GUI and Gestures. CS334 Fall Daniel G. Aliaga Department of Computer Science Purdue University
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1 GUI and Gestures CS334 Fall 2013 Daniel G. Aliaga Department of Computer Science Purdue University
2 User Interfaces Human Computer Interaction Graphical User Interfaces History 2D interfaces VR/AR Interfaces 3D interfaces Adaptive User Interfaces Tangible User Interfaces Haptic User Interfaces Gestures
3 Human Computer Interaction Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.
4 Graphical User Interfaces 1970s Xerox Parc Palo Alto Research Center SmallTalk project developed the Star GUI on Alto System 1982 Steve Jobs saw it and thought that s awesome dude Apple hired many Xerox people and his version of the GUI for the failed Lisa computer 1984 Apple released the Macintosh computer with the WIMP interface (Window, icon, menus, pointer)
5 Graphical User Interfaces
6 Graphical User Interfaces
7 VR/AR User Interfaces
8 VR/AR User Interface
9 VR/AR User Interface
10 VR/AR User Interface Optical See-Through HMD
11 Adaptive User Interface An Adaptive System is a knowledge-based system which automatically alters aspects of the system functionality and interface in order to accommodate the differing preferences and requirements of individual system users" (Benyon 1990) Examples of adaptive behavior: Selection of interaction techniques and communication channels Task-dependent presentation of forms and menus Task- or user-dependent information presentation Adaptive help
12 Tangible User Interfaces
13 Tangible User Interfaces
14 Haptic User Interfaces
15 Gestures All kinds of instances where an individual engages in physical movements whose intent is recognized and used to communicate desired actions or ideas Kinds of gestures Gesticulation: those associated with speech Autonomous: those that function independently from speech
16 Gestures Gesture Recognition Track-based: recognize gestures by motions of hands and body Pen-based: recognize gestures of (2D) input devices
17 Gestures History 1963: First pen-based system the RAND
18 Gestures History 1963: First pen-based system the RAND 1992: Apple Newton First widespread pen-based system
19 Gestures History 1963: First pen-based system the RAND 1992: Apple Newton First widespread pen-based system 1980s/1990s/2000s Instrumented gloves
20 Gestures History 1963: First pen-based system the RAND 1992: Apple Newton First widespread pen-based system 1980s/1990s/2000s Instrumented gloves Arms
21 Gestures From the 60s: for handling radioactive material Now for protein docking
22 Gestures: today Kinect Wii Smart Phones/Tablets
23 Gestures Types of gestures Sign language Body motions and configurations Hand motions and configurations Facial motions and expressions Pen-based symbols Circle and copy Scratch-out Make object Etc
24 Gestures How do Pen-based gestures differ? In shape? In timing? In strokes?
25 Single Stroke Gestures What are the challenges? Fast Robust recogniton Invariant to rotation/scale/translation
26 Single Stroke Gesture Recognition Basic Algorithm: Given C classes of gestures E c training examples per class Compute a set of F features per gesture that uniquely identify it Given a new gesture to recognize Compute its F features Find the class with the most similar set of features Done ( Specifying Gestures by Example, Dean Rubine, SIGGRAPH 1991)
27 Some Results
28 Features Each gesture is the sequence g p = (x p, yp, tp) Feature vector is f = (f 1, f F ) Gesture class c maximizes v c = w c0 + F w ci f i 1 Example features on board
29 Training Goal: Obtain a classifier that recognizes each gesture Options: Use an iterative scheme to refine weights Use a closed formula with assumptions Classical linear discriminator
30 See board Linear Discriminator
31 Recognition For each new stroke, compute its feature vector and find the feature class that maximizes the weighted sum of its features Classic linear discriminator
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