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Hands and Speech in Space
Mark Billinghurst
mark.billinghurst@hitlabnz.org
The HIT Lab NZ, University of Canterbury
May 28th 2014
2012 – Iron Man 2
To Make the Vision Real..
  Hardware/software requirements
 Contact lens displays
 Free space hand/body tracking
 Speech/gesture recognition
 Etc..
  Most importantly
 Usability/User Experience
Natural Hand Interaction
  Using bare hands to interact with AR content
  MS Kinect depth sensing
  Real time hand tracking
  Physics based simulation model
Pros and Cons of Gesture Only Input
  Gesture-only good for
 Direct manipulation,
 Selection, Motion
 Rapid expressiveness
  Limitations
 Descriptions (eg Temporal information)
 Operation on large numbers of objects
 Indirect manipulation, delayed actions
Multimodal Interaction
  Combined speech and gesture input
  Gesture and Speech complimentary
  Speech: modal commands, quantities
  Gesture: selection, motion, qualities
  Previous work found multimodal interfaces
intuitive for 2D/3D graphics interaction
  However, few multimodal AR interfaces
Wizard of Oz Study
  What speech and gesture input
would people like to use?
  Wizard
  Perform speech recognition
  Command interpretation
  Domain
  3D object interaction/modelling
Lee, M., & Billinghurst, M. (2008, October). A Wizard of Oz study for an AR
multimodal interface. In Proceedings of the 10th international conference on
Multimodal interfaces (pp. 249-256). ACM.
System Architecture
System Set Up
Key Results
  Most commands multimodal
  Multimodal (63%), Gesture (34%), Speech (4%)
  Most spoken phrases short
  74% phrases average 1.25 words long
  Sentences (26%) average 3 words
  Main gestures deictic (65%), metaphoric (35%)
  In multimodal commands gesture issued first
  94% time gesture begun before speech
Free Hand Multimodal Input
  Use free hand to interact with AR content
  Recognize simple gestures
  Open hand, closed hand, pointing
Point Move Pick/Drop
Lee, M., Billinghurst, M., Baek, W., Green, R., & Woo, W. (2013). A usability study of
multimodal input in an augmented reality environment. Virtual Reality, 17(4), 293-305.
Speech Input
  MS Speech + MS SAPI (> 90% accuracy)
  Single word speech commands
Multimodal Architecture
Multimodal Fusion
Hand Occlusion
Experimental Setup
Change object shape
and colour
User Evaluation
  Change object shape, colour and position
  Conditions
  (1) Speech only, (2) gesture only, (3) multimodal
  Measures
  performance time, errors, subjective survey
Results - Performance
  Average performance time
  Gesture: 15.44s
  Speech: 12.38s
  Multimodal: 11.78s
  Significant difference across conditions (p < 0.01)
  Difference between gesture and speech/MMI
Subjective Results (Likert 1-7)
  User subjective survey
  Gesture significantly worse, MMI and Speech same
  MMI perceived as most efficient
  Preference
  70% MMI, 25% speech only, 5% gesture only
Gesture Speech MMI
Naturalness 4.60 5.60 5.80
Ease of Use 4.00 5.90 6.00
Efficiency 4.45 5.15 6.05
Physical Effort 4.75 3.15 3.85
Observations
  Significant difference in number of commands
  Gesture (6.14), Speech (5.23), MMI (4.93)
  MMI Simultaneous vs. Sequential commands
  79% sequential, 21% simultaneous
  Reaction to system errors
  Almost always repeated same command
  In MMI rarely changes modalities
Lessons Learned
  Multimodal interaction significantly better than
gesture alone in AR interfaces for 3D tasks
  Shorter task time, more efficient
  Multimodal input was more natural, easier,
and more effective that gesture/speech only
  Simultaneous input rarely used
  More studies need to be conducted
  What gesture/speech patterns? Richer input
3D Gesture Tracking
  3 Gear Systems
  Kinect/Primesense Sensor
  Two hand tracking
  http://www.threegear.com
Skeleton Interaction + AR
  HMD AR View
  Viewpoint tracking
  Two hand input
  Skeleton interaction, occlusion
AR Rift Display
Conclusions
  AR experiences need new interaction methods
  Combined speech and gesture more powerful
  Complimentary input modalities
  Natural user interfaces possible
  Free hand gesture, speech, intelligence interfaces
  Important research directions for the future
  What gesture/speech commands should be used?
  Relationship better speech and gesture?
More Information
•  Mark Billinghurst
–  Email: mark.billinghurst@hitlabnz.org
–  Twitter: @marknb00
•  Website
–  http://www.hitlabnz.org/

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Hands and Speech in Space

  • 1. Hands and Speech in Space Mark Billinghurst mark.billinghurst@hitlabnz.org The HIT Lab NZ, University of Canterbury May 28th 2014
  • 3. To Make the Vision Real..   Hardware/software requirements  Contact lens displays  Free space hand/body tracking  Speech/gesture recognition  Etc..   Most importantly  Usability/User Experience
  • 4. Natural Hand Interaction   Using bare hands to interact with AR content   MS Kinect depth sensing   Real time hand tracking   Physics based simulation model
  • 5. Pros and Cons of Gesture Only Input   Gesture-only good for  Direct manipulation,  Selection, Motion  Rapid expressiveness   Limitations  Descriptions (eg Temporal information)  Operation on large numbers of objects  Indirect manipulation, delayed actions
  • 6. Multimodal Interaction   Combined speech and gesture input   Gesture and Speech complimentary   Speech: modal commands, quantities   Gesture: selection, motion, qualities   Previous work found multimodal interfaces intuitive for 2D/3D graphics interaction   However, few multimodal AR interfaces
  • 7. Wizard of Oz Study   What speech and gesture input would people like to use?   Wizard   Perform speech recognition   Command interpretation   Domain   3D object interaction/modelling Lee, M., & Billinghurst, M. (2008, October). A Wizard of Oz study for an AR multimodal interface. In Proceedings of the 10th international conference on Multimodal interfaces (pp. 249-256). ACM.
  • 10. Key Results   Most commands multimodal   Multimodal (63%), Gesture (34%), Speech (4%)   Most spoken phrases short   74% phrases average 1.25 words long   Sentences (26%) average 3 words   Main gestures deictic (65%), metaphoric (35%)   In multimodal commands gesture issued first   94% time gesture begun before speech
  • 11. Free Hand Multimodal Input   Use free hand to interact with AR content   Recognize simple gestures   Open hand, closed hand, pointing Point Move Pick/Drop Lee, M., Billinghurst, M., Baek, W., Green, R., & Woo, W. (2013). A usability study of multimodal input in an augmented reality environment. Virtual Reality, 17(4), 293-305.
  • 12. Speech Input   MS Speech + MS SAPI (> 90% accuracy)   Single word speech commands
  • 17. User Evaluation   Change object shape, colour and position   Conditions   (1) Speech only, (2) gesture only, (3) multimodal   Measures   performance time, errors, subjective survey
  • 18. Results - Performance   Average performance time   Gesture: 15.44s   Speech: 12.38s   Multimodal: 11.78s   Significant difference across conditions (p < 0.01)   Difference between gesture and speech/MMI
  • 19. Subjective Results (Likert 1-7)   User subjective survey   Gesture significantly worse, MMI and Speech same   MMI perceived as most efficient   Preference   70% MMI, 25% speech only, 5% gesture only Gesture Speech MMI Naturalness 4.60 5.60 5.80 Ease of Use 4.00 5.90 6.00 Efficiency 4.45 5.15 6.05 Physical Effort 4.75 3.15 3.85
  • 20. Observations   Significant difference in number of commands   Gesture (6.14), Speech (5.23), MMI (4.93)   MMI Simultaneous vs. Sequential commands   79% sequential, 21% simultaneous   Reaction to system errors   Almost always repeated same command   In MMI rarely changes modalities
  • 21. Lessons Learned   Multimodal interaction significantly better than gesture alone in AR interfaces for 3D tasks   Shorter task time, more efficient   Multimodal input was more natural, easier, and more effective that gesture/speech only   Simultaneous input rarely used   More studies need to be conducted   What gesture/speech patterns? Richer input
  • 22. 3D Gesture Tracking   3 Gear Systems   Kinect/Primesense Sensor   Two hand tracking   http://www.threegear.com
  • 23. Skeleton Interaction + AR   HMD AR View   Viewpoint tracking   Two hand input   Skeleton interaction, occlusion
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  • 27. Conclusions   AR experiences need new interaction methods   Combined speech and gesture more powerful   Complimentary input modalities   Natural user interfaces possible   Free hand gesture, speech, intelligence interfaces   Important research directions for the future   What gesture/speech commands should be used?   Relationship better speech and gesture?
  • 28. More Information •  Mark Billinghurst –  Email: mark.billinghurst@hitlabnz.org –  Twitter: @marknb00 •  Website –  http://www.hitlabnz.org/