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Query: Lantz_V* Results: 16 Sorted by: Date  Comments?
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Do That, There: An Interaction Technique for Addressing In-Air Gesture Systems In-Air Gesture / Freeman, Euan / Brewster, Stephen / Lantz, Vuokko Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2319-2331
ACM Digital Library Link
Summary: When users want to interact with an in-air gesture system, they must first address it. This involves finding where to gesture so that their actions can be sensed, and how to direct their input towards that system so that they do not also affect others or cause unwanted effects. This is an important problem which lacks a practical solution. We present an interaction technique which uses multimodal feedback to help users address in-air gesture systems. The feedback tells them how ("do that") and where ("there") to gesture, using light, audio and tactile displays. By doing that there, users can direct their input to the system they wish to interact with, in a place where their gestures can be sensed. We discuss the design of our technique and three experiments investigating its use, finding that users can "do that" well (93.2%-99.9%) while accurately (51mm-80mm) and quickly (3.7s) finding "there".

Interactive Light Feedback: Illuminating Above-Device Gesture Interfaces Demonstrations / Freeman, Euan / Brewster, Stephen / Lantz, Vuokko Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.478-481
Keywords: Above-device interaction; Gesture feedback; Gesture interaction; Interactive light feedback; Mobile devices
Link to Digital Content at Springer
Summary: In-air hand gestures allow users to interact with mobile phones without reaching out and touching them. Users need helpful and meaningful feedback while they gesture, although mobile phones have limited feedback capabilities because of their small screen sizes. Interactive light feedback illuminates the surface surrounding a mobile phone, giving users visual feedback over a larger area and without affecting on-screen content. We explore the design space for interactive light and our demonstration shows how we can use this output modality for gesture feedback.

Towards In-Air Gesture Control of Household Appliances with Limited Displays Interactive Posters / Freeman, Euan / Brewster, Stephen / Lantz, Vuokko Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.611-615
Keywords: In-air gestures; Household devices; Multimodal feedback
Link to Digital Content at Springer
Summary: Recent technologies allow us to interact with our homes in novel ways, such as using in-air gestures for control. However, gestures require good feedback and small appliances, like lighting controls and thermostats, have limited, or no, display capabilities. Our research explores how other output types can be used to give users feedback about their gestures, instead, allowing small devices to give useful feedback. We describe the Gesture Thermostat, a gesture-controlled thermostat dial which gives multimodal gesture feedback.

Tactile Feedback for Above-Device Gesture Interfaces: Adding Touch to Touchless Interactions Oral Session 5: Mobile and Urban Interaction / Freeman, Euan / Brewster, Stephen / Lantz, Vuokko Proceedings of the 2014 International Conference on Multimodal Interaction 2014-11-12 p.419-426
ACM Digital Library Link
Summary: Above-device gesture interfaces let people interact in the space above mobile devices using hand and finger movements. For example, users could gesture over a mobile phone or wearable without having to use the touchscreen. We look at how above-device interfaces can also give feedback in the space over the device. Recent haptic and wearable technologies give new ways to provide tactile feedback while gesturing, letting touchless gesture interfaces give touch feedback. In this paper we take a first detailed look at how tactile feedback can be given during above-device interaction. We compare approaches for giving feedback (ultrasound haptics, wearables and direct feedback) and also look at feedback design. Our findings show that tactile feedback can enhance above-device gesture interfaces.

Squeezy bracelet: designing a wearable communication device for tactile interaction / Pakanen, Minna / Colley, Ashley / Häkkilä, Jonna / Kildal, Johan / Lantz, Vuokko Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.305-314
ACM Digital Library Link
Summary: While smartphones are increasing in size and complex features, new form factors for simple communication devices are emerging. In this paper, we present the design process for a wrist worn communication device, which enables the user to send text messages over a paired mobile phone. The process includes concept design, user evaluation, design iteration, prototype implementation, and evaluation of alternative interaction techniques. Our particular focus is towards the use of naturally tactile interfaces in a wearable wristband form factor. We present how users perceive deformable communication device concepts and two alternative squeeze based interaction techniques.

Towards usable and acceptable above-device interactions Poster Presentations / Freeman, Euan / Brewster, Stephen / Lantz, Vuokko Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.459-464
ACM Digital Library Link
Summary: Gestures above a mobile phone would let users interact with their devices quickly and easily from a distance. While both researchers and smartphone manufacturers develop new gesture sensing technologies, little is known about how best to design these gestures and interaction techniques. Our research looks at creating usable and socially acceptable above-device interaction techniques. We present an initial gesture collection, a preliminary evaluation of these gestures and some design recommendations. Our findings identify interesting areas for future research and will help designers create better gesture interfaces.

User experiences of mobile audio conferencing with spatial audio, haptics and gestures Oral session 2: communication / Rantala, Jussi / Müller, Sebastian / Raisamo, Roope / Suhonen, Katja / Väänänen-Vainio-Mattila, Kaisa / Lantz, Vuokko Proceedings of the 2013 International Conference on Multimodal Interaction 2013-12-09 p.59-66
ACM Digital Library Link
Summary: Devices such as mobile phones have made it possible to take part in remote audio conferences regardless of one's physical location. Mobile phones also allow for new ways to interact with other conference participants. We present a study on evaluating the user experiences of a mobile audio conferencing system that was augmented with spatial audio, haptics, and gestures. In a user study groups of participants compared the augmented audio conference based on a mobile phone and headset to a traditional audio conference. The participants' task was to use the two alternative systems in given discussion tasks. The results of the subjective questionnaires showed that the augmented audio conference was perceived as more stimulating (e.g. creative), while the traditional audio conference was perceived as more practical (e.g. straightforward). The results of the group interviews indicated that spatial audio was the most desired feature, and that it had a positive effect on participants' perception of the conversation. Based on our findings, guidelines for the future development of similar systems are presented.

Fishing or a Z?: investigating the effects of error on mimetic and alphabet device-based gesture interaction Poster session / El Ali, Abdallah / Kildal, Johan / Lantz, Vuokko Proceedings of the 2012 International Conference on Multimodal Interfaces 2012-10-22 p.93-100
ACM Digital Library Link
Summary: While gesture taxonomies provide a classification of device-based gestures in terms of communicative intent, little work has addressed the usability differences in manually performing these gestures. In this primarily qualitative study, we investigate how two sets of iconic gestures that vary in familiarity, mimetic and alphabetic, are affected under varying failed recognition error rates (0-20%, 20-40%, 40-60%). Drawing on experiment logs, video observations, subjects' feedback, and a subjective workload assessment questionnaire, results revealed two main findings: a) mimetic gestures tend to evolve into diverse variations (within the activities they mimic) under high error rates, while alphabet gestures tend to become more rigid and structured and b) mimetic gestures were tolerated under recognition error rates of up to 40%, while alphabet gestures incur significant overall workload with up to only 20% error rates. Thus, while alphabet gestures are more robust to recognition errors in keeping their signature, mimetic gestures are more robust to recognition errors from a usability and user experience standpoint, and thus better suited for inclusion into mainstream device-based gesture interaction with mobile phones.

Haptically augmented remote speech communication: a study of user practices and experiences Haptics and touch / Suhonen, Katja / Müller, Sebastian / Rantala, Jussi / Väänänen-Vainio-Mattila, Kaisa / Raisamo, Roope / Lantz, Vuokko Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.361-369
ACM Digital Library Link
Summary: Haptic technology provides a channel for interpersonal communication through the sense of touch. In the development of novel haptic communication devices, it is essential to explore people's use behaviors and perceptions of such a communication channel. To this end, we conducted a laboratory study on haptically augmented remote interpersonal communication. Participant pairs tested a communication system that allowed them to send squeezing and thermal feedback to each other's forearm during speech discussion. We explored the use practices and user experience of this setup and compared it to traditional speech-only communication. The findings indicate that squeezing was experienced as a more versatile and immediate type of feedback than thermal feedback. Warm and cold were on the other hand useful for communicating positive and negative meanings. Compared to speech-only communication, the added haptic modality allowed conveying emphases, emotions, and touches related to the discussion, and increased the feeling of closeness between the pairs.

Pressages: augmenting phone calls with non-verbal messages Tactile & grip / Hoggan, Eve / Stewart, Craig / Haverinen, Laura / Jacucci, Giulio / Lantz, Vuokko Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.555-562
ACM Digital Library Link
Summary: ForcePhone is a mobile synchronous haptic communication system. During phone calls, users can squeeze the side of the device and the pressure level is mapped to vibrations on the recipient's device. The pressure/vibrotactile messages supported by ForcePhone are called pressages. Using a lab-based study and a small field study, this paper addresses the following questions: how can haptic interpersonal communication be integrated into a standard mobile device? What is the most appropriate feedback design for pressages? What types of non-verbal cues can be represented by pressages? Do users make use of pressages during their conversations? The results of this research indicate that such a system has value as a communication channel in real-world settings with users expressing greetings, presence and emotions through pressages.

Augmented reality target finding based on tactile cues Multimodal applications and techniques (poster) / Ahmaniemi, Teemu Tuomas / Lantz, Vuokko Tuulikki Proceedings of the 2009 International Conference on Multimodal Interfaces 2009-11-02 p.335-342
Keywords: Fitts' Law, augmented reality, haptics, pointing
ACM Digital Library Link
Summary: This study is based on a user scenario where augmented reality targets could be found by scanning the environment with a mobile device and getting a tactile feedback exactly in the direction of the target. In order to understand how accurately and quickly the targets can be found, we prepared an experiment setup where a sensor-actuator device consisting of orientation tracking hardware and a tactile actuator were used. The targets with widths 5ð, 10ð, 15ð, 20ð, and 25ð and various distances between each other were rendered in a 90ð -wide space successively, and the task of the test participants was to find them as quickly as possible. The experiment consisted of two conditions: the first one provided tactile feedback only when pointing was on the target and the second one included also another cue indicating the proximity of the target. The average target finding time was 1.8 seconds. The closest targets appeared to be not the easiest to find, which was attributed to the adapted scanning velocity causing the missing the closest targets. We also found that our data did not correlate well with Fitts' model, which may have been caused by the non-normal data distribution. After filtering out 30% of the least representative data items, the correlation reached up to 0.71. Overall, the performance between conditions did not differ from each other significantly. The only significant improvement in the performance offered by the close-to-target cue occurred in the tasks where the targets where the furthest from each other.

Hand gesture recognition and virtual game control based on 3D accelerometer and EMG sensors Short papers / Zhang, Xu / Chen, Xiang / Wang, Wen-hui / Yang, Ji-hai / Lantz, Vuokko / Wang, Kong-qiao Proceedings of the 2009 International Conference on Intelligent User Interfaces 2009-02-08 p.401-406
Keywords: accelerometer, electromyogram, gesture recognition, human computer interaction
ACM Digital Library Link
Summary: This paper describes a novel hand gesture recognition system that utilizes both multi-channel surface electromyogram (EMG) sensors and 3D accelerometer (ACC) to realize user-friendly interaction between human and computers. Signal segments of meaningful gestures are determined from the continuous EMG signal inputs. Multi-stream Hidden Markov Models consisting of EMG and ACC streams are utilized as decision fusion method to recognize hand gestures. This paper also presents a virtual Rubik's Cube game that is controlled by the hand gestures and is used for evaluating the performance of our hand gesture recognition system. For a set of 18 kinds of gestures, each trained with 10 repetitions, the average recognition accuracy was about 91.7% in real application. The proposed method facilitates intelligent and natural control based on gesture interaction.

Perception of dynamic audiotactile feedback to gesture input Multimodal systems I (poster session) / Ahmaniemi, Teemu Tuomas / Lantz, Vuokko / Marila, Juha Proceedings of the 2008 International Conference on Multimodal Interfaces 2008-10-20 p.85-92
Keywords: audio, gesture, haptics
ACM Digital Library Link
Summary: In this paper we present results of a study where perception of dynamic audiotactile feedback to gesture input was examined. Our main motivation was to investigate how users' active input and different modality conditions effect the perception of the feedback. The experimental prototype in the study was a handheld sensor-actuator device that responds dynamically to user's hand movements creating an impression of a virtual texture. The feedback was designed so that the amplitude and frequency of texture were proportional to the overall angular velocity of the device. We used four different textures with different velocity responses. The feedback was presented to the user by the tactile actuator in the device, by audio through headphones, or by both. During the experiments, textures were switched in random intervals and the task of the user was to detect the changes while moving the device freely. The performances of the users with audio or audiotactile feedback were quite equal while tactile feedback alone yielded poorer performance. The texture design didn't influence the movement velocity or periodicity but tactile feedback induced most and audio feedback the least energetic motion. In addition, significantly better performance was achieved with slower motion. We also found that significant learning happened over time; detection accuracy increased significantly during and between the experiments. The masking noise used in tactile modality condition did not significantly influence the detection accuracy when compared to acoustic blocking but it increased the average detection time.

Dynamic audiotactile feedback in gesture interaction Short papers / Ahmaniemi, Teemu / Lantz, Vuokko / Marila, Juha Proceedings of 10th Conference on Human-computer interaction with mobile devices and services 2008-09-02 p.339-342
Keywords: audio, gesture interaction, haptics
ACM Digital Library Link
Summary: Proper feedback is one of the challenges in gesture interaction. Providing continuous feedback during the execution of the gesture increases the feeling of control and it can help user to perform the task more efficiently. In this paper we introduce an experimental handheld sensor-actuator device that responds dynamically to user's motion. With the device we explored the potential of continuous audiotactile feedback in closed-loop gesture interaction, designed simple synthesis methods for feedback, and tested the user perception. We designed four simple textures that respond to overall angular velocity of the device, all with different velocity responses. The system enabled us to examine how well subjects can distinguish the textures on the fly. Our preliminary findings show that audio modality dominates the perception. Tactile feedback worked quite well alone but the modalities together didn't lead to any better performance than audio alone.

Stroke break analysis: a practical method to study timeout value for handwriting recognition input Fact finding / Cui, Yanqing / Lantz, Vuokko Proceedings of 7th Conference on Human-computer interaction with mobile devices and services 2005-09-19 p.263-266
ACM Digital Library Link
Summary: Handwriting recognition (HWR) input method has been considered to be one of the most usable text entry methods for handheld devices, especially for languages with large and complicated character sets such as Chinese. The paper studies stroke break times within handwritten characters and presents a new method for setting HWR timeout by examining the break time distributions. For multi-stroke character HWR input, a timeout is widely used as a segmentation technique to initiate the recognition process. In this paper, we examine the largest stroke break time in each character and explore the relationship between break time distribution and optimal HWR timeout. The study used Chinese as test material and the test independent variables were writing condition (input box, full screen) and user's posture while they were writing (hold device in hand, keep device on table). The main findings are: (1) the stroke break times are similar in full screen and input box conditions, though the users tend to write larger characters in full screen condition. (2) The stroke break times fit into a tight distribution. It is feasible to estimate optimal HWR timeout by studying stoke break time distribution. A nonparametric histogram method was used to model the stroke break distributions and it showed that typical Chinese HWR default timeouts are around 99% percentile in the distribution. (3) Differences in HWR stroke break distributions are very significant between individual users. The stroke break time analysis can also be applied to design HWR timeout customization scale.

Rhythmic interaction with a mobile device Interaction techniques and devices / Lantz, Vuokko / Murray-Smith, Roderick Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004-10-23 p.97-100
ACM Digital Library Link
Summary: We describe a rhythmic interaction mechanism for mobile devices. A PocketPC with a three degree of freedom linear acceleration meter is used as the experimental platform for data acquisition. Dynamic Movement Primitives are used to learn the limit cycle behavior associated with the rhythmic gestures. We outline the open technical and user experience challenges in the development of usable rhythmic interfaces.