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Appropriating Body as the Input Surface
Presented By- Karan Sharma
ECE – B.Tech III Year
Advances in Electronics
Mobile devices are becoming extra small
Limited user interaction Space
Requirement of large user interaction space
without losing the primary benefit of small size
Alternative approaches that enhance
interactions with small mobile systems
Proprioception & Easily Accessible
Skinput is an input technology that uses Bio-acoustic
sensing to localize finger taps on the skin.
Tap With
Finger
Bio-
Acoustic
array of
sensors
Pico-
Projector
When augmented with a
Pico-Projector, the device
can provide a direct
manipulation , graphical user
interface on the body. The
technology was developed
by Chris Harrison, Desney Tan
& Dan Morris, at Microsoft
Research’s Computational
User Experiences Group.
EEG and FNIR :
Brain sensing Technologies such as Electroencephalography (EEG) and
Functional Near-Infrared Spectroscopy (FNIR) have been used by HCI
researchers to access cognitive and emotional state. This work also
primarily looked involuntary signals.
BCI :
Direct Brain Computer Interfaces (BCI’s) generally used for paralyzed still
lack the bandwidth required for everyday computing tasks and require
level of focus, training and concentration that are incompatible with
typical computer interaction.
EMG :
Electrical signals generated by muscle activation during normal hand
movement through electromyography.
Transverse Wave Propagation :
Finger impacts displace the
skin, creating transverse waves
(ripples). The sensor is
activated as the wave passes
underneath.
Longitudinal Wave Propagation:
Finger impacts create
longitudinal (compressive)
waves that cause skeletal
structures to vibrate. This, in
turn, creates longitudinal waves
that emanate outwards from the
bone (along it’s entire length)
towards the skin.
Variations in bone density , size and
mass and the soft tissue and joints
create Acoustically different locations.
Playing Tetris :
Using fingers as
control pad
Connect to any
mobile device
like iPod
Projection of a
dynamic
graphical
interface
Finger inputs are
classified and
processed in Real
Time
Sensing :
A wearable Bio-Acoustic sensing array built into an
armband. Sensing elements detect vibrations transmitted
through the body. The two sensor packages shown above
each contain five, Specially weighted, cantilevered piezo
films, responsive to a particular frequency range.
Ten channels of Acoustic data generated by three finger
taps on the forearm, followed by three taps on the wrist. The
exponential average of the channels is shown in red.
Segmented input windows are highlighted in green. Note
how different sensing elements are actuated by the two
locations.
Designed software listens for impacts and
classifies them. Then different interactive
capabilities are bounded on different
regions.
Five Fingers :
Classification accuracy remained high for the five
finger condition, averaging 87.7% across
participants.
Whole Arm :
The below-elbow placement performed the
best, posting a 95.5% average accuracy. This is not
surprising , as this condition placed the sensors closer
to the input targets than the other conditions. Moving
the sensor above the elbow reduced accuracy to
88.3% . The eyes free input condition yielded lower
accuracies than other conditions, averaging 85.0% .
Forearm :
Classification accuracy for the Ten-location
forearm condition stood at 81.5% , a surprisingly
strong result.
Higher accuracies can be achieved by collapsing the input locations
into groups. A-E and G were created using a design-centric strategy. F
was created following analysis of per-location accuracy data.
The testing phase took roughly 3 minutes to
complete (Four trials total : Two participants, Two
conditions ). The male walked at 2.3 mph and
jogged at 4.3 mph; the female at 1.9 mph and 3.1
mph respectively.
In both walking trials, the system never produced a
false positive input. Meanwhile true positive
accuracy was 100 % . Classification accuracy was
100% for male and 86% for female .
In jogging this showed 100% true positive accuracy.
Classification accuracy was 100% for male and
83.4% for female .
The prevalence of fatty tissues and the density/mass of
bones tend to dampen or facilitate the transmission of
acoustic energy in the body.
The participants with the three highest BMI’s (29.2, 29.6 and
31.9 – representing borderline obese to obese) produced
the three lowest accuracies.
Skinput represents a novel, wearable
bio-acoustic sensing array that was
built in an armband in order to detect
and localize finger taps on the forearm
and hand. Results from the
experiments have shown that system
performs very well for a series of
gestures, even when the body is in
motion which improves in further work.

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Skinput

  • 1. Appropriating Body as the Input Surface Presented By- Karan Sharma ECE – B.Tech III Year
  • 2. Advances in Electronics Mobile devices are becoming extra small Limited user interaction Space Requirement of large user interaction space without losing the primary benefit of small size Alternative approaches that enhance interactions with small mobile systems
  • 4. Skinput is an input technology that uses Bio-acoustic sensing to localize finger taps on the skin. Tap With Finger Bio- Acoustic array of sensors Pico- Projector When augmented with a Pico-Projector, the device can provide a direct manipulation , graphical user interface on the body. The technology was developed by Chris Harrison, Desney Tan & Dan Morris, at Microsoft Research’s Computational User Experiences Group.
  • 5. EEG and FNIR : Brain sensing Technologies such as Electroencephalography (EEG) and Functional Near-Infrared Spectroscopy (FNIR) have been used by HCI researchers to access cognitive and emotional state. This work also primarily looked involuntary signals. BCI : Direct Brain Computer Interfaces (BCI’s) generally used for paralyzed still lack the bandwidth required for everyday computing tasks and require level of focus, training and concentration that are incompatible with typical computer interaction. EMG : Electrical signals generated by muscle activation during normal hand movement through electromyography.
  • 6. Transverse Wave Propagation : Finger impacts displace the skin, creating transverse waves (ripples). The sensor is activated as the wave passes underneath. Longitudinal Wave Propagation: Finger impacts create longitudinal (compressive) waves that cause skeletal structures to vibrate. This, in turn, creates longitudinal waves that emanate outwards from the bone (along it’s entire length) towards the skin.
  • 7. Variations in bone density , size and mass and the soft tissue and joints create Acoustically different locations.
  • 8. Playing Tetris : Using fingers as control pad Connect to any mobile device like iPod
  • 9. Projection of a dynamic graphical interface Finger inputs are classified and processed in Real Time
  • 10. Sensing : A wearable Bio-Acoustic sensing array built into an armband. Sensing elements detect vibrations transmitted through the body. The two sensor packages shown above each contain five, Specially weighted, cantilevered piezo films, responsive to a particular frequency range.
  • 11.
  • 12. Ten channels of Acoustic data generated by three finger taps on the forearm, followed by three taps on the wrist. The exponential average of the channels is shown in red. Segmented input windows are highlighted in green. Note how different sensing elements are actuated by the two locations.
  • 13. Designed software listens for impacts and classifies them. Then different interactive capabilities are bounded on different regions.
  • 14. Five Fingers : Classification accuracy remained high for the five finger condition, averaging 87.7% across participants. Whole Arm : The below-elbow placement performed the best, posting a 95.5% average accuracy. This is not surprising , as this condition placed the sensors closer to the input targets than the other conditions. Moving the sensor above the elbow reduced accuracy to 88.3% . The eyes free input condition yielded lower accuracies than other conditions, averaging 85.0% .
  • 15. Forearm : Classification accuracy for the Ten-location forearm condition stood at 81.5% , a surprisingly strong result. Higher accuracies can be achieved by collapsing the input locations into groups. A-E and G were created using a design-centric strategy. F was created following analysis of per-location accuracy data.
  • 16. The testing phase took roughly 3 minutes to complete (Four trials total : Two participants, Two conditions ). The male walked at 2.3 mph and jogged at 4.3 mph; the female at 1.9 mph and 3.1 mph respectively. In both walking trials, the system never produced a false positive input. Meanwhile true positive accuracy was 100 % . Classification accuracy was 100% for male and 86% for female . In jogging this showed 100% true positive accuracy. Classification accuracy was 100% for male and 83.4% for female .
  • 17. The prevalence of fatty tissues and the density/mass of bones tend to dampen or facilitate the transmission of acoustic energy in the body. The participants with the three highest BMI’s (29.2, 29.6 and 31.9 – representing borderline obese to obese) produced the three lowest accuracies.
  • 18. Skinput represents a novel, wearable bio-acoustic sensing array that was built in an armband in order to detect and localize finger taps on the forearm and hand. Results from the experiments have shown that system performs very well for a series of gestures, even when the body is in motion which improves in further work.