From: Thomas Pietrzak Date: Wed, 24 Nov 2021 14:28:03 +0000 (+0100) Subject: Finger identification apparatus X-Git-Tag: first-full-draft~96 X-Git-Url: https://git.thomaspietrzak.com/?a=commitdiff_plain;h=df7690e11d87b2efb8bf3f98928384f3a13eddf9;p=hdr.git Finger identification apparatus --- diff --git a/tex/3-input.tex b/tex/3-input.tex index 3bf68ec..d9901d8 100644 --- a/tex/3-input.tex +++ b/tex/3-input.tex @@ -572,7 +572,17 @@ We will discuss how we leverage this new input space in a systematic way. \subsubsection{Prototyping apparatus} -Before searching for a technology suitable for a product we have to investigate the benefits of this information and how to use it +This project is a typical HCI project in which we investigate the benefits and limitation of an interaction paradigm befoer the technology is ready to implement it in consumer electronics products. +The advantage is that research for such a technology will happen only if and when the benefits will balance the cost. +Even if such technology is not ready yet, the HCI community regularly uses alternative technologies that necessarrily make compromises. +In some cases we just imagine the technology is there and works perfectly. +The wizard of Oz technique consists in having an operator executing the actions on the users behalf, with any other technology. +This is not always necessary. +In the case of finger identifications, the Glass+Skin study just indicated participants the finger they wanted them to use. +Other methods make assumptions on the inputs \cite{ghomi13,wagner14}, but it limits the resulting interaction techniques. +Finally we can use alternative technologies. +Either they only work for specific devices, like projection-based tabletops, or they use invasive methods with markers. +We prefer the last method since it allowed us to build prototypes for tabletops, tablets and smartphones, without limitations on the input vocabulary. \begin{figure}[htb] \centering @@ -585,6 +595,16 @@ Before searching for a technology suitable for a product we have to investigate \caption[Finger identification prototypes.]{Three implementations of finger identification prototypes. The first one uses gametracks to locate fingers on a tabletop. The two other ones use color markers with a camera to track fingers on a tablet and a smartphone.} \end{figure} +The \reffig{fig:hotfingers-prototypes} shows the three prototypes. +The tabletop prototype combines two sources of information. +The first one is the 2D coordinates of the contact points. +The second one is the 3D position of every finger that we sense with GameTraks\footnote{\href{https://en.wikipedia.org/wiki/Gametrak}{https://en.wikipedia.org/wiki/Gametrak}}. +GameTracks sense a 3D position by measuring the length and angles of a string attached to a joystick. +This method requires a calibration and strings attached to every finger, but it is not sensible to occlusion forr example. +The tablet and smartphone prototypes used color markers on every finger, as well as an external camera. +It requires calibration as well and it is sensible to occlusion. +However having no strings attached to the fingers is more convenient for interacting on smaller devices. + \subsubsection{Input vocabulary}