Human Computer Interaction: The uses and development of Gesture Recognition for Control of Multimedia Systems. Anonymous Southampton University Anonymous@ecs.soton.ac.uk ABSTRACT The way in which a user interacts with a computer is an important issue considering user experience and abstraction of the system to increase productivity of work and also ease of access to the core functionality. Gesture recognition is an advancement of user interfaces in which the system uses the user’s body as the controller to remove a layer of abstraction from the system. This report aims to look at the strengths and weaknesses of using gesture control systems within different multimedia computer systems such as video playback, computer games and music and general content browsing. Gesture control systems are a promising technology that has potential for investment in many different functional uses; media control is an effective use of gesture technology. General Terms Performance, Design, Human Factors. Keywords Human Computer Interaction, Interaction, Gesture control, Touch Screen. 1. 2. GUESTURE CONTROL SYSTEMS 2.1 Examples of Gesture Control Systems There has recently been a push in gesture within gaming systems lead by the Nintendo Wii in 2006 that aimed to increase the target audience for the release of the games media. now within 2010 the other large console companies Sony (Playstation) and Microsoft (Xbox) have released their own methods of gesture tracking. The Playstation move, like the Wii uses a system in which the user’s gestures are capture using a controller. Microsoft’s Kinect Product replaces the need for a controller by using a system that uses a range camera to track the user’s body movements Other multimedia systems that use gesture control do not use the entire body to create gesture control systems. Examples of products that currently track gestures by only tracking touch are Apple’s iPhone/iPod touch which employs a multi-touch system that detects the multiple fingers on its surface using a thin transparent conductive material above the screen. Microsoft’s Surface is a larger touch screen product that tracks user’s hands to produce an interactive touch screen table where by touching and dragging their fingers across the screen the user can perform tasks such as resizing their photos and listening to music. INTRODUCTION This report will analyze the strengths and weaknesses of Gesture Control by looking at its application within multimedia including the positive effects of its use for each purpose. The disadvantages will be highlighted near the end of the report. Within the conclusion of the report there will need to be a summary of the key aspects of the control system in several different applications. Within the conclusion I will be trying to measure the effectiveness of application by trying to apply “The Model Human Processor” [1] this will require me to estimate a time value for a typical gesture controlled task. To estimate a time value finding a song within a library will be measured and also measure the time in which it takes to find an image on the iPhone. Fig 1 – Microsoft (http://www.microsoft.com/surface/) Surface Fig 3 – Zombie Outbreak for iPhone (I collected all the buttons to the top right hand corner of the screen) Futuristic gesture controlled systems have been commonly placed within film media such as a hand tracking gesture system featured Minority Report (2002) and also within Iron Man (2008) showing how media has seen these technologies becoming wide spread. Fig 2 – Minority Report Glove gesture control system. (http://zoelaycock.com/blog/wpcontent/uploads/2010/02/minorityreport.jpg) Having a gesture controlled interface also helps to increase the feeling of immersion within games as the user’s actions relate more directly to the actions of the character they are playing as on screen. With the introduction of gesture control games have been released that focus on the users fitness such as Wii Fit, The Nintendo Wii remote has also been considered for use helping patients with hemipariesis. 2.2 Where can Gesture Control be used, and why? Gesture control has already seen uptake within the games market such as motion tracking games that use a person’s swing to control an on-screen character’s bat or running on the spot to run within game, and also with touch screen control featured within the Nintendo DS touch screen device an iPhone/iPod touch games. Touch screens have been used within games as they reduce the amount of buttons a device needs to contain as well as reducing the complexity of controlling the games making them more accessible to potential customers that wouldn’t otherwise be used to remembering buttons. Adding gesture control to games instead of button controls ensures that a game has a greater amount of flexibility (such as moving the controls around the screen to suit the individual needs and preference of the player. Another use of gesture control is the implementation of user interfaces in which movies and music can easily be browsed through in various forms. A common form at the moment is the use of a swipe gesture on the system to ‘flick’ through objects (implemented within Kinect for browsing movies and also within the iPhone music browsing interface) the speed of the flick within the iPhone also controls the speed at which the content is scrolled through allowing users to browse through their content faster. Gesture control wouldn’t just be limited to being used for browsing media collections, basic media functions could be could be controlled without the need of trying to find the remote, or even without the need to turn a wireless controller back on because it has turned itself off to save battery. Users could rewind and fast forward media by using the same flick gesture that has been used for browsing of libraries, volume by the simple action of rising or lowering of your hand. With the Kinect system that recognises when a person is within the camera frame, pause could be initiated automatically when there is no one watching the media. (The last person moves their body outside of the camera’s viewing angle) The controls for media could be used within other place such as browsing websites, reading books (flick to change page, present within iBooks) and also the browsing of images. 2.3 How Gestures are used to Improve User Experience Fig 5 – Pinch-to-Zoom Patent Apple Inc. [http://www.patents.com/portable-electronic-devicemulti-touch-input-7812826.html] Gestures use interface metaphors heavily to improve usability of the system as unlike buttons, users cannot easily guess how to use the system. The interface could use visual cues to explain how to interact or maybe even a tutorial. Gesture controlled systems would need to use symbolism to reduce the difficulty for the user to perform basic tasks but not all humans understand all symbolism and as such there may need to be manuals documenting how to perform different tasks. Once a gesture has been related to a function (such as how flicking has been related to scrolling though a horizontal or vertical list) other gesture control systems should inherit these standards to remove interface confusion. If a user is asked to remember many different functionalities for the same motion the gesture control system would not benefit from recall. (Users could recall stop symbol as the palm of a hand from traffic symbolism) 2.4 The use of Gesture interfaces in the Pursuit of Simplicity Advances in HCI are usually in reducing the amount a person has to think about a task/reduce the time it takes to act, time to perform an action within a system can be quantified by Nommell’s theory. An interface that is simple reduces the amount of time that an individual would spend scanning for what they wish to achieve. The User interface hides the underlying complexities of a system and as such the effectiveness of a user interface is quantifiable by its simplicity while allowing for functionality. 2.5 Disadvantages of using a Gesture Control System A major flaw in Gesture systems is that they are reliant on being having recognisable symbolism. This is especially apparent when the current patenting system is taken into account. The patent by Apple in figure 3 is an example of a gesture being reserved for just one company. Patenting gestures is counterproductive for the progress of technology as it works at removing recognisability from systems. As of yet it is difficult to implement Haptic feedback for gesture controlled devices, have little to no texture on touch screens make processes hard to perform without the users fully attention. Haptic feedback would be an important stage in the development of gesture related systems as it would enable blind control of systems. At the moment some systems are difficult if not impossible for users with limited accessibility to use. A major disadvantage of gestures is the initial time it takes to learn new systems if the gesture aren’t recognisable, such as now that pinch-to-zoom is patented for hand held devices other devices will need to use less recognisable gestures for the same functionality. If there are too many different gestures to remember systems could become overcomplicated, an example of such would be a system in which a full television remote was represented by gestures if you needed some functionality that was uncommonly used it would take dramatically more time to look up the gesture than it would to search for a button. Accidental Gesturing and the controlling of when to register gestures are difficult to distinguish between in gesture systems. There are issues with this, such as how long is a touch before it becomes a drag, which touches are intentional and which are collisions. One way of distinguishing for non realtime applications (games and other instances where the user’s reactions are tested) would be assigning a gesture that is difficult to accidentally perform such as splitting your fingers down the middle ( start inputting gesture commands. ) to 2.6 How Gestures can be coupled with other technology to improve user interface Gestures could be coupled with other technologies such as holograms in order to greatly improve the ease of specific tasks. A task such as spatial control of objects, this is shown within ‘Iron Man’ Fig 5 Iron Man - (http://www.myninjaplease.com/wpcontent/uploads/iron_man_2_holographics6.jpg) down to the time it takes to look at each thumbnail. In both cases it was easy to navigate to the correct media. 4. ACKNOWLEDGMENTS This document was built on the ACM SIGCHI document template. www.acm.org/sigs/publications/pubform.doc 5. REFERENCES Author[surname, first], Title. Publisher, City of Publication, Year of Publication. Card, S. 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One of the main concerns is the reliability of gestures in comparison to conventional button orientated systems. Gesture recognition is a promising technology and should be incorporated into other systems other than media once it is more reliable such as heavy machine operation. In testing the effectiveness of gesture control for finding a song I found that it takes about 2 seconds to flick to a song when there are 200 songs, looking for a picture using gesturing took 5 seconds with 200 images this could be Freeman W. Weissman C. (1994). Mitsubishi Electric Research Laboratory. Television Control by Hand Gestures Grossman T., Wigdor D., Balakrishnan R. (2004). Multi-finger gestural interaction with 3d volumetric displays Schlomer T., Poppinga B., Henze Niels.,Boll S. (2008). Gesture recognition with a Wii controller Molenaar G. (2010). Sonic Gesture. Buxton B. (2009) Microsoft. Multi-Touch Systems that I Have Known and Loved. Leder, R.S. Azcarate, G. Savage, R. Savage, S. Sucar, L.E. 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