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Transcript of New Interaction Techniques Department of Computer and Information Sciences University of Tampere,...
New Interaction Techniques
Department of Computer and Information SciencesUniversity of Tampere, Finland
Department of Computer and Information SciencesUniversity of Tampere, Finland
January – June, 2003
Grigori Evreinov
www.cs.uta.fi/~grse/
Wearable Computing
Wearable Computing
TAUCHI MMIG G. Evreinov p 02_58 17.01.2003
the human visual analyzer is very complex and only partially understood system
it is clearly powerful with a very high bandwidth and remarkable ability to resolve
details, color, texture, and shape, depth (binocular disparity and linear
perspective cues (foreshortening) – a relation of details) and their dynamics
(motion perception)
for processing information the visual system involves substantial neuronal
resources both the visual cortex and other analyzers - motor, vestibular,
auditory cortex and sub-cortical brain structures are devoted to visual
processing
vision is generally considered the most dominant sense, and there is evidence
that human cognition is oriented around vision, with people often using visual
imagery as mediating representations for thought [1-4]
thus, it is natural for high-quality visual representations to be considered critical
for virtual environments (VE) [5]
The human visual system
Wearable Computing
TAUCHI MMIG G. Evreinov p 03_58 17.01.2003
light enters the eye through the cornea, a transparent bulge, and some proportion of the incoming light passes through the pupil, a circular opening that is similar in form and function to the aperture of a camera
muscles in the middle of the iris (the colored part of the eye) contract to increase or decrease the size of the pupil
light that passes through the pupil enters the crystalline lens, a transparent structure that has muscles surrounding it that can rapidly alter its shape, allowing to focus particular objects onto the retina and especially onto fovea, a process known as accommodation
complex circuitry in the retina, the lateral geniculate nucleus (a structure between the eye and the brain that does preprocessing), and the visual cortex of the brain perform a variety of processing
there are layers of neural tissue that process information so as to identify increasingly abstract information
thus, lower-level layers detect edges (with some neurons sensitive to horizontal edges, for example, and others vertical), and higher level layers detect more abstract shapes, such as curves that make up objects
Wearable Computing
TAUCHI MMIG G. Evreinov p 04_58 17.01.2003
the field of view is the angle that an eye, or pair of eyes, can see in either
the horizontal or vertical dimension
the total horizontal field of vision of both human eyes is about 180° without
eye movement or, allowing for eye movements to the left or right, the total
field of vision possible without moving the head is 270°
the vertical field of vision is typically over 120°
while the total field is not necessary for a user to feel immersed in a visual
environment, there is a belief that at least 90°, and perhaps 110°, is
necessary for the horizontal field of vision
visual acuity is the ability of the eye to resolve two stimuli separated in
space
this measure is significant in that it has implications for image resolution: it
is desirable for resolution to be sufficiently high that the ability of the eye to
resolve stimuli, rather than the resolution of an image being displayed, is
the limiting factor
Wearable Computing
TAUCHI MMIG G. Evreinov p 05_58 17.01.2003
visual acuity depends significantly on both luminance levels and whether the stimuli is presented in the fovea or the periphery, with a difference of more than 20:1 between the high acuity seen with bright light in the fovea and the poor acuity resulting from dimly lit stimuli presented in the periphery [5], vary from 0.5 to 20-30 seconds of arc
in general, this reflects the much greater visual acuity for cone cells as opposed to rods (120:8 mil.)
[6]
Wearable Computing
TAUCHI MMIG G. Evreinov p 06_58 17.01.2003
visual simulations that work by rapid successive presentations of images to the eye - as in the case of motion pictures, television, or computer-controlled displays - should preferably have successive frames presented at or above a certain rate
this rate is the critical fusion frequency, the point at which stimuli are perceived as a continuous stimulation (as fused) rather than distinct successive images
in general, the greater the luminous intensity of a stimuli, the higher the frequency at which successive images must be presented to avoid flicker
in the fovea, the critical fusion frequency is generally proportional to the logarithm of the luminance of the stimuli over a wide range (0.5 to 10,000 trolands*)
* the unit for retinal illuminance is the troland, and it is directly proportional to the object luminance and pupil area (not diameter); the retinal illuminance for the image of an object may be computed by a simple formula [7]: troland =(luminance of the object in nits)(pupil area in mm2)
** http://www.gliah.uh.edu/historyonline/hollywood_history.cfm
*** http://www.csl.sony.co.jp/person/masui/Research/vibsony.gif
*****
Wearable Computing
TAUCHI MMIG G. Evreinov p 07_58 17.01.2003
the critical fusion frequency is proportional to the size of the area of the retina in
which the image falls, as well as other factors
at high luminances, the critical fusion frequency is about 50-60 Hz, while at very
low luminances it may be as low as 5 Hz
while flicker is undesirable - it is annoying, makes perception more difficult and
presumably disturbs the sensation of immersion - there is typically a trade-off
needed between image complexity and susceptibility to flicker in systems with
fixed computational power, and in some applications it may be preferable to
tolerate flicker at least some of the time to gain increased scene complexity [5]
according to the rule of thumb in the computer graphics industry suggests that
below about 10-15 Hz, objects will not appear to be in continuous motion,
resulting in distraction [8]
** http://www.lfe.mw.tum.de/~marstaller/links.html
**
the human eye is sensitive to an extremely wide range of light levels, about 12
logarithmic units; about 6 of these levels are under rod vision, while the other 6
are under cone vision
however, the eye cannot operate at any given time across this entire range:
instead, the eye adapts to a given level of light, largely by mechanisms involving
the light-sensitive chemicals in the receptor neurons in the retina
adaptation is very rapid when light levels increase, but take on the order of
minutes or tens of minutes when light levels decrease
Wearable Computing
TAUCHI MMIG G. Evreinov p 08_58 17.01.2003
for a certain state of adaptation, the eye is sensitive to about two orders of
magnitude of brightness
avg. length of human eye (posterior nodal distance) = 16.5 mm
optical power of "good" lens = 1/0.0165 = 60 diopters (approximately)
optical power of avg. human adult eye, when focused at infinity, is 60 diopters
eye length and optical power are matched appropriately, so distant objects are
focused on the retina
Wearable Computing
TAUCHI MMIG G. Evreinov p 09_58 17.01.2003
Helmet Displays (HD)
Head Mounted Displays (HMDs)
Head Coupled Displays (HCD)
wearable Heads-Up Displays (HUD) or night vision systems
VR-HMDs
Virtual Retinal Display (VRD)
Face Mounted Display (FMD)
Eyeglass Display System (EDS)
Cap Mounted Display
Arm- and Handheld Display (AHD)
Wearable Computing
TAUCHI MMIG G. Evreinov p 10_58 17.01.2003
Issues of Head Mounted Displays [13]HMDs basically consist of an image source (display), optics and a supporting
device; often a tracking device is added so head motion can be used to control
the view
three main flavors of HMDs might be monocular, biocular and binocular, with
color or monochrome options in a variety of visual and display resolutions
monocular displays have only one display source
biocular HMD have two displays with separate displays and optics paths, but
show only one image
binocular HMDs provide stereoscopic viewing; this requires two image
generators, which can greatly increase the overall cost of a VR System
image sources used in HMDs are typically flat panels such as an LCD
color shutters can be used to produce field-sequential color, they are heavier
and more bulky than LCDs but have been the display of choice when very high
resolution (1280x1024 or better) is required
http://www.mvis.com/prod_nomad_howitworks.htm
demo 1
TAUCHI MMIG G. Evreinov p 11_58 17.01.2003
an alternative display technology is the Virtual Retinal Display (VRD) developed at
the University of Washington HITLab [14]
it uses low power lasers to draw directly onto the eye, this produces a much
brighter image than any of the screen based displays and provides see-through
mode (!)
Microvision has commercialized this technology for military applications (HDs) [12]
they are still looking monochrome, for small green and blue lasers diodes or LEDs
needed for a wearable color VRD
Wearable Computing
Wearable Computing
TAUCHI MMIG G. Evreinov p 12_58 17.01.2003
demo 2
demo 3
VRD (right) projecting a laser beam carrying the video image through the pupil onto the retina
the point of laser light is scanned horizontally and vertically very quickly, creating the image point-by-point onto the back of the eye
http://www.hitl.washington.edu/projects/vrd/anim/eye.htm
a raster pattern forming with using the Mechanical Resonant Scanner (MRS) and galvanometer combination
a beam of light originates from the laser diode, bounces off the MRS, then off the galvanometer, to a target plate
http://www.hitl.washington.edu/projects/vrd/anim/MRS.htm
Wearable Computing
TAUCHI MMIG G. Evreinov p 13_58 17.01.2003
optics and their mountings are very important to a properly designed HMD
the optics is used to focus the image, spread it across a field of view and place it before the eye
our eyes naturally turn inward (converge) to view close objects and outward (diverge) to view far objects
they also adjust focus (accommodate) based on view distance
these two physiological reactions are linked in binocular the perception of depth
adjusting the horizontal position of the displays (aka interpupillary distance or IPD) allows more natural eye vergence
adjusting the focal distance helps the eyes to properly accommodate
a large field of view (FOV) is desirable but must be delivered within an acceptable eye motion box (exit pupil diameter) to avoid vignetting
larger FOV also out spreads the pixels so each appears bigger
designing an optical system to meet the sometimes conflicting HMD
requirements is difficult; the digital lens technology from Retinal Displays may be
about to change this aspect of HMDs
Wearable Computing
TAUCHI MMIG G. Evreinov p 14_58 17.01.2003
the supporting device of a HMD is the third critical component, it must
distribute the weight of the display and hold it snuggly but comfortably
Head Coupled Devices like the Fakespace Boom and Push systems used
external mechanical supports; this gives the benefits of a head tracked
display without the head mounting problems
the mechanical trackers can also greatly reduce lag time
PUSH™ 1280 built on a compliant desktop
support structure, the PUSH features an
easily-mastered, intuitive method for controlling
full six-degree of freedom movement in the
virtual environment
head coupled display with 1280 x 1024
resolution and up to 140 degree field of view
http://www.fakespacelabs.com/products/push1280.html
Wearable Computing
TAUCHI MMIG G. Evreinov p 15_58 17.01.2003
the BOOM (Binocular Omni-Orientation Monitor) personal
immersive display provides stereoscopic visualization on a
counterbalanced, highly accurate, motion-tracking support
structure for practically weightless viewing
CRT technology generates up to 1280x1024 pixels per eye
for richly detailed, full color imagery
several optics sets optimize the display and desired
degree of immersion with fields of view up to a panoramic
140 degrees
6DOF Tracking based on sensitive, opto-mechanical shaft
encoders for tracking up to 0.16 inch accuracy and 0.1
degree resolution
http://www.fakespacelabs.com/products/boom3c.html
http://www.fakespacelabs.com/products/boomhf.html
Wearable Computing
TAUCHI MMIG G. Evreinov p 16_58 17.01.2003
there are now a number of monocular (one-eye) displays
available
Xybernaut’s new wearable includes a bone conducting
microphone for voice command
http://www.xybernaut.com/newxybernaut/Solutions/product/poma_product.htm
poma ®640 x 480 VGA full color
Diagonal view of 30o
Weight: approx. 80g
Wearable Computing
TAUCHI MMIG G. Evreinov p 17_58 17.01.2003
MicroOptical’s Eyeglass Display System (EDS) relays the display image
through reflectors within the lens of a pair of eyeglasses
Wearable Computing
TAUCHI MMIG G. Evreinov p 18_58 17.01.2003
the ASCII Viewer for the purpose of displaying
character-based information to the user,
includes one qVGA Clip-On Display with
articulating mounting arm that attaches to
eyeglasses, RS232 conversion electronics
connected to the display by a four foot cable, 2
AAA batteries, a pair of Randolph Crew Chief
eyeglasses
display format 320 x 240, monochrome, 30 Hz refresh rate
field of view: approx. 10o horizontal
focus range: pre-set to 1 m
head-supported weight: 28 grams (excluding eyeglasses)
http://www.microopticalcorp.com/products.html
Wearable Computing
TAUCHI MMIG G. Evreinov p 19_58 17.01.2003
display format: 320 x 240, 16-bit color, 60 Hz refresh rateoptics: see-through optics with imbedded opaque mirrors field of view: approx. 10o horizontal, 12o diagonal
VGA Clip-On device (demo system for eval. and testing) with see-around display optics, articulating mounting arm, plano eyeglasses, and VGA conversion electronics display format: 640 X 480, 24 bit color, 60 Hz refresh rateoptics: imaging optics integrated into the clip-on devicefield of view: approx. 16o horizontal
http://www.microopticalcorp.com/
Wearable Computing
TAUCHI MMIG G. Evreinov p 20_58 17.01.2003
instead of a visor or ‘borg eyepiece, in EG-7 QVGA invisible monitor there is only a small prism visible on the glasses; the unit includes one QVGA Invisible Monitor integrated into a pair of adjustable eyeglasses and the NTSC conversion electronics
display format: 320 x 240, 16-bit color, 60 Hz refresh rate
optics: see-through display optics integrated with the lens of the glasses
field of view: approx. 10o horizontal, 12o diagonal
focus range: adjust. focus from 20 cm to infinity
eyeglass frame sizes: adj. frame front in a range of interpupillary distances
head-supported weight: 53 grams (including eyeglasses)
http://www.microopticalcorp.com/
Wearable Computing
TAUCHI MMIG G. Evreinov p 21_58 17.01.2003
I-visor DH-4400VP(D) & Cy-Visor Personal Displays http://www.cybermind.nl/hi-Res800/Sony_Glasstron/cy-visorcy-visor%20.html
Olympus Eye-Trek wearable Face Mounted Display (FMD-700) http://www.eye-trek.com/technology_techno_e.html
demo 4
Wearable Computing
TAUCHI MMIG G. Evreinov p 22_58 17.01.2003
for Assistive Technology
http://www.artificialvision.com/vision/news.htmlhttp://www.wired.com/wired/archive/10.09/vision_pr.html
Wearable Computing
TAUCHI MMIG G. Evreinov p 23_58 17.01.2003
http://www.visionadvantage.net/maxport.htm
MaxPort™ Digital Magnifier
is a device that helps the visually impaired to read any
text the system consists of two main components: a
digital magnifier that captures the information and a pair
of lightweight glasses that display the magnified image
Wearable Computing
TAUCHI MMIG G. Evreinov p 25_58 17.01.2003
How many options must you have?
How many options are “a lot” vs. “a little”?
How many options does a wearable unit have?
How many controls does it need?
for many mobile computers, there is little difference
between their text input and the methods for text input on
the typewriters of over a hundred years ago
the layout and interaction methods are essentially the
same
unlike text input techniques, pointing have varied widely –
from stylus up to gaze and nostril-based manipulation [17]
nostrils rotated up
nostrils rotated down
nostrils rotated right
How many keys must a wearable unit have?
to know the upper and lower limits for the number of keys depends on
options you need to select; the only guidelines [18, 19] are the obvious
that
too few keys slows typing by requiring multiple keystrokes to make some
characters and too many keys slows typing by making it harder to find a
specific key
the typing speed is dependent on the key size and feedback cues
the finger should have to travel 4mm to activate the key [20] without any
other feedback (~ 2 thresholds [21])
some sort of auditory or tactile feedback is preferred, e.g., some kind of
change in the resistance force of the key once it has been pressed [18]
recent advances in touch(screen) technology and miniaturization has
produced new styles of interaction and a huge diversity of
hard/soft(ware) keys
Wearable Computing
TAUCHI MMIG G. Evreinov p 26_58 17.01.2003
[23, 24]
Wearable Computing
TAUCHI MMIG G. Evreinov p 27_58 17.01.2003
ElekTex™ can sense on three axes (X, Y and Z) within a textile fabric structure approximately 1mm thick
X-Y positioning works even if the fabric is folded, draped or stretched
the three modes of ElekTex™ sensor operation - position sensing (X-Y positioning), pressure measurement (Z sensing), such as a finger press, and switch arrays – are normally achieved through four connections to each fabric interface
a single ElekTex™ switch can also be used
to provide 'switch matrix' functionality
interpreting software is used to identify the location of switch areas in any configuration to suit product requirements
the resolution of the fabric is high, capable of inputting to electronics up to 10bit, making switch arrays of 100 x 100 switches possible
more complex sensors use fabrics that are physically and/or electronically divided into several zones to allow multiple simultaneous position readings
demo 5
http://www.electrotextiles.com/flash/tech_spec.shtml
soft elastic keyboards
Wearable Computing
TAUCHI MMIG G. Evreinov p 28_58 17.01.2003
a soft keyboard is just an application of touchscreen or another touch tablet technology
soft … keyboards
http://www.fitaly.com/wince/pocketpcfitaly.htm
Wearable Computing
TAUCHI MMIG G. Evreinov p 29_58 17.01.2003
there are two major problems of a soft keyboard [26]:
the lack of tactile feedback requires the user be constantly looking at the
screen to know if they hit the correct key; this can be compensated
somewhat by audible feedback, however some users find this rather
annoying
a soft keyboard takes up valuable screen surface, this is especially a
problem for miniaturized computers where the keyboard must take up most
of the screen to be usable, even with a stylus
as a result, the soft keyboard really cannot be used as a primary text input
device for a mobile computer
the limitations in typing speed due to the restricted space
of a smaller keyboard can be offset by using a stylus to
tap on the keys instead of typing with the fingers
a theoretical analysis of upper and lower bounds to the
input speed yields a range of 8.9 to 30.1 wpm for any
reasonably sized soft keyboard [25]
two handed chordingWearable Computing
TAUCHI MMIG G. Evreinov p 30_58 17.01.2003
http://www.obscure.org/rosenberg/chapter2.pdf
one or more extra keys can be added in reach of the thumb, sixteen more characters are added per thumb key, more combinations are possible if the thumb keys can be pressed simultaneously
with 12 finger keys and 6 thumb keys, the Twiddler can emulate with ease the 101 keys on the standard keyboard
a ten key chord keyboard has 1023 possible combinations http://www.keyalt.com/kkeybrdp.htm,
http://www.keybowl.com/products/products_main.htm, http://www.senseboard.com/, http://www.futurelooks.com/features/events/comdex2k1vegas/pictures/the%20technology/pages/Samsung%20Scurry%20wearable%20keyboard.htm, http://www.acm.org/sigchi/chi97/proceedings/paper/fkm.htm,
http://www.tifaq.com/archive/chord-keyboards.txt
http://www.daimi.au.dk/~ehlers/pda/touchtyping.htm
thumb keys
http://www.vitgn.com/
Wearable Computing
TAUCHI MMIG G. Evreinov p 31_58 17.01.2003
a sticky shift, when pressed once, acts on the next one chord;
when double-pressed (like double-clicking a mouse) it acts on all
chords until the shift is hit again, for each shift, the number of
possible characters doubles
multiple state keys Instead of an on/off key like most keyboards, it
is possible to have a three or more state key; a three state
keyboard uses keys which can be pushed up, down, or not at all,
this gives 243 combinations for one hand
level1opt1.1opt1.2
level2
opt2.1opt2.2
level…
opt…1opt…2
level1
opt1.1opt1.2
http://www.hp.com/
sticky shift keys
additional finger keys
it is possible to have more than one key per finger, such as an
extra row, above or below the base row, this is effectively the
same as using multiple state keys
Wearable Computing
TAUCHI MMIG G. Evreinov p 32_58 17.01.2003
http://www.fingerworks.com/
Browsing Gestures
back - touch and slide thumb & three fingertips to the left
forward - touch and slide thumb & three fingertips to the right
scroll - touch & slide four fingers up/down, rest thumb after
starting if desired
zoom in - touch & expand thumb & four fingers
zoom out - touch & contract thumb & four fingers
find (in page) - touch and pinch thumb & two fingertips
Wearable Computing
TAUCHI MMIG G. Evreinov p 33_58 17.01.2003
the DataHand ergonomic keyboard offers a total of 132 keys
(more than even extended flat keyboards) through the use of
five keys witches clustered around the tips of each of the fingers
with three main modes plus a ten-key mode, shifted by the
thumbs, it has more keys than most other keyboards:
134 keys without counting the ten-key mode
174 if the ten-key mode is counted
http://www.datahand.com/flashsite/home.html
http://www.datahand.com/flashsite/home.html
each of the modes is differentiated on
the display by a different color:
green for Normal (alphabetic) mode
TAUCHI MMIG G. Evreinov p 34_58 17.01.2003
Wearable Computingthe DataHand key assignment display is above the fingers, always visible,
never covered by the fingers
blue for Numbers and Symbols mode
yellow for Function and Mouse mode
and red for Ten-key mode
Wearable Computing
TAUCHI MMIG G. Evreinov p 35_58 17.01.2003
the VuMan is a body-hugging computer with a circular dial that
displays animations of repair procedures, replacing thousands of
pages of maintenance manuals
soldiers simultaneously see both their equipment and the
computer information through a head-up display (1995)
http://www.spectrum.ieee.org/publicaccess/1195inf4.html
VuMan 3 has included enhanced capabilities…http://www-2.cs.cmu.edu/afs/cs.cmu.edu/project/vuman/www/home.html
TIA-0
VuMan
Wearable Computing
TAUCHI MMIG G. Evreinov p 36_58 17.01.2003
orbiTouch™ alphanumeric keyless keyboard with an integrated mouse that utilizes the hands and arms instead of the fingers to type
it is comprised of two domes
each dome moves "slides" into one of eight positions from a central resting point
the orbiTouch typist creates a keystroke by sliding the two domes into one of their eight respective positions
http://www.keybowl.com/products/products_main.htm
Logitech® Cordless Controller for PlayStation®2.4GHz cordless, dual analog sticks, vibration feedback
http://www.logitech.com/
Wearable Computing
TAUCHI MMIG G. Evreinov p 37_58 17.01.2003
speaker and microphone
button for speech input
soft material towards arm
arm- and handheld device [22]
this type of PDA is one of the most typical of
wearable concepts today
studies [30] have shown that a small computer
worn on forearm or thigh has the best values in
unobtrusiveness and accessibility
wrapping around the body is more comfortable
than using single point fastening systems such as
clips or shoulder straps
http://www.danger.com/products.php
Nokia 9110
Wearable Computing
TAUCHI MMIG G. Evreinov p 38_58 17.01.2003
Ice H1000 & M1000 communicator
it has full color VGA viewing data or graphics that is
equivalent to viewing a 21" monitor from about 3.7 feet away
http://www.iisvr.com/products_wireless_Main.html
demo 5
Ice M1000 - monocular is a wearable version of Ice
it offers all the same features as the Ice H1000, with the
added convenience of an eyeglass mounted optics system
Wearable Computing
TAUCHI MMIG G. Evreinov p 39_58 17.01.2003
side view of the Chording Glove [26]
the Chording Glove has three basic parts:
the finger sensors, the shift buttons and
the function keys
the thumb is intended to have two sensors,
one at the tip and one on the side
the sensors are in series, so pressing
either activates it different positions on the
thumb are used to chord depending on the
orientation of the hand
when the hand is against a flat surface, the
side is used
when the hand is chording against a curved
surface the tip is used
Ubi-Finger [31]
Wearable Computing
TAUCHI MMIG G. Evreinov p 40_58 17.01.2003
SkinPen joystick concept exploits the availability of
natural anatomical markers
the four knuckles and the gaps between them naturally
form up to seven menu group positions
the menu commands were arranged in groups, based
on similarity of function and frequency of use
Participant 3
Participant 4
Wearable Computing
TAUCHI MMIG G. Evreinov p 41_58 17.01.2003
the rugged GeneSys Maximus Pen/Touch Tablet is a completely
self-contained mobile computer built for the most challenging field
applications, for virtually and mobile application
http://policevehicletech.com/tabletmaximus.html
Symbol Commander – gesture recognition softwarehttp://www.sensiva.com/
http://www.pencomputing.com/
Air Force Tests Wearable Ultrasound Technologyhttp://www.obgyn.net/us/us.asp?page=/us/feature/nco_mobile_ultrasound/vance_mobileultra
Wearable Computing
TAUCHI MMIG G. Evreinov p 42_58 17.01.2003
http://soc302.tripod.com/soc_302rocks/id1.html
in nonverbal behavior, the eyes play a significant role in
communication they usually convey internal feelings and
accentuate other body movements
out of all the other facial structures, the eyes have the ability to do
the most, for example, one can glance, stare, peek, blink, peer,
gaze, roll, wink, raise and lower (eyebrows)
eyes have the ability to convey ones true characteristics,
attitudes, and feelings about people than verbal behavior [36]
Eye movements
Eye Tracking has been widely used in cognitive studies of attention, and a
number of commercial vendors provide similar solutions; there are several
methods for tracking the eyes
the simplest eye based control is a blink detector to detect whether the
eyes are open or closed using a light source and photo-cell, video
processing provides the better results (the normal person blinks 20 times
per minute, each lasting a fourth of second)
this way only gives a binary state [http://tpals.org/commaids.htm], but in
dependence on interaction techniques it could provide different modes of
the communication ("blink patterns“ - sequences of long and short blinks
which are interpreted as semiotic messages [33] etc)
Wearable Computing
TAUCHI MMIG G. Evreinov p 43_58 17.01.2003http://www.ai.mit.edu/projects/vip/blinkdetection.htm
demo 6
demo 7
demo 8
Wearable Computing
TAUCHI MMIG G. Evreinov p 44_58 17.01.2003
electrooculography (EOG) measures
the changes of the galvanic potential
under the electrodes placed around
the eyes due to a mechanical
displacement of the skin when eyes
rotate; this derivative of motion can be
used for detection of basic direction
only (up, down, left, right) [37, 38]
J. Gips, http://isg.cs.tcd.ie/iwet/Abstract4.htm
http://www.ulst.ac.uk/news/releases/2002/631.html
Wearable Computing
TAUCHI MMIG G. Evreinov p 45_58 17.01.2003
Cyberlink Interface (Brain Actuated
Technologies, Inc.) is based on
registering the galvanic potential under
the electrodes placed near the muscles
(or skin resistance between electrodes)
signals registered from the forehead can
control the location and left/right
functions of the mouse, VR-effects etc
electrodes can be embedded in
peripheral display, helmet
http://www.brainfingers.com/cyberlink.htm#overview
Wearable Computing
TAUCHI MMIG G. Evreinov p 46_58 17.01.2003http://arrow.win.ecn.uiowa.edu/56244/Students/Julien/project/interim.doc
Wearable Computing
TAUCHI MMIG G. Evreinov p 47_58 17.01.2003
the most effective eye tracking systems use video processing
of reflections of an infrared light source of the cornea and
lens (Purkinje images); alternative features are the
boundaries between white sclera and iris (limbus tracking)
and pupil (pupil tracking) [34, 35, 39, see too 40]
SMI develops eyetracker systems that can operate as
joystick control input
http://www.smi.de/
Wearable Computing
TAUCHI MMIG G. Evreinov p 48_58 17.01.2003
Light Pen, 1960, http://cne.gmu.edu/itcore/userinterface/GUIGI2.htmlSmartquill of British Telecom, http://oud.refdag.nl/weet/981013weetfo07.html
PenComputing
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the outputs are digital signals whose duty cycles (ratio of pulse-
width to period) are proportional to the acceleration in each of the 2
sensitive axes
these outputs may be measured directly with a microprocessor
counter, requiring no A/D converter
the output period is adjustable from 0.5 ms to 10 ms via a single
resistor; if a voltage output is desired, a voltage output proportional
to acceleration is available from the XFILT and YFILT pins, or may
be reconstructed by filtering the duty cycle outputs
the bandwidth of the ADXL202/ADXL210 may be set from 0.01 Hz
to 5 kHz via capacitors CX and CY
the ADXL202/ADXL210 are low cost, low power (<0.6 mA),
complete 2-axis accelerometers with a measurement range
of either ±2 g /±10 g [41]
the ADXL202/ADXL210 can measure dynamic acceleration
(e.g., vibration) and static acceleration (e.g., gravity)
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AM RF transmitter module, AM-TX1-XXX
a miniature hybrid modular RF transmitter providing on-off keyed modulation, which can be used to transmit data from any standard CMOS/TTL source up to 1200 baud [42]
the module is very simple to operate, requiring only two connections and use only 2.3mA which means that it may be driven directly from an encoder I/C or microcontroller
the output impedance has been designed to give optimum performance when coupled with a small antenna such as a tuned loop or short whip
the modules are compatible with the AM Receiver modules (AM -HRRn-XXX or AM-RRS2-XXX)
the transmitter module can used in general telemetry and telecommunications products, transmitting range up to 30 metres
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pen-shaped handwriting input apparatus (unit) using accelerometers and gyroscopes and an associated operational device for determining pen movement compensates for the effects of the inclination of the unit [43]
a handwriting recognition is based on calculations of the initial value of the inclination angle of a pen shaft in a gravity coordinate system, a variation value of the inclination angle of the pen shaft, the inclination angle of the pen shaft when writing
a coordinates conversion calculating section converts the coordinate system of the acceleration from the pen shaft coordinate system to the gravity coordinate system
a movement amount calculating section calculates the movement direction and the movement distance of the pen's tip end
finally, a handwriting detecting section detects a state of handwriting or non-handwriting
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http://research.microsoft.com/Asia/dload_files/21century/2_lyndsay_e.pdfhttp://research.microsoft.com/hwsystems/
an early hardware prototype consisted of tilt sensor, PIC 8 bit
microcontroller, batteries, and 433Mhz 1200 Baud radio transmitter
currently a radio receiver on the RS232 port of a PC records the pen
movement for analysis via PC
the pen will power down after a period of no movement so doesn't need an
on/off switch
the battery life is approximately 22 hours and the XWPen weighs about 5 gdemo 9
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the tilt sensor determines which hand is holding the device, and adjusts the writing sensor and the display accordingly other features that might be added to the SmartQuill include speech recognition and wireless communication with other computing devicesthe device could read any fonts: Cyrillic, Arabic and Chinese, or be used as calculatorBT owns the patent rights
Anoto Pen (ChatPen CHA-30) is the tool that, in coordination with the ANOTO patterned paper…camera: Custom CMOS sensor, 100 FPSprocessor: Proprietary ARM-based ASIC at 70 MHzcommunication device: Bluetooth transceiverillumination: IR LED; resolution: 0.03 mm
SmartQuill http://www.neoambiental.com.br/html/terceiromilenio/html/texto_terc_tecnologia04.htm
http://www.anotofunctionality.com/navigate.asp
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SuperPenTM http://www.superpen.com/wp5540.htmhttp://www.superpen.com/kw3230.htm
pressure-sensitive pen tip
programmable double side-switch
built-in eraser for realistic blending and erasing
CintiqPen http://www.klausco.com/ICR_Wacom.htm
pen & eraser pressure 512 levelscoordinate accuracy (avg.) ±0.02"
mechanical feedback to user when mouse
passes over icons or programs that appear on
computer screen can be added to pen
manipulations…
Pen Cat pro http://www.cbdp.qc.ca/pencatpro_eng.html
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