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SIGH DDFUMDENT FOR: - Worcester Polytechnic Institute

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1. Non modal selection Make the gesture to execute the action do a gesture to tell the system what task you are performing b selection Select the mode first and then make the gesture to execute the action Use a gesture to switch between these modes It is important to note that we did not give tips or anything that may affect the user s solution We only explained to them when we found they misunderstood a certain question We also pointed out to the participant if we found his solution impractical Normally they would have a much better idea once they met with such a problem When participants confirmed their solutions first study ends It is very likely that their final solutions still had flaws However most parts would be feasible We then presented a video which had been recorded in advance to demonstrate our design If there was a big difference between the solutions we would summarize the two solutions and explain if any the potential problems to them We then setup the experiment and invite them to use our system When everything was ready we asked the participants to try each behavior we just discussed When participants got used to these behaviors they were free the play the game and attempted to solve the puzzle We also gathered some game bugs during their play We usually left 10 minutes for the participants to write down any feedback of our system We asked them to rate their feelings on each behavior s
2. NATURAL USER INTERFACE FOR VIRTUAL OBJECT MODELING FOR IMMERSIVE GAMING by Siyuan Xu A Thesis Submitted to the Faculty Of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media amp Game Development July 2013 APPROVED Dr Robert W Lindeman Major Advisor ABSTRACT We designed an interactive 3D user interface system to perform object modeling in virtual environments Expanding on existing 3D user interface techniques we integrate low cost human gesture recognition that endows the user with powerful abilities to perform complex virtual object modeling tasks in an immersive game setting Much research has been done to explore the possibilities of developing biosensors for Virtual Reality VR use In the game industry even though full body interaction techniques are involved in modern game consoles most of the utilizations in terms of game control are still simple In this project we extended the use of motion tracking and gesture recognition techniques to create a new 3DUI system to support immersive gaming We set a goal for the usability which is virtual object modeling and finally developed a game application to test its performance ii Table of Contents j I 1 INTRODUCTION O 1 2 PROBLEM STATEMENT ssss
3. of our system 36 7 CONCLUSION AND FUTURE WORK In this project we developed an immersive 3D user interface for a virtual object modeling application We used an Xbox Kinect sensor to set up the working environment which required no aid from other body worn devices We expanded the usability of the Kinect sensor by designing a human body gesture amp posture recognition system The recognition system has many advantages compared to other systems 1 It does not require huge time and space resources and can work in an interactive way 2 It does not require the user to perform the gesture at a specific speed 3 The user does not have to do extra start amp end gestures to help the system select the meaningful motion division 4 It can recognize gestures in three dimensions 5 It is compiled into a c library and could be imported to any application that is run in a c environment 6 The target device does not need to be the Kinect sensor as any motion tracking based device which can tell the position information would be able to make full use of our algorithm We developed an object modeling based puzzle game and gave the player high freedom for performing virtual object modeling activities When we finished the beta version of the game we conducted a user study In this user study we found out the users common ideas on natural interaction between human and computer We also gathered other useful ideas on developing such a
4. Object Creation Create a basic sphere model Sphere Scaling Scale the model proportionally along three axes Size Scaling Scale the model along three axes individually Shape Drop Change the model into a real object in the virtual environment dropping it to the surface 5 4 INTERFACES 5 4 4 4 HUDS In the Game Title panel and the Level Selection panel the user needs to wave his hands to control the curser the red magic fire in Figure 19 amp Figure 20 The left hand fire is used to select one of the available choices on the screen Once the user selects an option a corresponding animation effect would occur If the user wants to confirm the current choice he needs to use his right hand to perform a Confirm action in the Confirm Area Figure 20 22 behs New Game Option Quit Figure 19 Game Title Panel feste Best Time Best Time m 7 est Time O Level Number Figure 21 Game Interface 23 Once user enters Game interface he can find a timer a description window at left side A window shows up at the bottom which gives user guides and tips during the gameplay At the right side there is a function bar which is used to switch between different modeling functions Figure 21 5 4 CONTROL WITH TBTM SIFT RECOGNITION SYSTEM Table 4 Modeling with TBTM SIFT Recognition System Menu Select
5. s hands 15 are doing corresponding motion at same time This approach which requires using both hands should help decrease the chance of misunderstanding due to unintentional gestures Start Point Start Point 4 lt lt End Point End Point Figure 14 Both Hands Drawing Shapes 4 6 OTHER GESTURE AND POSTURE RECOGNITION In order to make our system more expressive we needed to define sufficient gesture posture input in preparation for complicated system operations in applications In many cases we only need the latest value in the array for recognition For instance DetectFeetSplit is a function to detect if the user is standing with his feet apart In this function we only need the top value from the array of left foot and right foot A complete set of currently supported actions are shown in Table 1 We will elaborate how to use these actions to perform virtual object modeling tasks in the next chapter Table 1 Supported Functions of the Algorithm DetectSquare Return the similarity value to square trajectory DetectCircle Return the similarity value to circle trajectory DetectTriangle Return the similarity value to triangle trajectory DetectCover Return the similarity value to cover trajectory 16 DetectWave Return the similarity value to trajectory HeadLeaning Return the direction of head leaning ShoulderLeaning Return the direction
6. In spite of the fact that our solutions were well accepted participants pointed out some problems Similar to what we did in the first study common views were considered as more convincing comments Many participants stated that our solution for Item Selection and Confirmation was complex We therefore decided to change the solution to the most suggested methods Another problem participants stated was that our solution for navigation in the virtual environment was not very 35 natural although it worked perfectly However participants could not give a feasible solution Therefore we decided to keep our solution while tagging it not ideal Generally we received high scores for the overall performance of our system The average score was 5 88 in the 7 point degree of comfort rating We also received other valuable comments These comments covered different respects of our work Many participants suggested adding tutorials in the first few levels to help the user learn how to use the system Some participants suggested that we should strengthen the awareness of position in the virtual environments to help increase the accuracy of the modeling work For instance we could add a mini map to tell the user s position in another view aspect Some participants wanted us to add more basic models so that our system could be more powerful We thought all of these comments were of great value and plan to add these features in the next version
7. annual ACM symposium on User interface software and technology 2011 17 Reconfigured Self as Basis for Humanistic Intelligence Steve Mann USENIX 98 New Orleans June 15 19 1998 Published in 98 Proceedings of the annual conference on USENIX Annual Technical Conference USENIX Association Berkeley USA 01998 18 http www microsoft careers com content rebrand hardware hardware story kinect 19 http msdn microsoft com en us magazine jj159883 aspx 20 R M Taylor T C Hudson A Seeger H Weber J Juliano and A T Helser VRPN a device independent network transparent VR peripheral system In ACM Virtual Reality Software amp Technology pages 55 61 2001 21 E Suma B Lange A Rizzo D Krum and M Bolas 8 The flexible action and articulated skeleton toolkit in IEEE Virtual Reality Conference march 2011 pp 247 248 22 Unity indie VRPN adapter UIVA http web cs wpi edu gogo hive UIV A 23 D Lowe Distinctive image features from scale invariant keypoints International Journal of Computer Vision vol 60 no 2 pp 91 110 2004 24 B Horn and Schunk Determining optical flow Artifical Intelligence vol 17 pp 185 204 1981 25 Kinect for Windows SDK http social msdn microsoft com Forums en US category kinectsdk 26 Samsung Galaxy S4 User Manual HTTP ALLABOUTGALAX YS4 COM GALAX Y S4 USER MANUAL 27 Youwen Wang
8. scaling and shape scaling We therefore decided to continue using this solution For Rotation six participants four male and two female five out of the six have used motion tracking devices before thought that the most natural way is to use two hands to rotate as if holding a real object in front of the chest Our method did exactly the same way and was therefore kept For question Q1 Action execution style between mode selection and non modal selection thirteen out of nineteen participants nine male and four female twelve out of the thirteen have used motion tracking devices before chose modal selection In these thirteen participants three stated that modal selection was very suitable for our application However they would prefer non modal selection if the disadvantages of which are overcome in the future There was another participant who suggested that if 33 commands are not too many in an application he preferred to use non modal selection But for our application he believed that modal selection was more suitable Based on all the views from our participants we concluded our design as a proper solution 6 5 2 PART 2 SYSTEM EVALUTION Although some of our solutions were not exactly the same as the participant s ones it didn t affect the fact that our solutions were highly accepted Actually most of the participants stated that our solutions were better than their solutions Figure 26 As the st
9. streamed as sensors Figure 6 It supports Microsoft Kinect for Window SDK for Windows 64 64 bit which fulfills the OS requirement in our work At last we brought in another a middle ware called UIVA Unity Indie VRPN Adapter which is designed to adapt to the Indie version of the Unity game engine 22 We used UIVA in our project to exchange data between FAAST s VRPN server and our recognition system At this point we have generated a more detailed system architecture overview Figure 7 FAAST Skeleton Skeleton Recognition pt Depth eKinect VRPN data data System data Server a Microsoft Kinect VRPN ci Gesture Client Socket for Window SDK for Windows 64 64bit version 15 Body gesture GamePlay Posture Game Code Area Application Figure 7 A More Detailed Architecture of the System 9 4 METHODOLOGY 41 TM SIFT GESTURE RECOGNITION SYSTEM Human body gesture recognition from video has been studied for many years While the recognition rate of many good algorithms can reach nearly 10046 they tend to be complex and computationally demanding Therefore they are not well suited for interactive applications In addition due to the various limitations of the devices and algorithms most of development remains in the experimental stage In our project modeling interactive virtual objects for gaming applications we faced specific challenges when designing our recognition system Compar
10. tede odit ee ee arto a a ne sodes unes 20 9 3 GAME ACTIONS 50 nr v de y ite i RE Rr ere e Re eee e tecedecthecencabens 21 A3 5 ey Rena ea propa nn 21 532 VIRTUAL OBJECT MODELING ACTIONS 22 2 4 INTERFACES eee ertet epi rated o conten he aede ee ee dne pee eee eo eee eaae aee areae 22 DAL HUDS one 22 542 CONTROL WITH TBTM SIFT RECOGNITION SYSTEM eese 24 6 EVALUATION 28 6 3 STUDY DESIGN inet ert ptt ert eerte QUI E Re RED Dr NR EE Lehre dn 28 6 2 SUBJECT DEMOGRAPHICS deen Roe ene PERI pe xe 28 63 EQUIPMENT it tito b mero tero E e ee mede ase do 29 64 DETAILED PROCEDURE 3 E E 29 6 5 RESUETS AND DISCUSSIQN 250 e Eo et pee Ee eine PER te Ree Fe EN Denn 31 6 5 1 PARTI SOLUTION GATHERING oink ace rette rts 31 6 5 2 PART 2 SYSTEM EVALUTION 34 6 6 DISCUSSION eer er EP iad sveniguaesseeiauevensedsinssniad EELA Aa aT AASER 35 7 CONCLUSION AND FUTURE 37 8 4 40 iii List of Figures FIGURE 1 DISTURB THE BOX S SLEEP BY DR
11. the user finally chooses a level to play he enters the game level No matter the user fails to succeeds in the puzzle he will also be led back to LEVEL SELECTION panel If the user successfully solves a puzzle and the time is shorter than previous tries the new record will be updated and shown in the LEVEL SELECTION panel 19 CREDITS MAIN MENU NEW GAME UPDATA IN GAME RECORD MEMORY REPLAY FAIL SUCCEED Figure 17 Game Flow 5 21 FIRST MINUTE Raise Your Hands to Start Figure 18 Title Screen Once the game is launched a title screen is presented to the player After a short animation the name of the game Memory Hacker will show up on the top of the screen At the same time a warning message raise your hands to start will appear at the bottom section Figure 18 The player needs to raise both of his hands to active the game menu Once player selects New Game the player will be led to the level selection panel A total of six boxes representing six different levels will show up on 20 panel Figure 20 each level box player can read best time record When the player confirms a selection of the level to play he enters the level immediately At first a memory replay will be presented to the player The player can learn the route in the memory of the level The player can do nothing at this time but just watch Once the demo ends the player enter
12. 4 Some methods involve statistical training based on local features e g gradient based features such as HOG 2 and SIFT 5 STIP 6 and MoSIFT 7 are another two popular video representations for motion recognition Although many of these image based methods have very high recognition rates they have high computation and storage requirements and therefore cannot be achieved in an interactive way In November 2010 Microsoft launched the Kinect which led to renewed research depth based motion recognition With the Kinect the depth data 15 utilized to constitute a skeleton model which consists of twenty joints all through the human body Raptis et al 8 presented a real time gesture classification system to recognize dance gestures The method uses 16 main skeleton joints and takes approximately four seconds for data collection Dan Xu et al 9 presented a natural human robot interaction system based on dynamic hand gesture recognition In their method a start end point detection method is proposed for extracting hand gesture from the hand trajectory Wang et al 10 presented a Hidden Markov Model HMM based dynamic hand gesture algorithm using Kinect With a palm node defined by the Kinect valid points are extracted and analyzed to accurately identify defined gestures and reject non defined gestures Gu et al 11 implemented a non intrusive human gesture recognition system that was able to recognize gestures if they were perf
13. AWING OBJECTS INSIDE THE STRIPED AREAS 1 2 FIGURE 2 2 5D SHAPE DISPLAY WITH GESTURAL INTERACTION 16 4 FIGURE 3 ARCHITECTURE OF THE NATURAL INTERACTION SYSTEM eene eene 5 FIGURE 4 MICROSOFT XBOX KINECT SENSOR 18 6 FIGURE 5 HUMAN SKELETON FIGURE 6 FAAST S JOINT S SENSOR FIGURE 7 A MORE DETAILED ARCHITECTURE OF THE SYSTEM FIGURE 8 IMAGE GRADIENTS AND KEY POINT DESCRIPTOR FIGURE 9 SIFT AND HISTOGRAM OF GRADIENT FIGURE 10 DATA STRUCTURE TO RECORD JOINT MOTION FIGURE 11 STANDARD DIRECTION 5 FIGURE 12 EXTRACT MOTION TRAJECTORY FEATURES TO FORM HISTOGRAM OF DISTRIBUTION HOD FIGURE 13 ADD SHARP DIRECTION CHANGE TIMES AS ANOTHER FEATURE FIGURE 14 BOTH HANDS DRAWING SHAPES FIGURE 15 WORLD BUILDER BY BRUCE BANIT FIGURE 16 BASIC GAME 10 FIGURE 17 GAME FLOW FIGURE 18 TITLE SCREEN FIGURE 19 GAME TITLE PANEL rone ener eror FIGURE 20 LEVEL SELECTION PANEL Pr Yo dpa una FIGURE 21 GAMEN FERFACE 21 2 2 reete Rena etuer Epl cese Pe ye SERIN bio Agua sa tni
14. Even though it is only a concept video it points out an interesting direction for 3DUI development While obviously most of the technology in this video is not available in our world some basic functionality deserves scientific research interest Figure 15 World builder by Bruce Banit Memory Hacker is the game we developed It is a 3D puzzle game and the general idea is to let the user place virtual objects to solve physics based puzzles In each level a wisp will walk from a start point to a destination point following a fixed pre 18 scripted route which varies on different levels We treat this behavior as walking to a destination based on memories Figure 16 However our poor wisp lost part of his memories and will fall into the hole or will be blocked by obstacles due to confusion in his memory The player as a memory hacker needs to repair this route in his memory to help him walk to the destination Normally the way of repairing this route is to cover the missing gap with an appropriate object As the difficulty level increases the player needs to adjust the shape of the objects accurately to guide the wisp to the destination Figure 16 Basic Game Logic 5 2 GAMEPLAY The basic game flow is shown in Figure 17 When the game starts the user can choose from NEW GAME CREDITS and EXIT Once the user selects the NEW option he will be brought to the level selection panel When
15. If the displacement exceeds the threshold we would treat it as bad data and simply throw it away When the next data comes the threshold will be extended because the time span has been increased The same evaluation would be performed to make sure that all the data stored is valid It needs to be noted that occasional bad data would hardly affect the result because within a short time interval the new displacement vector Xt Yt Zt 22 would indicate the same and correct energy 13 contribution for HOD While too much is bad little is also treated as not good Since our criteria is trajectory matching time cost should not be taken into account If the user s motion pauses for a while at some point the array should not be updated since the new data would contribute nothing to trajectory matching We simply throw them away However we still need to update the time data for the previous slot so that when the next useful data comes it would be recorded correctly under our first rule 44 VALID DATA COLLECTION A challenge in motion recognition is how to define valid motion segments In some situations it is relatively easy to solve this problem Cited as an example Samsung s new smart phone Galaxy 4 26 allows the user to control the cell phone with a wave of his hand over the sensor Whether the user s hand is in or out of the view of the sensor is an important signal that is used to detect gesture di
16. Kinect Based Dynamic Hand Gesture Recognition Algorithm Research Intelligent Human Machine System and Cybernetics IHMSC 2012 4th International Conference Vol 1 pp 274 279 2012 4 28 Dan Xu Real time Dynamic Gesture Recognition System based on Depth Perception for Robot Navigation Robotics and Biomimetics ROBIO 2012 IEEE international Conference pp 689 694 2012 29 World Builder concept video http www youtube com watch vz VzFpg271sm8 42
17. ains a low computation cost human body gesture posture recognition system that could run in an interactive way Most importantly our system gives the user flexibility when giving commands The user is 4 not limited to a fixed position and does not need to worry about giving wrong commands due to unintentional gestures We developed a game which lets the user perform virtual object tasks in an entertaining way We also ran a user study to evaluate the user experience when using our 3D user interface 3 SYSTEM ARCHITECHTURE A brief architecture for the system is as follows Figure 3 A depth sensor we used the Kinect in our system is used to capture a user s gesture input wave push forward etc The data is then delivered to a recognition system on a workstation that can detect the gesture types and then translate the data into digital commands These commandis are sent to the game engine where corresponding activities are performed Proper output devices connected to the workstation display the results Gesture Input Recog System Wave Swipe Head gt Create obj Posture Finger Modelobi Limb Navigate SDK Lib System Ctrl Algorithm TL Output Figure 3 Architecture of the Natural Interaction System 3 1 3DUI DESIGN In order to realize the proposed architecture our method focused on solving the following three problems 1 Finding a pose descrip
18. ape output system The shapes that a user could create were much less restricted than in previous work Direct touch interaction with 2 5D shape displays 2D height in real space was extended by a set of free hand gestures The system was able to form a 2 5D approximation of an object s shape similar to a relief sculpture Figure 2 2 5D shape display with gestural interaction Tasks that could be implemented by gesture input included selection translation rotation and scaling However these conductions are still limited in 2D surface Figure 2 2 5D shape display with gestural interaction 16 2 2 OURWORK In computing a Natural User Interface NUI is the common parlance to refer to a user interface that is based on natural elements 17 The user uses simple voice or body gestures rather than artificial control devices to make the operation more natural While simple immersive modeling is not a difficult task how to perform such tasks naturally is what concerns us here Many previous methods had different kinds of limitations to the user For instance some methods used too much computation time and the user had to wait for its response Some methods required specific devices which are not common Some methods would come to different results when the user performed the same activity at a different speed In this project we made use of the Kinect camera and built a 3D NUI to support natural body gesture input The 3D NUI cont
19. atics suggest the average 7 point degree of comfort rating of each section is much higher than 4 feels OK Object Creation Cube amp Sphere and Rotation received the best comments Item selection system control and Camera control movement had the relative lowest score Avg 7 00 6 50 6 00 5 50 eu Avg 4 50 TIGE oe n i E Figure 26 Rating Scores of the System We discussed a lot with every participant on every detail of our system We found that even though some of our design solutions received same score the reasons were not quite the same Participants gave high scores to Rotation and Scaling actions because participants thought our idea was much better than theirs and solved the problem At the same time for Object Creation Cube amp Sphere our solution was 34 more complex than simply separating hands apart But participants also gave us high score because they had good user experience on them For the question Q2 we presented in this part twelve participants seven male and five female ten out of the twelve have used motion tracking devices before preferred continuous gesture recognition which was one of the features of our gesture recognition system In these nineteen participants only half six male and four female nine out of the ten have used motion tracking devices before of which pref
20. e FIGURE 22 CAMERA MOVE FIGURE 23 OBJECT CREATION FIG RE 24 SCALING eco to e Pt ero m e ete iae e te eats FIGURE 25 ROTATION e FIGURE 26 RATING SCORES OF THE SYSTEM FIGURE 27 USE DWELL TIME AS THE SELECTION 38 FIGURE 28 OBJECT CREATION PYRAMID 38 List of Tables TABLE 1 SUPPORTED FUNCTIONS OF THE TABLE 2 SYSTEM CONTROL ACTIONS 72 eoa e oi treo tea pene tee presen en pe ea ep Peace Pee spies vua dau pao a rage TABLE 3 OBJECT MODELING ACTIONS irren hb kao tabo Eb KESE ER ada ER ando nana TABLE 4 MODELING WITH TBTM SIFT RECOGNITION SYSTEM TABLE 5 MOST SELECTED SOLUTIONS OR IDEAS FROM THE PARTICIPANTS iv 1 INTRODUCTION The purpose of this project is to design a 3D user interface for virtual object modeling Expanding on existing 3D user interface techniques we developed a low cost human body gesture posture recognition system and let the user perform virtual object modeling tasks in an immersive game setting Inspiration for this work comes from a physics based game called Wake up the Box 4 1 In this game the player needs to draw shapes and let grav
21. e five have used motion tracking devices before preferred to Use one hand to select the item and then hang over for a while to confirm the selection This is a very simple solution and it works Our solution Use one hand to select use the other hand to shake to select aimed to avoid misoperation by applying complex gestures was not quite accepted by our participants While most participants agreed that our solution made sense and worked they preferred other ways As a result we concluded our first solution as a bad design For Move Control four participants four male all have used motion tracking devices before suggested using head or torso as a joystick That was one of our solutions during experimental stage But we late found that after several attempts the user would begin feeling dizzy or nauseous We therefore would not consider this idea Apart from this one there s no other common idea So we decided to keep our original solution For Creation Cube and Creation five participants four male and one female all have used motion tracking based devices before came to the solution Hands split horizontally and vertically While it was indeed a concise solution it 32 was not an ideal one We told our participants in second part of user study that we would add more basic models later and then they realized the problem Every one of the five agreed with the idea that we sho
22. ecruited from a general psychology course and were offered a research credit for participating 6 3 EQUIPMENT We ran experiments in the tech suite of the school library Such a tech suite is a private workspace offering an opportunity to perform our user study Most of these tech suits are more than eight square meters and are equipped with the following standard technology 1 50 plasma display 2 Dedicated networked PC 3 Wireless coverage for the entire room 4 Ability to connect two additional laptops using ports in the pop up receptacles on the desk and 5 Whiteboard The Kinect sensor is the core equipment used in the experiment and no equipment is required to be worn The experiment was run on 3 Generation Intel Core i7 2 30GHz PC running Windows 7 with a total of 6GB of RAM and an NVIDIA GTX 660M graphics card 6 4 DETAILED PROCEDURE The study contained two sub studies Each one took approximately 30 minutes to complete Participants were initially given an opportunity to read the informed consent form and ask questions about the study After participants signed the informed consent form they were required to complete a demographics survey As part of this questionnaire they were asked their experience of playing video games especially those which have 3D context They were also invited to share their game experience using motion based controllers For those who had rich experiences we discussed with them the advantag
23. ed to other applications object modeling requires lower latency in operation Even slight latency will result in increased inconsistency between the virtual and real contexts Therefore we developed a low cost but satisfactory interactive gesture recognition system that fulfills our goals Scale Invariant Feature Transform SIFT is an algorithm in computer vision to detect and describe local features in images 23 SIFT detects many interest points key points in a 2D image and descriptors of these points are used to match static objects Figure 8 SIFT only works on vectors that are supposed to be distinctive and invariant to any scaling rotation or translation A core step in SIFT is to calculate a gradient magnitude and orientation near the key points and create a gradient histogram This Histogram of Gradient is used to generate the feature which represents the area information near a key point Figure 9 23 Image gradients Key point descriptor Figure 8 Image Gradients and Key Point Descriptor gt A etg amp Figure 9 SIFT and Histogram of gradient HOG SIFT is designed to detect distinctive interest points in a still image For motion detection Histogram of Optical Flow HOF 24 similar to HOG is used to extract motion features from video streams The idea is to use the velocity vector of the key point between adjacent frames temporal differences to describe its motion state However if the ti
24. em which can enable the user to have more choices to perform much more complex actions Time is another issue in this system The gaming world is a time sensitive environment Any time delay would significantly decrease the user s immersive feeling Therefore being interactive is one of requirements of our project We can t accept any noticeable latency to guarantee the natural interaction between the user and the system We will have a more detailed discussion of the implementation of our interactive gesture recognition in Chapter 4 3 1 3 APPLICATION IMPLEMENTATION We used the Unity Game Engine as the development platform and built a 3D virtual environment Unity supports flexibility for virtual object editing Most importantly developers can directly use cff in Unity This feature significantly enhanced the compatibility when importing the recognition system to our game development environment We developed a virtual object modeling system in Unity During the game play the user s gesture is translated into game commands and applied to the target object 3 2 CONNECTING EVERYTHING TOGETHER Our work also involves many other components which need to talk to each other Starting from capturing raw data from the Kinect sensor we need to consider the communication between the following pairs Kinect sensor and gesture recognition system gesture recognition system and game engine In order to make it easier to use the gest
25. erred Standing at arbitrary position which was another feature of our system when giving commands After further discussion we found that what participants really meant was that they believed Standing at fixed position would help the system understand the gesture This didn t mean that Standing at arbitrary position was useless Quite the contrary this proved that users cared about the recognition rate when performing gestures in front of the camera and our system gave them great help 6 6 DISCUSSION The user studies we designed have achieved the expected result In our first user study we showed that people did have common ideas on natural interaction for our application These common ideas were what we were looking for and were treated as a standard to evaluate our work The results showed that most of our design met with the users ideas At the same time we also found those designs which were different from the common ideas We treated them as not ideal solutions even though they worked effectively We would redesign the methods and make them as close as possible to people s common thought Our second study was designed to evaluate the user s feeling when using our system to perform virtual object modeling tasks and the results showed that people felt good and comfortable The second study was conducted immediately after the first study We wanted the participant to give a direct comparison between his solutions and our solutions
26. es and disadvantages of different devices We focused on how they feel when using these devices If they happened to have an idea to improve the usage of these devices we would write them down After completing the pre questionnaires the subjects were introduced to the whole project More detailed descriptions were given if the participant was confused or curious Those questions which were not quite related to the user study were explained briefly and promised to be given more deep explanation after the user study In order to help the participants understand the research question we prepared one flash game to explain the inspiration and a video to demonstrate the concept result 29 For those who were not familiar with Kinect games we spent some more time on explaining the mechanism to them Then we made clear to participants why we were doing the user study and what they could do to help us gather useful information When the participants were ready we introduced the two sub studies and began with the first study We first introduced detailed gameplay and then pointed out the possible behaviors from level selection to level completion We then presented them a paper that listed all the important behaviors that may happen in the game and asked them to describe their solutions We also asked the participants the following question Q1 How would you let the system know what commands mentioned you are giving Which one do you prefer
27. eviation is less than 2090 we would treat it as a square 14 However there is problem Consider situation where user is gesturing a standard square verses doing a half size square twice The result would be the same In order to decrease the rate of error recognition we extracted another feature to increase the robustness of the algorithm We found that the big difference between the two trajectories is how many sharp changes more than 60 degrees of the move direction occur as happens around the corners of the square In this example there are four sharp changes in the standard square and eight in the half size square We use this value to distinguish different trajectories Histogram of Distribution Sharp Direction Change 4 Sharp Direction Change 8 Figure 13 Add Sharp Direction Change Times as another Feature In real applications we also need to consider the fact that users are all different It is nearly impossible to define the perfect standard trajectory for everyone Sometimes even though the user thinks the trajectory is very clear his real performance could be different In order to increase the recognition rate we decrease the threshold for trajectory matching but ask the user to use both hands to complete a motion For instance for square detection the user needs to use both hands to draw left and right halves of the square Figure 14 Our system will detect if both the user
28. f Computer Vision vol 64 no 2 pp 107 123 2005 7 M Chen and A Hauptmann Mosift Recognizing human actions in surveillance 8 Michalis Raptis Darko Kirovski Hugues Hoppe Real Time Classification of Dance Gestures from Skeleton Animation Proceedings of the 2011 ACM SIGGRAPH Eurographics Symposium on Computer Animation 2011 9 Real time Dynamic Gesture Recognition System based on Depth Perception for Robot Navigation 10 Kinted based dynamic hand gesture recognition algorithm research 11 Human Gesture Recognition through a Kinect Sensor 12 Clark James H Designing Surfaces in 3 D Communications of the ACM 19 8 454 460 August 1976 13 Jeff Butterworth Andrew Davidson Stephen Hench and T Marc Olano 3DM A three dimensional modeler using a head mounted display In Proceedings of the symposium on Interactive 3D Graphics 1992 14 Masatoshi Matsumiya Haruo Takemura and Naokazu Yokoya An immersive modeling system for 3D free form design using implicit surfaces In Proceedings of the ACM symposium on Virtual reality software and technology 2000 40 15 Falko Kuester Mark Duchaineau The Designers Workbench Towards time Immersive Modeling The International Society for Optical Engineering SPIE 2000 16 Daniel Leithinger David Lakatos Anthony Devincenzi Matthew Blackshaw Hiroshi Ishii Direct and gestural interaction with relief a 2 5D shape display In Proceedings of the 24th
29. ifferent studies for the participants The first study was designed in a survey style to gather ideas from the participants We first introduced the research question and described the gameplay to the participants Then we asked them to give their ideal gestures for performing each action that may happen in the game We also discussed with our subjects the extension of other possibilities of the gameplay just to help stand in a higher level when providing a design plan The second study is an experiment designed to evaluate the whole system and the gameplay In this experiment participants used a scheme we designed to perform the game task They were then asked about the experience and give comparison between their solutions and our solutions We hypothesized that participants would have better understanding of the research question and would either have new ideas or revise their previous solutions to be more practical 6 2 SUBJECT DEMOGRAPHICS A total of nineteen people participated in the study thirteen male six female with a mean age of 22 42 Among them 16 participants have played video games which have a 3D environment When participants were asked their experience playing motion based consoles sixteen participants indicated that they have played Wii Remote Xbox Kinect PS Move Controller and other motion sensing input devices before 50 of these sixteen participants have played Kinect games Most of the 28 participants were r
30. ion Left hand controls the curser Right hand shakes in the confirm area to perform a click Level Selection Left hand controls the curser Right hand shakes in confirm area to perform a click Move Control Separate feet left and right to trigger move state Lift right arm to point the move direction Modeling Function Separate feet forward and back to trigger function selection state Selection Lift right arm to select the function Close feet to trigger function selection to confirm the selection Play Move Under function selection state lift both arms up Object Creation Select Creation mode Cube Hands draw left and right half of a square Object Creation Select Creation mode Sphere Hands draw left and right half of a circle Translation Select Translation mode Clap hands to trigger translate state Left hand controls the movement of the model Both hands stay still for 2 sec to leave translate state Scaling Select Scaling mode Size and Shape Turn shoulders to left and right to change mode between Size Scaling and Shape Scaling Clap hands to trigger Scaling state Use both hands to scale the object Both hands stay still for 2 sec to leave translate state Rotation Select Rotation mode Clap hands to trigger Rotation state Use both hands to rotate the object Both hands stay still for 2 sec to leave translate state C
31. ity take its course in order to hit and wake up each level s box It is a puzzle game in which everything happens in a 2D plane To provide a novel game experience in this project we brought the idea into the 3D world Players can use their hands to create custom 3D objects to solve the puzzles Figure 1 We solved several problems in order to translate this idea from 2D to 3D First of all we built up a virtual world and allowed users to create virtual objects in this environment Secondly we developed a motion based user interface to let the user use their hands or body to interact with the world Finally we developed a system that gives users the ability to modify and manipulate these objects to solve the puzzles provided on each game level In this project we extended the use of motion tracking gesture recognition and immersive object modeling to create more compelling and entertaining game contexts Knowledge of motion recognition and immersive modeling was used A 3D physics based puzzle game was developed to evaluate this novel immersive 3DUI system This paper is organized as follows Chapter 2 explains the research problem and gives the related work in the respective field Chapter 3 gives an overview of the system architecture In Chapter 4 we elaborate the proposed 3DUI system in details In Chapter 5 we discuss a user study we conduct for the purpose of evaluation Finally in Chapter 6 we give a conclusion of all our eff
32. me used to finish the motion varies these motions would be treated as different It is similar to other template based methods which may require the same speed to perform a gesture 25 Inspired by HOF we developed a new method using a similar idea but bringing in new recognition criteria Trajectory Matching We call this method TBTM SIFT Template Based Trajectory Matching Scale Invariant Feature Transform recognition Under our new criteria of recognition the speed of finishing the motion or the velocity during the motion does not matter The user would have no time pressure on performing activities Moreover the user could accelerate his gestures once he gets used to the system 4 2 ALGORITHM DESIGN An advantage of skeleton model is that we could use joint points to represent corresponding parts of human body This method largely decreases the complexity of calculation We create 20 ArrayList objects to store the last n positions of each joint of the human body Once we want to know the behavior of the certain joint we only need to deal with the ArrayList for the corresponding joint For each slot in the array we record the position and time information Therefore the movement of each joint is divided into n 1 segments Each segment contains two points p Xt 20 and pri Xe1 11 201 and is represented by a vector v Xi Yt Yer Zt 211 We define m vectors as standard direction vectors Figure 10 In o
33. n application In the second part of the study we let the participants use each function we designed in the application and asked them to describe their experiences We received many useful comments For instance many participants thought that our solutions for Item Selection and Navigation were not quite natural and needed further modification In spite of these comments the overall results were promising We got an average score of 5 88 ina 7 point degree of comfort rating Thus we concluded that people felt good and comfortable when using our system to perform virtual object modeling tasks 37 gl M New Game Option Quit Figure 28 Object Creation Pyramid However we noticed that some of our solutions were not the same as the most ideal ones from the ideas we gathered from the participants Although most of the participants stated that our solutions worked effectively we thought about changing not ideal solutions since they were not conducted in the most natural manner For those functions that got a better idea from the participants we simply replaced them in our system In the latest version of our application we changed the gesture input for Item Selection to the most ideal solution gathered from the user study Figure 27 For those functions that had no better alternative e g we will explore the research in that filed and try to come up with a better solution in the fu
34. of shoulder leaning IsShaking Detect if a joint is shaking within a small area HandClose Detect if hands are close together LimbCross Detect if arms are doing a crossing posture IsFootSplit Detect if feet are split apart left and right or back and forth 17 5 GAME DESIGN of our efforts are made to make sure that we could develop a user friendly user interface dedicated to solving virtual object modeling tasks at the application level With our core gesture system established whether we could build up an elegant and efficient UI would determine the success of our work In this chapter we will discuss the development of our application the 3D puzzle game which involves virtual object modeling We will highlight the design of the user interface 5 1 GAME OVERVIEW While Wake up the Box 4 1 gave us our initial inspiration another inspiration of our work a short sci fi file World Builder Figure 15 29 told us what the interaction might look like The concept of World Builder 15 about building up a virtual world within the virtual world itself The protagonist simply uses his body as an input device and starts by creating and customizing basic virtual objects such as cube buildings He later adds details to each box and makes them look like buildings He also has the ability to make windows doors and even flowers When he finishes those objects no longer look like computer models but physical objects
35. olution and recorded them to form a 1 7 scale 1 terrible 4 2 normal 7 excellent It should be noted that we encouraged participants to give low score if they feel awkward on any solution even if it worked Besides the Likert scales dedicated to be used to evaluate existing behavior solutions we also 30 asked them if they liked our UI style We provided two more questions in this section to help them evaluate our system Q2 When giving gesture posture input which of the following ways do you feel more natural and comfortable a Continuous gesture recognition system b Prompted gesture recognition Giving commands after specially appointed signals in dialog style a Standing at a fixed location b Standing at arbitrary location Finally we asked them to write other comments and discussed them to gather qualitative feedback In particular we always asked participants to point out the worst design part of the whole system 6 5 RESULTS AND DISCUSSION 6 5 1 PART1 SOLUTION GATHERING Based on the demographics data subjects were divided into four groups 1 Female who has used motion tracking based devices 2 Female who has not used motion tracking based devices 3 Male who has used motion tracking based devices 4 Male who has used motion tracking based devices When organizing their solutions we found common ideas and recorded them into Table 5 Note Sometimes the entire solution for a single action ma
36. ormed faster or slower within certain ranges compared to the training data In the virtual object modeling area Clark 12 was the first to use a head mounted display HMD system to achieve immersive modeling Before his work HMDs were only used for exploring virtual worlds His system allowed users to create parametric surfaces by manipulating control points on a wire frame grid The use of HMDs was mainly to improve interaction with models Butterworth and Davidson 13 developed their system which drew techniques of model manipulation from both CAD and drawing programs It supported users natural forms of interaction with objects to give them better understanding of the models Matsumiya and Takemura 14 developed a new free form interactive modeling technique based on the metaphor of clay work In this system users could interactively design 3D solid objects with curved surfaces with their hands and fingers Denting and pinching were the two main deformations that the system supported The major merit of this work was that the manipulation method was direct Kuester and Duchaineau 15 created a semi immersive virtual environment for two handed modeling sculpting and analysis tasks Scene navigation and virtual menus were implemented to make more complicated modeling tasks possible In recent years motion capture based techniques have been used for more complex modeling tasks Leithinger et al 16 designed a novel sh
37. ort and point out the future direction of the research Figure 1 Disturb box s sleep by drawing objects inside striped areas 1 2 PROBLEM STATEMENT During the progress of building an immersive 3D object modeling application we met with three problems First of all we needed to build a fully functional object modeling system Secondly we needed to develop a motion based input system to support complex modeling operations And finally we needed a well designed user interface to connect the two components together In the game industry even though full body interaction techniques are involved in modern game consoles most of the utilizations in terms of game control are still simple Most controlling systems rely on tracking hands or bodies positions rather than understanding human hands and bodies gestures This places significant restrictions on the game applications which involve these techniques While object modeling is beyond the scope of our research our research interests lie in 1 How to design a practical human body gesture posture recognition system and 2 How to design a competent user interface to let the user perform virtual object modeling tasks in a comfortable and interactive way 2 1 PREVIOUS STUDY Detecting human motion is a challenging problem due to variations in pose lighting conditions and complexity of the backgrounds In the past few years many image based methods have been proposed 2 3
38. ross arms to delete the current model Drop Separate feet forward and back to trigger function selection state Push arms forward to confirm all the modeling operations and drop the object into the game environment 24 A general description of how to use our TBTM SIFT recognition system to perform different object modeling tasks is shown in Table 4 It is noteworthy that in our UI system we use a modal selection system to let the user select between different modeling functions The difference between selection and non modal selection is that in non modal selection the user has no visual UI The user relies on another set of gestures to tell the system what function he is going to perform Undoubtedly without a visual UI the user will be less aware of the fact that he is using an artificial interaction system This would be a great help on increasing the presence feeling for the user in the virtual environment However the cost is that the user would have to face a much more complicated interaction system As the number of available functions increases the user would need to learn many more gestures which at the same time need to be distinguished from each other Eventually the interaction manner will become awkward That would run counter to our desire On the other hand using a modal selection scheme would simplify the interaction and help improve system efficiency but it is unavoidable that user needs to freq
39. s the playable level Figure 21 The description of the current level will appear in a window at the left of the screen A clock indicating how much time is left to finish the level will be located in the left top corner of the screen At the right side there is a function bar The player needs to use his gesture to select the first function Creation Then the player performs the correct gesture to create a cube After this the player selects the second function Translation and gets ready to adjust the position of the cube 5 3 GAME ACTIONS 5 3 1 SYSTEM CONTROL ACTIONS In Kinect based gaming environments the human body is the exclusive controller which replaces traditional input devices like the mouse and keyboard This means the user would be able to control the game flow without using other devices Our game includes the system control actions listed in Table 2 Table 2 System Control Actions Modeling Function Selection Choose one of the modeling functions from the Modeling Function Bar Finish adding objects and test if the solution can solve the current puzzle 21 5 3 2 VIRTUAL OBJECT MODELING ACTIONS Virtual object modeling actions are the core actions in the gameplay of our game In the beta version of our game we provide the following modeling actions for the player shown in Table 3 Table 3 Object Modeling Actions Action Description Object Creation Create a basic cube model Cube
40. s up a skeleton model of the human body in front of the sensor Normally it requires significant processing work using image based models Although we can get accurate results to reconstruct a human body in detail after massive calculation it is not efficient For our project those results are not necessary In our gaming environment we only need to care about the activities of the key points of the user their head and hand gestures for instance Therefore joint tracking becomes a great choice in our interaction application The depth based model which consists of 20 joint positions is sufficient and is employed to represent the human Figure 5 19 HAND RIGHT HEAD SHOULDER CENTER HAND LEFT WRIST RIGHT WRIST LEFT ELBOW RIGHT ELBOW LEFT SHOULDER RIGHT SHOULDER LEFT SPINE HIP CENTER HIP RIGHT HIP LEFT KNEE RIGHT KNEE LEFT ANKLE RIGHT ANKLE LEFT FOOT RIGHT FOOT LEFT Figure 5 Human Skeleton Model 3 1 2 INTERACTIVE GESTURE RECOGNITION SYSTEM With the development of inexpensive motion capture based input devices such as Nintendo Wii Remote and the Kinect video games have already come to the new generation However people still cannot enjoy a virtual reality experience due to technical limitations For instance the usage of these modern game consoles in terms of game control is still simplistic In order to achieve virtual reality interaction we need to extend the existing 3D user interface techniques We need a syst
41. ssssssssssssssssssssencesessssscsnccesessessssscacceseesssssscasneseesessssssscossessssssseages 2 21 PREVIOUS STUDY rr 2 pre AVI qm 4 3 SYSTEM eentnasa nasse setatis assa asse setas saa s aa asse sess asas asses enun 5 3 1 BIDUL DESIGN 5 3 11 KINECT SENSOR AND SKELETAL 6 3 1 2 INTERACTIVE GESTURE RECOGNITION 5 8 7 3 1 3 APPLICATION 0 8 32 CONNECTING EVERYTHING 8 LM U 10 41 TM SIFT GESTURE RECOGNITION 5 5 10 42 ALGORITHM DESIGN eoe tentent eee rtt pex e XR MEET PREISE ERE E GE 11 43 DATA PRE PROCESSING 2 5 conn hts ee enit pee gae rt 13 44 VALID DATA COLLECTION rrt ttr ere rente etre Non rene akin 14 4 5 RECOGNITION 55 14 4 6 OTHER GESTURE AND POSTURE nee 16 MCn M Q 18 GAME OVERVIEW eo ER teg outs ro Eh qur enin oe Y EAE 18 32 GAMEPLAY 32 3 trm teer ee ee t eire 19 3 244 FIRST MINUTE uiii eei ee ete tod eee
42. tor that concisely represents a human body motion 2 Designing a proper gesture recognition system that robustly identifies gesture input commands in an interactive way 3 Building an immersive gaming environment which makes full use of gesture recognition system and allows the user to perform complex virtual tasks efficiently 3 14 KINECT SENSOR AND SKELETAL MODEL The Kinect Figure 4 is innovative game controller technology introduced by Microsoft in November 2010 The Kinect depth sensor consists of a depth camera and an RGB camera which give an RGB image as well as depth at each pixel Early in 2012 Microsoft shipped the commercial version of the SDK which contains the NUI application programming interface and the Microsoft Kinect drivers to integrate the Kinect sensor within Microsoft Windows The version we used is Kinect SDK 1 5 which was released in June 2012 XBOX 360 4 5 Infrared optics 2 RGB camera 3 Motorized tilt 2 Multi array microphone Figure 4 Microsoft XBox Kinect Sensor 18 Generally the SDK provides two models of analyzing human motion Image based modeling and Depth based modeling Image based modeling relies on the visual image of the human body By analyzing the image in each frame the human body s posture is identified This process usually requires various kinds of digital image processing knowledge The depth based model makes full use of the depth stream and eventually build
43. ture We added one more primitive model Pyramid Figure 28 to give our users more choices when solving the puzzles It is also important to improve our gesture recognition system to support more complex gesture input In the next step we plan to 38 extract more features of joint motion in algorithm and combine them with body postures In the next game version we will add more features based on the participants comments on gameplay Finally since we treated our application as the first stage of the big concept project world builder we would put in more effort to create more possibilities and eventually realize the real virtual world builder 39 8 REFERENCES 1 Wake up the Box 4 http www notdoppler com wakeupthebox4 php 2 N Dalal and B Trigges Histograms of oriented gradients for human detection CVPR 1 2005 886 893 3 N Dalal B Triggs C Schmid Human detection using oriented histograms of flow and appearance in European Conference on Computer Vision Graz Austria May 7 13 2006 4 S Ikemura H Fujiyoshi Real Time Human Detection using Relational Depth Similarity Features ACCV 2010 Lecture Notes in Computer Science 2011 Volume 6495 2011 25 38 5 DG Lowe Object Recognition from Local Scale Invariant Features Proceedings of the International Conference on Computer Vision 2 1999 21150 1157 6 I Laptev On space time interest points International Journal o
44. uently notice the existence of the artificial system It is a trade off between the user experience and system efficiency which also partly affects the user experience In view of this theory we designed our UI system by adding a modal selection scheme merely for the user to navigate to the categories of modeling functions but giving the user complete freedom to perform all the modeling activities purely using body gestures Figure 22 Figure 25 show some important modeling tasks performed using our user interface 25 Tips Cross your arms to cancel your target object E Right Forward Forward faster Figure 22 Camera Move Figure 23 Object Creation Cube 26 Figure 24 Scaling Shape Figure 25 Rotation 27 6 EVALUATION Since the purpose of the project is to create an effective system which supports a Natural User Interface in a real gaming context our user study is designed to answer two questions 1 what are the most natural ways to interact with the target game environment and 2 what are the most effective ways to complete the tasks given in the game In consideration of the fact that participants may not be able to provide a flawless solution in limited time or that participants solutions may not be practical we defined a set of gestures tailored to our system performance We asked the user whether they accept our complete solution 6 1 STUDY DESIGN We prepared two d
45. uld use those gestures which made more sense and were easier to remember Our project aimed to solve large scale object modeling tasks in the future and we decided to keep our original solution For Translation six participants five male and one female four out of the six have used motion tracking devices before chose to hold the object to move and release hands to stop This could be considered as the most natural manner to move the objects However the flaw in this method is that it 15 difficult to define the critical point between hold and release Suppose we define that the object will always stay in the center of the user s two hands the user is moving it it is possible that the object would continue moving while the user s two hands are releasing at slightly different speed While we believed that using two hands are more natural to move an object than using only one hand our original solution we decided to use a compromised solution putting hands really close together to move the object and separating hands away to stop moving For Scaling the most chosen method was similar to ours The difference was that our solution allowed the user to scale along three axes at the same time Eighteen out of nineteen participants thought that our solution was better than scaling along one axes at one time and all the nineteen participants agreed that it was good to have two different scaling modes size
46. ur work we defined 8 standard direction vectors plus two depth direction vectors forward and backward as shown in Figure 11 Joint Movement Array Hand Movement Trajectory Figure 10 Data structure to record joint motion information Figure 11 Standard Direction Vectors 12 lt lt lt lt e gt A 5 6 9X Hand Gesture Hand Movement Trajectory Histogram of Distribution Figure 12 Extract Motion Trajectory Features to Form Histogram of Distribution HOD Then we find the closest direction vector of each segment vector v and calculate the projection along that direction vector the projections are accumulated as energy to form a histogram which indicates the distribution of these standard directions We call this histogram as Histogram of Distribution HOD At this point joint motion description is replaced by HOD and is used for all the following processing Figure 12 4 3 DATA PRE PROCESSING Noise interference is unavoidable and data from the Kinect is not yet completely reliable A shake phenomenon may happen when limbs are close to the body Also because of the characteristics of the depth based data errors in recognition are more likely to happen when the user s hands are right in front his body These influences need to be minimized and our method addresses this problem Before a position is entered into the array we detect if it moves much based on its previous position
47. ure recognition system in the game engine we used to develop our gesture recognition system and compile the codes into libraries We then put these libraries into the Unity environment so that we can call defined functions during game play Communication between the Kinect and the gesture recognition system is more complicated A system called VRPN 20 is introduced here VRPN which stands for Virtual Reality Peripheral Network is a set of classes within a library and a set of servers that are designed to implement a network transparent interface between application programs and the set of physical devices trackers etc used in a VR system VRPN provides connections between the application and all of the devices Therefore VRPN can be treated as a middle layer which provides some sort of standard CES 5 ove gt eme oen Fe eae eem e Ce eme ne pere n nn eene is nro Figure 6 FAAST s Joint s Sensor For Kinect devices USC s FAAST Flexible Action and Articulated Skeleton Toolkit 21 includes a VRPN server to stream user skeletons over a network allowing VR applications to read the skeletal joints as trackers using any VRPN client total of 24 skeleton joint transformations are
48. vision 26 However in our environment the user will always be in the Kinect camera s view area That means we need to rely on some methods to detect a valid motion segment An easy solution is to ask the user to perform a specific gesture to tell the system when to start and end the gesture input 27 28 However this may add complexity to the method More importantly extra time is added to the whole interaction progress which will decrease the user experience Although such extra signal may only need 0 5 1 second under frequent interaction such cost is not acceptable A very important advantage of our method is that we need no such start and end points to collect valid motion data for recognition Under the criteria of trajectory matching our method continuously detects if the total length of movement reaches the threshold Once enough movement is collected a recognition method would be applied to the captured trajectory If a valid gesture is detected the array would be cleaned for the coming data Otherwise the array will simply update its data 4 5 RECOGNITION PROGRESS Once enough movement is captured the corresponding HOD array is calculated We then interrogate the HOD to analyze the motion For instance if the energy in a single direction exceeds 8090 we would treat it as a single direction movement If the energy falling into the direction of right down left and up is around 25 and the total d
49. y vary but part of the solution was very similar We also recorded these ideas and treat them as valuable information Table 5 Most Selected Solutions or Ideas from the Participants Most Selected Solutions or Ideas Item Selection Use one hand to select the item and then dwell over for a while to confirm System Control the selection 5 participants Put both hands on the item to select the item 4 participants Turn and Lean body to movement 4 Creation Cube Hands split horizontally 6 3l as Draw square with two hands 4 Creation Sphere Hands split vertically 5 Draw circle with two hands 5 Translation Both hands hold the object to move separate hands to stop 6 Use one hand to move use the other hand to stop 3 Scaling Shape Use both hands to scale along different axes 5 Click virtual arrow to scale 4 Scaling Size Use both hands to scale 5 Click virtual arrow to scale 4 Rotation Use both hands do rotation 6 One hand swipe to rotate 3 It should be noted that only a few participants gave a complete set of solutions for all the actions Also some of the gathered solutions had big defect and were therefore not feasible Sometimes even the participant himself was not satisfied with his own design ideas On this basis the solutions recorded in the above table can be treated as highly centralized results For Item Selection five participants three male and two female four out of th

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