Session:「Body Gestures and Body Displays」

LumiWatch: On-Arm Projected Graphics and Touch Input

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173669

論文アブストラクト: Compact, worn computers with projected, on-skin touch interfaces have been a long-standing yet elusive goal, largely written off as science fiction. Such devices offer the potential to mitigate the significant human input/output bottleneck inherent in worn devices with small screens. In this work, we present the first fully functional and self-contained projection smartwatch implementation, containing the requisite compute, power, projection and touch-sensing capabilities. Our watch offers roughly 40 sq. cm of interactive surface area -- more than five times that of a typical smartwatch display. We demonstrate continuous 2D finger tracking with interactive, rectified graphics, transforming the arm into a touchscreen. We discuss our hardware and software implementation, as well as evaluation results regarding touch accuracy and projection visibility.

日本語のまとめ:

腕の皮膚上へ画面を投影し、その画面でタッチ操作を行える機能を持ったスマートウォッチの開発を行った。ピコプロジェクタを用いた画面投影では一般の画面の約5倍の大きさとなり、 タッチセンシングは深度センサアレイを用いて実現。

Better Understanding of Foot Gestures: An Elicitation Study

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173908

論文アブストラクト: We present a study aimed to better understand users' perceptions of foot gestures employed on a horizontal surface. We applied a user elicitation methodology, in which participants were asked to suggest foot gestures to actions (referents) in three conditions: standing up in front of a large display, sitting down in front of a desktop display, and standing on a projected surface. Based on majority count and agreement scores, we identified three gesture sets, one for each condition. Each gesture set shows a mapping between a common action and its chosen gesture. As a further contribution, we suggest a new measure called specification score, which indicates the degree to which a gesture is specific, preferable and intuitive to an action in a specific condition of use. Finally, we present measurable insights that can be implemented as guidelines for future development and research of foot interaction.

日本語のまとめ:

平面上のフットジェスチャの研究。ユーザ定義型ジェスチャによりディスプレイの前に座る/立つ・足元にディスプレイの場合の3場面でのジェスチャを考案。特定の状況でのジェスチャに関しての新たな評価指標を定義。

Controlling Maximal Voluntary Contraction of the Upper Limb Muscles by Facial Electrical Stimulation

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173968

論文アブストラクト: In this paper, we propose to use facial electrical stimulation to control maximal voluntary contraction (MVC) of the upper limbs. The method is based on a body mechanism in which the contraction of the masseter muscles enhances MVC of the limb muscles. Facial electrical stimulation is applied to the masseter muscles and the lips. The former is to enhance the MVC by causing involuntary contraction of the masseter muscles, and the latter is to suppress the MVC by interfering with voluntary contraction of the masseter muscles. In a user study, we used electromyography sensors on the upper limbs to evaluate the effects of the facial electrical stimulation on the MVC of the upper limbs. The experimental results show that the MVC was controlled by the facial electrical stimulation. We assume that the proposed method is useful for sports athletes because the MVC is linked to sports performance.

日本語のまとめ:

最大随意筋力(MVC)と呼ばれる人間が意識的に出す最大の筋力を、顔面への電気刺激を用いてコントロールする研究。実験の結果、電気刺激を咬筋へ用いると腕のMVCを増加でき、唇へ用いると腕のMVCを抑制できることが示された。

Modeling Perceived Screen Resolution Based on Position and Orientation of Wrist-Worn Devices

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174184

論文アブストラクト: This paper presents a model allowing inferences of perceivable screen content in relation to position and orientation of mobile or wearable devices with respect to their user. The model is based on findings from vision science and allows prediction of a value of effective resolution that can be perceived by a user. It considers distance and angle between the device and the eyes of the observer as well as the resulting retinal eccentricity when the device is not directly focused but observed in the periphery. To validate our model, we conducted a study with 12 participants. Based on our results, we outline implications for the design of mobile applications that are able to adapt themselves to facilitate information throughput and usability.

日本語のまとめ:

ウェアラブル機器の画面は位置や向きで見え方・解像度が異なることから、様々な位置や向きのスマートウォッチにおけるユーザの知覚可能な画面の解像度を推測するモデルの作成を目的とした研究。