This paper introduces MagPen, a magnetically driven pen interface that works both on and around mobile devices. The proposed device introduces a new vocabulary of gestures and techniques that increase the expressiveness of the standard capacitive stylus. These techniques are: 1) detecting the orientation that the stylus is pointing to, 2) selecting colors using locations beyond the screen boundaries, 3) recognizing different spinning gestures associated with different actions, 4) inferring the pressure applied to the pen, and 5) uniquely identifying different pens associated with different operational modes. These techniques are achieved using commonly available smartphones that sense and analyze the magnetic field produced by a permanent magnet embedded in a standard capacitive stylus. This paper explores how magnets can be used to expand the design space of current pen interaction, and proposes a new technology to achieve such results.
Building Online Learning Communities Using Web 2.0 TechnologiesDr. Mariam Abdelmalak
In this presentation, I describe how I use Web 2.0 technologies to facilitate the development of a community of learners among graduate distant students and how students responded to the use of Web 2.0 tools and to what extent these tools assisted in developing a community of learners. Twitter, Skype, Google Documents, Blog, and Wiki were intentionally used in order to build online learning communities among students. An anonymous survey was used. The students indicated that using Google Documents, Twitter, Wiki, and blog gave them a sense of a learning community while using Skype did not give them a sense of a learning community. Google Documents and Wiki had the most impact on students’ sense of a learning community in the course.
Building Online Learning Communities Using Web 2.0 TechnologiesDr. Mariam Abdelmalak
In this presentation, I describe how I use Web 2.0 technologies to facilitate the development of a community of learners among graduate distant students and how students responded to the use of Web 2.0 tools and to what extent these tools assisted in developing a community of learners. Twitter, Skype, Google Documents, Blog, and Wiki were intentionally used in order to build online learning communities among students. An anonymous survey was used. The students indicated that using Google Documents, Twitter, Wiki, and blog gave them a sense of a learning community while using Skype did not give them a sense of a learning community. Google Documents and Wiki had the most impact on students’ sense of a learning community in the course.
In this presentation, I share the results I found from conducting a case study in a graduate educational learning technology course at a medium sized university in the southwest US. The purpose of this case study was to understand the meanings that graduate students assign to their experience with HyFlex design. The term HyFlex has its roots in two words: Hybrid – combines both online and face-to-face teaching and learning activities in a single course, and Flexible – students choose their mode of participation whether face-to-face, online, or both. Findings show four themes that capture the meanings the participating graduate students assigned to their experience with HyFlex design: accommodating students’ needs, increasing access to course content, differentiating instruction, and encouraging student control.
In this presentation, I share the results I found from conducting a case study in a graduate educational learning technology course at a medium sized university in the southwest US. The purpose of this case study was to understand the meanings that graduate students assign to their experience with HyFlex design. The term HyFlex has its roots in two words: Hybrid – combines both online and face-to-face teaching and learning activities in a single course, and Flexible – students choose their mode of participation whether face-to-face, online, or both. Findings show four themes that capture the meanings the participating graduate students assigned to their experience with HyFlex design: accommodating students’ needs, increasing access to course content, differentiating instruction, and encouraging student control.
[MOBILEHCI2013] VibPress: Estimating Pressure Input Using Vibration Absorptio...Sungjae Hwang
This paper introduces VibPress, a software technique that enables pressure input interaction on mobile devices by measuring the level of vibration absorption with a built-in accelerometer when the device is in contact with a damping surface (e.g., user’s hands). This is achieved using a real-time estimation algorithm running on the device. Through a user evaluation, we provide evidence that this system is faster than previous software-based approaches, and as accurate as hardware-augmented approaches (up to 99.7% accuracy). We also provide insight about the maximum number of pressure levels that users can reliably distinguish, reporting usability metrics (time, errors, and cognitive loads) for different pressure levels and types of gripping gestures (press and squeeze).
[UIST2013] MagGetz: Customizable Passive TangibleControllers on and around Co...Sungjae Hwang
This paper proposes user-customizable passive control widgets, called MagGetz, which enable tangible interaction on and around mobile devices without requiring power or wireless connections. This is achieved by tracking and ana-lyzing the magnetic field generated by controllers attached on and around the device through a single magnetometer, which is commonly integrated in smartphones today. The proposed method provides users with a broader interaction area, customization input layouts, richer physical clues, and higher input expressiveness without the need for hardware modifications. We have presented a software toolkit and several applications using MagGetz.
Development of Contact Model of a Robot Soft Finger for Power Grasping and De...IDES Editor
A contact model of a robot soft hand is developed for
power grasping based on the geometrical relationship between
contact parameters such as deformation, contact width and
touch angle. The proposed nonlinear cylindrical soft finger
deforms on the application of normal load and contact surface
and touch angle grow correspondingly. The deformation and
contact width are related to touch angle. The force relationship
between contact parameters and geometrical data is then
derived. The developed analytical model enables to determine
the total contact force at the contact surface during
manipulation. The validation of the model is done by
conducting experiments with artificial fingers of different
hyper elastic materials. The contact area is determined by
measuring contact width experimentally. The developed soft
finger model and its force function can be usefully applied to
soft fingered object manipulations in future.
Development of Contact Model of a Robot Soft Finger for Power Grasping and De...IDES Editor
A contact model of a robot soft hand is developed for
power grasping based on the geometrical relationship between
contact parameters such as deformation, contact width and
touch angle. The proposed nonlinear cylindrical soft finger
deforms on the application of normal load and contact surface
and touch angle grow correspondingly. The deformation and
contact width are related to touch angle. The force relationship
between contact parameters and geometrical data is then
derived. The developed analytical model enables to determine
the total contact force at the contact surface during
manipulation. The validation of the model is done by
conducting experiments with artificial fingers of different
hyper elastic materials. The contact area is determined by
measuring contact width experimentally. The developed soft
finger model and its force function can be usefully applied to
soft fingered object manipulations in future.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Hand Gesture Recognition using OpenCV and Pythonijtsrd
Hand gesture recognition system has developed excessively in the recent years, reason being its ability to cooperate with machine successfully. Gestures are considered as the most natural way for communication among human and PCs in virtual framework. We often use hand gestures to convey something as it is non verbal communication which is free of expression. In our system, we used background subtraction to extract hand region. In this application, our PCs camera records a live video, from which a preview is taken with the assistance of its functionalities or activities. Surya Narayan Sharma | Dr. A Rengarajan "Hand Gesture Recognition using OpenCV and Python" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-2 , February 2021, URL: https://www.ijtsrd.com/papers/ijtsrd38413.pdf Paper Url: https://www.ijtsrd.com/computer-science/other/38413/hand-gesture-recognition-using-opencv-and-python/surya-narayan-sharma
In this presentation, I share the results I found from conducting a case study in a graduate educational learning technology course at a medium sized university in the southwest US. The purpose of this case study was to understand the meanings that graduate students assign to their experience with HyFlex design. The term HyFlex has its roots in two words: Hybrid – combines both online and face-to-face teaching and learning activities in a single course, and Flexible – students choose their mode of participation whether face-to-face, online, or both. Findings show four themes that capture the meanings the participating graduate students assigned to their experience with HyFlex design: accommodating students’ needs, increasing access to course content, differentiating instruction, and encouraging student control.
In this presentation, I share the results I found from conducting a case study in a graduate educational learning technology course at a medium sized university in the southwest US. The purpose of this case study was to understand the meanings that graduate students assign to their experience with HyFlex design. The term HyFlex has its roots in two words: Hybrid – combines both online and face-to-face teaching and learning activities in a single course, and Flexible – students choose their mode of participation whether face-to-face, online, or both. Findings show four themes that capture the meanings the participating graduate students assigned to their experience with HyFlex design: accommodating students’ needs, increasing access to course content, differentiating instruction, and encouraging student control.
[MOBILEHCI2013] VibPress: Estimating Pressure Input Using Vibration Absorptio...Sungjae Hwang
This paper introduces VibPress, a software technique that enables pressure input interaction on mobile devices by measuring the level of vibration absorption with a built-in accelerometer when the device is in contact with a damping surface (e.g., user’s hands). This is achieved using a real-time estimation algorithm running on the device. Through a user evaluation, we provide evidence that this system is faster than previous software-based approaches, and as accurate as hardware-augmented approaches (up to 99.7% accuracy). We also provide insight about the maximum number of pressure levels that users can reliably distinguish, reporting usability metrics (time, errors, and cognitive loads) for different pressure levels and types of gripping gestures (press and squeeze).
[UIST2013] MagGetz: Customizable Passive TangibleControllers on and around Co...Sungjae Hwang
This paper proposes user-customizable passive control widgets, called MagGetz, which enable tangible interaction on and around mobile devices without requiring power or wireless connections. This is achieved by tracking and ana-lyzing the magnetic field generated by controllers attached on and around the device through a single magnetometer, which is commonly integrated in smartphones today. The proposed method provides users with a broader interaction area, customization input layouts, richer physical clues, and higher input expressiveness without the need for hardware modifications. We have presented a software toolkit and several applications using MagGetz.
Development of Contact Model of a Robot Soft Finger for Power Grasping and De...IDES Editor
A contact model of a robot soft hand is developed for
power grasping based on the geometrical relationship between
contact parameters such as deformation, contact width and
touch angle. The proposed nonlinear cylindrical soft finger
deforms on the application of normal load and contact surface
and touch angle grow correspondingly. The deformation and
contact width are related to touch angle. The force relationship
between contact parameters and geometrical data is then
derived. The developed analytical model enables to determine
the total contact force at the contact surface during
manipulation. The validation of the model is done by
conducting experiments with artificial fingers of different
hyper elastic materials. The contact area is determined by
measuring contact width experimentally. The developed soft
finger model and its force function can be usefully applied to
soft fingered object manipulations in future.
Development of Contact Model of a Robot Soft Finger for Power Grasping and De...IDES Editor
A contact model of a robot soft hand is developed for
power grasping based on the geometrical relationship between
contact parameters such as deformation, contact width and
touch angle. The proposed nonlinear cylindrical soft finger
deforms on the application of normal load and contact surface
and touch angle grow correspondingly. The deformation and
contact width are related to touch angle. The force relationship
between contact parameters and geometrical data is then
derived. The developed analytical model enables to determine
the total contact force at the contact surface during
manipulation. The validation of the model is done by
conducting experiments with artificial fingers of different
hyper elastic materials. The contact area is determined by
measuring contact width experimentally. The developed soft
finger model and its force function can be usefully applied to
soft fingered object manipulations in future.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Hand Gesture Recognition using OpenCV and Pythonijtsrd
Hand gesture recognition system has developed excessively in the recent years, reason being its ability to cooperate with machine successfully. Gestures are considered as the most natural way for communication among human and PCs in virtual framework. We often use hand gestures to convey something as it is non verbal communication which is free of expression. In our system, we used background subtraction to extract hand region. In this application, our PCs camera records a live video, from which a preview is taken with the assistance of its functionalities or activities. Surya Narayan Sharma | Dr. A Rengarajan "Hand Gesture Recognition using OpenCV and Python" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-2 , February 2021, URL: https://www.ijtsrd.com/papers/ijtsrd38413.pdf Paper Url: https://www.ijtsrd.com/computer-science/other/38413/hand-gesture-recognition-using-opencv-and-python/surya-narayan-sharma
Nature grasping by a cable-driven under-actuated anthropomorphic robotic handTELKOMNIKA JOURNAL
Human hand is the best sample for humanoid robotic hand and a nature grasping is the final target that most robotic hands are pursuing. Many prior researches had been done in virtual and real for simulation the human grasping. Unfortunately, there is no perfect solution to duplicate the nature grasping of human. The main difficulty comes from three points. 1. How to 3D modelling and fabricate the real hand. 2. How actuated the robotic hand as real hand. 3. How to grasp objects in different shapes like human hand. To deal with these three problems and further to provide a partial solution for duplicate human grasping, this paper introduces our method to solve these problems from robotic hand design, fabrication, actuation and grasping plan. Our modelling progress takes only around 12 minutes that include 10 minutes of 3D scanning of a real human hand and two minutes for changing the scanned model to an articulated model by running our algorithm. Our grasping plan is based on the sampled trajectory and easy to implement for grasping different objects. Followed these steps, a seven DOF robotic hand is created and tested in the experiments.
SkinTrack is a wearable system that enables continuous
touch tracking on the skin. It consists of a ring, which emits
a continuous high frequency AC signal, and a sensing
wristband with multiple electrodes. Due to the phase delay
inherent in a high-frequency AC signal propagating through
the body, a phase difference can be observed between pairs
of electrodes. SkinTrack measures these phase differences
to compute a 2D finger touch coordinate. Our approach can
segment touch events at 99% accuracy, and resolve the 2D
location of touches with a mean error of 7.6mm. As our
approach is compact, non-invasive, low-cost and lowpowered,
we envision the technology being integrated into
future smartwatches, supporting rich touch interactions
beyond the confines of the small touchscreen.
ACM CHI 2013 - GaussBits: Magnetic Tangible Bits for Portable and Occlusion-F...Rong-Hao Liang
We present GaussBits, which is a system of the passive magnetic tangible designs that enables 3D tangible interactions in the near-surface space of portable displays. When a thin magnetic sensor grid is attached to the back of the display, the 3D position and partial 3D orientation of the GaussBits can be resolved by the proposed bi-polar magnetic field tracking technique. This portable platform can therefore enrich tangible interactions by extending the design space to the near-surface space. Since non-ferrous materials, such as the user's hand, do not occlude the magnetic field, interaction designers can freely incorporate a magnetic unit into an appropriately shaped non-ferrous object to exploit the metaphors of the real-world tasks, and users can freely manipulate the GaussBits by hands or using other non-ferrous tools without causing interference. The presented example applications and the collected feedback from an explorative workshop revealed that this new approach is widely applicable.
Project page: http://graphics.csie.ntu.edu.tw/~howieliang/GaussBits.html
Rong-Hao Liang, Kai-Yin Cheng, Liwei Chan, Chuan-Xhyuan Peng, Mike Y. Chen, Rung-Huei Liang, De-Nian Yang, and Bing-Yu Chen,
"GaussBits: Magnetic Tangible Bits for Portable and Occlusion-Free Near-Surface Interactions", In Proceedings of ACM CHI 2013, pp.1391--1400.
Project pages:
GaussBits: http://graphics.csie.ntu.edu.tw/~howieliang/GaussBits.html
Project Gauss: Portable Object Tracking Using Magnetic Sensor Grid http://www.cmlab.csie.ntu.edu.tw/~howieliang/HCIProjects/projectGauss.html
EHD as Sensor Fabrication Technology for Robotic SkinsHillary Green
Published In: Proc. SPIE 9116, Next-Generation Robots and Systems
Date: 4 June, 2014
Human-robot interaction can be made more sophisticated and intuitive if the entire body of a robot is covered with multimodal sensors embedded in artificial skin. In order to efficiently interact with humans in unstructured environments, robotic skin may require sensors such as touch, impact, and proximity. Integration of various types of sensors into robotic skin is challenging due to the topographical nature of skin. Printing is a promising technology that can be explored for sensor integration as it may allow both sensors and interconnects to be directly printed into the skin. We are developing Electrohydrodynamic (EHD) inkjet printing technology in order to co-fabricate various devices onto a single substrate. Using strong applied electrostatic forces, EHD allows the printing of microscale features from a wide array of materials with viscosities ranging from 100 to 1000cP, highly beneficial for multilateral integration
The promise of computer aided manufacturing is to make materializable structures that could not be fabricated using traditional methods. An example is 3D printed lattices, where variation in the lattice geometry and print media can define a vast spectrum of resulting material behaviour, ranging from fully flexible forms to completely stiff examples with high strength. While these “architected materials” offer huge promise for industrial applications, in practice they are difficult to generate and explore digitally, and even harder to simulate for mechanical testing. In this talk I will outline a range of approaches to the study of architected materials using machine learning. I will describe several projects using graph neural networks (GNNs) to model lattice geometry, and report on a few recent works that construct inverse models. These approaches are progress toward better methods for approximation of the material behaviour of the space of all lattice geometries, offering potential for real-time material feedback at the design stage, and a streamlined selection process for architected materials.
Similar to [MOBILEHCI2013] MagPen: Magnetically Driven Pen Interaction On and Around Conventional Smartphones (20)
Pseudo sensor: Emulation of Input Modality by Repurposing Sensors on Mobile D...Sungjae Hwang
We present a new approach, called PseudoSensor, which emulates otherwise inaccessible input modality by repurposing the existing sensors in mobile devices. In order to demonstrate our concept, eight applications are introduced in this thesis. NailSense and CamPress are interaction techniques that repurpose a camera sensor to emulate a pressure sensor. MicPen and PseudoButton are software solutions that repurpose a microphone to determine pressures exerted by users. ForceTouch and VibPress are software techniques that repurpose an accelerometer sensor to determine the level of pressure users apply to a mobile device. MagGetz and MagPen are software techniques that repurpose a magnetometer sensor to determine the level of pressure users exert on various types of input widgets. These applications explore the possibilities of emulating an input modality, focusing especially on emulating pressure sensors, which current mobile devices do not possess. By testing a series of applications and showing the results of user studies, we demonstrate the feasibility of our approach and the fact that the empirical evidence indicates high levels of performances. Finally, we distill our concept into a unified guideline and formalize it using some basic elements.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Communications Mining Series - Zero to Hero - Session 1DianaGray10
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Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
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GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
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Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
3. BACKGROUND
Pen-like interfaces provide users with higher precision and less occlusion, as well as tactile clues already familiar to most users (Engelhard, 2008)
Pen-like interface
4. BACKGROUND
UnmousePad
(Rosenberg et al., 2009)
Papiercraft
(Liao et al., 2005)
N-Tring
(Engelhard et al., 2008)
Pen interaction techniques
5. BACKGROUND
Rolling
Expansion of the design space of pen interaction
Tilting
Gripping
Contacting
Pen Rolling
(Bi et al., 2008)
Tilt Menu
(Tianet al., 2008)
MTPen
(Song et al., 2011)
Conté
(Vogeletal., 2011)
6. BACKGROUND
Technique (Author, Year)
surface customization
pen customization
P/A (styli)
Papiercraft(Liao et al., 2005)
dot patterns
IR camera
Active
UnmousePad(Rosenberg et al., 2009)
a force sensor grid
-
Passive
N-Tring(Engelhard et al., 2008)
an electrostatic grid
capacitive probes
Active
Pen Rolling (Bi et al., 2008)
Cameras
Viconmarkers
Passive
Tilt Menu (Tianet al., 2008)
-
a tilt sensor
Active
MTPen (Song et al., 2011)
-
multi-touch sensors
Active
Conté(Vogeletal., 2011)
A camera
IR LEDs
Active
Althoughthesemethodshavesuccessfullyenrichedusers’experienceswithstyli, theyrequireeitherspecialsensorysurfacesorpencustomizationwithmechanicalparts.
Previous methods for enabling pen interaction
8. BACKGROUND
Magnetic Input Techniques
Abracadabra
(Harrison et al., 2009)
MagiWrite
(Ketabdaret al., 2010)
Digital Music Performance (Ketabdaret al., 2011)
Magnetic Appcessories(Bianchi et al., 2013)
GaussSense(Liang et al., 2012)
9. BACKGROUND
Technique (Author, Year)
Task
Limitation
Abracadabra
(Harrison et al., 2009)
accurate selections for small screens
No tactile clue
MagiWrite
(Ketabdar et al., 2010)
writing system
No tactile clue
Digital Music Performance
(Ketabdaret al., 2011)
musical performance
No tactile clue
GaussSense
(Liang et al., 2012)
Pen interaction
Need additional mechanicalhardware.
(a board with 192 magnetic sensors and USB connection).
Malfunctioning for ferromagnetic materials.
Magnetic Input Techniques
Whilethesestudiesdefinitelyimproveusability,somelacktactileclues(i.e.,drawinginthe“air”asopposedtodrawingona“surface”)andsomeneedspecialsensoryhardware.
10. OUR METHOD
a capacitive pen
1. provide tactile clues.
+
a passive magnet
2. increase input expressiveness and expand input area (e.g., touchscreen).
+
a magnetometer
3. using a magnetometer that already installed on current mobile devices.
11. OUR METHOD
Hardware
MagPen is a capacitive pen augmented with a magnet. It is made from a plastic
cylinder (8-12ø, 12-15cm) covered with conductive tape and physically connected to
two conductive rubber tips (8 mm) at the pen’s extremes.
N
S
a coin-shaped magnet
conductive tape
a plastic cylinder
a conductive rubber tip
a conductive rubber tip
12. OUR METHOD
Hardware
MagPencomes in three different forms: basic, identifiable, and pressure sensitive type.
13. OUR METHOD
Hardware –basic type
120mm
60mm
8ø
3T/5ø x 1, 500 uTesla
Forthebasicpen,asinglecoin-shapedpermanentmagnet(3T/5ø, about500uT)isembeddedinthecenterofthepen,withthemagnetfacingparalleltothescreen.
14. OUR METHOD
Hardware –identifiable type
Fortheidentifiablepen,weattachedmagnetswithdifferentmagneticproperties(intensityandposition).
15. OUR METHOD
Hardware –pressure-sensitive type
For the identifiable pen,we designed the pressure-sensitive pen to adapt its length depending on the pressure being applied to the tip. When pressure is applied to the tip, the inner spring is squeezed, bringing the magnet to the device (a change of about 250 mm).
17. OUR METHOD
a) detecting the orientationthat the stylus is pointing to.
b) selecting colors using locations beyond screen boundaries.
c) recognizing different spinning gestures associated with different actions.
d) inferring the pressurebeing applied to the pen.
e) identifying various pens associated with different operational modes.
MagPenInteractions
To verify some of these techniques, five participants (2 women) aged between 28 and 34 (average 31.4, SD 2.4) were involved.
18. OUR METHOD
(A) Determining Pen Orientation
Fiveparticipantstrainedourmachinelearningsoftwarebyfreedrawingwithbothsidesofthesimplepenfor10seconds.10%crossvalidationshowedthatourapplicationcorrectlydeterminedwhichofthetwotipswasbeingusedupto99% (99.8%,K=0.99usingJ48DecisionTree).
by using the bipolar property of magnets
20. OUR METHOD
(B) Dragging Gesture on the Device Frame
Itispossibletoestimatethepositionofthepenoutsideofthescreenframe.Theadvantageofthistechniqueisthatitalleviatesocclusiononthetouchscreen, resultinginalargerinteractionarea.
by using a vector calculation that compares the incoming magnetic value to the values stored when calibrating.
22. OUR METHOD
(C) Spin Gesture Recognition
Spinning the pen between the fingers is a common activityamong many users who are concentrating. We tried to explore how this common activity could be encoded in a rich vocabulary of recognizable gestures
24. OUR METHOD
(C) Spin Gesture Recognition
Three different spinning gestures were classified using a machine-learning approach (J48 decision tree) with a set of features that included the average movement speed, speed variance, size of the gesture, shape, and trajectory.
28. OUR METHOD
(D) Identifying Different Pens
Themagneticintensitiesforthethreepens,andthegapsamongthem,decreaseasthedistanceincreases.Weusedthesecurvesasstandardstoidentityeachpen.
250 uT
70mm
29. OUR METHOD
(D) Identifying Different Pens
The participants were asked to make 10 horizontal strokes, starting from the top and going to the bottom for each pen (5 participants ×10 trials ×3 pens). The results showed that the penswere classified correctly with 92.6%accuracy and that all errors occurred at distances of more than 83.5 mm.
Error occurred
Error occurred
32. OUR METHOD
(E) Determining Applied Pressure
We used a relative position between the two curves as a coarse proxy of pressure (The farther the distance is, the denser the pressure levels).
34. LIMITATION
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The magnetism involved might damage the objects when the objects are very close to the magnets.
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The magnetometer we used occasionally reports a large offset in the data or a stuck pointing in one direction. In this case, user should wave the device in figure eight to get back on track.
However, magnets do not affect flash memories on modern mobile devices or IC chips on credit cards.
This technical glitch, however, will be undoubtedly solved as sensor technology improves.
35. CONCLUSION
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We have shown how MagPenprovides users with high input expressiveness, a wide input area, and rich tactile clues without requiring power or wireless connections.
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We believe that MagPenwill open a large area for novel pen interaction designs.
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Future work will explore how to further extend the additional degrees of freedom (e.g., pen hovering or tilting).
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We plan to run several user studies to gauge the feasibility of this interface and determine how it compares with previous, more complex hardware solutions
37. Q&A
Spin Gesture Recognition
Three different spinning gestures were classified using a machine-learning approach (J48 decision tree) with a set of features that included the average movement speed, speed variance, size of the gesture, shape, and trajectory.