In this paper we study the design space of free-space interactions for multiscale navigation afforded by mobile depth sensors. Such interactions will have a greater working volume, more fluid control and avoid screen occlusion effects intrinsic to touch screens. This work contributes the first study to show that mobile free-space interactions can be as good as touch. We also analyze sensor orientation and interaction volume usage, resulting in strong implications for how sensors should be placed on mobile devices. We describe a user study evaluating mobile free-space navigation techniques and the impacts of sensor orientation on user experience. Finally, we discuss guidelines for future mobile free-space interaction techniques and sensor design.
Figure 1. An overview of the range of 3D cues we created to help guide a user's movement. In (a), a user is shown a 2D arrow with a circle that moves in the horizontal plane, (b) shows a 3D arrow, (c) a 3D path where blue indicates the movement trajectory and (d) uses positive and negative spatial coloring with an arrow on the user's hand to indicate depth. ABSTRACTLightGuide is a system that explores a new approach to gesture guidance where we project guidance hints directly on a user's body. These projected hints guide the user in completing the desired motion with their body part which is particularly useful for performing movements that require accuracy and proper technique, such as during exercise or physical therapy. Our proof-of-concept implementation consists of a single low-cost depth camera and projector and we present four novel interaction techniques that are focused on guiding a user's hand in mid-air. Our visualizations are designed to incorporate both feedback and feedforward cues to help guide users through a range of movements. We quantify the performance of LightGuide in a user study comparing each of our on-body visualizations to hand animation videos on a computer display in both time and accuracy. Exceeding our expectations, participants performed movements with an average error of 21.6mm, nearly 85% more accurately than when guided by video.
AIREAL is a novel haptic technology that delivers effective and expressive tactile sensations in free air, without requiring the user to wear a physical device. Combined with interactive computers graphics, AIREAL enables users to feel virtual 3D objects, experience free air textures and receive haptic feedback on gestures performed in free space. AIREAL relies on air vortex generation directed by an actuated flexible nozzle to provide effective tactile feedback with a 75 degrees field of view, and within an 8.5cm resolution at 1 meter. AIREAL is a scalable, inexpensive and practical free air haptic technology that can be used in a broad range of applications, including gaming, mobile applications, and gesture interaction among many others. This paper reports the details of the AIREAL design and control, experimental evaluations of the device's performance, as well as an exploration of the application space of free air haptic displays. Although we used vortices, we believe that the results reported are generalizable and will inform the design of haptic displays based on alternative principles of free air tactile actuation.
Figure 1: The "Build, Map, Play" process. Build (left): A user constructs a physical world out of wooden blocks. Map (center): The user places content, a miniature golf game, with a stylus. Play (right): The user interacts with the constructed physical surface, putting a golf ball across it.
RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually autocalibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room.
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