Body-based interfaces

Changseok Cho, Huichul Yang, G. Kim, S. Han
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引用次数: 22

Abstract

This research explores different ways to use features of one's own body for interacting with computers. In the future, such "body-based" interfaces may be put into good use for wearable computing or virtual reality systems as part of a 3D multi-modal interface, freeing the user from holding interaction devices. We have identified four types of body-based interfaces: the Body-inspired-metaphor uses various parts of the body metaphorically for interaction; the Body-as-interaction-surface simply uses parts of the body as points of interaction; Mixed-mode mixes the former two; Object-mapping spatially maps the interaction object to the human body. These four body-based interfaces were applied to three different applications (and associated tasks) and were tested for their performance and utility. It was generally found that, while the body-inspired-metaphor produced the lowest error rate, it required a longer task completion time and caused more fatigue due to the longer hand moving distance. On the other hand, the body-as-interaction-surface was the fastest, but produced many more errors.
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这项研究探索了不同的方法,利用自己的身体特征与计算机进行交互。在未来,这种“基于身体”的界面可能会很好地应用于可穿戴计算或虚拟现实系统,作为3D多模态界面的一部分,将用户从手持交互设备中解放出来。我们已经确定了四种类型的基于身体的界面:身体启发的隐喻使用身体的各个部分隐喻交互;body -as-interaction-surface简单地使用身体的某些部分作为交互点;混合模式将前两者混合;对象映射在空间上将交互对象映射到人体。将这四个基于主体的接口应用于三个不同的应用程序(和相关任务),并测试了它们的性能和实用性。研究普遍发现,虽然身体启发的隐喻产生的错误率最低,但它需要更长的任务完成时间,并且由于手的移动距离较长而导致更多的疲劳。另一方面,身体作为交互表面是最快的,但产生了更多的错误。
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