SlideShare une entreprise Scribd logo
1  sur  8
Télécharger pour lire hors ligne
Wiimote and Kinect: Gestural User Interfaces add a
                   Natural third dimension to HCI.
                                                                                            ∗
                       Rita Francese                                 Ignazio Passero                        Genoveffa Tortora
                  University of Salerno                             University of Salerno                   University of Salerno
                 via Ponte Don Melillo, 1                          via Ponte Don Melillo, 1                via Ponte Don Melillo, 1
                    Fisciano (SA), Italy                              Fisciano (SA), Italy                    Fisciano (SA), Italy
                   francese@unisa.it                                ipassero@unisa.it                        tortora@unisa.it

ABSTRACT                                                                              nect, Wiimote, Human Computer Interaction, Empirical Eva-
The recent diffusion of advanced controllers, initially de-                            luation.
signed for the home game console, has been rapidly followed
by the release of proprietary or third part PC drivers and                            1. INTRODUCTION
SDKs suitable for implementing new forms of 3D user in-
                                                                                         On the first day of April 2011, Google was announcing
terfaces based on gestures. Exploiting the devices currently
                                                                                      the revolutionary Gmail Motion Beta application. Thanks
available on the game market, it is now possible to enrich,
                                                                                      to standard webcams and Google’s patented spatial track-
with low cost motion capture, the user interaction with desk-
                                                                                      ing technology, Gmail Motion claimed it would detect user
top computers by building new forms of natural interfaces
                                                                                      movements and translate them into meaningful characters
and new action metaphors that add the third dimension as
                                                                                      and commands. Despite the April Fool character of this an-
well as a physical extension to interaction with users. This
                                                                                      nounce (one of the authors need to confess that, forgiving
paper presents two systems specifically designed for 3D ges-
                                                                                      the particular day, he tried to experiment the announced
tural user interaction on 3D geographical maps. The pro-
                                                                                      service), on the supporting website [4] there are sentences
posed applications rely on two consumer technologies both
                                                                                      referred to gestural interfaces that sound indubitably inter-
capable of motion tracking: the Nintendo Wii and the Mi-
                                                                                      esting: “Easy to learn: Simple and intuitive gestures”, “Im-
crosoft Kinect devices. The work also evaluates, in terms of
                                                                                      proved productivity: In and out of your email up to 12%
subjective usability and perceived sense of Presence and Im-
                                                                                      faster” as well as “Increased physical activity: Get out of
mersion, the effects on users of the two different controllers
                                                                                      that chair and start moving today”.
and of the 3D navigation metaphors adopted. Results are
                                                                                         Because of its main typewriting nature, the mailing activ-
really encouraging and reveal that, users feel deeply immerse
                                                                                      ity, is not the best target for benefiting of a gestural inter-
in the 3D dynamic experience, the gestural interfaces quickly
                                                                                      face, but the technology is now mature and offers new con-
bring the interaction from novice to expert style and enrich
                                                                                      sumer hardware that can easily support applications based
the synthetic nature of the explored environment exploiting
                                                                                      on natural human computer interaction. Traditional GUIs
user physicality.
                                                                                      adopt mouse and keyboard building the interaction with the
                                                                                      user on artificial elements like windows, menus or buttons.
Categories and Subject Descriptors                                                    Natural user interfaces disappear behind the content, and
H.5.2 [Information Interfaces and Presentation]: User                                 direct manipulation style (e.g., touch, voice commands and
Interfaces; B.4.2 [Input/Output and Data Communi-                                     gestures) is the primary interaction method adopted [2, 10].
cation]: Input/Output Devices.                                                        Despite that, too often the window/icons/mouse metaphors
                                                                                      contaminate the gestural interfaces vanishing their efficacy
                                                                                      [28], the user is involved in a frustrating experience: the
General Terms                                                                         motion capture based interface fails in being effective since
Design, Experimentation, Human Factors.                                               it’s used only for mimicking the classic mouse interaction.
                                                                                      Indeed, differently from artifacts (e.g., documents, pictures,
Keywords                                                                              videos, etc. ), the cursor arrow is not a good target for
                                                                                      direct manipulation interfaces. Taking a look at game mar-
3D Interfaces, Natural User Interfaces, Motion Capture, Ki-
                                                                                      ket, the game consoles capable of motion capture (almost
∗Corresponding author.                                                                all now) limit the window/icon interaction only to the basic
                                                                                      operations (e.g., game menus and console administration),
                                                                                      and offer to the players gaming experiences based on the
                                                                                      analogies between control gestures and the real ones.
Permission to make digital or hard copies of all or part of this work for                In this paper, we describe two applications that adopt ges-
personal or classroom use is granted without fee provided that copies are             tural interaction for controlling user navigation of Bing maps
not made or distributed for profit or commercial advantage and that copies             [11]. The two applications, Wing (Wiimote Bing) and King
bear this notice and the full citation on the first page. To copy otherwise, to        (Kinect Bing), represent the occasion for experimenting,
republish, to post on servers or to redistribute to lists, requires prior specific     in the context of 3D environments, two natural interfaces
permission and/or a fee.
AVI ’12, May 21-25, 2012, Capri Island, Italy                                         based on two consumer controllers: the Nintendo Wii Re-
Copyright 2012 ACM 978-1-4503-1287-5/12/05 ...$10.00.                                 mote (also known as Wiimote) [19] and the Microsoft Kinect




                                                                                116
Figure 1: The Wiimote and Nunchuk sensors con-
figuration adopted for the Wing gestural interface.

                                                                  Figure 2: Wing: the Wiimote and Nunchuk motion
[13]. The novelty of the interaction proposed is in the con-
                                                                  controllers during navigation.
trolling metaphors that completely abandon the point and
click interaction of the Bing classic PC navigation for two
natural interfaces with the users based on gestures. Aiming
                                                                  ture device simply based on an Infra Red emitter and two
at evaluating how the degree of body involvement affects
                                                                  video cameras. However, thanks to motion detection, all
the user perceptions about the experience, the two applica-
                                                                  these controllers let the gaming experience to be realistically
tions have been empirically evaluated via the Usability Sat-
                                                                  based on gestures analogous to the mimicked ones. While
isfaction Questionnaires [9] and via the well know Witmer
                                                                  Wiimote and Kinect are imported from game console world
and Singer’s one [30], specific for assessing perceived sense
                                                                  to the computer one, Asus and PrimeSense were propos-
of Presence and Immersion in a virtual environment. Re-
                                                                  ing Wavi Xtion, their low cost motion capture alternative,
sults confirmed the enthusiastic impressions we previously
                                                                  specifically designed for PCs and smart TVs [1]. Exploiting
had observing that the users were quickly feeling comfort-
                                                                  the availability of a simple connection with normal PCs and
able with the interfaces and were pleasantly interacting with
                                                                  the diffusion of official or unofficial SDKs [26, 16, 21] for
both systems.
                                                                  developing desktop applications controlled by these devices,
                                                                  the Research is exploring new interaction instruments and
2. BACKGROUND                                                     modalities as well as new natural interfaces for the more dif-
   In the past years, the game console market has been a re-      ferent applications in several disciplines, ranging from teach-
ally competitive sector that was exploiting and often driving     ing to medicine.
the development of state of the art processing and graphical
technologies to compete on a really exigent customer popu-        2.1 Wiimote and Applications
lation. Recently, the market trend has changed and, follow-         Wii Remote (often shorten as Wiimote) [19] was intro-
ing the evolving customer preferences, has been mainly fo-        duced in 2006 by Nintendo and promoted the success of the
cused on realistic gestural human-computer interfaces than        Wii console. The Wiimote communicates over a wireless
on computing performance or on graphical capabilities of          Bluetooth connection, offers a set of classic joypad buttons
the proposed products [23]. With Wii TM console, Nintendo         and senses acceleration along three axis. Wiimote is also
(2006) has proposed a game platform not particularly ex-          equipped with an optical sensor that, associated to an Infra
citing in terms of performance but it broke several records       Red (IR) source (i.e., the Wii sensor bar), allows to deter-
as best sold console [32]. Reasons for this success are the       mine where the device is pointing. Wiimote can be comple-
revolutionary characteristics of Wii control system, the Wi-      mented with Motion Plus that adds a gyroscope to improve
imote [8] (shown in Figure 1), its high expandability with        the detection of complex movements [29]. The device is
several accessories and the possibility of offering to users       equipped with 5.5 Kilobytes of memory (almost adopted for
experiential games improved with active gestures and re-          user customisations) and adopts as feedback mechanisms a
ally effective playing metaphors. The success of Nintendo          speaker, a vibration motor and four light emitting leds [8].
Wii clearly states the influence of the associated novel ges-      Nunchuk is an extension that plugs into Wiimote via a con-
tural interfaces on user satisfaction. Following Nintendo,        nection cable and adds 2 buttons, an analog joistick as well
Sony and Microsoft, the other two competitors in the game         as an independent three axis accelerometer (usually associ-
console sector, were proposing their motion sensing game          ated with the secondary hand of the user). The adoption
controllers for answering to the user need of playing in a        of motion sensing game controllers on desktop computers
natural manner. Their answers to the market demand have           enables to implement novel interfaces capable of deeply in-
been the PlayStation MoveTM (2008) and, only in November          volving users in realistic experiences. In [28], the authors,
2010, the KinectTM controller. While the Wiimote and PS           considering touch based interfaces, claim natural user inter-
Move offer two similar controlling experience to the users,        faces to be characterised mainly by a high learnability. In
limited by the need of holding the controllers with hands,        our case, the users quickly and spontaneously move from
Kinect represents the first consumer full body motion cap-         what we consider a basic navigation style to an expert one,




                                                            117
but, as shown in the Evaluation Section, we are also inter-
ested in the impact of user perceptions and involvement on
the proposed 3D navigation, as in the case of the kinesthetic
learning experience proposed in [5]. In this paper, Ho-Shing
Ip et al. propose a didactic experience exploiting the inter-
play between body, mind and emotions for amplifying the
learning value and a model for investigating the effects of im-
mersive body movement interaction with virtual characters
and scenarios. In particular, they adopt the Wiimote and
the Nunchuk extension for controlling the flight of a bird in
a Hummingbird Flying Scenario. As [5], we also exploit the
amplifying effects on usability and user involvement due to
natural interaction style interfaces and their physical nature
for giving physicality to the synthetic environments adopted.
De Paolis et al. propose, in [3], a serious game based on the
philological reconstruction of city life in the XIII century.
As input peripheral, the authors adopt a Wiimote controller
with the Balance Board extension, that adds four pressure
sensors to the control system and is used for detecting walk-       Figure 3: King: the Kinect device controls Bing
ing gestures. Yang and Lee, in [32], propose the adoption           maps navigation.
of Wiimote as a wireless presentation controller and a wire-
less mouse. They adopt the IR sensor for tracking the Wi-
imote pointing direction of up to four users. Santos et al., in     and on gesture recognition [7]. The motion capture is per-
[22], perform a user study aiming at comparing two differ-           formed analysing the raw depth images provided by a Kinect
ent Wiimote configurations with the classic desktop mouse            sensor.
in controlling Google Earth navigation. Both the proposed              Phan adopts the OpenNI toolkit and develops a Kinect
Wiimote configurations mimic with two buttons the mouse:             client for controlling Second Life gestures aiming at estab-
one detects user movements via accelerometer, the other via         lishing a direct channel between the user body and his/her
the IR sensor. The study reveals that Wiimote presents sev-         avatar [24]. Also in this case, the aim is improving the vir-
eral advantages over desktop and mouse. Differently from             tual environment experience and the perceived immersion by
[22], we adopt and evaluate two applications based on Wi-           letting the user interface to disappear behind real gestures.
imote and Kinect controllers and propose two natural in-               Boulos et al. base on Kinect their application, Kinoogle
terfaces explicitly designed for 3D navigation and really far       [6], and develop a gestural interface for controlling Googole
from the classic desktop metaphors.                                 Earth navigation. The proposed gestures are mainly based
                                                                    on hand tracking and resemble the classic multitouch inter-
2.2 Kinect and Applications                                         action style. Differently from them, we propose a navigation
                                                                    control that is inspired to natural flight gestures and user ac-
   With Kinect, Microsoft distributes, as a controller for
                                                                    tions reflect on the map navigation according to metaphoric
Xbox system, the first motion capture device on the con-
                                                                    similarity.
sumer market. The device is available from November 2010,
the first unofficial SDK is dated December 2010 [26, 27],
while the first official SDK for PC users was released by              3. WING AND KING APPLICATIONS
Microsoft on June 2011 in beta version and is free for non             Wing and King are the two controller applications devel-
commercial uses [16]. An estimation of Kinect marketing             oped on Wiimote with Brian Peek’s SDK [21] and on Kinect
success can be done if we consider that within the first 25          with the official SDK [16]. Both applications control a Bing
days, Microsoft sold 2.5 millions Kinect devices [23].              map client [11] and react to user gestures inspired by well
   Kinect sensor embeds a four-element linear microphone            accepted metaphors.
array capable of sophisticated acoustic echo cancellation,             It is important to point out that Bing maps represent just
noise suppression and direction localisation as well as an          an instance of 3D navigable environments and provide us the
IR emitter and two cameras that deliver depth information,          dimensions for experimenting our natural interfaces. During
colour images and skeleton tracking data. The natural user          the evaluation phases we noticed, for both Wing and King
interface API, in the Kinect for Windows SDK, enables ap-           systems, that the users quickly and spontaneously moved
plications to access and manipulate the data collected by           from novice use, characterised by single navigating com-
the sensor [16]. The optimal working distance ranges from           mands at a time, to a sort of expert use, when they started
0.8 to 4 meters. In this range, the depth and skeleton views        to combine turning with altitude and movement commands,
detect users only if the entire body fits within the captured        generating a more complicate navigation path. A video of
frame but the device pointing direction can be adjusted by          the applications is available at [20].
a motorised tilting mechanism. For overcoming the working
distance restrictions still maintaining a good screen readabil-     3.1 Wing and the Wiimote Controller
ity, we were visualising the King client via a room projector          Wing is a Bing map navigator controlled by the accelerom-
(we were doing the same for Wing, aiming at avoiding screen         eters of a Nintendo Wiimote and a Nunchuk [8]. The ap-
differences to bias the proposed evaluation).                        plication is developed in C# [15] and connects to both con-
   In the context of 3D models navigation, Lacolina et al.          trollers via bluetooth using the Wiimote lib [21]. The con-
adopt natural interfaces based both on multitouch tables            trollers and the dimensions adopted for building the Wing




                                                              118
natural interface are shown in Figure 1. In the image, the
movements detected as controls are depicted on the Wiimote
(right side of the image) and on the Nunchuk (left side) de-
vices. Wing proposes to users two interaction metaphors
well diffused and accepted in videogame sector. The main
controller acts on forward/backwards movements when ro-
tated along its longer dimension (i.e., Roll). Its inclination
(i.e., Pitch) determines if the navigation turns. Both the
gestures are inspired to the motorcycle metaphor: while the
Wiimote acts with its Roll rotation as a motorcycle throt-
tle command connected to navigation forward and backward
movements, the turning gestures resemble the handlebar of
the imaginary motorcycle during turning. The forward and
backward movements can be requested at different speeds
according to the Wiimote rotating angle. The aeroplane
cloche metaphor is implemented on the Nunchuk and con-
trols altitude: its tilting direction determines vertical varia-
tions of the map navigation.
   Figure 2 shows the Wing application and how users grasp                   Figure 4: The King Control gestures.
the controls during the navigation. The Wing user holds
both controllers with forearms aligned with the elbows. The
turning gestures are detected when the user turns the Wi-
imote: the credibility of the handlebar metaphor is deeply
perceived and, during navigation, we observed a big part
of users keeping Wiimote and Nunchuk aligned even if the
two components are independent. The altitude gestures are
activated by Nunchuk when the user rotates the wrist up-
wards (increases alt.) and backwards (decreases alt.) or
when he/she accordingly bends the forearm on the elbow. In
both cases the gesture well reflects the videogame action of
pitching up/down an aeroplane cloche. Altitude, movement
and turning commands can be combined obtaining complex
flight/navigation behaviours. All the proposed gestures are
becoming more and more popular among gamers [17, 18, 19]                Figure 5: The results of ASQ questionnaires.
and are ready to be extended to PC users.

3.2 King and the Kinect controller                                   detected when the user moves one (slow motion) or both
                                                                     hands (fast motion) ahead of the elbows. This corresponds
   King is a Bing map navigator based on Microsoft Kinect            to the skeleton depicted in (b) (arms bent) but is also de-
controller. The application has been developed in C# and             tected when the user extends forward his arms.
associates to the Bing map a simple window showing a paper           The bird/plane metaphor does not contemplate a backward
aeroplane on a sky background. The application controls the          movement and we do not violate this assumption providing
Kinect sensors via the official SDK [16].                              a surrogate gesture. Figure 4 (c) and (d) depict the turn ges-
   Figure 3 shows the King application and the Bing map              tures that were previously described. Altitude of navigation
client during the navigation. The paper aeroplane reflects            is controlled by gestures (e) and (f). The idea is in exposing
the gesture performed by the user and is the only feedback           to King users two gestures that could be easily associated
mechanism (useful, if we consider that respect to Wing, the          to rise or going down effects, avoiding the need of dynam-
King interface is completely hand-free). King proposes to            ically mimicking the bird flight gesture that is quite tiring.
its users the bird (or aeroplane) metaphor and customises            For rising or decreasing altitude, King users are required to
on it the gestures associated to the various commands. Fig-          start and continue the static gesture ((e) or (f)) until the
ure 3 shows a user performing a left turn: she inclines the          desired observation height is achieved. Figure 4 depicts also
aligned arms downward on the left as a bird or an aero-              the states of the feedback paper aeroplane accorded to the
plane would have done and while the flight on the Bing map            gesture detected. The movement, turning and altitude ges-
turns, accordingly, the paper plane in the feedback window           tures proposed as King natural interface can be combined
performs a similar rotation. The idea is to mimic the bird’s         obtaining the desired navigation experience.
wing movements, when possible, with the arm gestures. At
the moment, the game market still does not offer examples
of similar gestures but generic natural interfaces for sport,        4. EVALUATION
fighting or dancing games are already available [14, 25, 12].            The Wing and King applications have been evaluated in
Figure 4 shows the controlling gestures used for King map            an laboratory session organised according to the suggestions
navigator. The neutral position for the navigation is de-            provided by Wohlin et al. in [31] aiming at assessing per-
picted in sub-picture (a): when the user stands with open            ceived usability and sense of Presence in the Virtual En-
and aligned arms, the navigation halts. The gesture asso-            vironment [30]. Participants of the study have been 24 (8
ciated to forward moving is depicted in sub-plot (b) and is          girls) undergraduate students and employees of our Faculty




                                                               119
who volunteered taking part to the experiment. The stu-
dents population we selected was chosen from a program                     Table 1: Witmer and Singer questions
                                                                           Were you involved in the experimental task
that does not require or provide particular competences in            1                                                   INV
                                                                           to the extent that you lost track of time?
3D virtual environments, games and natural user interfaces.                How involved were you in the virtual envi-
Their ages ranged between 18 and 41 years old with an av-             2                                                   INV
                                                                           ronment experience?
erage of 24. Before starting the experiment, we assessed                   How well could you concentrate on the as-
participant skills in the videogames and natural interfaces                signed tasks or required activities rather
                                                                      3                                                    DF
sectors. In our sample, 8 participants indicated to be playing             than on the mechanisms used to perform
digital games at least once a week, three were Nintendo Wii                those tasks or activities?
players and just two of them were using Xbox and Kinect.                   How much did the control devices interfere
                                                                      4    with the performance of assigned tasks or       DF
4.1 Subjective Usability                                                   with other activities?
                                                                           How responsive was the environment to ac-
   Subjective usability has been evaluated via the After-Scena-       5                                                    CF
                                                                           tion that you initiated (or performed)?
rio (ASQ) and the Computer System Usability (CSUQ) ques-                   How natural was the mechanism which
tionnaires that, as shown by Lewis, provide strong evidence           6    controlled movement through the environ-        CF
of generalizability of results and of wide applicability. The              ment?
questions have been evaluated on the seven-point Likert               7    How natural did your interactions with the      CF
scale anchored from 1 (strongly disagree) to 7 (strongly                   environment seem?
                                                                           How proficient in moving and interacting
agree).
                                                                      8    with the virtual environment did you feel       CF
   The ASQ is a three-item questionnaire that is used to
                                                                           at the end of the experience?
assess participant satisfaction after the completion of each               Were you able to anticipate what would
task and evaluates the time to complete the task, the ease            9    happen in response to the actions that you      CF
of completion and the adequacy of support information.                     performed?
   The CSUQ questionnaire is made by 19 questions assess-                  How quickly did you adjust to the virtual
ing user satisfaction with system usability and can be aggre-        10                                                    CF
                                                                           environment experience?
gated in four factors:                                               11    How compelling was your sense of moving         CF
                                                                           around inside the virtual environment?
   • Overall Evaluation (OVR),                                             How much did your experiences in the
                                                                     12    virtual environment seem consistent with        CF
   • System Usefulness (USE),                                              your real-world experiences?
   • Information Quality (INFO),
   • Interface Quality (INTERF);                                   our empirical evaluation from the Witmer and Singer ques-
                                                                   tionnaire. The questions are reported in Table 1 aggregated
More details on the questionnaires and the questions are           under three factors:
available in [9].
                                                                      • Involvement (INV),
4.2 Presence and Immersion
                                                                      • Distracion Factor (DF),
   In this work we adopt Bing maps as a 3D virtual environ-
ment in which experimenting the Wing and King interfaces.             • Control Factor (CF).
3D environments have a significant advantage over settings
based on 2D technology since they induce a strong Presence         Also the answers to this questionnaire have been formulated
sensation in their users [30]. During Bing map navigation,         on the seven-point Likert scale: from 1 (strongly disagree)
users move in a virtual space generated by the computer,           to 7 (strongly agree).
react to actions and change their point of view on the scene
with movement. Witmer and Singer define Presence as “the            4.3 Experiment Design
subjective experience of being in one place or environment,           In the proposed usability study, participants tried in quick
even when one is physically situated in another” and “...pres-     succession our gestural interfaces engaging in two naviga-
ence refers to experiencing the computer-generated environ-        tion tasks. After being singularly instructed on the Wing
ment rather than the actual physical locale”. As stated by         and King systems, the users were required to complete the
them, several factors contribute to increase presence: Con-        navigation of two geographical paths involving well known
trol, Realism, Distraction and Sensory input. Presence is          Italian cities:
maximised when the user interacts with the environment in
a natural manner, controls the events, when he sees the sys-          • SEA:Cagliari-Napoli-Palermo
tem behaving as expected and the 3D environment changing              • LAND:Genova-Roma-Venezia
accordingly to his commands. The minimisation of distrac-
tions that can occur when a user has problems in controlling       Both tasks are comparable in terms of distances and diffi-
the navigation, as an example, can increase the perceived          culties in localising the target cities. However, aiming at
immersion in the experience and the virtual environment.           avoiding to bias the evaluation with task or tested appli-
   As suggested in [5], we hypothesised that the physical di-      cation orders, we adopted for the experiment a balanced
mension of the proposed interfaces may influence user sense         paired design as suggested in [31]: we divided our users in
of immersion in the proposed navigation experience. Aim-           two groups: each member of the same group was starting
ing at assessing the degree of Presence perceived by users         the experiment with the same system. Among each group,
during the tasks, we extracted 12 questions appropriate for        half of the participants was starting with the SEA task and




                                                             120
Figure 6: The results of CSUQ questionnaires.                        Figure 7: The results of Presence questionnaire.


          Table 2: CSUQ categories details                              Table 3: Witmer and Singer categories details
             OVR            USE           INFO      INTERF                               INV           DF           CF
            µ       σ     µ       σ     µ      σ    µ     σ                            µ     σ      µ     σ      µ     σ
  Wing     5.13   1.08   4.85   1.21   5.17 0.94   5.75 1.33                  Wing    5.39 0.83    4.41 1.14    5.87 0.27
  King     5.78   0.75   5.89   0.78   5.4 0.82    6.25 0.85                  King    5.89 0.69    5.39 0.94    6.14 0.26


the other with the LAND one. After each task, all partici-           servation of users during the study suggests the same conclu-
pants filled the ASQ, the CSUQ questionnaire and answered             sion: participants have been almost all disappointed at the
the questions from Witmer and Singer questionnaire [30] re-          end of their King task showing that they would prefer con-
ported in Table 1. Let us point out that question 4 results          tinuing the experience based on bird/aeroplane metaphor.
has been reversed before aggregating the DF category.                Once assessed the degree of Usability and perceived System
                                                                     Usefulness for both Wing and King systems, we extended
4.4 Results                                                          the evaluation to user perceptions in terms of Presence and
   The first good impressions on the usability of the proposed        Involvement in the virtual experience. At this aim, we ex-
systems were collected during the experiment by listening            tracted 12 questions from Witmer and Singer questionnaire
at participant comments and observing their behaviours.              to integrate ASQ and CSUQ ones. As shown in Table 1, the
These insights were lately confirmed by examining the ques-           Presence questionnaire is aggregated in three factors aiming
tionnaires answers. Figure 5 shows the boxplots depicting            at assessing how users experience the computer-generated
the ASQ results that gave a preliminary idea about task              environment rather than their physical locale. The adoption
difficulties, user preferences and perceived usability of the          of a controller based natural interface (Wing) and a hand-
proposed interfaces. The users globally assigned really high         free natural one (King) let us understand if, in the context
scores to both systems but the effects of the King feedback           of 3D map navigation, physical gestures (and the sensor de-
mechanism (the paper aeroplane) brought higher the INFO              vice nature) increase experience likability and involvement
score associated to King respect to its competitor. In the           deepness. Figure 7 shows the Presence questionnaire results
same direction the EASE boxes confirm the tasks performed             aggregated in boxplots respect to the previously described
via the Kinect interface to have been perceived as easier re-        factors. The measures of central tendency and spread for the
spect to Wing ones and this categories show the bigger dif-          Presence categories are reported in Table 3. Also in the case
ference among the two systems. Also the TIME categories              of Presence and Involvement, Wing opinions show a higher
state that the two tasks have been perceived in the same             variability respect to King ones and, accordingly, user im-
manner respect to the time assigned, but the results are al-         pressions are more concordant for King system respect to
ways characterised by a little preference for King system.           Wing. What is really remarkable is that, despite Wing sys-
Figure 6 reports the results of CSUQ aggregated in the four          tem had a good success in user evaluations, higher result
categories suggested by Lewis. The first observation on data          values were obtained by the King experience. As an exam-
is about dispersion: comparing the two boxplots in Figure            ple, Involvement factor was evaluated µ=5.39 for Wing while
6, it is evident that users perceptions are characterised by a       King was performing better (µ=5.89). Both systems have
higher variability for Wing scores respect to King ones. The         been positively judged in term of Control Factor, as shown
latter system was also perceived as better respect to all the        in the rightmost boxes of both subplots of Figure 7: Table 3
four aggregating factors but exhibits higher differences re-          details King to obtain a µ=6.14 while Wing scores µ=5.87.
spect to OVR (Overall Usability) and USE (System Useful-             The Wing interface (µ=4.41), respect to the category Dis-
ness) categories (as shown in Figure 6 and detailed in Table         traction Factor, has been perceived a little less effective than
2): the better performance of King is mainly concentrated            the King one (µ=5.39). This has been probably due to the
in its System Usefulness and influences the overall opinion           hand-free interface that was built tanks to the adoption of
about the systems. Table 2 resumes, via the µ and σ values,          Kinect sensor: while the Wing user holds the wiimote, the
the results of CSUQ categories. All the considerations de-           Microsoft device has proved to be really effective in letting
ducted on Figure 6, on boxes (and consequently on medians)           the interface to disappear behind natural gestures.
reflect, obviously, on the values reported in Table 2: King              Respect to the sense of Presence and Involvement in the
encounters more user enthusiasm than Wing. A direct ob-              Bing Virtual Environment it can be interesting to further de-




                                                               121
went in the same direction of previous answers but, in this
                                                                   case, the differences between the two systems are less evi-
                                                                   dent: King natural interaction with Bing environment was
                                                                   however better perceived than Wing’s one. Resuming, the
                                                                   evaluation provided really good user impressions: Wing and
                                                                   King systems were judged usable and the user were satisfied
                                                                   with both. The proposed experience has also shown that
                                                                   the more the interface is natural (in the sense that it disap-
                                                                   pears behind the gesture) the more the users are involved
                                                                   in the virtual environment and hosted activities. However,
                                                                   we are conscious that Kinect novelty may have influenced
                                                                   participants, but we also trust that the physicality of the
                                                                   natural interfaces proposed and the immediate learnability
                                                                   of the metaphors are the main motivations that positively
                                                                   influenced the testers and their opinions (see also the high
                                                                   scores obtained by Wing and its interface).
                                                                      Obviously, results presented in this work are strictly re-
                                                                   lated to the context adopted for the evaluation and are lim-
                                                                   ited to 3D navigation of virtual environments. The same
                                                                   interfaces may not be suitable for other applicative domains
                                                                   and the user reactions and opinions may be different. The
                                                                   Kinect approach, indeed, even if easy to learn, is not appro-
                                                                   priate for a prolonged usage because of the physical effort
                                                                   required to users. This effort is however vital for giving a
                                                                   physical dimension to the navigating experience of 3D en-
                                                                   vironments: the involvement results are very positive and
                                                                   the physical perception of the experience, amplified by the
                                                                   surrounding and physical nature of the controlling interface,
                                                                   is very relevant. As a consequence, the Kinect approach
Figure 8: The results of Witmer and Singer ques-
                                                                   (but also the wiimote one) can be very appealing for kid
tions.
                                                                   education. Indeed, when teaching geography, this kind of
                                                                   experience helps to deeply involve kids and soliciting their
                                                                   spatial perception of the explored environment. As a future
tail the answers to some of the questions reported in Table 1,
                                                                   work, it will be interesting experimenting Wing and King
that let better understand the effects of the proposed inter-
                                                                   approaches in a primary didactic setting and understand-
faces. Figure 8 aggregates in the two subpictures (labelled
                                                                   ing the educational effects of the proposed, game derived,
Wing and King) the histograms for all the twelve questions
                                                                   controlling metaphors.
extracted from the Witmer and Singer questionnaire.
Question 2 is directly formulated for assessing the degree
of user involvement in the Virtual Environment experience.         5. CONCLUSION
As shown in Q2 histograms of Figure 8, Wing received good             The recent diffusion of consumer game controllers that
scores from almost all participants but King was the better        offer motion tracking functionality and the release of con-
performing application and concentrated the great part of          nection drivers and SDKs and represent wonderful oppor-
user votes around 6 and 7, directly stating that the phys-         tunities for implementing and experimenting new forms of
ical interface proposed induces a strong and deep sense of         3D user interfaces based on gestures. In this paper, Wing
involvement in its users.                                          and King applications, as well as the associated navigation
Question 3 focuses on the intrusiveness of the interface that      metaphors, have been presented and evaluated in terms of
ideally should disappear respect to user actions. King in-         subjective usability and perceived sense of Presence and
terface appears to be the more transparent to the users and        Immersion. The proposed applications adopt user motion
almost all participants scored it above 4 while the Wing           tracking via the Nintendo Wii and the Microsoft Kinect de-
experience induced in its users more various opinions (dif-        vices. The two Bing map navigators proposed just represent
ferently from King, also negative ones). This is confirmed          the occasion for experimenting 3D gestural interfaces and
by the answers to Question 6 and 7 specifically evaluating          their usability as well as assessing the effects on user sense
how natural the proposed gestural interfaces have been per-        of Presence and immersion in a synthetic 3D environment.
ceived. In particular, question 6 aims at evaluating the in-          Results of the evaluation performed via standard ques-
terface while the 7th one is focused on the interaction with       tionnaires are really encouraging and, also considering the
the environment. Despite Wing has obtained high values for         natural satisfaction boost related to the novelty of Kinect
question 6 (Figure 8 shows the result bell centred between 5       controller, suggest that the more the interface is natural
and 6), King shows all the benefits related to its hand-free        and involves their body in the action, the more the user
gestural interface with 21 users voting it more than 5. Also       are satisfied and involved in the 3D maps navigation ex-
in this case, it is important to point out that, with better       perience. Important success usability factors found are the
user opinions, King evaluators also agreed with a minor dis-       ease of use of the King system and the deep involvement
persion on their preferences. By examining the answers to          his gestural interface induces in users. Lesson learnt with
question 7, it is possible to notice that the user preferences     this experience suggests to avoid, when possible, the clas-




                                                             122
sic window/icon/mouse interaction for experimenting, ob-         [15] Microsoft. Visual c#. retrieved on December 2011
viously for appropriate tasks (i.e., not keyboard intensive,          from http://msdn.microsoft.com/en-
etc.), new gestures and new forms of physical commands.               us/library/kx37x362.aspx.
As a future work, we intend to experiment the interfaces in      [16] Microsoft. Kinect sdk for developers. retrieved on
a kid geographical didactic context that will probably bene-          December 2011 from http://kinectforwindows.org/,
fit of the effects of the proposed experiences and interfaces.          2011.
                                                                 [17] Nintendo. Donkey kong jet race. retrieved on
6. ACKNOWLEDGMENTS                                                    December 2011 from http://tinyu.me/VdTB7.
  We would like to thank the little Giuseppe for his natu-       [18] Nintendo. Mario kart wii. retrieved on December 2011
ral attitude to game and his children’s insatiable desire to          from http://www.mariokart.com/wii/launch/.
explore.                                                         [19] Nintendo. Wii remote. retrieved on December 2011
                                                                      from http://www.nintendo.com/wii/what-is-
7. REFERENCES                                                         wii/#/controls.
 [1] ASUS. Wavi xtion. retrieved on December 2011 from           [20] I. Passero. Two bing maps controllers based on kinect
     http://event.asus.com/wavi.                                      and wiimote devices. retrieved on December 2011 from
 [2] J. Blake. Natural User Interfaces in .NET (Early                 http://youtu.be/ITtd02h5G5w.
     Access Edition). Manning Publications Co.,                  [21] B. Peek. Wiimote lib: Managed library for nintendo’s
     Greenwich, CT, 2010.                                             wiimote. retrieved on December 2011 from
 [3] L. De Paolis, G. Aloisio, M. Celentano, L. Oliva, and            http://wiimotelib.codeplex.com/.
     P. Vecchio. Mediaevo project: A serious game for the        [22] B. Santos, B. Prada, H. Ribeiro, P. Dias, S. Silva, and
     edutainment. In Computer Research and Development                C. Ferreira. Wiimote as an input device in google
     (ICCRD), 2011 3rd International Conference on,                   earth visualization and navigation: A user study
     volume 4, pages 524 –529, march 2011.                            comparing two alternatives. In Information
 [4] Google. Gmail motion beta. retrieved on December                 Visualisation (IV), 2010 14th International
     2011 from                                                        Conference, pages 473 –478, july 2010.
     http://mail.google.com/mail/help/motion.html.               [23] K. Sung. Recent videogame console technologies.
 [5] H. Ip, J. Byrne, S. Cheng, and R. Kwok. The samal                Computer, 44(2):91 –93, feb. 2011.
     model for affective learning: A multidimensional             [24] P. Thai. Using kinect and openni to embody an avatar
     model incorporating the body, mind and emotion in                in second life: Gesture & emotion transference.
     learning. In DMS 2011 : The 17th International                   retrieved on December 2011 from
     Conference on Distributed Multimedia Systems, pages              http://tinyu.me/o2GzQ.
     1–6, august 2011.                                           [25] UBISOFT. Fighters uncaged. retrieved on December
 [6] M. Kamel Boulos, B. Blanchard, C. Walker,                        2011 from http://fighters-uncaged.uk.ubi.com/.
     J. Montero, A. Tripathy, and R. Gutierrez-Osuna.            [26] Various. Openkinect. retrieved on December 2011
     Web gis in practice x: a microsoft kinect natural user           from http://openkinect.org.
     interface for google earth navigation. International        [27] N. Villaroman, D. Rowe, and B. Swan. Teaching
     Journal of Health Geographics, 10(1):45, 2011.                   natural user interaction using openni and the
 [7] S. A. Lacolina, A. Soro, and R. Scateni. Natural                 microsoft kinect sensor. In Proceedings of the 2011
     exploration of 3d models. In Proceedings of the 9th              conference on Information technology education,
     ACM SIGCHI Italian Chapter International                         SIGITE ’11, pages 227–232, New York, NY, USA,
     Conference on Computer-Human Interaction: Facing                 2011. ACM.
     Complexity, CHItaly, pages 118–121, New York, NY,           [28] D. Wigdor and D. Wixon. Brave NUI World:
     USA, 2011. ACM.                                                  Designing Natural User Interfaces for Touch and
 [8] J. Lee. Hacking the nintendo wii remote. Pervasive               Gesture. Morgan Kaufmann, 1 edition, Apr. 2011.
     Computing, IEEE, 7(3):39 –45, july-sept. 2008.              [29] C. A. Wingrave, B. Williamson, P. D. Varcholik,
 [9] J. Lewis. Ibm computer usability satisfaction                    J. Rose, A. Miller, E. Charbonneau, J. Bott, and J. J.
     questionnaires: psychometric evaluation and                      LaViola Jr. The wiimote and beyond: Spatially
     instructions for use. International Journal of                   convenient devices for 3d user interfaces. Computer
     Human-Computer Interaction, 7(1):57–78, 1995.                    Graphics and Applications, IEEE, 30(2):71 –85,
[10] W. Liu. Natural user interface- next mainstream                  march-april 2010.
     product user interface. In Computer-Aided Industrial        [30] B. Witmer and M. Singer. Measuring presence in
     Design Conceptual Design (CAIDCD), 2010 IEEE                     virtual environments: A presence questionnaire.
     11th International Conference on, volume 1, pages 203            Presence, 7(3):225–240, 1998.
     –205, nov. 2010.                                            [31] C. Wohlin, P. Runeson, M. H¨st, M. C. Ohlsson,
                                                                                                    o
[11] Microsoft. Bing maps beta. retrieved on December                 B. Regnell, and A. Wessl´n. Experimentation in
                                                                                                e
     2011 from http://www.bing.com/maps/.                             software engineering: an introduction. Kluwer
[12] Microsoft. Dance central 2. retrieved on December                Academic Publishers, Norwell, MA, USA, 2000.
     2011 from http://tinyu.me/vO2eN.                            [32] Y. Yang and L. Li. Turn a nintendo wiimote into a
[13] Microsoft. Kinect. retrieved on December 2011 from               handheld computer mouse. Potentials, IEEE, 30(1):12
     http://www.xbox.com/en-US/Kinect.                                –16, jan.-feb. 2011.
[14] Microsoft. Kinect sport season two. retrieved on
     December 2011 from http://tinyu.me/EZFNk.




                                                           123

Contenu connexe

Tendances

EXPERIMEDIA Facility Overview
EXPERIMEDIA Facility OverviewEXPERIMEDIA Facility Overview
EXPERIMEDIA Facility Overviewexperimedia
 
Virtual reality 611 ims_ noida
Virtual reality 611 ims_ noidaVirtual reality 611 ims_ noida
Virtual reality 611 ims_ noidaKool Hunk
 
IRJET-Space Invaders: An Educational Game in Virtual Reality
IRJET-Space Invaders: An Educational Game in Virtual RealityIRJET-Space Invaders: An Educational Game in Virtual Reality
IRJET-Space Invaders: An Educational Game in Virtual RealityIRJET Journal
 
Ubiquitous IA: Cross-Channel Strategy
Ubiquitous IA: Cross-Channel StrategyUbiquitous IA: Cross-Channel Strategy
Ubiquitous IA: Cross-Channel StrategyPeter Morville
 
Lookn learn an ar system of linked video
Lookn learn an ar system of linked videoLookn learn an ar system of linked video
Lookn learn an ar system of linked videoAlexander Decker
 
11.lookn learn an ar system of linked video
11.lookn learn an ar system of linked video11.lookn learn an ar system of linked video
11.lookn learn an ar system of linked videoAlexander Decker
 
EXPERIMEDIA venue overview
EXPERIMEDIA venue overviewEXPERIMEDIA venue overview
EXPERIMEDIA venue overviewexperimedia
 
Software Agents in Support of Human Argument Mapping
Software Agents in Support of Human Argument MappingSoftware Agents in Support of Human Argument Mapping
Software Agents in Support of Human Argument MappingSimon Buckingham Shum
 
Gesture Gaming on the World Wide Web Using an Ordinary Web Camera
Gesture Gaming on the World Wide Web Using an Ordinary Web CameraGesture Gaming on the World Wide Web Using an Ordinary Web Camera
Gesture Gaming on the World Wide Web Using an Ordinary Web CameraIJERD Editor
 
INTERACTIVE WHITEBOARD SOLUTIONS
INTERACTIVE WHITEBOARD SOLUTIONSINTERACTIVE WHITEBOARD SOLUTIONS
INTERACTIVE WHITEBOARD SOLUTIONSHelder Lopes
 
A WEARABLE HAPTIC GAME CONTROLLER
A WEARABLE HAPTIC GAME CONTROLLERA WEARABLE HAPTIC GAME CONTROLLER
A WEARABLE HAPTIC GAME CONTROLLERijgttjournal
 
The Architecture of Understanding
The Architecture of UnderstandingThe Architecture of Understanding
The Architecture of UnderstandingPeter Morville
 
1 track kinect@Bicocca - intro
1   track kinect@Bicocca - intro1   track kinect@Bicocca - intro
1 track kinect@Bicocca - introMatteo Valoriani
 
Project report (2003) - Using Flash MX Cursor-control component to enhance co...
Project report (2003) - Using Flash MX Cursor-control component to enhance co...Project report (2003) - Using Flash MX Cursor-control component to enhance co...
Project report (2003) - Using Flash MX Cursor-control component to enhance co...Amir Dotan
 
Multimediaexercise
MultimediaexerciseMultimediaexercise
MultimediaexerciseRony Mohamed
 
Van der kamp.2011.gaze and voice controlled drawing
Van der kamp.2011.gaze and voice controlled drawingVan der kamp.2011.gaze and voice controlled drawing
Van der kamp.2011.gaze and voice controlled drawingmrgazer
 
Project Modai preliminary boards
Project Modai preliminary boardsProject Modai preliminary boards
Project Modai preliminary boardsJulius Tarng
 

Tendances (20)

EXPERIMEDIA Facility Overview
EXPERIMEDIA Facility OverviewEXPERIMEDIA Facility Overview
EXPERIMEDIA Facility Overview
 
Virtual reality 611 ims_ noida
Virtual reality 611 ims_ noidaVirtual reality 611 ims_ noida
Virtual reality 611 ims_ noida
 
IRJET-Space Invaders: An Educational Game in Virtual Reality
IRJET-Space Invaders: An Educational Game in Virtual RealityIRJET-Space Invaders: An Educational Game in Virtual Reality
IRJET-Space Invaders: An Educational Game in Virtual Reality
 
Ubiquitous IA: Cross-Channel Strategy
Ubiquitous IA: Cross-Channel StrategyUbiquitous IA: Cross-Channel Strategy
Ubiquitous IA: Cross-Channel Strategy
 
Lookn learn an ar system of linked video
Lookn learn an ar system of linked videoLookn learn an ar system of linked video
Lookn learn an ar system of linked video
 
11.lookn learn an ar system of linked video
11.lookn learn an ar system of linked video11.lookn learn an ar system of linked video
11.lookn learn an ar system of linked video
 
EXPERIMEDIA venue overview
EXPERIMEDIA venue overviewEXPERIMEDIA venue overview
EXPERIMEDIA venue overview
 
Software Agents in Support of Human Argument Mapping
Software Agents in Support of Human Argument MappingSoftware Agents in Support of Human Argument Mapping
Software Agents in Support of Human Argument Mapping
 
Gesture Gaming on the World Wide Web Using an Ordinary Web Camera
Gesture Gaming on the World Wide Web Using an Ordinary Web CameraGesture Gaming on the World Wide Web Using an Ordinary Web Camera
Gesture Gaming on the World Wide Web Using an Ordinary Web Camera
 
4 7
4 74 7
4 7
 
INTERACTIVE WHITEBOARD SOLUTIONS
INTERACTIVE WHITEBOARD SOLUTIONSINTERACTIVE WHITEBOARD SOLUTIONS
INTERACTIVE WHITEBOARD SOLUTIONS
 
A WEARABLE HAPTIC GAME CONTROLLER
A WEARABLE HAPTIC GAME CONTROLLERA WEARABLE HAPTIC GAME CONTROLLER
A WEARABLE HAPTIC GAME CONTROLLER
 
The Architecture of Understanding
The Architecture of UnderstandingThe Architecture of Understanding
The Architecture of Understanding
 
Unit v
Unit vUnit v
Unit v
 
1 track kinect@Bicocca - intro
1   track kinect@Bicocca - intro1   track kinect@Bicocca - intro
1 track kinect@Bicocca - intro
 
Ebooks part 1
Ebooks part 1Ebooks part 1
Ebooks part 1
 
Project report (2003) - Using Flash MX Cursor-control component to enhance co...
Project report (2003) - Using Flash MX Cursor-control component to enhance co...Project report (2003) - Using Flash MX Cursor-control component to enhance co...
Project report (2003) - Using Flash MX Cursor-control component to enhance co...
 
Multimediaexercise
MultimediaexerciseMultimediaexercise
Multimediaexercise
 
Van der kamp.2011.gaze and voice controlled drawing
Van der kamp.2011.gaze and voice controlled drawingVan der kamp.2011.gaze and voice controlled drawing
Van der kamp.2011.gaze and voice controlled drawing
 
Project Modai preliminary boards
Project Modai preliminary boardsProject Modai preliminary boards
Project Modai preliminary boards
 

Similaire à 1

IRJET- Finger Gesture Recognition Using Linear Camera
IRJET-  	  Finger Gesture Recognition Using Linear CameraIRJET-  	  Finger Gesture Recognition Using Linear Camera
IRJET- Finger Gesture Recognition Using Linear CameraIRJET Journal
 
Real time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applicationsReal time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applicationsijujournal
 
Real time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applicationsReal time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applicationsijujournal
 
Tangible 3 D Hand Gesture
Tangible 3 D Hand GestureTangible 3 D Hand Gesture
Tangible 3 D Hand GestureJongHyoun
 
Technology Insight Report Touch Technology
Technology Insight Report  Touch TechnologyTechnology Insight Report  Touch Technology
Technology Insight Report Touch TechnologyPrashant Nair
 
Virtual Mouse Control Using Hand Gestures
Virtual Mouse Control Using Hand GesturesVirtual Mouse Control Using Hand Gestures
Virtual Mouse Control Using Hand GesturesIRJET Journal
 
Engelman.2011.exploring interaction modes for image retrieval
Engelman.2011.exploring interaction modes for image retrievalEngelman.2011.exploring interaction modes for image retrieval
Engelman.2011.exploring interaction modes for image retrievalmrgazer
 
Interactive Machine Learning
Interactive Machine LearningInteractive Machine Learning
Interactive Machine Learningbutest
 
Virtual Reality in Concept Design
Virtual Reality in Concept Design Virtual Reality in Concept Design
Virtual Reality in Concept Design IDES Editor
 
Reach into the computer & grab a pixel
Reach into the computer & grab a pixelReach into the computer & grab a pixel
Reach into the computer & grab a pixelKIIT University
 
A Survey Paper on Controlling Computer using Hand Gestures
A Survey Paper on Controlling Computer using Hand GesturesA Survey Paper on Controlling Computer using Hand Gestures
A Survey Paper on Controlling Computer using Hand GesturesIRJET Journal
 
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
 
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
 
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
 

Similaire à 1 (20)

HGR-thesis
HGR-thesisHGR-thesis
HGR-thesis
 
IRJET- Finger Gesture Recognition Using Linear Camera
IRJET-  	  Finger Gesture Recognition Using Linear CameraIRJET-  	  Finger Gesture Recognition Using Linear Camera
IRJET- Finger Gesture Recognition Using Linear Camera
 
Real time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applicationsReal time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applications
 
Real time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applicationsReal time hand gesture recognition system for dynamic applications
Real time hand gesture recognition system for dynamic applications
 
Worldkit System
Worldkit SystemWorldkit System
Worldkit System
 
Tangible 3 D Hand Gesture
Tangible 3 D Hand GestureTangible 3 D Hand Gesture
Tangible 3 D Hand Gesture
 
Tangible A
Tangible  ATangible  A
Tangible A
 
Sixth sense technology
Sixth sense technologySixth sense technology
Sixth sense technology
 
Technology Insight Report Touch Technology
Technology Insight Report  Touch TechnologyTechnology Insight Report  Touch Technology
Technology Insight Report Touch Technology
 
Virtual Mouse Control Using Hand Gestures
Virtual Mouse Control Using Hand GesturesVirtual Mouse Control Using Hand Gestures
Virtual Mouse Control Using Hand Gestures
 
GRAS
GRASGRAS
GRAS
 
Engelman.2011.exploring interaction modes for image retrieval
Engelman.2011.exploring interaction modes for image retrievalEngelman.2011.exploring interaction modes for image retrieval
Engelman.2011.exploring interaction modes for image retrieval
 
Interactive Machine Learning
Interactive Machine LearningInteractive Machine Learning
Interactive Machine Learning
 
Virtual Reality in Concept Design
Virtual Reality in Concept Design Virtual Reality in Concept Design
Virtual Reality in Concept Design
 
Papaer4 ea
Papaer4 eaPapaer4 ea
Papaer4 ea
 
Reach into the computer & grab a pixel
Reach into the computer & grab a pixelReach into the computer & grab a pixel
Reach into the computer & grab a pixel
 
A Survey Paper on Controlling Computer using Hand Gestures
A Survey Paper on Controlling Computer using Hand GesturesA Survey Paper on Controlling Computer using Hand Gestures
A Survey Paper on Controlling Computer using Hand Gestures
 
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
 
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
 
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...
 

Dernier

Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteDianaGray10
 
Generative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersGenerative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersRaghuram Pandurangan
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionDilum Bandara
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 3652toLead Limited
 
Moving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfMoving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfLoriGlavin3
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubKalema Edgar
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.Curtis Poe
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii SoldatenkoFwdays
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfMounikaPolabathina
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024Lorenzo Miniero
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyAlfredo García Lavilla
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxLoriGlavin3
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfAlex Barbosa Coqueiro
 

Dernier (20)

Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 
Generative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersGenerative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information Developers
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An Introduction
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365
 
Moving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfMoving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdf
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding Club
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdf
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easy
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdf
 

1

  • 1. Wiimote and Kinect: Gestural User Interfaces add a Natural third dimension to HCI. ∗ Rita Francese Ignazio Passero Genoveffa Tortora University of Salerno University of Salerno University of Salerno via Ponte Don Melillo, 1 via Ponte Don Melillo, 1 via Ponte Don Melillo, 1 Fisciano (SA), Italy Fisciano (SA), Italy Fisciano (SA), Italy francese@unisa.it ipassero@unisa.it tortora@unisa.it ABSTRACT nect, Wiimote, Human Computer Interaction, Empirical Eva- The recent diffusion of advanced controllers, initially de- luation. signed for the home game console, has been rapidly followed by the release of proprietary or third part PC drivers and 1. INTRODUCTION SDKs suitable for implementing new forms of 3D user in- On the first day of April 2011, Google was announcing terfaces based on gestures. Exploiting the devices currently the revolutionary Gmail Motion Beta application. Thanks available on the game market, it is now possible to enrich, to standard webcams and Google’s patented spatial track- with low cost motion capture, the user interaction with desk- ing technology, Gmail Motion claimed it would detect user top computers by building new forms of natural interfaces movements and translate them into meaningful characters and new action metaphors that add the third dimension as and commands. Despite the April Fool character of this an- well as a physical extension to interaction with users. This nounce (one of the authors need to confess that, forgiving paper presents two systems specifically designed for 3D ges- the particular day, he tried to experiment the announced tural user interaction on 3D geographical maps. The pro- service), on the supporting website [4] there are sentences posed applications rely on two consumer technologies both referred to gestural interfaces that sound indubitably inter- capable of motion tracking: the Nintendo Wii and the Mi- esting: “Easy to learn: Simple and intuitive gestures”, “Im- crosoft Kinect devices. The work also evaluates, in terms of proved productivity: In and out of your email up to 12% subjective usability and perceived sense of Presence and Im- faster” as well as “Increased physical activity: Get out of mersion, the effects on users of the two different controllers that chair and start moving today”. and of the 3D navigation metaphors adopted. Results are Because of its main typewriting nature, the mailing activ- really encouraging and reveal that, users feel deeply immerse ity, is not the best target for benefiting of a gestural inter- in the 3D dynamic experience, the gestural interfaces quickly face, but the technology is now mature and offers new con- bring the interaction from novice to expert style and enrich sumer hardware that can easily support applications based the synthetic nature of the explored environment exploiting on natural human computer interaction. Traditional GUIs user physicality. adopt mouse and keyboard building the interaction with the user on artificial elements like windows, menus or buttons. Categories and Subject Descriptors Natural user interfaces disappear behind the content, and H.5.2 [Information Interfaces and Presentation]: User direct manipulation style (e.g., touch, voice commands and Interfaces; B.4.2 [Input/Output and Data Communi- gestures) is the primary interaction method adopted [2, 10]. cation]: Input/Output Devices. Despite that, too often the window/icons/mouse metaphors contaminate the gestural interfaces vanishing their efficacy [28], the user is involved in a frustrating experience: the General Terms motion capture based interface fails in being effective since Design, Experimentation, Human Factors. it’s used only for mimicking the classic mouse interaction. Indeed, differently from artifacts (e.g., documents, pictures, Keywords videos, etc. ), the cursor arrow is not a good target for direct manipulation interfaces. Taking a look at game mar- 3D Interfaces, Natural User Interfaces, Motion Capture, Ki- ket, the game consoles capable of motion capture (almost ∗Corresponding author. all now) limit the window/icon interaction only to the basic operations (e.g., game menus and console administration), and offer to the players gaming experiences based on the analogies between control gestures and the real ones. Permission to make digital or hard copies of all or part of this work for In this paper, we describe two applications that adopt ges- personal or classroom use is granted without fee provided that copies are tural interaction for controlling user navigation of Bing maps not made or distributed for profit or commercial advantage and that copies [11]. The two applications, Wing (Wiimote Bing) and King bear this notice and the full citation on the first page. To copy otherwise, to (Kinect Bing), represent the occasion for experimenting, republish, to post on servers or to redistribute to lists, requires prior specific in the context of 3D environments, two natural interfaces permission and/or a fee. AVI ’12, May 21-25, 2012, Capri Island, Italy based on two consumer controllers: the Nintendo Wii Re- Copyright 2012 ACM 978-1-4503-1287-5/12/05 ...$10.00. mote (also known as Wiimote) [19] and the Microsoft Kinect 116
  • 2. Figure 1: The Wiimote and Nunchuk sensors con- figuration adopted for the Wing gestural interface. Figure 2: Wing: the Wiimote and Nunchuk motion [13]. The novelty of the interaction proposed is in the con- controllers during navigation. trolling metaphors that completely abandon the point and click interaction of the Bing classic PC navigation for two natural interfaces with the users based on gestures. Aiming ture device simply based on an Infra Red emitter and two at evaluating how the degree of body involvement affects video cameras. However, thanks to motion detection, all the user perceptions about the experience, the two applica- these controllers let the gaming experience to be realistically tions have been empirically evaluated via the Usability Sat- based on gestures analogous to the mimicked ones. While isfaction Questionnaires [9] and via the well know Witmer Wiimote and Kinect are imported from game console world and Singer’s one [30], specific for assessing perceived sense to the computer one, Asus and PrimeSense were propos- of Presence and Immersion in a virtual environment. Re- ing Wavi Xtion, their low cost motion capture alternative, sults confirmed the enthusiastic impressions we previously specifically designed for PCs and smart TVs [1]. Exploiting had observing that the users were quickly feeling comfort- the availability of a simple connection with normal PCs and able with the interfaces and were pleasantly interacting with the diffusion of official or unofficial SDKs [26, 16, 21] for both systems. developing desktop applications controlled by these devices, the Research is exploring new interaction instruments and 2. BACKGROUND modalities as well as new natural interfaces for the more dif- In the past years, the game console market has been a re- ferent applications in several disciplines, ranging from teach- ally competitive sector that was exploiting and often driving ing to medicine. the development of state of the art processing and graphical technologies to compete on a really exigent customer popu- 2.1 Wiimote and Applications lation. Recently, the market trend has changed and, follow- Wii Remote (often shorten as Wiimote) [19] was intro- ing the evolving customer preferences, has been mainly fo- duced in 2006 by Nintendo and promoted the success of the cused on realistic gestural human-computer interfaces than Wii console. The Wiimote communicates over a wireless on computing performance or on graphical capabilities of Bluetooth connection, offers a set of classic joypad buttons the proposed products [23]. With Wii TM console, Nintendo and senses acceleration along three axis. Wiimote is also (2006) has proposed a game platform not particularly ex- equipped with an optical sensor that, associated to an Infra citing in terms of performance but it broke several records Red (IR) source (i.e., the Wii sensor bar), allows to deter- as best sold console [32]. Reasons for this success are the mine where the device is pointing. Wiimote can be comple- revolutionary characteristics of Wii control system, the Wi- mented with Motion Plus that adds a gyroscope to improve imote [8] (shown in Figure 1), its high expandability with the detection of complex movements [29]. The device is several accessories and the possibility of offering to users equipped with 5.5 Kilobytes of memory (almost adopted for experiential games improved with active gestures and re- user customisations) and adopts as feedback mechanisms a ally effective playing metaphors. The success of Nintendo speaker, a vibration motor and four light emitting leds [8]. Wii clearly states the influence of the associated novel ges- Nunchuk is an extension that plugs into Wiimote via a con- tural interfaces on user satisfaction. Following Nintendo, nection cable and adds 2 buttons, an analog joistick as well Sony and Microsoft, the other two competitors in the game as an independent three axis accelerometer (usually associ- console sector, were proposing their motion sensing game ated with the secondary hand of the user). The adoption controllers for answering to the user need of playing in a of motion sensing game controllers on desktop computers natural manner. Their answers to the market demand have enables to implement novel interfaces capable of deeply in- been the PlayStation MoveTM (2008) and, only in November volving users in realistic experiences. In [28], the authors, 2010, the KinectTM controller. While the Wiimote and PS considering touch based interfaces, claim natural user inter- Move offer two similar controlling experience to the users, faces to be characterised mainly by a high learnability. In limited by the need of holding the controllers with hands, our case, the users quickly and spontaneously move from Kinect represents the first consumer full body motion cap- what we consider a basic navigation style to an expert one, 117
  • 3. but, as shown in the Evaluation Section, we are also inter- ested in the impact of user perceptions and involvement on the proposed 3D navigation, as in the case of the kinesthetic learning experience proposed in [5]. In this paper, Ho-Shing Ip et al. propose a didactic experience exploiting the inter- play between body, mind and emotions for amplifying the learning value and a model for investigating the effects of im- mersive body movement interaction with virtual characters and scenarios. In particular, they adopt the Wiimote and the Nunchuk extension for controlling the flight of a bird in a Hummingbird Flying Scenario. As [5], we also exploit the amplifying effects on usability and user involvement due to natural interaction style interfaces and their physical nature for giving physicality to the synthetic environments adopted. De Paolis et al. propose, in [3], a serious game based on the philological reconstruction of city life in the XIII century. As input peripheral, the authors adopt a Wiimote controller with the Balance Board extension, that adds four pressure sensors to the control system and is used for detecting walk- Figure 3: King: the Kinect device controls Bing ing gestures. Yang and Lee, in [32], propose the adoption maps navigation. of Wiimote as a wireless presentation controller and a wire- less mouse. They adopt the IR sensor for tracking the Wi- imote pointing direction of up to four users. Santos et al., in and on gesture recognition [7]. The motion capture is per- [22], perform a user study aiming at comparing two differ- formed analysing the raw depth images provided by a Kinect ent Wiimote configurations with the classic desktop mouse sensor. in controlling Google Earth navigation. Both the proposed Phan adopts the OpenNI toolkit and develops a Kinect Wiimote configurations mimic with two buttons the mouse: client for controlling Second Life gestures aiming at estab- one detects user movements via accelerometer, the other via lishing a direct channel between the user body and his/her the IR sensor. The study reveals that Wiimote presents sev- avatar [24]. Also in this case, the aim is improving the vir- eral advantages over desktop and mouse. Differently from tual environment experience and the perceived immersion by [22], we adopt and evaluate two applications based on Wi- letting the user interface to disappear behind real gestures. imote and Kinect controllers and propose two natural in- Boulos et al. base on Kinect their application, Kinoogle terfaces explicitly designed for 3D navigation and really far [6], and develop a gestural interface for controlling Googole from the classic desktop metaphors. Earth navigation. The proposed gestures are mainly based on hand tracking and resemble the classic multitouch inter- 2.2 Kinect and Applications action style. Differently from them, we propose a navigation control that is inspired to natural flight gestures and user ac- With Kinect, Microsoft distributes, as a controller for tions reflect on the map navigation according to metaphoric Xbox system, the first motion capture device on the con- similarity. sumer market. The device is available from November 2010, the first unofficial SDK is dated December 2010 [26, 27], while the first official SDK for PC users was released by 3. WING AND KING APPLICATIONS Microsoft on June 2011 in beta version and is free for non Wing and King are the two controller applications devel- commercial uses [16]. An estimation of Kinect marketing oped on Wiimote with Brian Peek’s SDK [21] and on Kinect success can be done if we consider that within the first 25 with the official SDK [16]. Both applications control a Bing days, Microsoft sold 2.5 millions Kinect devices [23]. map client [11] and react to user gestures inspired by well Kinect sensor embeds a four-element linear microphone accepted metaphors. array capable of sophisticated acoustic echo cancellation, It is important to point out that Bing maps represent just noise suppression and direction localisation as well as an an instance of 3D navigable environments and provide us the IR emitter and two cameras that deliver depth information, dimensions for experimenting our natural interfaces. During colour images and skeleton tracking data. The natural user the evaluation phases we noticed, for both Wing and King interface API, in the Kinect for Windows SDK, enables ap- systems, that the users quickly and spontaneously moved plications to access and manipulate the data collected by from novice use, characterised by single navigating com- the sensor [16]. The optimal working distance ranges from mands at a time, to a sort of expert use, when they started 0.8 to 4 meters. In this range, the depth and skeleton views to combine turning with altitude and movement commands, detect users only if the entire body fits within the captured generating a more complicate navigation path. A video of frame but the device pointing direction can be adjusted by the applications is available at [20]. a motorised tilting mechanism. For overcoming the working distance restrictions still maintaining a good screen readabil- 3.1 Wing and the Wiimote Controller ity, we were visualising the King client via a room projector Wing is a Bing map navigator controlled by the accelerom- (we were doing the same for Wing, aiming at avoiding screen eters of a Nintendo Wiimote and a Nunchuk [8]. The ap- differences to bias the proposed evaluation). plication is developed in C# [15] and connects to both con- In the context of 3D models navigation, Lacolina et al. trollers via bluetooth using the Wiimote lib [21]. The con- adopt natural interfaces based both on multitouch tables trollers and the dimensions adopted for building the Wing 118
  • 4. natural interface are shown in Figure 1. In the image, the movements detected as controls are depicted on the Wiimote (right side of the image) and on the Nunchuk (left side) de- vices. Wing proposes to users two interaction metaphors well diffused and accepted in videogame sector. The main controller acts on forward/backwards movements when ro- tated along its longer dimension (i.e., Roll). Its inclination (i.e., Pitch) determines if the navigation turns. Both the gestures are inspired to the motorcycle metaphor: while the Wiimote acts with its Roll rotation as a motorcycle throt- tle command connected to navigation forward and backward movements, the turning gestures resemble the handlebar of the imaginary motorcycle during turning. The forward and backward movements can be requested at different speeds according to the Wiimote rotating angle. The aeroplane cloche metaphor is implemented on the Nunchuk and con- trols altitude: its tilting direction determines vertical varia- tions of the map navigation. Figure 2 shows the Wing application and how users grasp Figure 4: The King Control gestures. the controls during the navigation. The Wing user holds both controllers with forearms aligned with the elbows. The turning gestures are detected when the user turns the Wi- imote: the credibility of the handlebar metaphor is deeply perceived and, during navigation, we observed a big part of users keeping Wiimote and Nunchuk aligned even if the two components are independent. The altitude gestures are activated by Nunchuk when the user rotates the wrist up- wards (increases alt.) and backwards (decreases alt.) or when he/she accordingly bends the forearm on the elbow. In both cases the gesture well reflects the videogame action of pitching up/down an aeroplane cloche. Altitude, movement and turning commands can be combined obtaining complex flight/navigation behaviours. All the proposed gestures are becoming more and more popular among gamers [17, 18, 19] Figure 5: The results of ASQ questionnaires. and are ready to be extended to PC users. 3.2 King and the Kinect controller detected when the user moves one (slow motion) or both hands (fast motion) ahead of the elbows. This corresponds King is a Bing map navigator based on Microsoft Kinect to the skeleton depicted in (b) (arms bent) but is also de- controller. The application has been developed in C# and tected when the user extends forward his arms. associates to the Bing map a simple window showing a paper The bird/plane metaphor does not contemplate a backward aeroplane on a sky background. The application controls the movement and we do not violate this assumption providing Kinect sensors via the official SDK [16]. a surrogate gesture. Figure 4 (c) and (d) depict the turn ges- Figure 3 shows the King application and the Bing map tures that were previously described. Altitude of navigation client during the navigation. The paper aeroplane reflects is controlled by gestures (e) and (f). The idea is in exposing the gesture performed by the user and is the only feedback to King users two gestures that could be easily associated mechanism (useful, if we consider that respect to Wing, the to rise or going down effects, avoiding the need of dynam- King interface is completely hand-free). King proposes to ically mimicking the bird flight gesture that is quite tiring. its users the bird (or aeroplane) metaphor and customises For rising or decreasing altitude, King users are required to on it the gestures associated to the various commands. Fig- start and continue the static gesture ((e) or (f)) until the ure 3 shows a user performing a left turn: she inclines the desired observation height is achieved. Figure 4 depicts also aligned arms downward on the left as a bird or an aero- the states of the feedback paper aeroplane accorded to the plane would have done and while the flight on the Bing map gesture detected. The movement, turning and altitude ges- turns, accordingly, the paper plane in the feedback window tures proposed as King natural interface can be combined performs a similar rotation. The idea is to mimic the bird’s obtaining the desired navigation experience. wing movements, when possible, with the arm gestures. At the moment, the game market still does not offer examples of similar gestures but generic natural interfaces for sport, 4. EVALUATION fighting or dancing games are already available [14, 25, 12]. The Wing and King applications have been evaluated in Figure 4 shows the controlling gestures used for King map an laboratory session organised according to the suggestions navigator. The neutral position for the navigation is de- provided by Wohlin et al. in [31] aiming at assessing per- picted in sub-picture (a): when the user stands with open ceived usability and sense of Presence in the Virtual En- and aligned arms, the navigation halts. The gesture asso- vironment [30]. Participants of the study have been 24 (8 ciated to forward moving is depicted in sub-plot (b) and is girls) undergraduate students and employees of our Faculty 119
  • 5. who volunteered taking part to the experiment. The stu- dents population we selected was chosen from a program Table 1: Witmer and Singer questions Were you involved in the experimental task that does not require or provide particular competences in 1 INV to the extent that you lost track of time? 3D virtual environments, games and natural user interfaces. How involved were you in the virtual envi- Their ages ranged between 18 and 41 years old with an av- 2 INV ronment experience? erage of 24. Before starting the experiment, we assessed How well could you concentrate on the as- participant skills in the videogames and natural interfaces signed tasks or required activities rather 3 DF sectors. In our sample, 8 participants indicated to be playing than on the mechanisms used to perform digital games at least once a week, three were Nintendo Wii those tasks or activities? players and just two of them were using Xbox and Kinect. How much did the control devices interfere 4 with the performance of assigned tasks or DF 4.1 Subjective Usability with other activities? How responsive was the environment to ac- Subjective usability has been evaluated via the After-Scena- 5 CF tion that you initiated (or performed)? rio (ASQ) and the Computer System Usability (CSUQ) ques- How natural was the mechanism which tionnaires that, as shown by Lewis, provide strong evidence 6 controlled movement through the environ- CF of generalizability of results and of wide applicability. The ment? questions have been evaluated on the seven-point Likert 7 How natural did your interactions with the CF scale anchored from 1 (strongly disagree) to 7 (strongly environment seem? How proficient in moving and interacting agree). 8 with the virtual environment did you feel CF The ASQ is a three-item questionnaire that is used to at the end of the experience? assess participant satisfaction after the completion of each Were you able to anticipate what would task and evaluates the time to complete the task, the ease 9 happen in response to the actions that you CF of completion and the adequacy of support information. performed? The CSUQ questionnaire is made by 19 questions assess- How quickly did you adjust to the virtual ing user satisfaction with system usability and can be aggre- 10 CF environment experience? gated in four factors: 11 How compelling was your sense of moving CF around inside the virtual environment? • Overall Evaluation (OVR), How much did your experiences in the 12 virtual environment seem consistent with CF • System Usefulness (USE), your real-world experiences? • Information Quality (INFO), • Interface Quality (INTERF); our empirical evaluation from the Witmer and Singer ques- tionnaire. The questions are reported in Table 1 aggregated More details on the questionnaires and the questions are under three factors: available in [9]. • Involvement (INV), 4.2 Presence and Immersion • Distracion Factor (DF), In this work we adopt Bing maps as a 3D virtual environ- ment in which experimenting the Wing and King interfaces. • Control Factor (CF). 3D environments have a significant advantage over settings based on 2D technology since they induce a strong Presence Also the answers to this questionnaire have been formulated sensation in their users [30]. During Bing map navigation, on the seven-point Likert scale: from 1 (strongly disagree) users move in a virtual space generated by the computer, to 7 (strongly agree). react to actions and change their point of view on the scene with movement. Witmer and Singer define Presence as “the 4.3 Experiment Design subjective experience of being in one place or environment, In the proposed usability study, participants tried in quick even when one is physically situated in another” and “...pres- succession our gestural interfaces engaging in two naviga- ence refers to experiencing the computer-generated environ- tion tasks. After being singularly instructed on the Wing ment rather than the actual physical locale”. As stated by and King systems, the users were required to complete the them, several factors contribute to increase presence: Con- navigation of two geographical paths involving well known trol, Realism, Distraction and Sensory input. Presence is Italian cities: maximised when the user interacts with the environment in a natural manner, controls the events, when he sees the sys- • SEA:Cagliari-Napoli-Palermo tem behaving as expected and the 3D environment changing • LAND:Genova-Roma-Venezia accordingly to his commands. The minimisation of distrac- tions that can occur when a user has problems in controlling Both tasks are comparable in terms of distances and diffi- the navigation, as an example, can increase the perceived culties in localising the target cities. However, aiming at immersion in the experience and the virtual environment. avoiding to bias the evaluation with task or tested appli- As suggested in [5], we hypothesised that the physical di- cation orders, we adopted for the experiment a balanced mension of the proposed interfaces may influence user sense paired design as suggested in [31]: we divided our users in of immersion in the proposed navigation experience. Aim- two groups: each member of the same group was starting ing at assessing the degree of Presence perceived by users the experiment with the same system. Among each group, during the tasks, we extracted 12 questions appropriate for half of the participants was starting with the SEA task and 120
  • 6. Figure 6: The results of CSUQ questionnaires. Figure 7: The results of Presence questionnaire. Table 2: CSUQ categories details Table 3: Witmer and Singer categories details OVR USE INFO INTERF INV DF CF µ σ µ σ µ σ µ σ µ σ µ σ µ σ Wing 5.13 1.08 4.85 1.21 5.17 0.94 5.75 1.33 Wing 5.39 0.83 4.41 1.14 5.87 0.27 King 5.78 0.75 5.89 0.78 5.4 0.82 6.25 0.85 King 5.89 0.69 5.39 0.94 6.14 0.26 the other with the LAND one. After each task, all partici- servation of users during the study suggests the same conclu- pants filled the ASQ, the CSUQ questionnaire and answered sion: participants have been almost all disappointed at the the questions from Witmer and Singer questionnaire [30] re- end of their King task showing that they would prefer con- ported in Table 1. Let us point out that question 4 results tinuing the experience based on bird/aeroplane metaphor. has been reversed before aggregating the DF category. Once assessed the degree of Usability and perceived System Usefulness for both Wing and King systems, we extended 4.4 Results the evaluation to user perceptions in terms of Presence and The first good impressions on the usability of the proposed Involvement in the virtual experience. At this aim, we ex- systems were collected during the experiment by listening tracted 12 questions from Witmer and Singer questionnaire at participant comments and observing their behaviours. to integrate ASQ and CSUQ ones. As shown in Table 1, the These insights were lately confirmed by examining the ques- Presence questionnaire is aggregated in three factors aiming tionnaires answers. Figure 5 shows the boxplots depicting at assessing how users experience the computer-generated the ASQ results that gave a preliminary idea about task environment rather than their physical locale. The adoption difficulties, user preferences and perceived usability of the of a controller based natural interface (Wing) and a hand- proposed interfaces. The users globally assigned really high free natural one (King) let us understand if, in the context scores to both systems but the effects of the King feedback of 3D map navigation, physical gestures (and the sensor de- mechanism (the paper aeroplane) brought higher the INFO vice nature) increase experience likability and involvement score associated to King respect to its competitor. In the deepness. Figure 7 shows the Presence questionnaire results same direction the EASE boxes confirm the tasks performed aggregated in boxplots respect to the previously described via the Kinect interface to have been perceived as easier re- factors. The measures of central tendency and spread for the spect to Wing ones and this categories show the bigger dif- Presence categories are reported in Table 3. Also in the case ference among the two systems. Also the TIME categories of Presence and Involvement, Wing opinions show a higher state that the two tasks have been perceived in the same variability respect to King ones and, accordingly, user im- manner respect to the time assigned, but the results are al- pressions are more concordant for King system respect to ways characterised by a little preference for King system. Wing. What is really remarkable is that, despite Wing sys- Figure 6 reports the results of CSUQ aggregated in the four tem had a good success in user evaluations, higher result categories suggested by Lewis. The first observation on data values were obtained by the King experience. As an exam- is about dispersion: comparing the two boxplots in Figure ple, Involvement factor was evaluated µ=5.39 for Wing while 6, it is evident that users perceptions are characterised by a King was performing better (µ=5.89). Both systems have higher variability for Wing scores respect to King ones. The been positively judged in term of Control Factor, as shown latter system was also perceived as better respect to all the in the rightmost boxes of both subplots of Figure 7: Table 3 four aggregating factors but exhibits higher differences re- details King to obtain a µ=6.14 while Wing scores µ=5.87. spect to OVR (Overall Usability) and USE (System Useful- The Wing interface (µ=4.41), respect to the category Dis- ness) categories (as shown in Figure 6 and detailed in Table traction Factor, has been perceived a little less effective than 2): the better performance of King is mainly concentrated the King one (µ=5.39). This has been probably due to the in its System Usefulness and influences the overall opinion hand-free interface that was built tanks to the adoption of about the systems. Table 2 resumes, via the µ and σ values, Kinect sensor: while the Wing user holds the wiimote, the the results of CSUQ categories. All the considerations de- Microsoft device has proved to be really effective in letting ducted on Figure 6, on boxes (and consequently on medians) the interface to disappear behind natural gestures. reflect, obviously, on the values reported in Table 2: King Respect to the sense of Presence and Involvement in the encounters more user enthusiasm than Wing. A direct ob- Bing Virtual Environment it can be interesting to further de- 121
  • 7. went in the same direction of previous answers but, in this case, the differences between the two systems are less evi- dent: King natural interaction with Bing environment was however better perceived than Wing’s one. Resuming, the evaluation provided really good user impressions: Wing and King systems were judged usable and the user were satisfied with both. The proposed experience has also shown that the more the interface is natural (in the sense that it disap- pears behind the gesture) the more the users are involved in the virtual environment and hosted activities. However, we are conscious that Kinect novelty may have influenced participants, but we also trust that the physicality of the natural interfaces proposed and the immediate learnability of the metaphors are the main motivations that positively influenced the testers and their opinions (see also the high scores obtained by Wing and its interface). Obviously, results presented in this work are strictly re- lated to the context adopted for the evaluation and are lim- ited to 3D navigation of virtual environments. The same interfaces may not be suitable for other applicative domains and the user reactions and opinions may be different. The Kinect approach, indeed, even if easy to learn, is not appro- priate for a prolonged usage because of the physical effort required to users. This effort is however vital for giving a physical dimension to the navigating experience of 3D en- vironments: the involvement results are very positive and the physical perception of the experience, amplified by the surrounding and physical nature of the controlling interface, is very relevant. As a consequence, the Kinect approach Figure 8: The results of Witmer and Singer ques- (but also the wiimote one) can be very appealing for kid tions. education. Indeed, when teaching geography, this kind of experience helps to deeply involve kids and soliciting their spatial perception of the explored environment. As a future tail the answers to some of the questions reported in Table 1, work, it will be interesting experimenting Wing and King that let better understand the effects of the proposed inter- approaches in a primary didactic setting and understand- faces. Figure 8 aggregates in the two subpictures (labelled ing the educational effects of the proposed, game derived, Wing and King) the histograms for all the twelve questions controlling metaphors. extracted from the Witmer and Singer questionnaire. Question 2 is directly formulated for assessing the degree of user involvement in the Virtual Environment experience. 5. CONCLUSION As shown in Q2 histograms of Figure 8, Wing received good The recent diffusion of consumer game controllers that scores from almost all participants but King was the better offer motion tracking functionality and the release of con- performing application and concentrated the great part of nection drivers and SDKs and represent wonderful oppor- user votes around 6 and 7, directly stating that the phys- tunities for implementing and experimenting new forms of ical interface proposed induces a strong and deep sense of 3D user interfaces based on gestures. In this paper, Wing involvement in its users. and King applications, as well as the associated navigation Question 3 focuses on the intrusiveness of the interface that metaphors, have been presented and evaluated in terms of ideally should disappear respect to user actions. King in- subjective usability and perceived sense of Presence and terface appears to be the more transparent to the users and Immersion. The proposed applications adopt user motion almost all participants scored it above 4 while the Wing tracking via the Nintendo Wii and the Microsoft Kinect de- experience induced in its users more various opinions (dif- vices. The two Bing map navigators proposed just represent ferently from King, also negative ones). This is confirmed the occasion for experimenting 3D gestural interfaces and by the answers to Question 6 and 7 specifically evaluating their usability as well as assessing the effects on user sense how natural the proposed gestural interfaces have been per- of Presence and immersion in a synthetic 3D environment. ceived. In particular, question 6 aims at evaluating the in- Results of the evaluation performed via standard ques- terface while the 7th one is focused on the interaction with tionnaires are really encouraging and, also considering the the environment. Despite Wing has obtained high values for natural satisfaction boost related to the novelty of Kinect question 6 (Figure 8 shows the result bell centred between 5 controller, suggest that the more the interface is natural and 6), King shows all the benefits related to its hand-free and involves their body in the action, the more the user gestural interface with 21 users voting it more than 5. Also are satisfied and involved in the 3D maps navigation ex- in this case, it is important to point out that, with better perience. Important success usability factors found are the user opinions, King evaluators also agreed with a minor dis- ease of use of the King system and the deep involvement persion on their preferences. By examining the answers to his gestural interface induces in users. Lesson learnt with question 7, it is possible to notice that the user preferences this experience suggests to avoid, when possible, the clas- 122
  • 8. sic window/icon/mouse interaction for experimenting, ob- [15] Microsoft. Visual c#. retrieved on December 2011 viously for appropriate tasks (i.e., not keyboard intensive, from http://msdn.microsoft.com/en- etc.), new gestures and new forms of physical commands. us/library/kx37x362.aspx. As a future work, we intend to experiment the interfaces in [16] Microsoft. Kinect sdk for developers. retrieved on a kid geographical didactic context that will probably bene- December 2011 from http://kinectforwindows.org/, fit of the effects of the proposed experiences and interfaces. 2011. [17] Nintendo. Donkey kong jet race. retrieved on 6. ACKNOWLEDGMENTS December 2011 from http://tinyu.me/VdTB7. We would like to thank the little Giuseppe for his natu- [18] Nintendo. Mario kart wii. retrieved on December 2011 ral attitude to game and his children’s insatiable desire to from http://www.mariokart.com/wii/launch/. explore. [19] Nintendo. Wii remote. retrieved on December 2011 from http://www.nintendo.com/wii/what-is- 7. REFERENCES wii/#/controls. [1] ASUS. Wavi xtion. retrieved on December 2011 from [20] I. Passero. Two bing maps controllers based on kinect http://event.asus.com/wavi. and wiimote devices. retrieved on December 2011 from [2] J. Blake. Natural User Interfaces in .NET (Early http://youtu.be/ITtd02h5G5w. Access Edition). Manning Publications Co., [21] B. Peek. Wiimote lib: Managed library for nintendo’s Greenwich, CT, 2010. wiimote. retrieved on December 2011 from [3] L. De Paolis, G. Aloisio, M. Celentano, L. Oliva, and http://wiimotelib.codeplex.com/. P. Vecchio. Mediaevo project: A serious game for the [22] B. Santos, B. Prada, H. Ribeiro, P. Dias, S. Silva, and edutainment. In Computer Research and Development C. Ferreira. Wiimote as an input device in google (ICCRD), 2011 3rd International Conference on, earth visualization and navigation: A user study volume 4, pages 524 –529, march 2011. comparing two alternatives. In Information [4] Google. Gmail motion beta. retrieved on December Visualisation (IV), 2010 14th International 2011 from Conference, pages 473 –478, july 2010. http://mail.google.com/mail/help/motion.html. [23] K. Sung. Recent videogame console technologies. [5] H. Ip, J. Byrne, S. Cheng, and R. Kwok. The samal Computer, 44(2):91 –93, feb. 2011. model for affective learning: A multidimensional [24] P. Thai. Using kinect and openni to embody an avatar model incorporating the body, mind and emotion in in second life: Gesture & emotion transference. learning. In DMS 2011 : The 17th International retrieved on December 2011 from Conference on Distributed Multimedia Systems, pages http://tinyu.me/o2GzQ. 1–6, august 2011. [25] UBISOFT. Fighters uncaged. retrieved on December [6] M. Kamel Boulos, B. Blanchard, C. Walker, 2011 from http://fighters-uncaged.uk.ubi.com/. J. Montero, A. Tripathy, and R. Gutierrez-Osuna. [26] Various. Openkinect. retrieved on December 2011 Web gis in practice x: a microsoft kinect natural user from http://openkinect.org. interface for google earth navigation. International [27] N. Villaroman, D. Rowe, and B. Swan. Teaching Journal of Health Geographics, 10(1):45, 2011. natural user interaction using openni and the [7] S. A. Lacolina, A. Soro, and R. Scateni. Natural microsoft kinect sensor. In Proceedings of the 2011 exploration of 3d models. In Proceedings of the 9th conference on Information technology education, ACM SIGCHI Italian Chapter International SIGITE ’11, pages 227–232, New York, NY, USA, Conference on Computer-Human Interaction: Facing 2011. ACM. Complexity, CHItaly, pages 118–121, New York, NY, [28] D. Wigdor and D. Wixon. Brave NUI World: USA, 2011. ACM. Designing Natural User Interfaces for Touch and [8] J. Lee. Hacking the nintendo wii remote. Pervasive Gesture. Morgan Kaufmann, 1 edition, Apr. 2011. Computing, IEEE, 7(3):39 –45, july-sept. 2008. [29] C. A. Wingrave, B. Williamson, P. D. Varcholik, [9] J. Lewis. Ibm computer usability satisfaction J. Rose, A. Miller, E. Charbonneau, J. Bott, and J. J. questionnaires: psychometric evaluation and LaViola Jr. The wiimote and beyond: Spatially instructions for use. International Journal of convenient devices for 3d user interfaces. Computer Human-Computer Interaction, 7(1):57–78, 1995. Graphics and Applications, IEEE, 30(2):71 –85, [10] W. Liu. Natural user interface- next mainstream march-april 2010. product user interface. In Computer-Aided Industrial [30] B. Witmer and M. Singer. Measuring presence in Design Conceptual Design (CAIDCD), 2010 IEEE virtual environments: A presence questionnaire. 11th International Conference on, volume 1, pages 203 Presence, 7(3):225–240, 1998. –205, nov. 2010. [31] C. Wohlin, P. Runeson, M. H¨st, M. C. Ohlsson, o [11] Microsoft. Bing maps beta. retrieved on December B. Regnell, and A. Wessl´n. Experimentation in e 2011 from http://www.bing.com/maps/. software engineering: an introduction. Kluwer [12] Microsoft. Dance central 2. retrieved on December Academic Publishers, Norwell, MA, USA, 2000. 2011 from http://tinyu.me/vO2eN. [32] Y. Yang and L. Li. Turn a nintendo wiimote into a [13] Microsoft. Kinect. retrieved on December 2011 from handheld computer mouse. Potentials, IEEE, 30(1):12 http://www.xbox.com/en-US/Kinect. –16, jan.-feb. 2011. [14] Microsoft. Kinect sport season two. retrieved on December 2011 from http://tinyu.me/EZFNk. 123