Dynamic User Input:
Interfacing Eye-Hand Behavior during Motion Sensing/Motion Capture

Nathaniel Bobbitt
ac551@rgfn.epcc.edu

Simon Fraser University
(Sponsored by School of Kinesiology Seminar Series)


Inputbased aspects of Sensorimotor Behavior:

  • Aiming

    [Feed Through]......[Particle Systems]......[GUI for Time Motion Study]

    Note: Links Require CD-ROM



  • Photographic and Cinematic Media Obstacles to Time Motion Studies

    Frame Based Study of Articulated Motion



  • Linear Sequence

    Cell Animation or Biological Motion?







    Concentricity and Biological Motion

    Aiming:


    Visualization of a Pouring Motion
    Concentricity of Sensorimotor Behavior

    Aiming (With Grabbing):
    Get & Grasp-Hold-Relocate/Rotate


    Performer-Handled Object-Receptacle



    Media Production and Interface Implementations

    Dance Related Interfaces


    Dancer Controlled Object




    Mouse-Related

    Eye-Hand Motion with Color Feedback:



    From Grief Project on Teenage High School Cafeteria Shooting

    Grief and Virtual Tactile Therapy



    Emotional Processing and Eye-Hand Behavior
    Healing Interface

    On Hand Trace


    Dyanmic User Input
    Concentricity and Cross Modal Behavior

    Dynamic User INPUT


  • 1. Slide the Mouse to the RIGHT of the STARS
    2. Move the Mouse along TOP of the Box
    3. Pause the Mouse
    Movement

    If the Background is Black. Start:
    Here ***


    Media Eye-Hand Controls
    This interface combines eye-hand motion (according to mouse movement).The user input in this interface consists of:

  • Aiming of Mouse
  • Vision

    The challenge in this interface is to integrate:

  • Hand
  • Eye (Vision)
  • Mousepad Reference

    Standard eye-hand exchanges in a computer superimpose eye (focus), hand, reference:

    My interface shows cases in which user input is more dynamic due to:

  • Splitting of Eye (Focus)


  • Requirement of Hand Mobility


  • Layering of Reference (Eye-Hand, Feedback_Outcome)


  • Direct: Haptic Design Implications


    User input is dynamic in this interface given the real time interaction of the mouse movement over sensitive areas (On-Screen, Mousepad Texture) and the layering or splitting of eye/hand resources during the movement of the mouse.

    Layering of eye-hand motion leads to mousedrift and reliance on semi-automatic (intuitive) options. [See:Visual Interface] This interface integrates:
  • Layering of Eye-Hand Motion
  • Invisibility of the Target (Mouse Sensitive) Areas:



    This interface also is useful in considering aiming gestures which are based on eye-hand coordination. The screen episodes in all the cases to be considered are Aiming without Grabbing. As part of a New Media residency at the Banff Centre of the Arts an Aiming with Grabbing prototype was designed



    Aiming without Grabbing will be useful as we can consider the phenomena of mousedrift due to layering the user's allocation of eye or motoric focus.

    Before moving on first try the interface to the right.[When using the interface have the browser at the maximum size possible].


    Interface Hidden Color Setup:



    Eye-Hand Interface


    Examples of Dynamic Input and Mouse Movement

    Conventional Mouse Movement


    Eye-Hand=Synchronized
    Eye Focus=Overlap (Hand)
    Reference=On Screen Only


    Stretched Screen Vision


    Eye-Hand=Mobile
    Hand=Mobile
    Eye Focus=Split
    Reference=Split


    Screen-Off Screen Vision


    Eye-Hand=Fixed
    Hand=Slight Drift
    Eye Focus=Split
    Reference=Layered (Eye)


    Layered Eye-Hand Activity


    Eye-Hand=Layered
    Hand=Mobile
    Eye Focus=Split and Mobile
    Reference=Layered(Eye,Hand)


    Eye-Hand Interface 1

    Eye-Hand Interface 2

    Eye-Hand Interface 3




    I. Transmission vs. Reception

      Transmission:

      Excitation (Allocation)

      Control

      Input (Energy)
      Reception:

      Meaning

      Symbolism

      Image
    II. Sensorimotor Behavior and Excitation

      [Song and Respiratory Feed ]
      Dissipation/Replenishment
    Guidelines for Processing Articulatory Behavior

      [Isolate]
      Engagement of Sensory Resources

      [Amplify]
      Visualization of Intangible Performance Behavior

      [Explore]
      Redirection or Filtration of Streams of Behavior
    Refinement of Tasked Behavior

      [Grasp]
      [Hold]
      [Sort]
      [Pour]


      [Unavoidable Delay]
      [Getting Ready]





    Advantages of Excitation/Performance Model

  • Performer Modulation:

    • Layering of Performer Energy with Performer Articulated Activity

      Example:Exchange of Respiration and Beating Spectra

    • Multi-Resolution : Feed and Incremental Task Realization

      On Physical Playback

    • Dynamic User Input [Passive Capture of Hand Motion and Decision-Making]
  • Temporal Interaction:
    [Performer, Material Object]......[ Brief Decay Rates or Replenished Excitation]

  • Development of Amplifiable Visual Content:

    • Zoom-In Capable

    • Rewrite Visual Systems [Meyer and Marriott 1997]

  • Shaping Feed: Insert or Delete Warping (Time Warping)



    COPYRIGHT 1998 NATHANIEL BOBBITT
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