GUI and Gestures. CS334 Fall Daniel G. Aliaga Department of Computer Science Purdue University

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GUI and Gestures CS334 Fall 2013 Daniel G. Aliaga Department of Computer Science Purdue University

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

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.

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)

Graphical User Interfaces

Graphical User Interfaces

VR/AR User Interfaces

VR/AR User Interface

VR/AR User Interface

VR/AR User Interface Optical See-Through HMD

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

Tangible User Interfaces

Tangible User Interfaces

Haptic User Interfaces

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

Gestures Gesture Recognition Track-based: recognize gestures by motions of hands and body Pen-based: recognize gestures of (2D) input devices

Gestures History 1963: First pen-based system the RAND

Gestures History 1963: First pen-based system the RAND 1992: Apple Newton First widespread pen-based system

Gestures History 1963: First pen-based system the RAND 1992: Apple Newton First widespread pen-based system 1980s/1990s/2000s Instrumented gloves

Gestures History 1963: First pen-based system the RAND 1992: Apple Newton First widespread pen-based system 1980s/1990s/2000s Instrumented gloves Arms

Gestures From the 60s: for handling radioactive material Now for protein docking

Gestures: today Kinect Wii Smart Phones/Tablets

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

Gestures How do Pen-based gestures differ? In shape? In timing? In strokes?

Single Stroke Gestures What are the challenges? Fast Robust recogniton Invariant to rotation/scale/translation

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)

Some Results

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

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

See board Linear Discriminator

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