Finexus: Tracking Precise Motions of Multiple Fingertips Using Magnetic
Sensing
Tracking Fingers
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Chen, Ke-Yu
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Patel, Shwetak N.
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Keller, Sean
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1504-1514
© Copyright 2016 ACM
Summary: With the resurgence of head-mounted displays for virtual reality, users need
new input devices that can accurately track their hands and fingers in motion.
We introduce Finexus, a multipoint tracking system using magnetic field
sensing. By instrumenting the fingertips with electromagnets, the system can
track fine fingertip movements in real time using only four magnetic sensors.
To keep the system robust to noise, we operate each electromagnet at a
different frequency and leverage bandpass filters to distinguish signals
attributed to individual sensing points. We develop a novel algorithm to
efficiently calculate the 3D positions of multiple electromagnets from
corresponding field strengths. In our evaluation, we report an average accuracy
of 1.33 mm, as compared to results from an optical tracker. Our real-time
implementation shows Finexus is applicable to a wide variety of human input
tasks, such as writing in the air.
Designing for Engaging BCI Training: A Jigsaw Puzzle
Works in Progress
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Pammer, Viktoria
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Simon, Jörg
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Wilding, Karin
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Keller, Stephan
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Scherer, Reinhold
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.667-672
© Copyright 2015 ACM
Summary: Brain-computer interface (BCI) technology translates brain activity to
machine-intelligible patterns, thus serving as input "device" to computers. BCI
training games make the process of acquiring training data for the machine
learning more engaging for the users. In this work, we discuss the design space
for BCIraining games based on existing literature, and a training game in form
of a Jigsaw Puzzle. The game was trialled with four cerebral palsy patients.
All patients were very acceptant of the involved technology, which, we argue,
relates back to the concept of BCI training games plus the adaptations we made.
On the other hand, the data quality was unsatisfactory. Hence, in future work
both concept and implementation need to be finetuned to achieve a balance
between user acceptance and data quality.
Metaphors in Interactive Visual Analytics
Short Papers
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Cybulski, Jacob
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Keller, Susan
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Saundage, Dilal
Proceedings of the 2014 International Symposium on Visual Information
Communication and Interaction
2014-08-05
p.212-215
© Copyright 2014 ACM
Summary: We intuitively understand primary metaphors because they spring from our
lived experience as humans. This paper explores the role of primary metaphor in
interactive visual analytics. We describe and provide examples of several
primary metaphors that can be used in designing and communicating visual
representations. We also illustrate how rich and immersive visual analytics
environment can support intuitive interaction based around natural metaphors.