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USING VISION SENSORS FOR

INNOVATIVE HCI

- CHALLENGES FOR THE NEXT INTERACTIVE MEDIA -
Hideki Koike
Tokyo Institute of Technology
OUTLINE
➤ Vision-based HCI
➤ Challenges for the next interactive media
➤ Environment: Interactive Surface on the Water
➤ Contents: Spectating Ball Sports from Ball’s POV
➤ Advertisement: Unaware Gaze Navigation
➤ Lessons learned from our prototype development
VISION-BASED HCI
NEW I/O DEVICES HAVE BEEN CHANGING HCI
IBM PC Macintosh DataLand
CUI GUI PUI
I: keyboard

O: character display
I: keyboard, mouse

O: bitmap display
I: gesture recognition/

speech recognition

O: large display/wearable
ADVANCES IN COMPUTER VISION
➤ Hardware:
➤ Camera: smaller, higher resolution, and less expensive.
➤ GPU: faster and less expensive.
➤ Software:
➤ Open software (e.g. OpenCV, AR Toolkit)
wired unwired
SPECIAL USE CAMERAS
➤ Example:
➤ far/near infrared, polarization, high-speed, depth, mocap,
action cam, eye tracking, light field
➤ Can see what human cannot
➤ Enable natural and intuitive UI
far infrared camera polarization camera depth camera
CHALLENGES FOR 

THE NEXT INTERACTIVE MEDIA
AQUATOP DISPLAY: 

INTERACTIVE SURFACE ON THE WATER
PROTOTYPE
WATER SPECIFIC GESTURES
Poking Stroking
Scooping Hitting
WATER SPECIFIC GESTURES
poking as selecting
stroking as swiping
scooping as dragging
COMPARING TO TRADITIONAL UI
selection page scroll transition exit app.
PC’s GUI
mouse
click
slider click&drag
win. close
button
Touch UI touch swipe touch&drag
home
button
AquaTop poke stroke scoop hit
IMMERSION BY FLUID SIMULATION
AQUATOP DISPLAY [2012]
EVALUATION: VISIBILITY
0.26 g/l
1.10 g/l
EVALUATION: POINTING ACCURACY
poking touching
AWARD
➤ Laval Virtual 2013: Grand Prix
➤ METI Innovative Technologies 2013: Special Award (Culture)
➤ TV Tokyo World Business Satellite 2013: Toretama Award &
Kickstarter Award
➤ and more.
BALLCAM!: 

SPECTATING BALL SPORTS FROM
BALL’S POV
BALL’S POV
➤ 360 degree omnidirectional video streaming
➤ Ball’s Point of View
time
PROTOTYPE
➤ What is difficult?
➤ The ball is spinning, sometimes very
fast (> 600rpm)!
➤ How to stabilize the video from
spinning ball?
first prototype: The iBall [2011]
second prototype
BALLCAM! [2013]
OVERVIEW
Image Subsampling
View Expansion
triplet image sixlet image
Motion Interpolation
Distortion Correction
STEP 1: CORRECTING LENS DISTORTION AND ROLLING SHUTTER
P : back-projection
K: calibration matrix
R(t): camera rotation
Gauss-Newton method
STEP 2: SELECTING IMAGES USING INTENSITY
STEP 3: EXTENDING VIEWS USING MULTIPLE FRAMES
frame t+1
frame t+2
triplet image N
sixlet image
triplet image N+1
frame t
STEP 4: IMAGE INTERPOLATION
image
interpolation
Mf: forward mapping
Mb: backward mapping
MI: Identity mapping
BALLCAM! [2013]
OUR GOAL
➤ Rugby World Cup in Japan [2019]
➤ Tokyo Olympic [2020]
➤ World Cup Soccer [2022]
20162011 2012 2013 2014 2015
UNAWARE GAZE NAVIGATION
EXPERIMENTS
EXPERIMENT 1
no blur(σ=0) σ=5
experi
ment
image
heat
map
EXPERIMENT 1
no blur(σ=0) σ=5
experi
ment
image
heat
map
EXPERIMENT 1
blur strength and the time to fixation
EXPERIMENT 2
EXPERIMENT 2
USAGE SCENARIO
LESSONS LEARNED FROM OUR
PROTOTYPE DEVELOPMENT
HOW IDEAS BECOME TO A UNIQUE PRODUCT
new(?) idea
rapid prototyping
advanced
implementation
unique
product
NEW IDEA(?)
➤ In most cases, it is not.
➤ Survey other work carefully.
➤ OK. It seems to be a new idea!
➤ However, 10,000 people in the world are inspiring the same
idea at this moment.
RAPID PROTOTYPING
➤ Let’s make a prototype ASAP.
➤ The idea may be not so interesting as you thought.
➤ The idea may be more interesting than you thought.
➤ OK. It seems to be interesting!
➤ However, 100 people in the world are making the same
prototype at this moment.
ADVANCED IMPLEMENTATION
➤ Let’s do serious implementation.
➤ Work harder.
➤ However, you may face very difficult technical issues.
➤ Use the wisdom of predecessors.
➤ You may be only one who finally develop the system!
CONCLUSION
➤ Vision-based HCI is a key to the next HCI.
➤ Effective use of special use cameras enables natural and
intuitive interaction.
➤ Challenges for the next interactive media:
➤ Environment, Contents, and Advertisement.
➤ Rapid prototyping and advanced implementation make your
ideas unique.
REFERENCES
➤ AquaTop Display
➤ Y. Matoba et.al.: “AquaTop Display: A True Immersive Water Display System”, Proc. on
ACM SIGGRAPH 2013, Emerging Technologies, Article 4, 2013.
➤ H. Koike et.al.: “AquaTop Display: Interactive Water Surface for Viewing and Manipulating
Information in a Bathroom”, ACM Int’l Conf. on Interactive Tabletops and Surfaces
(ITS’13), pp.155-164, 2013.
➤ BallCam
➤ R.Funakoshi et.al.: “Activity-Aware Video Stabilization for BallCam”, Proc. on ACM User
Interface Software and Technology (UIST’16 Adjunct), pp.197-198, 2016.
➤ R. Funakoshi et.al.: “Synthesizing Pseudo Straight View form A Spinning Camera Ball”,
7th Augmented Human Int’l Conf. (AH’16), pp.30:1-30:4, 2016.
➤ K. Horita et.al.: “Experiencing the Ball’s POV for Ballistic Sports”, Proc. of the 4th
Augmented Human Int’l Conf. (AH’13), pp.128-133, 2013.
➤ Unaware Blur
➤ H. Hata et.al.: “Visual Guidance with Unnoticed Blur Effect”, Int’l Working Conf. on
Advanced Visual Interfaces (AVI2016), pp.28-35, 2016.

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USING VISION SENSORS FOR INNOVATIVE HCI

  • 1. USING VISION SENSORS FOR
 INNOVATIVE HCI
 - CHALLENGES FOR THE NEXT INTERACTIVE MEDIA - Hideki Koike Tokyo Institute of Technology
  • 2. OUTLINE ➤ Vision-based HCI ➤ Challenges for the next interactive media ➤ Environment: Interactive Surface on the Water ➤ Contents: Spectating Ball Sports from Ball’s POV ➤ Advertisement: Unaware Gaze Navigation ➤ Lessons learned from our prototype development
  • 4. NEW I/O DEVICES HAVE BEEN CHANGING HCI IBM PC Macintosh DataLand CUI GUI PUI I: keyboard O: character display I: keyboard, mouse O: bitmap display I: gesture recognition/
 speech recognition O: large display/wearable
  • 5. ADVANCES IN COMPUTER VISION ➤ Hardware: ➤ Camera: smaller, higher resolution, and less expensive. ➤ GPU: faster and less expensive. ➤ Software: ➤ Open software (e.g. OpenCV, AR Toolkit) wired unwired
  • 6. SPECIAL USE CAMERAS ➤ Example: ➤ far/near infrared, polarization, high-speed, depth, mocap, action cam, eye tracking, light field ➤ Can see what human cannot ➤ Enable natural and intuitive UI far infrared camera polarization camera depth camera
  • 7. CHALLENGES FOR 
 THE NEXT INTERACTIVE MEDIA
  • 8. AQUATOP DISPLAY: 
 INTERACTIVE SURFACE ON THE WATER
  • 9.
  • 10.
  • 12. WATER SPECIFIC GESTURES Poking Stroking Scooping Hitting
  • 13. WATER SPECIFIC GESTURES poking as selecting stroking as swiping scooping as dragging
  • 14. COMPARING TO TRADITIONAL UI selection page scroll transition exit app. PC’s GUI mouse click slider click&drag win. close button Touch UI touch swipe touch&drag home button AquaTop poke stroke scoop hit
  • 15. IMMERSION BY FLUID SIMULATION
  • 19. AWARD ➤ Laval Virtual 2013: Grand Prix ➤ METI Innovative Technologies 2013: Special Award (Culture) ➤ TV Tokyo World Business Satellite 2013: Toretama Award & Kickstarter Award ➤ and more.
  • 20. BALLCAM!: 
 SPECTATING BALL SPORTS FROM BALL’S POV
  • 21. BALL’S POV ➤ 360 degree omnidirectional video streaming ➤ Ball’s Point of View time
  • 22. PROTOTYPE ➤ What is difficult? ➤ The ball is spinning, sometimes very fast (> 600rpm)! ➤ How to stabilize the video from spinning ball? first prototype: The iBall [2011] second prototype
  • 24. OVERVIEW Image Subsampling View Expansion triplet image sixlet image Motion Interpolation Distortion Correction
  • 25. STEP 1: CORRECTING LENS DISTORTION AND ROLLING SHUTTER P : back-projection K: calibration matrix R(t): camera rotation Gauss-Newton method
  • 26. STEP 2: SELECTING IMAGES USING INTENSITY
  • 27. STEP 3: EXTENDING VIEWS USING MULTIPLE FRAMES frame t+1 frame t+2 triplet image N sixlet image triplet image N+1 frame t
  • 28. STEP 4: IMAGE INTERPOLATION image interpolation Mf: forward mapping Mb: backward mapping MI: Identity mapping
  • 30. OUR GOAL ➤ Rugby World Cup in Japan [2019] ➤ Tokyo Olympic [2020] ➤ World Cup Soccer [2022] 20162011 2012 2013 2014 2015
  • 32.
  • 34. EXPERIMENT 1 no blur(σ=0) σ=5 experi ment image heat map
  • 35. EXPERIMENT 1 no blur(σ=0) σ=5 experi ment image heat map
  • 36. EXPERIMENT 1 blur strength and the time to fixation
  • 40. LESSONS LEARNED FROM OUR PROTOTYPE DEVELOPMENT
  • 41. HOW IDEAS BECOME TO A UNIQUE PRODUCT new(?) idea rapid prototyping advanced implementation unique product
  • 42. NEW IDEA(?) ➤ In most cases, it is not. ➤ Survey other work carefully. ➤ OK. It seems to be a new idea! ➤ However, 10,000 people in the world are inspiring the same idea at this moment.
  • 43. RAPID PROTOTYPING ➤ Let’s make a prototype ASAP. ➤ The idea may be not so interesting as you thought. ➤ The idea may be more interesting than you thought. ➤ OK. It seems to be interesting! ➤ However, 100 people in the world are making the same prototype at this moment.
  • 44. ADVANCED IMPLEMENTATION ➤ Let’s do serious implementation. ➤ Work harder. ➤ However, you may face very difficult technical issues. ➤ Use the wisdom of predecessors. ➤ You may be only one who finally develop the system!
  • 45. CONCLUSION ➤ Vision-based HCI is a key to the next HCI. ➤ Effective use of special use cameras enables natural and intuitive interaction. ➤ Challenges for the next interactive media: ➤ Environment, Contents, and Advertisement. ➤ Rapid prototyping and advanced implementation make your ideas unique.
  • 46. REFERENCES ➤ AquaTop Display ➤ Y. Matoba et.al.: “AquaTop Display: A True Immersive Water Display System”, Proc. on ACM SIGGRAPH 2013, Emerging Technologies, Article 4, 2013. ➤ H. Koike et.al.: “AquaTop Display: Interactive Water Surface for Viewing and Manipulating Information in a Bathroom”, ACM Int’l Conf. on Interactive Tabletops and Surfaces (ITS’13), pp.155-164, 2013. ➤ BallCam ➤ R.Funakoshi et.al.: “Activity-Aware Video Stabilization for BallCam”, Proc. on ACM User Interface Software and Technology (UIST’16 Adjunct), pp.197-198, 2016. ➤ R. Funakoshi et.al.: “Synthesizing Pseudo Straight View form A Spinning Camera Ball”, 7th Augmented Human Int’l Conf. (AH’16), pp.30:1-30:4, 2016. ➤ K. Horita et.al.: “Experiencing the Ball’s POV for Ballistic Sports”, Proc. of the 4th Augmented Human Int’l Conf. (AH’13), pp.128-133, 2013. ➤ Unaware Blur ➤ H. Hata et.al.: “Visual Guidance with Unnoticed Blur Effect”, Int’l Working Conf. on Advanced Visual Interfaces (AVI2016), pp.28-35, 2016.