We explore the use of multimodal input to predict the landing position of a ray pointer while selecting targets in a virtual reality (VR) environment. We first extend a prior 2D Kinematic Template Matching technique to include head movements. This new technique, Head-Coupled Kinematic Template Matching, was found to improve upon the existing 2D approach, with an angular error of 10.0° when a user was 40% of the way through their movement. We then investigate two additional models that incorporated eye gaze, which were both found to further improve the predicted landing positions. The first model, Gaze-Coupled Kinematic Template Matching resulted in angular error of 6.8° for reciprocal target layouts and 9.1° for random target layouts, when a user was 40% of the way through their movement. The second model, Hybrid Kinematic Template Matching, resulted in angular error of 5.2° for reciprocal target layouts and 7.2° for random target layouts when a user was 40% of the way through their movement. We also found that using just the current gaze location resulted in sufficient predictions in many conditions. We reflect on our results by discussing the broader implications of utilizing multimodal input to inform selection predictions in VR.
While text entry is an essential and frequent task in Augmented Reality (AR) applications, devising an efficient and easy-to-use text entry method for AR remains an open challenge. This research presents STAR, a smartphone-analogous AR text entry technique that leverages a user’s familiarity with smartphone two-thumb typing. With STAR, a user performs thumb typing on a virtual QWERTY keyboard that is overlain on the skin of their hands. During an evaluation study of STAR, participants achieved a mean typing speed of 21.9 WPM (i.e., 56% of their smartphone typing speed), and a mean error rate of 0.3% after 30 minutes of practice. We further analyze the major factors implicated in the performance gap between STAR and smartphone typing, and discuss ways this gap could be narrowed.
Wrist-based input often requires tuning parameter settings in correspondence to between-user and between-session differences, such as variations in hand anatomy, wearing position, posture, etc. Traditionally, users either work with predefined parameter values not optimized for individuals or undergo time-consuming calibration processes. We propose an online Bayesian Optimization (BO)-based method for rapidly determining the user-specific optimal settings of wrist-based pointing. Specifically, we develop a meta-Bayesian optimization (meta-BO) method, differing from traditional human-in-the-loop BO: By incorporating meta-learning of prior optimization data from a user population with BO, meta-BO enables rapid calibration of parameters for new users with a handful of trials. We evaluate our method with two representative and distinct wrist-based interactions: absolute and relative pointing. On a weighted-sum metric that consists of completion time, aiming error, and trajectory quality, meta-BO improves absolute pointing performance by 22.92% and 21.35% compared to BO and manual calibration, and improves relative pointing performance by 25.43% and 13.60%.
Scrolling in extended reality (XR) is currently performed using handheld controllers or vision-based arm-in-front gestures, which have the limitations of encumbering the user's hands or requiring a specific arm posture, respectively. To address these limitations, we investigate freehand, posture-independent scrolling driven by wrist deflection. We propose two novel techniques: Wrist Joystick, which uses rate control, and Wrist Drag, which uses position control. In an empirical study of a rapid item acquisition task and a casual browsing task, both Wrist Drag and Wrist Joystick performed on par with a comparable state-of-the-art technique on one of the two tasks. Further, using a relaxed arm-at-side posture, participants retained their arm-in-front performance for both wrist techniques. Finally, we analyze behavioral and ergonomic data to provide design insights for wrist deflection scrolling. Our results demonstrate that wrist deflection provides a promising method for performant scrolling controls while offering additional benefits over existing XR interaction techniques.
In this paper, we investigate postural reinforcement haptics for mid-air typing using squeeze actuation on the wrist. We propose and validate eye-tracking based objective metrics that capture the impact of haptics on the user's experience, which traditional performance metrics like speed and accuracy are not able to capture. To this end, we design four wrist-based haptic feedback conditions: no haptics, vibrations on keypress, squeeze+vibrations on keypress, and squeeze posture reinforcement + vibrations on keypress. We conduct a text input study with 48 participants to compare the four conditions on typing and gaze metrics. Our results show that for expert qwerty users, posture reinforcement haptics significantly benefit typing by reducing the visual attention on the keyboard by up to 44% relative to no haptics, thus enabling eyes-away behaviors.
Mid-air text input in augmented or virtual reality (AR/VR) is an open problem. One proposed solution is gesture typing where the user performs a gesture trace over the keyboard. However, this requires the user to move their hands precisely and continuously, potentially causing arm fatigue. With eye tracking available on AR/VR devices, multiple works have proposed gaze-driven gesture typing techniques. However, such techniques require the explicit use of gaze which are prone to Midas touch problems, conflicting with other gaze activities in the same moment. In this work, the user is not made aware that their gaze is being used to improve the interaction, making the use of gaze completely implicit. We observed that a user’s implicit gaze fixation location during gesture typing is usually the gesture cursor’s target location if the gesture cursor is moving toward it. Based on this observation, we propose the Speedup method in which we speed up the gesture cursor toward the user’s gaze fixation location, the speedup rate depends on how well the gesture cursor’s moving direction aligns with the gaze fixation. To reduce the overshooting near the target in the Speedup method, we further proposed the Gaussian Speedup method in which the speedup rate is dynamically reduced with a Gaussian function when the gesture cursor gets nearer to the gaze fixation. Using a wrist IMU as input, a 12-person study demonstrated that the Speedup method and Gaussian Speedup method reduced users’ hand movement by and respectively without any loss of typing speed or accuracy.
Integrated hand-tracking on modern virtual reality (VR) headsets can be readily exploited to deliver mid-air virtual input surfaces for text entry. These virtual input surfaces can closely replicate the experience of typing on a Qwerty keyboard on a physical touchscreen, thereby allowing users to leverage their pre-existing typing skills. However, the lack of passive haptic feedback, unconstrained user motion, and potential tracking inaccuracies or observability issues encountered in this interaction setting typically degrades the accuracy of user articulations. We present a comprehensive exploration of error-tolerant probabilistic hand-based input methods to support effective text input on a mid-air virtual Qwerty keyboard. Over three user studies we examine the performance potential of hand-based text input under both gesture and touch typing paradigms. We demonstrate typical entry rates in the range of 20 to 30 wpm and average peak entry rates of 40 to 45 wpm.
Fingertips are one of the most sensitive regions of the human body and provide a means to dexterously interact with the physical world. To recreate this sense of physical touch in a virtual or augmented reality (VR/AR), high-resolution haptic interfaces that can render rich tactile information are needed. In this paper, we present a wearable electrohydraulic haptic interface that can produce high-fidelity multimodal haptic feedback at the fingertips. This novel hardware can generate high intensity fine tactile pressure (up to 34 kPa) as well as a wide range of vibrations (up to 700 Hz) through 16 individually controlled electrohydraulic bubble actuators. To achieve such a high intensity multimodal haptic feedback at such a high density (16 bubbles/${\mathrm{cm}}^{2}$) at the fingertip using an electrohydraulic haptic interface, we integrated a stretchable substrate with a novel dielectric film and developed a design architecture wherein the dielectric fluid is stored at the back of the fingertip. We physically characterize the static and dynamic behavior of the device. In addition, we conduct psychophysical characterization of the device through a set of user studies. This electrohydraulic interface demonstrates a new way to design and develop high-resolution multimodal haptic systems at the fingertips for AR/VR environments.
We demonstrate InfraredTags, which are invisible 2D markers and barcodes that are 3D printed as part of objects. We show how InfraredTags can be decoded using a convolutional neural network (CNN) after being captured by low-cost near-infrared cameras. InfraredTags are formed by printing objects from an infrared-transmitting filament, which infrared cameras can see through, and by having air gaps inside for the tag’s bits, which appear at a different intensity in the infrared image. We built a user interface that facilitates the integration of common tags (QR codes, ArUco markers) with the object geometry to make them 3D printable as InfraredTags. Once printed, the tags can be robustly decoded with a U-Net model that we trained using a custom dataset for optimal binarization and detection. We show how our method enables different applications, such as object tracking and embedding metadata for tangible interactions and augmented reality.
Intelligent suggestion techniques can enable low-friction selection-based input within virtual or augmented reality (VR/AR) systems. Such techniques leverage probability estimates from a target prediction model to provide users with an easy-to-use method to select the most probable target in an environment. For example, a system could highlight the predicted target and enable a user to select it with a simple click. However, as the probability estimates can be made at any time, it is unclear when an intelligent suggestion should be presented. Earlier suggestions could save a user time and effort but be less accurate. Later suggestions, on the other hand, could be more accurate but save less time and effort. This paper thus proposes a computational framework that can be used to determine the optimal timing of intelligent suggestions based on user-centric costs and benefits. A series of studies demonstrated the value of the framework for minimizing task completion time and maximizing suggestion usage and showed that it was both theoretically and empirically effective at determining the optimal timing for intelligent suggestions.
Existing approaches for embedding unobtrusive tags inside 3D objects require either complex fabrication or high-cost imaging equipment. We present InfraredTags, which are 2D markers and barcodes imperceptible to the naked eye that can be 3D printed as part of objects, and detected rapidly by low-cost near-infrared cameras. We achieve this by printing objects from an infrared-transmitting filament, which infrared cameras can see through, and by having air gaps inside for the tag's bits, which appear at a different intensity in the infrared image. We built a user interface that facilitates the integration of common tags (QR codes, ArUco markers) with the object geometry to make them 3D printable as InfraredTags. We also developed a low-cost infrared imaging module that augments existing mobile devices and decodes tags using our image processing pipeline. Our evaluation shows that the tags can be detected with little near-infrared illumination (0.2lux) and from distances as far as 250cm. We demonstrate how our method enables various applications, such as object tracking and embedding metadata for augmented reality and tangible interactions.
Freehand interactions with augmented and virtual reality are growing in popularity, but they lack reliability and robustness. Implicit behavior from users, such as hand or gaze movements, might provide additional signals to improve the reliability of input. In this paper, the primary goal is to improve the detection of a selection gesture in VR during point-and-click interaction. Thus, we propose and investigate the use of information contained within the hand motion dynamics that precede a selection gesture. We built two models that classified if a user is likely to perform a selection gesture at the current moment in time. We collected data during a pointing-and-selection task from 15 participants and trained two models with different architectures, i.e., a logistic regression classifier was trained using predefined hand motion features and a temporal convolutional network (TCN) classifier was trained using raw hand motion data. Leave-one-subject-out cross-validation PR-AUCs of 0.36 and 0.90 were obtained for each model respectively, demonstrating that the models performed well above chance (=0.13). The TCN model was found to improve the precision of a noisy selection gesture by 11.2% without sacrificing recall performance. An initial analysis of the generalizability of the models demonstrated above-chance performance, suggesting that this approach could be scaled to other interaction tasks in the future.
We showcase InfraredTags, which are 2D markers and barcodes imperceptible to the naked eye that can be 3D printed as part of objects, and detected rapidly by low-cost near-infrared cameras. We achieve this by printing objects from an infrared-transmitting filament, which infrared cameras can see through, and by having air gaps inside for the tag’s bits, which appear at a different intensity in the infrared image. We built a user interface that facilitates the integration of common tags (QR codes, ArUco markers) with the object geometry to make them 3D printable as InfraredTags. We also developed a low-cost infrared imaging module that augments existing mobile devices and decodes tags using our image processing pipeline. We demonstrate how our method enables various applications, such as object tracking and embedding metadata for augmented reality and tangible interactions.
We introduce RotoWrist, an infrared (IR) light based solution for continuously and reliably tracking 2-degree-of-freedom (DoF) relative angle of the wrist with respect to the forearm using a wristband. The tracking system consists of eight time-of-flight (ToF) IR light modules distributed around a wristband. We developed a computationally simple tracking approach to reconstruct the orientation of the wrist without any runtime training, ensuring user independence. An evaluation study demonstrated that RotoWrist achieves a cross-user median tracking error of 5.9° in flexion/extension and 6.8° in radial and ulnar deviation with no calibration required as measured with optical ground truth. We further demonstrate the performance of RotoWrist for a pointing task and compare it against ground truth tracking.
Vibrotactile feedback is increasingly common in wearable wristband devices. While much work has explored specific mappings in navigation and guidance tasks and to close the action-confirmation loop during interactions, little has focused on evaluating the communication capacity of the wrist and how it improves everyday interactions and tasks. To study these questions, we used information transfer as a metric to explore the space of signal variations within a single vibrotactile actuator (e.g., frequency, amplitude, and modulation). We ran a user study with the salient haptics cues to determine how well people were able to identify them without training on the dorsal side of the wrist, if they could interpret them better with training, and if that knowledge could be transferred to a secondary, untrained location (volar side of the wrist). Our results suggest that people are able to interpret at least 5 of the 8 cue variations, and are better able to recognize vibrotactile signals with training. We discuss the implications of the results for enabling vibrotactile interactions on the wrist.
People often have to remove their phone from an inaccessible location like a pocket to view things like notifications and directions. We explore the idea of viewing such information through the fabric of a pocket using low resolution bright LED matrix displays. A survey confirms viewing information on inaccessible phones is desirable, and establishes types of pockets in garments worn by respondents and what objects are typically put in pockets. A technical evaluation validates that LED light can shine through many common garment fabrics. Based on these results, functional hardware prototypes are constructed to demonstrate different form factors of through-fabric display devices, such as a phone, wallet, a key fob, a pen, and earbud headphone case. A simple interaction vocabulary for viewing key information on these devices is described, and the social and technical aspects of the approach are discussed.
Typing with ten fingers on a virtual keyboard in virtual or augmented reality exposes a challenging input interpretation problem. There are many sources of noise in this interaction context and these exacerbate the challenge of accurately translating human actions into text. A particularly challenging input noise source arises from the physiology of the hand. Intentional finger movements can produce unintentional coactivations in other fingers. On a physical keyboard, the resistance of the keys alleviates this issue. On a virtual keyboard, coactivations are likely to introduce spurious input events under a naïve solution to input detection. In this paper we examine the features that discriminate intentional activations from coactivations. Based on this analysis, we demonstrate three alternative coactivation detection strategies with high discrimination power. Finally, we integrate coactivation detection into a probabilistic decoder and demonstrate its ability to further reduce uncorrected character error rates by approximately 10% relative and 0.9% absolute.
Integration of soft haptic devices into garments can improve their usability and wearability for daily computing interactions. In this paper, we introduce PneuSleeve, a fabric-based, compact, and highly expressive forearm sleeve which can render a broad range of haptic stimuli including compression, skin stretch, and vibration. The haptic stimuli are generated by controlling pneumatic pressure inside embroidered stretchable tubes. The actuation configuration includes two compression actuators on the proximal and distal forearm, and four uniformly distributed linear actuators around and tangent to the forearm. Further, to ensure a suitable grip force, two soft mutual capacitance sensors are fabricated and integrated into the compression actuators, and a closed-loop force controller is implemented. We physically characterize the static and dynamic behavior of the actuators, as well as the performance of closed-loop control. We quantitatively evaluate the psychophysical characteristics of the six actuators in a set of user studies. Finally, we show the expressiveness of PneuSleeve by evaluating combined haptic stimuli using subjective assessments.
In this paper, we present Acustico, a passive acoustic sensing approach that enables tap detection and 2D tap localization on uninstrumented surfaces using a wrist-worn device. Our technique uses a novel application of acoustic time differences of arrival (TDOA) analysis. We adopt a sensor fusion approach by taking both 'surface waves' (i.e., vibrations through surface) and 'sound waves' (i.e., vibrations through air) into analysis to improve sensing resolution. We carefully design a sensor configuration to meet the constraints of a wristband form factor. We built a wristband prototype with four acoustic sensors, two accelerometers and two microphones. Through a 20-participant study, we evaluated the performance of our proposed sensing technique for tap detection and localization. Results show that our system reliably detects taps with an F1-score of 0.9987 across different environmental noises and yields high localization accuracies with root-mean-square-errors of 7.6mm (X-axis) and 4.6mm (Y-axis) across different surfaces and tapping techniques.
Thomas Pietrzak合作论文数University of Toronto5