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FLEX AND PINCH: A CASE STUDY OF WHOLE HAND INPUT

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1. Using this device we augment existing bend sensing gloves to create Flex and Pinch input see Figure 1 Figure 1 The Flex and Pinch input system Although a CyberGlove 4 is shown any bend sensing glove can be used INTERACTION TECHNIQUES US ING FLEX AND PINCH INPUT With Flex and Pinch input we can improve on a number of existing techniques for selecting objects in virtual environ ments and create new techniques that could not be devel oped without the combination of geometrical and topolog ical data For example one of the major problems with the image plane interaction techniques such as the head crusher sticky finger lifting palm and framing hands ob ject selection techniques 1 is that the user cannot activate the selection with the primary hand As a result the user requires an additional separate input device for triggering the selection operation Flex and Pinch input provides a simple yet effective and seamless method for starting and stopping object selection by placing the cloth buttons in appropriate places on the users primary hand For example with the head crusher technique we can place the cloth buttons on the thumb and middle finger so when the user positions the thumb and forefinger around the object a middle finger to thumb con tact will signal the object should be selected Another but ton press would signal the release of the object The cloth contacts can be placed in other positions such as
2. whole hand input devices DESIGN AND IMPLEMENTATION OF ELECTRONICS The Microchip PIC processor 15 was chosen as the pri mary means of interfacing the touch sensors with the rest of the system The low cost and simple programming of these chips made them suitable for the task The 16C63 16 provided a UART for serial communications with the work station and enough I O pins to allow the touch sensors to be monitored without extra glue logic The output pins of the micro controller were protected from electrostatic dis charge with a resistor capacitor network Additionally an rs232 driver chip was needed to step the five volt output of the PIC to rs232 line levels All 163 possible non redundant contact possibilities be tween pairs of wires are reported by separate keycodes It is up to the microcode driver to report separate keycodes for wire connections while the driver on the workstation infers contacts between more than two wires For exam ple if contacts one two and three are touching the mi crocontroller will report that one and two are touching by issuing one keycode one and three are touching by issuing another keycode and that two and three are also touching by issuing a third keycode It is up to the driver software to determine that there are actually three wires that are all touching This lowers the amount of memory needed on the microcontroller and makes the software simpler and faster PARTS LIST PART USAGE PI
3. Sin gle Hand Manual Alphabet 10 there has been little work done with combining discrete and continuous whole hand input devices to extract both geometrical and topological data simultaneously OVERVIEW OF APPROACH In order to develop an interface that combines both geo metrical and topological data we built a hardware proto typing system for testing and evaluating different interface designs The hardware system provides a number of ben efits in that it employs a plug and play strategy for quickly adding and removing button widgets or their components Our system enables users to incorporate up to 16 cloth sen sors in a wearable interface Conductive cloth 11 sensors provide two important functions first each sensor knows when it comes in contact with another sensor and specifi cally which other sensor it contacts second the nature of the cloth lends itself for use on gloves or clothing Using our prototyping system we have constructed a device based on the Fakespace Pinch Glove 6 As a hard ware input device it provides more functionality than the 1 Appendix A provided a description of the electronics and the various components used for building our hardware system Pinch Glove since it uses eight cloth buttons instead of five which allows for more button combinations In general five of these cloth buttons can be placed around each of the fin ger tips while the other three can be placed arbitrarily about the hand
4. environment The user makes the selection by pressing the thumb to the right side of the middle finger menu items with a finger A button press creates the menu and as the button is held the user can cycle through the menu items by flexing or extending a finger If the user does not wish to select an item they need to release the button when their finger is fully extended or fully flexed We are currently exploring how many menu items a user can easily invoke using this technique Using the same configuration we also can change an object s scaling translational and rotational parameters Finally an important benefit of using the pinch compo nent of Flex and Pinch is that it gives application developers a method to test out different hand postures and gestures In many cases when a developer wants to test a new hand posture or gesture they have to retrain their gesture recog nition algorithms 14 which is time consuming The pinch component of Flex and Pinch input allows the developer to quickly move cloth contacts from one part of the hand to another without having to change any software compo nents or restart the application This allows the application developer to quickly test the feeling and ergonomics of cer tain hand postures and gestures Also with the ability to move the cloth contacts anywhere on the hand we can cre ate whole hand interfaces that could not be implemented with a bend sensing glove or the Pinch Glove used
5. in isola tion FUTURE WORK There are a number of areas of future work that must be researched to determine if these hybrid interfaces provide virtual environment interaction methods that are useful We plan to continue developing new hybrid input devices and exploring how they can give users better performance in virtual environment applications In order to do this ex tensive user studies are required to evaluate whether our 4Tn this case one cloth contact is placed on the thumb while the second is placed on the left side of the forefinger between the Proximal Interpha langeal and Metacarpophalangeal joints interaction techniques are indeed better than existing tech niques We believe that the input devices and interaction techniques we have developed are just the tip of the ice berg As a result it is important to continue to research how they can be applied to different interactions in and out of virtual environments Another area of work that needs further exploration is whether or not users prefer a wearable interface solution over a less obtrusive solution such as computer vision based interaction Although the invasive approach provides more functionality since occlusion problems can occur with vision based tracking typically users do not want to be physically connected to the computer One compromise be tween unobtrusive interfaces and increased functionality is using wireless input devices CONCLUSION In this pa
6. C16C63 8 bit microcontroller with built in UART primary interface chip 16x 20K ohm resistors pull up resistors 16x 2K ohm resistors protection resistors 16x 1000pF capacitors protection capacitors LT1081 RS232 driver receiver converts 5 volt PIC output to RS232 levels ELECTRONICS PSEUDOCODE This peudocode represents the code for the PIC on the elec tronics box Each short possibility has a byte allocated to it to represent the status short or unshort and a timer to de termine whether the short has lasted long enough to trans mit This implementation cuts down on noise and bouncing problems Algorithm 1 2 3 4 5 6 7 8 9 1 0 initializeMemory for each pin do set a voltage on pin for each otherpin gt pin do check for voltage on otherpin if pin status changed increment keycode timer if timer expired set keycode status transmit status change REFERENCES 1 J S Pierce A S Forsberg M J Conway S Hong 3 Ka 4 R C Zeleznik and M R Mine Image Plane Interac tion Techniques in 3D Immersive Environments Pro ceedings of the 1997 Symposium on Interactive 3D Graphics 1997 39 44 Y Kuno T Ishiyama K Jo N Shimada and Y Shi rai Vision Based Human Interface System Selec tively Recognizing Intentional Hand Gestures In Pro ceedings of the JASTED International Conference on Computer Graphics and Imaging 1998 219 223 Nissho Electronics Corporation Intr
7. FLEX AND PINCH A CASE STUDY OF WHOLE HAND INPUT DESIGN FOR VIRTUAL ENVIRONMENT INTERACTION JOSEPH J LAVIOLA JR and ROBERT C ZELEZNIK Brown University Site of the NSF Science and Technology Center for Computer Graphics and Scientific Visualization PO Box 1910 Providence RI 02912 USA ABSTRACT We present a discussion of design issues involving whole hand input in virtual environments In many cases whole hand input devices limit the types of interaction that the user can perform in the virtual world due to the nature of the device One possible approach to alleviate these limi tations is to provide hybrid input devices which enable the user to combine information generated from two different whole hand input devices In this paper we describe our Pinch Glove like input device which is used as a tool to augment bend sensing gloves for object manipulation and menu selection as well as a method to test and evaluate dif ferent hand postures and gestures that could not be devel oped with a single whole hand device KEYWORDS Human Computer Interaction Virtual Environments 3D Graphics Applications Conductive Cloth Flex and Pinch Input INTRODUCTION There have been a number of different approaches for inter acting in virtual environments In general these approaches have attempted to solve small interface problems in iso lation without incorporating them into complete interface solutions For example consider the Head Crushe
8. brid input device which combines con tinuous joint angle measurements and discrete pinch button input By having this combination we can improve on a number of existing virtual environment interface techniques and develop new ones ORGANIZATION The remainder of this paper is organized in the following manner The next section describes previous work related to Flex and Pinch followed by a description of the compo nents and design issues in developing our interface hard ware Then we describe a number of interface techniques that use Flex and Pinch input Finally the last two sections provide areas for future work and a conclusion PREVIOUS WORK There are two basic approaches to using whole hand input in virtual environments First the non invasive approach uses vision based tracking 2 so the user is not physically attached to the computer Second the invasive approach uses a glove based device or devices to extract information from the hands In each approach we can extract two dif ferent types of data namely geometrical data and topologi cal data Geometrical data represents information about the hand s shape while topological data provides information about how the fingers touch each other and other parts of the hand Although a non invasive approach maybe preferred it is difficult to extract both geometrical and topological in formation due to problems with computer vision such as occlusion Therefore we focus on the in
9. nt Applications To appear in Lecture Notes In Artifical Intelligence The Gesture Workshop 99 Springer Verlag 1999 S Fels and G Hinton Glove TalkII An Adaptive Gesture to Format Interface Proceedings of CHI 95 Human Factors in Computing Systems 1995 456 463 http www microchip com 10 Lit PICmicro index htm http www microchip com 10 Lit PICmicro 16C6X index htm
10. oduction to Su perGlove Tokyo Japan 1997 4 Virtual Technologies CyberGlove User s Manual Palo Alto California 1993 5 T G Zimmerman J Lanier C Blanchard S Bryson 9 and Y Harvill A Hand Gesture Interface Device In Proceedings of CHI GI 87 Human Factors in Com puting Systems and Graphics Interface 1987 189 192 Fakespace Pinch Glove System Installation Guide and User Handbook Mountain View California 1997 D J Mapes and M J Moshell A Two Handed Inter face for Object Manipulation in Virtual Environments PRESENSE Teleoperators and Virtual Environments 1995 4 4 403 416 D J Sturman and D Zeltzer A Survey of Glove based Input ZEEE Computer Graphics and Applications 1994 14 1 30 39 D J Sturman Whole Hand Input Ph D dissertation Massachusetts Institute of Technology 1992 10 G Grimes Digital Data Entry Glove Interface Device Bell Telephone Laboratories Murray Hill New Jer sey US Patent Number 4 414 537 11 S Mann Smart Clothing The Wearable Computer and WearCam Personal Technologies Volume 1 Is sue 1 March 1997 12 14 15 16 K Hinkley R Pausch J C Goble and N F Kassel A Survey of Design Issues in Spatial Input Proceedings of the ACM Symposium on User Interface Software and Technology 1994 213 222 J J LaViola Jr A Multimodal Interface Framework For Using Hand Gestures and Speech in Virtual En vironme
11. on the mid dle finger and on the palm by the base of the thumb or on the right side of the index finger and the left side of the mid dle finger In a similar manner cloth contacts are placed on 2This presents one of many possible combinations for placement of the cloth buttons The device could have be worn with anywhere from two to 16 cloth buttons of any shape or size This presents a clear advantage over other inflexible input devices the hand for the sticky finger and lifting palm techniques to start and stop object selection while cloth contacts are placed on both hands for the framing hands selection tech nique Figure 2 shows the Head Crusher technique with placement of the cloth contacts between the forefinger and middle finger Figure 2 A user wearing the Flex and Pinch input device is about to invoke the Head Crusher object selection technique on a round table By placing his middle and index finger together the user can activate the selection operation and move the table Another method that has been used for selecting objects in virtual environments is to cast a laser into the scene from the users hand to select a given object 12 As with the image plane techniques the problem with laser pointing is it is difficult to start and stop the selection with only one input device For example one laser pointing object selec tion method uses a point and clutch posturing mechanism to select objects in a virtual environment whe
12. per we have presented a case study on whole hand input design issues for virtual environment interac tion using Flex and Pinch input Using our custom built hardware prototyping system we have developed a multi purpose button based input device that can be used to de velop seamless hybrid interfaces by augmenting devices that produce continuous input events With Flex and Pinch input we can improve on existing virtual environment in teraction techniques such as the image plane object selec tion techniques 1 We also can develop novel hand pos tures and gestures that could not otherwise be developed with a device that generates purely geometrical or topolog ical data With further study and research it is our goal to make the geometrical topological approach a powerful metaphor for interaction in virtual environments ACKNOWLEDGMENTS Special thanks to Timothy Rowley for helpful discussions during the hardware design and implementation Brian Perkins for providing the electronics implementation and Christine Waggoner for invaluable assistance with creat ing Flex and Pinch This work is supported in part by the NSF Graphics and Visualization Center International Business Machines Advanced Networks and Services Alias Wavefront Autodesk Microsoft Sun Microsystems and TACO APPENDIX A This appendix provides information on the design and im plementation of our custom built hardware for quickly pro totyping and testing hybrid
13. r object selection technique 1 which allows the user to very natu rally select and manipulate 3D objects with just one hand by positioning the thumb and forefinger around a 2D image of the desired object To actually use this technique for ob ject selection the user must hold and press a button in their other hand Another important reason why many of these interac tion techniques solve small problems in isolation has to do with the nature of the available input devices used In most cases individually specialized input devices work well for the interaction techniques they were designed for However they have difficulty mapping combinations of techniques or applying different techniques due to their inflexibility For example consider bend sensing gloves which report con tinuous joint angle measurements of the fingers With these devices relatively slow and complicated posture and ges ture recognition techniques must be used to generate dis crete events that would otherwise be trivial with a button press In order to increase the flexibility of input devices to extend existing virtual environment interaction techniques and to create more robust virtual environment interfaces we believe that hybrid interfaces interfaces that seam lessly combine input devices and interaction techniques will provide a more flexible and robust method of interact ing in virtual environments With Flex and Pinch input we have developed a hy
14. re clutching is performed by flexing the thumb 13 The problem with using this clutching mechanism is that in order to achieve robust recognition the user must make postures using ex treme configurations of the hand which puts undo strain on the two tendons in the thumb Using Flex and Pinch input we can alleviate this problem by placing cloth con tacts on the thumb and on the right side of the middle finger as shown in Figure 3 This provides a much more natural movement and puts no strain on the thumb tendons Bend sensing gloves have the capability of being used as analog sliders since these gloves report continuous mea surements of the joint angles in the hand However used in isolation it can be difficult to determine when the user wants to actually use one of the fingers as a slider widget Using Flex and Pinch input a seamless transition between the discrete events from the cloth contacts and the contin uous updating from the bend sensors can be made which provides a mechanism for activating and deactivating the sliders when needed For example we can cycle through 3One could argue that the user could make a posture that is identical to the user s hand configuration when using Flex and Pinch input However hand gesture and posture recognition is not perfect and if the hardware is working properly the pinching mechanism will provide 100 percent accuracy Figure 3 A user pointing at and selecting a desk in the virtual
15. vasive approach With the invasive approach two types of glove based input devices have been developed The first bend sensing gloves 3 4 5 measure finger joint movement and sec ond the Pinch Glove 6 7 detect electrical contacts be tween each of the finger tips Unfortunately bend sensing and pinch gloves have faults when used in isolation Bend sensing gloves are good at extracting geometrical informa tion which enables them to represent the user s hands in the virtual environment They can be used to mimic interface widgets such as sliders and dials 8 but do not have use ful methods for signaling the activation or deactivation of the widget Bend sensing gloves are also used in conjunc tion with hand posture and gesture recognition but it can be difficult to determine when one gesture begins and an other ends without applying constraints to the users gesture space 9 Conversely Pinch gloves provide a series of but ton widgets that are placed on each finger tip which allows for the extraction of topological data for interactions such as pinching postures However they have no way of deter mining the flexing of the fingers and they make it difficult to represent the hand in a virtual environment There have been few attempts to combine the two types of information that each type of data glove provides With the exception of Grimes Digital Data Entry Glove which was developed specifically for entering text using the

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