Publikationen

Hier finden Sie von Know-Center MitarbeiterInnen verfasste wissenschaftliche Publikationen

2016

Luzhnica Granit, Simon Jörg Peter, Lex Elisabeth, Pammer-Schindler Viktoria

A Sliding Window Approach to Natural Hand Gesture Recognition using a Custom Data Glove

Proceedings of the IEEE 3DUI 2016 Symposium on 3D User Interfaces, IEEE, Greenville, SC, USA, 2016

Konferenz
This paper explores the recognition of hand gestures based on a dataglove equipped with motion, bending and pressure sensors. We se-lected 31 natural and interaction-oriented hand gestures that canbe adopted for general-purpose control of and communication withcomputing systems. The data glove is custom-built, and contains13 bend sensors, 7 motion sensors, 5 pressure sensors and a magne-tometer. We present the data collection experiment, as well as thedesign, selection and evaluation of a classification algorithm. As weuse a sliding window approach to data processing, our algorithm issuitable for stream data processing. Algorithm selection and featureengineering resulted in a combination of linear discriminant anal-ysis and logistic regression with which we achieve an accuracy ofover 98. 5% on a continuous data stream scenario. When removingthe computationally expensive FFT-based features, we still achievean accuracy of 98. 2%.
2016

Luzhnica Granit, Pammer-Schindler Viktoria, Fessl Angela, Mutlu Belgin, Veas Eduardo Enrique

Designing Generic Visualisations for Activity Log Data

Workshop on Awareness and Reflection in Technology Enhanced Learning (ARTEL16), CEUR-WS, Lyon, 2016

Konferenz
Especially in lifelong or professional learning, the picture of a continuous learning analytics process emerges. In this proces s, het- erogeneous and changing data source applications provide data relevant to learning, at the same time as questions of learners to data cha nge. This reality challenges designers of analytics tools, as it req uires ana- lytics tools to deal with data and analytics tasks that are unk nown at application design time. In this paper, we describe a generic vi sualiza- tion tool that addresses these challenges by enabling the vis ualization of any activity log data. Furthermore, we evaluate how well parti cipants can answer questions about underlying data given such generic versus custom visualizations. Study participants performed better in 5 out of 10 tasks with the generic visualization tool, worse in 1 out of 1 0 tasks, and without significant difference when compared to the visuali zations within the data-source applications in the remaining 4 of 10 ta sks. The experiment clearly showcases that overall, generic, standalon e visualiza- tion tools have the potential to support analytical tasks suffi ciently well
2016

Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Skin Reading: Encoding Text in a 6-Channel Haptic Display

Proceedings of the 2016 ACM International Symposium on Wearable Computing, ACM, Heidelberg, 2016

Konferenz
This paper investigates the communication of natural lan-guage messages using a wearable haptic display. Our re-search spans both the design of the haptic display, as wellas the methods for communication that use it. First, threewearable configurations are proposed basing on haptic per-ception fundamentals. To encode symbols, we devise an over-lapping spatiotemporal stimulation (OST) method, that dis-tributes stimuli spatially and temporally with a minima gap.An empirical study shows that, compared with spatial stimu-lation, OST is preferred in terms of recall. Second, we pro-pose an encoding for the entire English alphabet and a train-ing method for letters, words and phrases. A second study in-vestigates communication accuracy. It puts four participantsthrough five sessions, for an overall training time of approx-imately 5 hours per participant. Results reveal that after onehour of training, participants were able to discern 16 letters,and identify two- and three-letter words. They could discernthe full English alphabet (26letters,92%accuracy) after ap-proximately three hours of training, and after five hours par-ticipants were able to interpret words transmitted at an aver-age duration of0.6s per word
2016

Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Gamehoices for Implementing a Tangible Version of the Sokoban Game

2016 IEEE International Symposium on Mixed and Augmented Reality Adjunct Proceedings ISMAR 2016, 2016

Konferenz
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup.Index Terms: H.5.2 [HCI]: User Interfaces—Input devicesand strategies; H.5.1 [HCI]: Multimedia Information Systems—Artificial, augmented, and virtual realities
2016

Luzhnica Granit, Öjeling Christoffer, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game

Mixed and Augmented Reality (ISMAR-Adjunct), 2016 IEEE International Symposium on, IEEE, Merida, Mexico, 2016

Konferenz
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup
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