Abstract:Foot-operated computer interfaces have been studied since the inception of Human-Computer Interaction. Thanks to the miniaturisation and decreasing cost of sensing technology, there is an increasing interest exploring this alternative input modality, but no comprehensive overview of its research landscape. In this survey, we review the literature on interfaces operated by the lower limbs. We investigate the characteristics of users and how they affect the design of such interfaces. Next, we describe and analys… Show more
“…A range of devices exist for remote pointing but our interest is in computer vision methods that support users in pointer control without the need for mediating devices. Related work generally assumes use of the hands for pointing (e.g., [61,52,5,34,13]) but work in other areas has shown that humans are equally natural at pointing with other parts of their body (literally, from head [45,38] to toe [58]). We reflect this in an approach that is input-agnostic and supports any body movement to be adopted for pointing, contrasting existing systems that are optimised for specific modalities such as tracking of hand gestures [48], head pose [54], or feet [56].…”
Figure 1. Spontaneous spatial coupling is a hybrid technique of motion-matching and pointing. Controls in the form of moving targets are presented to the user (A). When the user synchronises their movement with a target (B), a spatial coupling is created between the input modality (C) and the control (D). The technique enables ad hoc appropriation of any part of their body, or any object they hold, as a pointing device.
“…A range of devices exist for remote pointing but our interest is in computer vision methods that support users in pointer control without the need for mediating devices. Related work generally assumes use of the hands for pointing (e.g., [61,52,5,34,13]) but work in other areas has shown that humans are equally natural at pointing with other parts of their body (literally, from head [45,38] to toe [58]). We reflect this in an approach that is input-agnostic and supports any body movement to be adopted for pointing, contrasting existing systems that are optimised for specific modalities such as tracking of hand gestures [48], head pose [54], or feet [56].…”
Figure 1. Spontaneous spatial coupling is a hybrid technique of motion-matching and pointing. Controls in the form of moving targets are presented to the user (A). When the user synchronises their movement with a target (B), a spatial coupling is created between the input modality (C) and the control (D). The technique enables ad hoc appropriation of any part of their body, or any object they hold, as a pointing device.
“…Different from earlier explorations of peripheral classroom technologies, this paper particularly explores foot-based interaction as a style for peripheral interfaces. Footbased interaction has been studied since the very beginning of the HCI realm [28], and has before that been used as a supportive or secondary modality to manual tasks of people such as potters, organists, or drivers. Because humans have highly developed abilities to manipulate artifacts by hand, feet are not often the first choice for performing human-computer interaction.…”
Section: Related Workmentioning
confidence: 99%
“…In the area of peripheral interaction, Probst [31] explored foot kicking and rolling as interaction styles in the context of desktop computing (in sitting posture). Velloso et al [28] presented a com-prehensive review of foot based HCI, in which they also pointed out that since a lot of work of this area has been done in laboratory settings, more field deployments for extended periods of time are still needed. The work presented in this paper contributes a field deployment of a foot-based interface specifically aimed at shifting some of teachers' interactions with the interactive whiteboard to the periphery of attention.…”
Section: Related Workmentioning
confidence: 99%
“…These colors match the colors of the icons of the connected functionality. The FeetForward prototype deliberately involved straightforward functionality and relatively easy foot gestures (toe tapping [28,29]), to ease the process of habituation and to enable interactions to shift to the periphery of attention.…”
Secondary school teachers have complex, intensive and dynamic routines in their classrooms, which makes their attentional resources limited for human-computer interaction. Leveraging principles of peripheral interaction can reduce attention demanded by technologies and interactions could blend more seamlessly into the everyday routine. We present the design and deployment of FeetForward-an open-ended, and foot-based peripheral interface to facilitate teachers' use of interactive whiteboards. FeetForward was used as a technology probe to explore the design of new classroom technologies which are to become peripheral and routine. The deployment took place with three teachers in their classrooms for five weeks. Based on in-depth and longitudinal interviews with the teachers, we discuss about how FeetForward integrated into teachers' routines, what its effects were on teaching and whether its foot-based interaction style were suitable for peripheral interaction. Subsequently, implications on design of peripheral classroom technologies were generalized.
“…These, including touch and mid-air gestures, are the most popular means of interaction with the available surfaces, such as tablets, and they have been shown adequate for all kinds of users, from kindergartners (Nacher et al, 2014(Nacher et al, , 2015 to the elderly (Loureiro and Rodrigues, 2011). Foot-based interactions, on the other hand, have been less explored and rely on using one's own feet to interact, normally, with a surface on the floor (Law et al, 2009;Leo and Tan, 2010;Velloso et al, 2015). Surface-based interactions are based on manipulating the screen's device to trigger a reaction on itself, for example, by making a gesture with it (Merrill et al, 2007) or bumping two devices together (Hinckley, 2003;Schmidt et al, 2012).…”
Combining multiple displays in the same environment enables more immersive and rich experiences in which visualization and interaction can be improved. Although much research has been done in the field of multi-display environments (MDEs) and previous studies have provided taxonomies to define them, these have usually consisted of partial descriptions. In this paper, we propose a general taxonomy that combines these partial descriptions and complements them with new evidences extracted from current practice. The main contribution of this paper is the summarization of the key dimensions that conform MDEs and a classification of previous studies to illustrate them.
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