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Fishing or a Z?: Investigating the Effects of Error on

    Mimetic and Alphabet Device-based Gesture Interaction"

Oct.	
  23,	
  2012

                                              Abdallah	
  ‘Abdo’	
  El	
  Ali	
  
                                                              	
  	
  Johan	
  Kildal	
  
                                                              Vuokko	
  Lantz	
  	
  




                                           h6p://staff.science.uva.nl/~elali/	
  
2
Outline"

    I.     Introduc5on	
  

    II.    Methods	
  


    III.  Results	
  

    IV.  Discussion	
  

    V.     Future	
  Work	
  




3
Introduction




4
Introduction"

             Device-­‐based	
  gestures:	
  	
  
               Gesturing	
  by	
  moving	
  a	
  smartphone	
  
                device	
  in	
  3D	
  space	
  
               Research	
  seGngs,	
  home	
  
                environments,	
  everyday	
  mobile	
  
                interac5on	
  
               Alterna5ve	
  to	
  when	
  users	
  are	
  
                encumbered	
  (e.g.,	
  manual	
  
                mul5tasking)	
  
               Natural	
  

             Promising	
  alterna5ve	
  to	
  mobile	
  
              touchscreen/keyboard	
  input	
  under	
  
              situa5onal	
  impairments	
  

5
Motivation"

        But	
  errors	
  are	
  an	
  inevitable	
  part	
  of	
  
         interac5on	
  with	
  technology…	
  


        Many	
  gesture	
  classes	
  are	
  available	
  
         (e.g.,	
  iconic,	
  symbolic,	
  deic5c)	
  for	
  use	
  
         in	
  smartphones,	
  but	
  which	
  have	
  
         minimum	
  user	
  frustra5on	
  when	
  
         recogni5on	
  errors	
  occur?	
  


        We	
  inves5gate	
  user	
  error	
  tolerance	
  
         for	
  two	
  iconic	
  gesture	
  sets	
  used	
  in	
  
         HCI:	
  mime5c	
  and	
  alphabet	
  gestures	
  



6
Related Work"

             Gesture-­‐based	
  Interac5on	
  
                Gesture-­‐Task	
  mapping	
  (Khnel	
  et	
  al.,	
  2011;	
  Ruiz	
  et	
  al.,	
  2011)	
  
                Social	
  acceptability	
  (Rico	
  &	
  Brewster,	
  2010)	
  
                Gesture	
  Taxonomies:	
  Deic5c,	
  symbolic,	
  physical,	
  mime5c/pantomimic,	
  abstract	
  (‘	
  m/	
  ’)	
  
                 (Rime	
  &	
  Schiaratura,	
  1991;	
  …)	
  


             Recogni5on	
  Errors	
  
                Speech:	
  Repeat	
  (Suhm	
  et	
  al.,	
  2001)	
  and	
  hyperar5culate	
  (Oviad	
  et	
  al.,	
  1998)	
  
                Mul5modal:	
  Modality-­‐switching	
  (“spiral	
  depth”	
  of	
  6)	
  (Oviad	
  &	
  van	
  Gent,	
  1996)	
  
                Touch-­‐less	
  Vision-­‐based	
  Gesture	
  Recogni5on:	
  How	
  many	
  errors	
  before	
  switching	
  to	
  
                 keyboard	
  input?	
  40%	
  user	
  error	
  tolerance	
  before	
  modality	
  switching	
  (Karam	
  &	
  
                 Schraefel,	
  2006)	
  



      Lidle	
  work	
  on	
  which	
  gesture	
  sets	
  are	
  most	
  robust	
  to	
  errors	
  during	
  
              gesture-­‐based	
  interac5on!	
  

7
Iconic Gestures"


        Mimetic / Pantomimic Gestures: natural, familiar, easy to learn, varied by
         activities
             e.g., Fishing, calling, …




        Alphabet Gestures: familiar, easy to learn, varied by stroke
           e.g., letter “C”, letter “S”, …




8
Research Question"


    	
  What	
  are	
  the	
  effects	
  of	
  unrecognized	
  gestures	
  on	
  user	
  experience,	
  and	
  
        what	
  are	
  the	
  differences	
  between	
  mime5c	
  and	
  alphabet	
  gestures	
  (under	
  
        varying	
  error	
  rates:	
  0-­‐20%,	
  20-­‐40%,	
  40-­‐60%)?	
  



    	
  Hypotheses:	
  	
  
    	
  	
  Mime5c	
  gestures	
  →	
  users	
  less	
  familiar	
  with	
  ideal	
  shape	
  →	
  more	
  gesture	
  
        varia5on	
  under	
  high	
  error	
  rates	
  →	
  but	
  lower	
  subjec5ve	
  workload	
  due	
  to	
  
        higher	
  degrees	
  of	
  freedom	
  	
  

    	
  	
  Alphabet	
  gestures	
  →	
  users	
  more	
  familiar	
  with	
  ideal	
  shape	
  →	
  more	
  rigid	
  
        gestures	
  under	
  increasing	
  error	
  rates	
  →	
  but	
  higher	
  subjec5ve	
  workload	
  due	
  
        to	
  lower	
  degrees	
  of	
  freedom	
  
9
Methods




10
Mimetic Gesture Design"




11
Alphabet Gesture Design"




12
Study Design"
               Qualita5ve	
  Study;	
  Automated	
  Wizard-­‐of-­‐Oz	
  method	
  (Fabbrizio	
  et	
  al.,	
  2005)	
  

               24	
  subjects	
  (16	
  male,	
  8	
  female)	
  aged	
  between	
  22-­‐41	
  (M=	
  29.6,	
  SD=	
  4.5)	
  

               Mixed	
  between-­‐	
  and	
  within	
  subject	
  factorial	
  design:	
  2	
  (gesture	
  type:	
  mime5c	
  vs.	
  
                alphabet)	
  x	
  3	
  (error	
  rate:	
  low	
  vs.	
  med	
  vs.	
  high)	
  

               Experiment	
  in	
  Presenta5on®,	
  Wii	
  Remote®	
  interac5on	
  using	
  GlovePie™	
  

               Random	
  error	
  distribu5on	
  across	
  trials	
  (20	
  prac5ce,	
  180	
  test)	
  

               Tutorial	
  &	
  videos	
  given	
  of	
  how	
  to	
  'properly'	
  perform	
  each	
  gesture	
  

               Data	
  collected:	
  
          1.        Modified	
  NASA-­‐TLX	
  workload	
  [0-­‐20	
  range]	
  ques5onnaire	
  data	
  (Hart	
  &	
  Wickens,	
  1990;	
  Brewster,	
  
                    1994)	
  
          2.        Experiment	
  logs	
  	
  
          3.        Video	
  recordings	
  of	
  subjects’	
  gesture	
  interac5on	
  
13        4.        Post-­‐experiment	
  interviews	
  
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14
Setup & Procedure"

                                                                                          ≈1 hr
                                                                               Reward


                                                                    Exit Interview
                                                  x3
                                                            NASA-TLX
                                                           Questionnaire
     Automated
     Wizard-of-Oz                                        Test                             [...]
                                                        Block


                                           Practice
                                            Block

                                Instructions                                    Perform
                                 & Tutorial                                     Fishing
                                                                                Gesture

                          Personal
                        Information
                           Form

                                                                Perform
                                                                Fishing
               Experiment                                       Gesture
                Session
                                                      Fishing
                                                      Gesture
                    t            Test
                                Block
15
#: ____

               MENTAL DEMAND


                 Low                        High

               PHYSICAL DEMAND


                 Low                        High

               TIME PRESSURE

                                                      NASA-TLX
                 Low                        High
                                                   (Hart & Wickens, 1990)
               EFFORT EXPENDED


                 Low                        High

               PERFORMANCE LEVEL ACHIEVED


                Poor                        Good

               FRUSTRATION EXPERIENCED



                 Low                        High

              ANNOYANCE EXPERIENCED



                 Low                        High
                                                     (Brewster, 1994)
               OVERALL PREFERENCE RATING



16               Low                        High
Results




17
Workload"
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19
Workload"



       Mime5c	
  gestures	
  are	
  beder	
  tolerated	
  up	
  to	
  error	
  rates	
  of	
  40%	
  (cf.,	
  Karam	
  &	
  
         Schraefel,	
  2006),	
  compared	
  with	
  error	
  rates	
  of	
  up	
  to	
  only	
  20%	
  for	
  alphabet	
  
         gestures	
  	
  


       From	
  a	
  usability	
  perspec5ve,	
  mime5c	
  gestures	
  more	
  robust	
  to	
  recogni5on	
  
         failures	
  than	
  alphabet	
  gestures	
  




20
Observations"

       Mime5c	
  gestures	
  evolve	
  into	
  real-­‐world	
  counterparts	
  under	
  error,	
  alphabet	
  
         gestures	
  tend	
  to	
  become	
  more	
  rigid	
  and	
  well	
  structured	
  



       Canonical	
  Varia5ons	
  via	
  posi5ve	
  reinforcement:	
  Survival	
  of	
  the	
  fidest	
  gesture	
  
         varia5ons	
  
           E.g.,	
  S12	
  exhibited	
  real-­‐world	
  varia5ons	
  on	
  both	
  the	
  Fishing	
  and	
  Trashing	
  
            gestures	
  



       Varia5ons	
  develop	
  as	
  low	
  as	
  spiral	
  depth	
  of	
  2	
  (i.e.,	
  min.	
  2	
  recogni5on	
  errors)	
  



21
User Feedback"
       Perceived	
  Canonical	
  Varia5ons	
  
          S9:	
  “ The	
  shaking,	
  that	
  was	
  the	
  hardest	
  one	
  because	
  you	
  couldn’t	
  just	
  shake	
  freely	
  [gestures	
  
              in	
  hand],	
  it	
  had	
  to	
  be	
  more	
  precise	
  shaking	
  [swing	
  to	
  the	
  leA,	
  swing	
  to	
  the	
  right]	
  so	
  not	
  just	
  
              any	
  sort	
  of	
  shaking	
  [shakes	
  hand	
  in	
  many	
  dimensions]”	
  


       Cultural	
  and	
  Individual	
  differences	
  	
  
          S10:	
  “For	
  the	
  glass	
  filling,	
  there	
  are	
  many	
  ways	
  to	
  do	
  it.	
  SomeFmes	
  very	
  fast,	
  someFmes	
  
              slow	
  like	
  beer.”	
  


       Perceived	
  Performance	
  
          Ad	
  hoc	
  explana5ons	
  (e.g.,	
  fa5gue)	
  given	
  why	
  there	
  were	
  more	
  errors	
  in	
  some	
  blocks	
  
          S18:	
  “[Performance]	
  between	
  the	
  first	
  and	
  second	
  blocks	
  [baseline	
  and	
  low	
  error	
  rate	
  
              condiFons],	
  it	
  was	
  the	
  same...	
  10-­‐15%.”	
  


       Social	
  Acceptability	
  
          Alphabet	
  gestures	
  less	
  socially	
  acceptable	
  when	
  they	
  fail	
  
          S16:	
  “When	
  it	
  doesn’t	
  take	
  your	
  C,	
  you	
  keep	
  doing	
  it,	
  and	
  it	
  looks	
  ridiculous.”	
  
22
Discussion




23
Limitations"


       Lab-­‐study	
  

       Task	
  Independence	
  

       Random	
  error	
  distribu5on	
  




24
Implications for Gesture Recognition"


       Mime5c	
  gestures	
  evolve	
  into	
  real-­‐world	
  counterparts	
  under	
  error,	
  alphabet	
  
        gestures	
  tend	
  to	
  become	
  more	
  rigid	
  and	
  well	
  structured	
  	
  
       	
  	
  One	
  shot	
  recogni5on	
  for	
  mime5c	
  gestures	
  important!	
  



       Interes5ng	
  explana5ons	
  (e.g.,	
  canonical	
  varia5ons)	
  and	
  causes	
  (e.g.,	
  fa5gue)	
  
           given	
  why	
  there	
  were	
  more	
  errors	
  in	
  some	
  blocks	
  
       	
  	
  Transparency	
  in	
  gesture	
  recogni5on	
  technology	
  may	
  beder	
  support	
  users	
  in	
  
           error	
  handling	
  strategies	
  




25
Implications for Gesture-based Interaction"



       40%	
  error	
  tolerance	
  in	
  line	
  with	
  previous	
  work	
  (Karam	
  &	
  Schraefel,	
  2006),	
  which	
  
        shows	
  usability	
  of	
  gesture-­‐based	
  interac5on	
  



       Mime5c	
  gestures	
  overall	
  have	
  beder	
  user	
  experience,	
  more	
  use	
  cases,	
  and	
  thus	
  
        more	
  suitable	
  for	
  device-­‐based	
  gesture	
  interac5on	
  (even	
  under	
  high	
  recogni5on	
  
        error!)	
  




26
Future Work




27
Future Work"


       Quan5ta5ve	
  assessment	
  of	
  how	
  many	
  errors	
  precisely	
  before	
  canonical	
  variant?	
  



       Other	
  classes	
  of	
  gestures	
  (e.g.,	
  manipula5ve)	
  



       Influence	
  of	
  device	
  form	
  factor	
  




28
Questions




29               h6p://staff.science.uva.nl/~elali/	
  
References"
     Brewster,	
  S.	
  Providing	
  a	
  structured	
  method	
  for	
  integra5ng	
  non-­‐speech	
  audio	
  into	
  human-­‐computer	
  interfaces.	
  PhD	
  
        thesis,	
  University	
  of	
  York,	
  1994.	
  
     Fabbrizio,	
  G.	
  D.,	
  Tur,	
  G.,	
  and	
  Hakkani-­‐Tur,	
  D.	
  Automated	
  wizard-­‐of-­‐oz	
  for	
  spoken	
  dialogue	
  systems.	
  In	
  Proc.	
  
       INTERSPEECH	
  2005	
  (2005),	
  1857–1860.	
  
     Karam,	
  M.,	
  and	
  Schraefel,	
  M.	
  C.	
  Inves5ga5ng	
  user	
  tolerance	
  for	
  errors	
  in	
  vision-­‐enabled	
  gesture-­‐based	
  interac5ons.	
  
        In	
  Proc.	
  AVI	
  ’06,	
  ACM	
  (NY,	
  USA,	
  2006),	
  225–232.	
  
     Khnel,	
  C.,	
  Westermann,	
  T.,	
  Hemmert,	
  F.,	
  Kratz,	
  S.,	
  Mller,	
  A.,	
  and	
  Muller,	
  S.	
  I’m	
  home:	
  Defining	
  and	
  evalua5ng	
  a	
  
       gesture	
  set	
  for	
  smart-­‐home	
  control.	
  Interna5onal	
  Journal	
  of	
  Human-­‐Computer	
  Studies	
  69,	
  11	
  (2011),	
  693	
  –	
  704.	
  
     Hart,	
  S.,	
  and	
  Wickens,	
  C.	
  Manprint:	
  an	
  Approach	
  to	
  Systems	
  Integra5on.	
  Van	
  Nostrand	
  Reinhold,	
  1990,	
  ch.	
  Workload	
  
       Assessment	
  and	
  Predic5on,	
  257–292.	
  
     Oviad,	
  S.,	
  Maceachern,	
  M.,	
  and	
  Anne	
  Levow,	
  G.	
  Predic5ng	
  hyperar5culate	
  speech	
  during	
  human-­‐computer	
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  and	
  Van	
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30

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Fishing or a Z?: Investigating the Effects of Error on Mimetic and Alphabet Device-based Gesture Interaction

  • 1. Fishing or a Z?: Investigating the Effects of Error on
 Mimetic and Alphabet Device-based Gesture Interaction" Oct.  23,  2012 Abdallah  ‘Abdo’  El  Ali      Johan  Kildal   Vuokko  Lantz     h6p://staff.science.uva.nl/~elali/  
  • 2. 2
  • 3. Outline" I.  Introduc5on   II.  Methods   III.  Results   IV.  Discussion   V.  Future  Work   3
  • 5. Introduction"   Device-­‐based  gestures:       Gesturing  by  moving  a  smartphone   device  in  3D  space     Research  seGngs,  home   environments,  everyday  mobile   interac5on     Alterna5ve  to  when  users  are   encumbered  (e.g.,  manual   mul5tasking)     Natural     Promising  alterna5ve  to  mobile   touchscreen/keyboard  input  under   situa5onal  impairments   5
  • 6. Motivation"   But  errors  are  an  inevitable  part  of   interac5on  with  technology…     Many  gesture  classes  are  available   (e.g.,  iconic,  symbolic,  deic5c)  for  use   in  smartphones,  but  which  have   minimum  user  frustra5on  when   recogni5on  errors  occur?     We  inves5gate  user  error  tolerance   for  two  iconic  gesture  sets  used  in   HCI:  mime5c  and  alphabet  gestures   6
  • 7. Related Work"   Gesture-­‐based  Interac5on     Gesture-­‐Task  mapping  (Khnel  et  al.,  2011;  Ruiz  et  al.,  2011)     Social  acceptability  (Rico  &  Brewster,  2010)     Gesture  Taxonomies:  Deic5c,  symbolic,  physical,  mime5c/pantomimic,  abstract  (‘  m/  ’)   (Rime  &  Schiaratura,  1991;  …)     Recogni5on  Errors     Speech:  Repeat  (Suhm  et  al.,  2001)  and  hyperar5culate  (Oviad  et  al.,  1998)     Mul5modal:  Modality-­‐switching  (“spiral  depth”  of  6)  (Oviad  &  van  Gent,  1996)     Touch-­‐less  Vision-­‐based  Gesture  Recogni5on:  How  many  errors  before  switching  to   keyboard  input?  40%  user  error  tolerance  before  modality  switching  (Karam  &   Schraefel,  2006)     Lidle  work  on  which  gesture  sets  are  most  robust  to  errors  during   gesture-­‐based  interac5on!   7
  • 8. Iconic Gestures"   Mimetic / Pantomimic Gestures: natural, familiar, easy to learn, varied by activities   e.g., Fishing, calling, …   Alphabet Gestures: familiar, easy to learn, varied by stroke   e.g., letter “C”, letter “S”, … 8
  • 9. Research Question"  What  are  the  effects  of  unrecognized  gestures  on  user  experience,  and   what  are  the  differences  between  mime5c  and  alphabet  gestures  (under   varying  error  rates:  0-­‐20%,  20-­‐40%,  40-­‐60%)?    Hypotheses:        Mime5c  gestures  →  users  less  familiar  with  ideal  shape  →  more  gesture   varia5on  under  high  error  rates  →  but  lower  subjec5ve  workload  due  to   higher  degrees  of  freedom        Alphabet  gestures  →  users  more  familiar  with  ideal  shape  →  more  rigid   gestures  under  increasing  error  rates  →  but  higher  subjec5ve  workload  due   to  lower  degrees  of  freedom   9
  • 13. Study Design"   Qualita5ve  Study;  Automated  Wizard-­‐of-­‐Oz  method  (Fabbrizio  et  al.,  2005)     24  subjects  (16  male,  8  female)  aged  between  22-­‐41  (M=  29.6,  SD=  4.5)     Mixed  between-­‐  and  within  subject  factorial  design:  2  (gesture  type:  mime5c  vs.   alphabet)  x  3  (error  rate:  low  vs.  med  vs.  high)     Experiment  in  Presenta5on®,  Wii  Remote®  interac5on  using  GlovePie™     Random  error  distribu5on  across  trials  (20  prac5ce,  180  test)     Tutorial  &  videos  given  of  how  to  'properly'  perform  each  gesture     Data  collected:   1.  Modified  NASA-­‐TLX  workload  [0-­‐20  range]  ques5onnaire  data  (Hart  &  Wickens,  1990;  Brewster,   1994)   2.  Experiment  logs     3.  Video  recordings  of  subjects’  gesture  interac5on   13 4.  Post-­‐experiment  interviews  
  • 14. !" !# !"#$%$&' ()*$+, 8'()*$+' 89':".#),'2&"'()*$+' !" !# !$ !% !& !' ;*<'=""*" -./&%$ 0, '1)23#4&5' $*67.%*6 -&7'=""*" >.?3'=""*"' @'()*$+,'2&"'=""*"'$*67.%*6' A&""*"'$*67.%*6'B'4)*$+'*"7&"'$*C65&"4#)#6$&7'D'"#67*/.E#%*6F 14
  • 15. Setup & Procedure" ≈1 hr Reward Exit Interview x3 NASA-TLX Questionnaire Automated Wizard-of-Oz Test [...] Block Practice Block Instructions Perform & Tutorial Fishing Gesture Personal Information Form Perform Fishing Experiment Gesture Session Fishing Gesture t Test Block 15
  • 16. #: ____ MENTAL DEMAND Low High PHYSICAL DEMAND Low High TIME PRESSURE NASA-TLX Low High (Hart & Wickens, 1990) EFFORT EXPENDED Low High PERFORMANCE LEVEL ACHIEVED Poor Good FRUSTRATION EXPERIENCED Low High  ANNOYANCE EXPERIENCED Low High (Brewster, 1994) OVERALL PREFERENCE RATING 16 Low High
  • 18. Workload" !"#$%"&'($)%*+$) ! ! !! ! ! ! !! !! !! %& & 0$ ," # " : ,% $+/ #, /% ../ $ "# %# *+ 0% 0" 9& - () ! 01 /0 $ ." 3* ' "8 ./ 0" 20 "0 ' +7 ' ,$ 6" !! 35 4 ! 18 ;/<=-00/0=>%$" !":+31=-00/0=>%$" ?+@(=-00/0=>%$"
  • 19. Workload" !"#$%&'()*'+(,-'+ ! !! ! !! !! !! ! !! ! !! ! !! !! %& %& 0$ " # " : , $+/ #, /% ../ $ +, "# %# * $0% 0" 9& - () ! 1 /0 ." 3* 0 ' "8 ./ 0" 20 "0 ' $+7 ' !! , 6" 35 ! 4 ;/<=-00/0=>%$" !":+31=-00/0=>%$" ?+@(=-00/0=>%$" 19
  • 20. Workload"   Mime5c  gestures  are  beder  tolerated  up  to  error  rates  of  40%  (cf.,  Karam  &   Schraefel,  2006),  compared  with  error  rates  of  up  to  only  20%  for  alphabet   gestures       From  a  usability  perspec5ve,  mime5c  gestures  more  robust  to  recogni5on   failures  than  alphabet  gestures   20
  • 21. Observations"   Mime5c  gestures  evolve  into  real-­‐world  counterparts  under  error,  alphabet   gestures  tend  to  become  more  rigid  and  well  structured     Canonical  Varia5ons  via  posi5ve  reinforcement:  Survival  of  the  fidest  gesture   varia5ons     E.g.,  S12  exhibited  real-­‐world  varia5ons  on  both  the  Fishing  and  Trashing   gestures     Varia5ons  develop  as  low  as  spiral  depth  of  2  (i.e.,  min.  2  recogni5on  errors)   21
  • 22. User Feedback"   Perceived  Canonical  Varia5ons     S9:  “ The  shaking,  that  was  the  hardest  one  because  you  couldn’t  just  shake  freely  [gestures   in  hand],  it  had  to  be  more  precise  shaking  [swing  to  the  leA,  swing  to  the  right]  so  not  just   any  sort  of  shaking  [shakes  hand  in  many  dimensions]”     Cultural  and  Individual  differences       S10:  “For  the  glass  filling,  there  are  many  ways  to  do  it.  SomeFmes  very  fast,  someFmes   slow  like  beer.”     Perceived  Performance     Ad  hoc  explana5ons  (e.g.,  fa5gue)  given  why  there  were  more  errors  in  some  blocks     S18:  “[Performance]  between  the  first  and  second  blocks  [baseline  and  low  error  rate   condiFons],  it  was  the  same...  10-­‐15%.”     Social  Acceptability     Alphabet  gestures  less  socially  acceptable  when  they  fail     S16:  “When  it  doesn’t  take  your  C,  you  keep  doing  it,  and  it  looks  ridiculous.”   22
  • 24. Limitations"   Lab-­‐study     Task  Independence     Random  error  distribu5on   24
  • 25. Implications for Gesture Recognition"   Mime5c  gestures  evolve  into  real-­‐world  counterparts  under  error,  alphabet   gestures  tend  to  become  more  rigid  and  well  structured        One  shot  recogni5on  for  mime5c  gestures  important!     Interes5ng  explana5ons  (e.g.,  canonical  varia5ons)  and  causes  (e.g.,  fa5gue)   given  why  there  were  more  errors  in  some  blocks      Transparency  in  gesture  recogni5on  technology  may  beder  support  users  in   error  handling  strategies   25
  • 26. Implications for Gesture-based Interaction"   40%  error  tolerance  in  line  with  previous  work  (Karam  &  Schraefel,  2006),  which   shows  usability  of  gesture-­‐based  interac5on     Mime5c  gestures  overall  have  beder  user  experience,  more  use  cases,  and  thus   more  suitable  for  device-­‐based  gesture  interac5on  (even  under  high  recogni5on   error!)   26
  • 28. Future Work"   Quan5ta5ve  assessment  of  how  many  errors  precisely  before  canonical  variant?     Other  classes  of  gestures  (e.g.,  manipula5ve)     Influence  of  device  form  factor   28
  • 29. Questions 29 h6p://staff.science.uva.nl/~elali/  
  • 30. References" Brewster,  S.  Providing  a  structured  method  for  integra5ng  non-­‐speech  audio  into  human-­‐computer  interfaces.  PhD   thesis,  University  of  York,  1994.   Fabbrizio,  G.  D.,  Tur,  G.,  and  Hakkani-­‐Tur,  D.  Automated  wizard-­‐of-­‐oz  for  spoken  dialogue  systems.  In  Proc.   INTERSPEECH  2005  (2005),  1857–1860.   Karam,  M.,  and  Schraefel,  M.  C.  Inves5ga5ng  user  tolerance  for  errors  in  vision-­‐enabled  gesture-­‐based  interac5ons.   In  Proc.  AVI  ’06,  ACM  (NY,  USA,  2006),  225–232.   Khnel,  C.,  Westermann,  T.,  Hemmert,  F.,  Kratz,  S.,  Mller,  A.,  and  Muller,  S.  I’m  home:  Defining  and  evalua5ng  a   gesture  set  for  smart-­‐home  control.  Interna5onal  Journal  of  Human-­‐Computer  Studies  69,  11  (2011),  693  –  704.   Hart,  S.,  and  Wickens,  C.  Manprint:  an  Approach  to  Systems  Integra5on.  Van  Nostrand  Reinhold,  1990,  ch.  Workload   Assessment  and  Predic5on,  257–292.   Oviad,  S.,  Maceachern,  M.,  and  Anne  Levow,  G.  Predic5ng  hyperar5culate  speech  during  human-­‐computer  error   resolu5on.  Speech  Communica5on  24  (1998),  87–110.  17.   Oviad,  S.,  and  Van  Gent,  R.  Error  resolu5on  during  mul5modal  human-­‐computer  interac5on.  In  Proc.  ICSLP  ’96,  vol.   1  (oct  1996),  204–207.   Rico,  J.,  and  Brewster,  S.  Usable  gestures  for  mobile  interfaces:  evalua5ng  social  acceptability.  In  Proc.  CHI  ’10,  ACM   (NY,  USA,  2010),  887–896.   Rime,  B.,  and  Schiaratura,  L.  Fundamentals  of  Nonverbal  Behavior.  Cambridge  University  Press,  1991,  ch.  Gesture   and  speech,  239–281.   Ruiz,  J.,  Li,  Y.,  and  Lank,  E.  User-­‐defined  mo5on  gestures  for  mobile  interac5on.  In  Proc.  CHI  ’11,  ACM  (NY,  USA,   2011),  197–206.   Suhm,  B.,  Myers,  B.,  and  Waibel,  A.  Mul5modal  error  correc5on  for  speech  user  interfaces.  ACM  Trans.  Comput.-­‐ Hum.  Interact.  8  (2001),  60–98.   30