Pseudo sensor: Emulation of Input Modality by Repurposing Sensors on Mobile Devices
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Transcript of Pseudo sensor: Emulation of Input Modality by Repurposing Sensors on Mobile Devices
SUNGJAE HWANG | EXP LAB
PseudoSensor: Emulation of Input Modality by
Repurposing Sensors on Mobile Devices
Keywords: sensor emulation; sensor repurposing; pressure; tactile; mobile device
PUBLICATIONS (RELATED TO THE THESIS)
S. Hwang, K.W. Wohn, “Designing Magnetically Driven Tangible Interfaces - Journal of Human Computer Studies”, Journal of Human Computer
Studies (SCI), 2015 – (Submitted)
S. Hwang, K.W. Wohn, "PseudoSensor: Emulation of Input Modality by Repurposing Sensors on Mobile Devices", Journal of Intelligence and Smart
Environments (SCIE), 2015 - (Accepted)
S. Hwang, D., Kim, S., Leigh, and K., Wohn, “NailSense: Fingertip force as a new input modality," ACM Symposium on User Interface Software and
Technology (UIST Poster), 2013
S. Hwang, M. Ahn, K.W. Wohn, "MagGetz: User Configurable Tangible Controllers On and Around Mobile Devices", ACM Symposium on User
Interface Software and Technology (UIST), 2013 - 19%
S. Hwang, A. Bianchi, K.W. Wohn, "VibPress: Enabling Pressure-Sensitive Interaction using Vibration Ab-sorption on Mobile Device", International
Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI), 2013 - 21%
S. Hwang, A. Bianchi, M. Ahn, K.W. Wohn, "MagPen: Magnetically Driven Pen Interactions On and Around Mobile Device", International Conference
on Human-Computer Interaction with Mobile Devices and Services (MobileHCI), 2013 - 21% (Best paper award)
S. Hwang, K.W. Wohn, "VibroTactor: Low-cost Placement-Aware Technique using Vibration Echoes on Mobile Devices", ACM International
Conference on Intelligent User Interfaces (IUI Poster), 2013
S. Hwang, Bianchi, A., K. W. Wohn, "MicPen: Pressure-Sensitive Pen Interaction Using Microphone with Standard Touchscreen", The ACM SIGCHI
Conference on Human Factors in Computing Systems (CHI EA), 2012
S. Hwang, K. W. Wohn, "Pseudo Button: Emulation of Touch Sensors by using Microphone on Mobile De-vice", The ACM SIGCHI Conference on
Human Factors in Computing Systems (CHI EA), 2012
CURRICULUM VITAE (Continued)
• Current mobile devices are equipped with a variety of sensors, offering numerous
input channels for expressive interaction techniques.
• Researchers have leveraged on these capabilities for creating new input
interaction modalities to enhance the user experience and explored the design
space to utilize them.
BACKGROUND
(http://www.noahlab.com.hk/labvision/research_hci)(http://www.qualcomm.com/news/snapdragon/2014/04/24/behind-
sixth-sense-smartphones-snapdragon-processor-sensor-engine)
Issue 1. Some sensors are impractical for small devices (e.g., wristwatches, glasses,
rings) due to the limited computing power and small interaction area available.
Issue 2. Some sensors (e.g., pressure, touchscreens, humidity) are seldom available
on mobile devices today; instead they have to be attached to the device as bulky
accessories, which ordinary users have seldom available (Maragos, Potamianos, & Gros, 2008).
Miyaki et al., 2009, Essl et al., 2009, Heo et al., 2011, Wilson et al., 2013
BACKGROUND : ISSUES
Images from Google, Fin ring, Pebble, and Samsung website (Nov. 20. 2014)
(a) (b)
Issue 3. Augmentation of input hardware causes additional production
costs for device vendors and additional maintenance cost for users.
http://www.ifixit.com (Nov. 20. 2014)
BACKGROUND : ISSUES
“What if we emulate unavailable sensors through available resources on mobile device?”
“What if we generate unavailable sensors through a software approach?”
This study starts from the question,
BACKGROUND : RESEARCH QUESTION
Schenkman, B. N., and Nilsson, M. E. (2010). "Human echolocation: blind and sighted persons’ ability to detect
sounds recorded in the presence of a reflecting object," Perception (39:4), p 483.
Hint from Human : Human echolocation
A blind person recognizes surrounding objects by detecting
sound recorded in the presence of reflecting objects.
BACKGROUND : RESEARCH QUESTION
GOAL 1.
To present a concept that repurposes input resources of the mobile device.
GOAL 2.
To empirically prove this method through various instance applications.
GOAL 3.
To build a unified set of guidelines that a broad range of HCI could utilize.
RESEARCH GOAL
PRESSURE-BASED INPUT METHOD FOR MOBILE DEVICES
1. It adds a degree of freedom to the touch locations (Boring, Ledo, Chen, Marquardt, Tang, &
Greenberg, 2012) and so it can free the user from spatial restrictions and repetitive
movement (Miyaki, & Rekimoto, 2009).
2. Pressure input allows relatively stable and accurate interactions when user is in
mobile context (Wilson, Brewster, Halvey, Crossan, & Stewart, 2011).
3. Pressure input supports in-pocket operation. For instance, user can interact with
the device when it is in the pocket or bag.
4. It can be used to alleviate occlusion problems and can also provide ways for rich
contextual selections (Ramos, Boulos, & Balakrishnan, 2004).
Several advantages of pressure input for mobile device
Previous work on pressure input techniques for mobile devices either
introduced specialized sensing hardware or relied on software to estimate
the pressure from sensors commonly available on mobile devices
HARDWARE-AUGMENTATION APPROACH TO ENABLING PRESSURE INPUT
GraspZoom
(Miyaki et al., 2009)
Pressure-based Text Entry
(Brewster et al., 2009)
Squeezing the Sandwich
(Essl, 2009)
Pressure-based Menu
Selection
(Wilson et al., 2010)
ForceGestures
(Heo et al., 2011)
Indirect Shear Force
(Heo et al, 2013)
Multi-digit Pressure Input
(Wilson et al., 2012)
ForceDrag
(Heo et al., 2012)
SOFTWARE APPROACH TO ENABLING PRESSURE INPUT
A tangible controller
(Kato et al., 2009)
Vision-based Force Sensor
(Sato et al., 2012)
GripSense
(Goel et al., 2012)
The Fat Thumb
(Boring et al., 2012)
c c t g
Muscle Tremors
(Strachan et al., 2004)
Use the Force or something
(Essl et al., 2010)
ForceTap
(Heo et al., 2011)
Expressive typing
(Iwasaki et al., 2009)
c t a gcamera touchscreen accelerometer gyroscope
As a response to the limitation of hardware augmentation approach, some authors have attempted to
estimate input pressure with software, using readings from sensors available on most mobile devices.
a a a a
Sonicstrument
(Lee et al., 2011)
VibroTactor
(Hwang et al., 2012)
SoundWave
(Gupta et al., 2012)
Biomolecule detection
(Won et al., 2012)
WiSee
(Pu et al., 2013)
Medical Mirror
(Poh et al., 2011)
LIghtWave
(Gupata et al., 2011)
uTouch
(Chen et al., 2014)
m m m e
t w c e
m e t cmicrophone EMI touchscreen camera
OTHER SOFTWARE APPROACH TO EMULATING INPUT MODALITIES
LIMITATION OF PREVIOUS WORKS
1. Limitation of Hardware augmentation approach
- They have to be attached to the device in the form of bulky accessories, which
are seldom available to ordinary users (Maragos et al., 2008).
- The addition of hardware can mean additional production and maintenance
costs for both device vendors and users.
2. Limitation of Software approach
- Some do not measure pressure applied by the user continuously (Essl et al., 2010;
Heo et al., 2011b; Iwasaki et al., 2009) while others are fixed and limited with regard
to the location of cameras (Kato et al., 2009; Sato et al.).
- They only focus on local problems. The general method for repurposing sensors
have not yet investigated in HCI field.
PROPOSED CONCEPT : PSEUDOSENSOR
PseudoSensor is a sensor emulated
- using a (built-in) sensor or combination of (built-in) sensors
- for a different purpose from their original one (emulation of other functionality)
- without additional cost (sensors added)
PseudoSensorSensor Sensor
PROPOSED CONCEPT : PSEUDOSENSOR
Our approach is to overcome the device constraints (e.g., absence
or lack of sensors) by bypassing the effect the user create (e.g.,
pressure) to the emulated sensor (PseudoSensor).
Motor skillTouchscreen
HumanComputer
Touch Effect
device
constraints
PseudoSensorPressure
Pressure Effect
Modalities, constraints, and effects (Obrenovic, Abascal, & Starcevic, 2007)
PROPOSED CONCEPT : PSEUDOSENSOR
Active vs. Passive
Event-based vs. Streaming-based vs. Recognition-based modality
Unimodal vs. Multimodal
Followed by the Simplified model of computing modalities
(Obrenovic, Abascal, & Starcevic, 2007)
PseudoSensorSensor Sensor
The Right Number of Pressure Levels
- ≤ 6 distinct levels (Ramos, Boulos, & Balakrishnan, 2004)
Selection Technique
- Dwell, Quick Release, Stroke, and Roll.
Feedback Design
- Continuous visual feedback is needed for a pressure widget (Ramos, Boulos, & Balakrishnan, 2004)
Perceptual Characteristics of Human Kinesthetic System
- The differential threshold of force is 7% - 10% (over a force range of 0.5-200 N), while that of
stiffness is 17% (Jones, 2000).
CONSIDERATIONS FOR DESIGNING PRESSURE INPUT TECHNIQUES
INSTANCES OF PSEUDOSENSOR
Eight applications to demonstrate how our approach supports
pressure interaction for mobile devices.
a camera a microphone an accelerometer a magnetometer
NailSense and CamPress MicPen and PseudoButton ForceTouch and VibPress MagGetz and MagPen
Pressure
Input
PRESSURE ESTIMATION BY REPURPOSING A CAMERA
Two applications that repurpose a camera to emulate a pressure sensor
NailSense is a novel interaction technique that repurposes a camera sensor to emulate a pressure
sensor. This technique allows users to control a mobile device by hovering and slightly
bending/extending fingers behind the device. It determines the pressure applied with a user’s
fingertip by tracking changes in coloration of a user’s fingernail with a built-in camera.
CamPress is another example that detects pressure asserted on a mobile phone by utilizing an
inertial camera on the mobile device. Our technique infers the amount of pressure applied on the
inertial camera of the mobile device by measuring the luminance of reflected light.
NailSense CamPress
MicPen is a pressure-sensitive pen interface that infers pressure applied on the pen by analyzing
the scratch sound. When the rubber tip of the pen is dragged across the glossy display, friction
produces a sound easily captured by a microphone and uses it to estimate the amount of pressure
ap-plied with the pen.
PseudoButton is another application that senses pressure applied on a pin-hole by repurposing a
built-in microphone on mobile devices. To emulate a pressure sensor, the system emits inaudible
sounds through the built-in speaker and analyzes the feedback through the built-in microphone on
the device.
MicPen PseudoButton
PRESSURE ESTIMATION BY REPURPOSING A MICROPHONE
PseudoButton (Active)MicPen (Passive)
The software of MicPen receives the sound captured by the microphone and computes a FFT using a
non-overlapping rectangular window sampled at 44 KHz. The software computes the sum of the
amplitude values in the range 15-32 KHz and uses it as a rough estimation for pressure.
In case of PseudoButton, the software generates ultrasonic sound (16.7K Hz) and simultaneously
captures the sound signal to emulate a pressure sensor. The software performs FFT algorithm on
incoming sounds using a non-overlapping rectangular window.
PRESSURE ESTIMATION BY REPURPOSING A MICROPHONE
VibPressForceTouch
ForceTouch is a software technique that enables pressure-like input interaction with a mobile device
by measuring the physical movement from accelerometer readings to estimate the force with which
the screen of a mobile device is tapped.
VibPress is another software technique that enables pressure input interaction on mobile devices by
measuring the level of vibration absorption with a built-in accelerometer when the device is in
contact with a damping surface (e.g., user’s hands).
PRESSURE ESTIMATION BY REPURPOSING AN ACCELEROMETER
PRESSURE ESTIMATION BY REPURPOSING AN ACCELEROMETER
Amount of pressure on a mobile device can be approximated by using an
accelerometer to measure the spatial displacement generated when the device is
touched (ForceTouch) or when the internal vibration motor vibrations (vibPress).
Light press (impact)
Hard press (impact)
VibPress (Active)ForceTouch (Passive)
touch
ed
touch
ed
touch
ed
touch
ed
MagPenMagGetz
MagGetz is an input technique that enables a pressure-sensitive interaction on and around mobile
devices without requiring power or wireless connections. This is achieved by tracking and analyzing
the magnetic field generated by magnetic controllers attached on and around the device through a
single magnetometer, which is commonly integrated into smartphones today.
MagPen is a magnetically driven pen that enables pressure sensitive interaction on the touchscreen
of the mobile devices. This technique is achieved using commonly available smartphones that
detect touch position with a touchscreen and analyze the magnetic field produced by a permanent
magnet embedded in a standard capacitive stylus with a magnetometer.
PRESSURE ESTIMATION BY REPURPOSING A MAGNETOMETER
Magnetic traces for pressure-sensitive control widgets (MagGetz)
PRESSURE ESTIMATION BY REPURPOSING A MAGNETOMETER
where p1 is a last reference point (e.g., a point when the
button is fully pressed), p0 is a first reference point (e.g.,
a point when the button is not pressed), and x’ is a vector
that new point x projected onto p0 p1.
where x is a new magnetic point according to the user’s
input, pa is a reference point of button a with maximum
pressure, pb is a maximum point of button b, and p0 is a
reference point of button a and b with minimum pressure.
Button a Button bButton a
We used a relative position between the two curves as a coarse proxy of pressure
(The farther the distance is, the denser the pressure levels).
110 uT
70mm
PRESSURE ESTIMATION BY REPURPOSING A MAGNETOMETER
MagPen (Passive & Multimodality)
EVALUATION
Goal
The goals of this experiment were to verify how fast and accurate our input techniques are for
different input levels and to show our approach can be successfully integrated for
conventional mobile devices.
Participants
- 10 volunteers, 6 males and 4 females between 27 and 34 (average 30.2, SD 2.30).
- A mix of researchers, students and professionals.
- Compensated for their time with a small gift (about $10).
Procedure
- Given a minute for familiarizing
- Calibration (to establish the minimum and maximum pressure that user could exert with it)
- Counterbalanced order
- A post-experiment interview.
- The entire experiment lasted approximately 100 minutes per user.
EVALUATION
We tested our applications for three input levels (2, 4, and 6 input levels, referred to as L2, L4, L6)
excluding two applications that use binary inputs (NailSense and CamPress). To report usability
metrics (completion time and error rate), the device keeps several data logs including participant’s
name, type of interface, input level presented, number of trial, time to reach a target box, time to
complete trial, target box presented, and target box selected while conducting the experiment.
The user selects a specific target using one of three selection techniques: selecting when
maintaining the cursor within the target box for one second (Dwell); selecting the target box when
quickly lifting (Quick release); or selecting the target box when touch event occurs (Touch).
RESULT : ERROR RATE (%)
The figure shows the error rate for all different input techniques of our applications. As can be seen,
the participants made few se-lection errors and errors increases as input level increases. The
overall error rate for levels L2, L4, L6 are, respectively, 3.85% (SD=0.45%), 10% (SD=0.65%), and
19.16% (SD=1.42%). Overall error rates for different interfaces in L2 are 0% for VibPress (SD=0%),
0.8% for MicPen (SD=0.26%), 1.7% for MagPen (SD=0.53%), 1.7% for ForceTouch (SD=0.35%),
5% for PseudoButton (SD=0.58%), 7.5% for CamPress (SD=0.73%), and 13.3% for NailSense
(SD=0.9%) in an ascending sequence. A two-way ANOVA analysis revealed significant differences
for errors across input levels (F(2,180)=29.29, p<0.01) and interaction techniques (F(7,180)=10.38,
p<0.01), and an interaction was found (F(10,180)=3.56, p<0.01).
RESULT : COMPLETION TIME (SEC)
The completion time increases as input level increases. are, respectively, 1.4 (SD=0.34), 1.73 (SD=0.14),
and 2.30 (SD=0.13) seconds. There were also differences in completion time in terms of different input
techniques. The average completion time for different interactions in L2 was: 0.91 seconds for MicPen
(SD=0.13); 1.24 seconds for VibPress (SD=0.04); 1.31 seconds for MagGetz Button (SD=0.07); 1.38
seconds for MagPen (SD=0.17); 1.45 seconds for PseudoButton (SD=0.32); 1.5 seconds for CamPress
(SD=0.26); and 2.03 seconds for NailSense (SD=0.7) in an ascending sequence. A two-way ANOVA
revealed significant differences for completion time across input levels (F(2,153)=112.4, p<0.01),
interaction techniques (F(6,153)=29.5, p<0.01), and an interaction was found (F(8,153)=5.98), p<0.01).
FINDINGS FROM THE EVALUTATION
The result is compelling when compared to previous works.
- We showed evidence that, with continuous visual feedback, users can reliably and quickly input using two to six
pressure levels with accuracy ranging from 3.85% to 19.16% and from 1.4 to 2.3 seconds interaction time,
depending on the input levels (L2~L6).
- All techniques showed selection times similar to those obtained with specialized hardware (Cechanowicz et al.,
2007; Ramos et al., 2004; Wilson et al., 2010) and MicPen, ForceTouch, VibPress, MagGetz Button, and MagPen
showed fewer errors than software pressure techniques (Goel et al., 2012; Heo et al., 2011b)
The errors and completion time varied depending on the number of
input levels.
- Any subsequent increment took at least 1.2 times longer with considerably more errors.
The errors and completion time varied depending on the type of
interactions.
- MagGetz Button (1.1%) vs. ForceTouch (20.3%)
- Repurposing a camera is cumbersome since it is easily affected by ambient light.
GRAMMAR OF PSEUDOSENSOR
HOW TO FORMALIZE THIS PSEUDOSENSOR?
Human.Motor<Pressure> → Computer.Microphone<Volume>
AttributeOperatorEntity Modality Entity Modality
Event ::= Entity[‘.’Modality]‘<’AttributeList’>’ (Operator Entity[‘.’Modality]‘<’AttributeList’>’)*
Entity ::= ‘Human’ | ‘Computer’ | ‘Environment’
Modality ::= ‘Microphone’ | ‘Accelerometer’ | ‘Camera’ | ‘Vibrator’ | ‘Motor’ | …
AttributeList ::= Attribute (‘,’ Attribute)*
Attribute ::= ‘Gesture’ | ‘Pressure’ | ‘Color’ | ‘Light’ | ‘Movement’ | ‘Intensity’ | ‘Vibration’ | …
Operator ::= ‘→’ | ‘+data’ | ‘+feature’ | ‘+decision’
FORMALIZATION OF PSEUDOSENSOR
Extended Backus Naur Form (EBNF) grammar to define the syntax of PseudoSensor.
Human.motor<Touch, Pressure> → ( Computer.touchscreen<Touch> + Computer.accelerometer<Movement> )
Human touch and pressure affects touch attribute of a touchscreen
and movement attribute of an accelerometer (ForceTouch)
Human.motor<Pressure> → Computer.accelerometer<Physical movement>
Human pressure affects the movement of accelerometer (repurposing an accelerometer).
Human.motor<Pressure> → ( Computer.speaker<Sound> → Computer.microphone<Spectrum, Volume> )
Human pressure affects the relationship in the way an inaudible sound from a speaker affects the
spectrum and volume attributes of microphone (repurposing a microphone).
Human.motor<Touch, Pressure> → ( Computer.touchscreen<Contact position> +feature
( Magnet<Intensity> → Computer.magnetometer<Intensity> ) )
The human touch and pressure affects the contact position of touchscreen and the relationship in the
way a purse of magnet affects the intensity of magnetometer
(repurposing a touchscreen and a magnetometer).
FORMALIZATION OF PSEUDOSENSOR
An Overview of Software Approach to Enable Pressure InteractionAN OVERVIEW OF PREVIOUS WORKS THAT ENBALE PRESSURE INPUT
SUMMARY OF DESIGN GUIDELINE FOR REPURPOSING SENSORS
1. PseudoSensor can be empowered by adding additional sensors
MicPen can be improved by compensating for sound energy variance according to the touch position
and the speed of dragging measured by additional inertial sensor, a touchscreen
2. PseudoSensor, in certain aspects, sometimes demonstrate a
better performance than a hardware-augmentation approach.
VibPress technique expands its interaction area beyond the touchscreen and enables in-pocket
interaction, and the NailSense technique enables pressure-sensitive interaction in the air.
3. Active PseudoSensor using public output channels may
influence the performance of other systems that use the same
technique.
PseudoButton, MagGetz, and MagPen use public output channels (e.g., sound from a speaker and
magnetism from a magnet) to build systems. Thus, we should consider the interference between
systems for active Pseudosensor using public channels.
CONCLUSION : SUMMARY OF STUDY
1. We presented a novel method that overcomes the limitations of
hardware by emulating unavailable sensors through available input
resources. This concept is unique in that it has not yet been
introduced and summarized in the HCI field.
2. We presented a concrete set of applications and offered empirical
evidence through a set of evaluations. The results of the evaluation
are an important aspect of our work’s contribution to the field.
3. Through an exploration of both our own examples and the corpus of
related work, we established a set of design guidelines. These
unique guidelines can provide designers with flexible and reusable
solutions when faced with insufficient sensor resources or suboptimal
conditions.
1. PseudoSensor is limited in terms of hardware settings.
Since PseudoSensor relies on inertial sensors of the device, a limitation exists in terms of hardware
settings: VibPress technique (compatibility & battery consumption issue), and PseudoButton
technique (spatial constraints).
2. PseudoSensor affects the performance of other systems.
When PseudoSensor is active and using public output channels, it may influence the performance of
other systems: PseudoButton, MagGetz, and MagPen (interference issue).
3. PseudoSensor may cause negative effects on user experience.
Depending on a form of PseudoSensor, it may cause negative effect on user experience: VibPress
technique (fatigue and noisy sound), and CamPress technique (privacy concerns).
4. There is no comparison with the previous hardware-augmentations.
We have empirically proved our method through various applications, but there is no comparison with
the previous hardware-augmentation approaches. The comparison is needed.
CONCLUSION : LIMITATIONS
Expanding our vision by exploring a wider range of applications
using our technique.
- Various modalities repurposed and sensor emulated (e.g., EMG, EEG, humidity)
- Different devices and domains (e.g., wearable, robot, and Internet of Things).
Conducting a longitudinal study and comparing them with
corresponding real sensors.
More detailed investigation on the effect of repurposing sensors.
CONCLUSION : FUTURE WORK
Images from Google, Fin ring, Pebble, Samsung, and Amazon website (Nov. 26. 2014)