Showing posts with label virtual environments. Show all posts
Showing posts with label virtual environments. Show all posts

Monday, February 25, 2008

Computer Vision-Based Gesture Recognition For An Augmented Realtiy Interface

Summary:

Storring et al. from Aalborg University created an augmented reality system to create a "less obtrusive and more intuitive" interface.

The gestures used in the system are the mapped to the hand signs for 0-6, i.e. no fist, index finger, index and middle, etc. This gesture set can be recognizable in a 2D plane with a camera. In order for these gestures to work, the hand needs to be segmented from the image. The authors use normalized RGB values, called chromaticities, to minimize the variance of the color intensity. The distributions for the background and skin chromaticities are found and are modeled as 2D Gaussians. The hands are assumed to be a minimum number and maximum number of pixels.

Gestures are found by counting the number of fingers. A polar transformation counts the number of spikes (fingers) on currently shown on the hand. Click gestures can be found by checking the bounding box width of the hand between the regular index finger gesture and a "thumb click" addition.


Discussion:

For a system that is supposed to be less obtrusive and more intuitive than current interfaces, virtual reality with unintuitive gestures does not seem like a good solution. Using "finger numbers" is a poor choice, and having a gigantic head-mounted display with cameras is probably less comfortable than looking at a computer screen. Furthermore, if the authors are focusing on using head equipment, why not just use gloves to increase the gesture possibilities?

Wednesday, February 13, 2008

Shape Your Imagination: Iconic Gestural-Based Interaction

Summary:

Marsh and Watt performed a user study to determine how people represent different types of objects using only hand gestures. Gestures can be either substitutive (where the gestures act as if the object is being interacted with) or virtual (which describe the object in a virtual world).

The authors had 12 subjects of varying academic degree and major make gestures for the primitives circle, triangle, square, cube, cylinder, sphere, and pyramid. The users also gestured the complex and compound shapes for football, chair, French baguette, table, vase, car, house, and table-lamp. The users were told to gesture the describe the shapes with non-verbal hand gestures.

Overall, users used virtual hand depictions (75%) over substitutive (17.9%), with some objects having both gestures (7.1%). 3D shapes were always expressed with two hands, whereas primitives had some one-handed gestures (27.8%), like circle. Some objects were too hard for certain users to gesture, such as chair (4) and French baguette (1).


Discussion:

The user study was interesting in some respects, such as seeing how the majority of people describe objects by their virtual shapes, but overall I was disappointed by the paper. Images showing the various stages of depiction would have really helped, as well as actual answers from the questionnaire.

I was confused as to whether the authors were looking for only hand gestures or allowed full body movement, since the authors mention that they wanted hand gestures to the users but they did not seem to care that many users walked around the room. That's a pretty large detail that they glossed over.

Wednesday, January 30, 2008

A Dynamic Gesture Interface for Virtual Environments Based on Hidden Markov Models

Qing, C., A. El-Sawah, et al. (2005). A dynamic gesture interface for virtual environments based on hidden Markov models. Haptic Audio Visual Environments and their Applications, 2005. IEEE International Workshop on.


Summary:

The authors of this paper used the HMM & CyberGlove dynamic duo in conjunction with standard deviations.

Qing et al. claim that using the standard deviation of finger positions allows them to fix the "gesture spotting" (segmentation/fragmentation) issue with a continuous data stream. The glove data is sampled at 10Hz, and then the standard deviations of each sensor are calculated. The standard deviations also help transform a series of vectors (observations) into a single vector. They then take this vector and perform VQ on it to get a discrete value.

The three gestures they used to test their system controlled the rotation of a cube. The gestures included 1 finger bending, 2 fingers bending, and a twisting motion with your thumb.


Discussion:

Sigh, no results. I have no idea how the system actually solves the gesture spotting problem because they are just trading the "is this observation the start of a gesture?" problem into a "does this standard deviation vector look like it might be the start of a gesture?" problem.

Also, with only three gestures standard deviations might work for distinguishing between gestures. But continually moving one's hand indicates that the standard deviation for every finger will be fluctuating wildly.

I now know more about the bone structure of a hand.

Monday, January 28, 2008

HoloSketch: A Virtual Reality Sketching / Animation Tool

Deering, Michael F. HoloSketch: A Virtual Reality Sketching/Animation Tool. (1995) ACM Transactions on Computer-Human Interaction.

Summary:


Deering's 3D VR system, HoloSketch, aimed to allow the creation of three-dimensional objects in a virtual reality environment. Users donned VR goggles with a supercool 960x680 20'' CRT monitor and interacted with the virtual world via a six-axis wand. The head-tracking goggles allow the user to look around images hovering in front of them.

HoloSketch prides itself in displaying stable images that do not "float" or "swim" as the user moves their head. They accomplish this by having a highly accurate absolute orientation tracker in the goggles. The use of a flat-screen CRT also helps, as well as program corrections for interocular distances.

A good chunk of the paper focused on user interactions, such as menu navigation. Deering's system uses a 3D pie (radial) menu that can be activated by holding down the right click on the wand. The user can then navigate the menu while holding the button and "poke" the menu to activate submenus and items. To create and draw objects, the user first selects a primitive from the menu and then places the primitive by hitting a button on the wand. The user can then rotate, size, and position the object using a combination of wand-waving and keyboard buttons.

Users can also create animations with the system. Some animations require still shots of slightly altered objects that can be grouped temporally (like a VR flipbook). Other animations can be added to objects or groups, such as a rotor property or blinking colors.

An artist tested the system for a month and provided feedback. Overall the artist found the tool easy to work with after a few days, although some of the features available in other applications were missing from HoloSketch. One issue that Deering noticed was the lack of a user's head movement when trying to view the object; users are too used to stable heads that examining an object from different angles was not intuitive.


Discussion:

HoloSketch seems like an interesting application and provides a variety of ideas, some which I believe are beneficial, while others are not. The "poking" of menus seems intuitive, and if the system has a high absolute accuracy this should work well. Yet, Deering mentioned how user's arms can get tired and are unstable, and supporting an arm and wrist is out of the question when you try to make an environment natural. Instead HoloSketch had some button that reduced the jitter somehow when activated, which seems like a hack that allows for a quick fix of a potentially serious issue with using the system.

I also understand why people would not want to constantly move their head around the display. If the display was on a round table this would be a non-issue, but constantly moving around in a chair and leaning different directions is a strain to a user. Furthermore, the 20" CRT is not that large of a screen the the user would be able to "see" all around the object; I would have liked to know the actual viewing angle.

Overall, though, I liked the system and the paper itself was well-written and gave a good overview of the features.

Wednesday, January 23, 2008

Flexible Gesture Recognition for Immersive Virtual Environments

Deller, M., A. Ebert, et al. (2006). Flexible Gesture Recognition for Immersive Virtual Environments. Information Visualization, 2006. IV 2006. Tenth International Conference on.

Summary:

Deller et al.'s publication used hand-gestures with a P5 glove to control various aspects of a desktop environment. The glove will allow users to manipulate virtual objects in three dimensions.

The apparatus that the authors used is the P5 glove, which has 5 finger sensors and an infrared tracking system. The glove was used to create hand gestures, where a gesture is a hand position held for approximately half a sentence. Gestures are stored as sensor vector templates, and each new gesture is compared against the gesture library via a simple distance measurement.

The authors had users test the system.


Discussion:

The application of hand gestures is simple, such as the use of distance for gesture classification. Using a more complex classifier might improve their accuracy, but with only 5 sensors the gestures might be simple and different enough that a simple solution is necessary.

I hope that presenting some results, at least in user study form, is the norm for the remaining papers we read. I cannot really take anything from this paper since I'm not sure if anything works well. The methods are so simple that I can implement them quickly, but it would be nice to have a baseline to compare to.

Tuesday, January 22, 2008

Environmental Technology: Making the Real World Virtual

Myron, W. K. (1993). "Environmental technology: making the real world virtual." Commun. ACM 36(7): 36-37.

Summary:

Kreuger's short paper described applications possible with a sensor-filled environment. Kreuger focused on having a human be the mechanism for interaction, i.e. a person's hand and body would interact with non-wearable sensory equipment.

One application had a user interact with a 1000-sensor room to project images onto a screen. Depending on a user's position, the user would be projected into a maze or control musical notes.
Another application showed hand projections from two people miles away via a teleconference. The two people could interact in a shared space and discuss objects by pointing at them.

A "windshield" application allowed a user to "fly" across a graphical world by manipulating their hand positions. This application existed in Kreuger's VIDEOPLACE environment, which is basically a collection of these types of virtual world creations and interactions.


Discussion:

Krueger's paper mentions a great number of interesting applications but does not discuss any in detail. Since the applications mentioned are listed as references I'll have to look them up sometime. From the paper it sounds like some of the applications are impressive, but they were also created in the 70s and 80s so they might not work well with respect to their network and graphical capabilities. I'm also interested to see what he has done since this.