ReferenceAuthors :Patrick Baudisch(Professor in CS),Thomas Augsten (Masters Student,IT systems), Konstantin Kaefer(Masters Student) and Christian Holz(PhD student),René Meusel, Caroline Fetzer, Dorian Kanitz, Thomas Stoff, Torsten Becker(students)Affiliation: Hasso Plattner Institute,Potsdam, Germany
Presentation: UIST’10, October 3–6, 2010, New York, New York, USA
Summary
Hypothesis/Contents
After reaching the conclusion that the size constraints of tabletops have limited the discussion about what can be done on horizontal surfaces to what fits the format,the paper hypothesizes that by using a Multitouch floor, more people can interact with a multitouch system, and more unique interactions could take place on a back-projected floor.
The base of the hardware design is total internal reflection. The ability to sense per-pixel pressure allows the floor to locate and analyze users’ soles. They integrate high-resolution multi-touch input into a back-projected floor, maintaining the purpose and interaction concepts of tabletop computers. Then there were user studies and personal interviews with people to have qualitative and quantitative data about the system and its performance.
Methods
The system was first tested for the functionality, where different gestures for interaction were compared to standing and walking interactions.The test interface was “implemented” using four paper buttons taped to the floor. There were a small and a large button labeled “ok”, and a small and a large button labeled “cancel”.31 participants walked across the four buttons. Half of the participants were tasked to “activate” the two ‘cancel’ buttons and get across the ‘ok’ buttons without activating them; the other half was instructed to activate the ‘ok’ buttons instead. Participants explained their rationale in a verbal interview.
A second user study was done among 20 students to find out which area of their soles users consider to be active in targeting.
(a) Participants stepped onto the multi touch floor with their dominant foot wearing shoes. (b) A honeycomb grid was displayed under the participant’s shoe .The cells of the grid were described to the participants as defunct “buttons.” (c) For each “button” an ex- perimenter asked the participant if it should be depressed based on the participant’s foot position.
A third user study was done among 24 participants to survey what point on their shoe (the hotspot) users use to interact with point targets.
A fourth user study was conducted to determine the lower bound on the size of objects used on the screen.
Results:
The first user study showed a varied preference among people to make selections with pressing buttons.The four most useful strategies for activating a button were tapping. stomping, jumping, and double tapping. Jumping was the most easily recognized method for invoking a menu.
For the second one, 8 of 20 participants matched the projection model which included tip and arch.Another 7 participants matched the projection model, but left occasional omissions along the outline. 2 of them excluded the arch.
In the third user study 7 participants seemed to aim using the tip of their foot, 6 using their big toe and another 6 at an offset from the toe, and 2 using their ball and another 3 with a point slightly above the ball.
In the fourth user study error rate and task time increased with decreasing button sizes.About half of the participants selected the large keyboard as their favorite. 10 of 26 participants picked the medium keyboard,others were indifferent between the large and the medium keyboard.
Discussion
The research and the results sound promising to me. I am really excited to have this technology to be applicable in games and sports where foot can be used as a method of interaction and its a multi player game. May be it is like playing with a virtual soccer in a touch screen ground or something fancy like that I can't imagine for now. But apart from that, I am not so sure where we can implement this, but probably there will be more applications as the technology improves on accessibility, affordance and availability.
Comments
Post a Comment