigned their drawings after simple questions were asked, such as inquiring if two objects were similar. Speech and sketching started simultaneously in the study. Yet, certain parts of the speech, such as an entire phrase, tended to start before the sketch, and certain key words said alone tended to be heard after a sketch was started.
Discussion:
The two best components of Adler's study show how computers can assist humans during design steps by relying on the human design and thought process, instead of having an actual understanding. In lieu of training the computer to understand all of the components of a design, basic understanding of object similarity and grouping should be enough to produce a motivating dialogue. Also, the fact that the user constantly repeats words provides the computer with an indication of important information without the need of a large vocabulary.
I wish the study also went into more interface issues, such as when the computer should ask a question (e.g. during sketching, during a pause, etc.). Also, it would have been beneficial to see the average pause time of a user and if the user was speaking or mumbling during the pause by going "hmm" or something similar. Do the pauses for sketch indicate that the user is speaking, and do pauses for speaking indicate the user is sketching? Do the pauses for both modes line up?
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