Understanding and Creating Spatial Interactions with Distant Displays Enabled by Unmodified Off-The-Shelf Smartphones
<p>TrackPhone uses simultaneously the front and rear camera of the smartphone for tracking of the absolute world-space pose of the user’s device (hand), body, head, and eyes (gaze). Combined with touch inputs, this enables, after a simple app download, any smartphone user to perform powerful multi-modal spatial interactions for distant displays.</p> "> Figure 2
<p>First prototype consisting of two smartphones used for the initial implementation of our tracking framework (<b>left</b>). TrackPhone tracking principle using simultaneously the front and rear camera of the smartphone for tracking touch and the absolute world-space pose of the user’s device (hand), body, head, and eye-gaze (<b>right</b>).</p> "> Figure 3
<p>Study interaction techniques: touch, pointer, hand and head.</p> "> Figure 4
<p>Mean times with different interaction techniques. Error bars represent the standard deviations and the pattern filled bars annotate the fastest and slowest technique.</p> "> Figure 5
<p>The study results containing the times and errors for the different interaction techniques in primary as well as refinement mode.</p> "> Figure 6
<p>Matrix showing all significant (<math display="inline"><semantics> <mrow> <mi>p</mi> <mo><</mo> <mn>0.05</mn> </mrow> </semantics></math>) interactions between the 19 tested 2D techniques. Technique x from row A is (blue = faster|orange = more accurate|green = faster and more accurate) than technique in y from column B. Matrix also shows all significant (<math display="inline"><semantics> <mrow> <mi>p</mi> <mo><</mo> <mn>0.05</mn> </mrow> </semantics></math>) interactions between the 11 tested 3D techniques in terms of time, represented as black dots (• = faster).</p> "> Figure 7
<p>Mean pointing error with different interaction techniques. Error bars represent the standard deviations and the pattern-filled bars annotate the most and the least accurate technique.</p> "> Figure 8
<p>All selection points, showing the selection accuracy of the <span class="html-italic">Head-None</span> (no refinement) and <span class="html-italic">Head-Touch</span> (with refinement) technique. The coordinate system represents the distance from the exact target centre.</p> "> Figure 9
<p>Real-world study apparatus for the 2D/3D study. Required interaction in the 3D study, translate, scale, and rotate.</p> "> Figure 10
<p>Mean times with different interaction techniques. Error bars represent the standard deviations and the pattern-filled bars annotate the fastest and slowest technique.</p> "> Figure 11
<p>Applications to showcase the various utilities of TrackPhone. 3D Studio for testing interaction techniques by rearranging and manipulating furniture (<b>a</b>,<b>b</b>). Head-tracking used to create a parallax effect (<b>c</b>,<b>d</b>). Open game scene to use body and head motion for travel (<b>e</b>,<b>f</b>).</p> ">
Abstract
:1. Introduction
- A comprehensive taxonomy and key research objectives addressing tracking devices, input modalities, and interaction techniques used for smartphone-based distant display interactions.
- A novel, solely smartphone-based approach for user-motion tracking, capable of enabling multi-modal interaction by touch and user’s hand, body, head as well as gaze tracking.
- Two user studies that initially validate our novel tracking approach and compare the performance of various multi-modal interaction techniques, including a refinement mode, in 2D, and 3D distant display interaction.
- Some demo applications that showcase the versatile input capabilities of our approach as well as enhancing 3D output.
- Future work directions that are specific for smartphone-based tracking, however, still remain unaddressed.
2. Taxonomy
2.1. Designing the Taxonomy
- Seventy-three papers using a smartphone together with a distant display, optionally with additional tracking devices.
- One-hundred-and-fifty-seven papers using a distant display with other input devices than smartphones (e.g., wands, smartwatches, lighthouse trackers).
- One-hundred-and-seventy-five papers using the smartphone alone (e.g., on-phone user interfaces) or with other devices (e.g., eye-trackers, pens, head-mounted displays, other mobile devices).
2.2. Categorization
- Inside-out: interactions, enabled solely by using the technology, embedded in off-the-shelf smartphones.
- Hybrid: interactions, enabled by using inside-out tracking capabilities of smartphones, which get further enhanced by additional tracking devices, i.e., tracking devices attached to the smartphone, worn by the user, or placed in the room.
2.3. Motivation behind Tracking Systems
2.4. Tracked Input Modalities
2.5. Interaction Techniques
2.6. Hardware Complexity
2.7. Summary
3. TrackPhone
4. Evaluation
4.1. Apparatus
4.2. Investigated Interaction Techniques
4.2.1. 3D Interaction
4.2.2. Touchscreen Interaction
4.3. Participants
4.4. Study 1: 2D Pointing
4.4.1. Task
4.4.2. Design
4.4.3. Results
Time
Error
Qualitative Results
4.5. Study 2: 3D Selection and Manipulation
4.5.1. Task
4.5.2. Design
4.5.3. Results
Time
Subjective Feedback
5. Discussion
6. Applications
7. Conclusions and Future Work
- The interaction techniques enabled by our smartphone-based tracking approach achieving very satisfactory performance for 2D as well as 3D interactions, even without refinement and without requiring any complex tracking hardware.
- Using multi-modal refinement techniques, we can improve the pointing accuracy up to three times, beyond the accuracy of the primary techniques, without compromising time.
- Some concrete techniques are better suited for primary (e.g., Head, Pointer) and other for refinement (e.g., Touch).
- By carefully combining different multi-modal techniques, we can create concrete high-performing techniques, which are faster and at the same time also more accurate than uni-modal techniques (e.g., Head-Touch in 2D interaction).
- Certain combinations are less intuitive to use and can cause mental efforts and slow the interaction down (e.g., Pointer-Hand or Head-Pointer).
- Using the same modality for primary interaction and refinement, in case that only a uni-modal system can be provided, is as well a good option for improving the interaction performance (e.g., Pointer-Pointer or Hand-Hand).
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Babic, T.; Reiterer, H.; Haller, M. Understanding and Creating Spatial Interactions with Distant Displays Enabled by Unmodified Off-The-Shelf Smartphones. Multimodal Technol. Interact. 2022, 6, 94. https://doi.org/10.3390/mti6100094
Babic T, Reiterer H, Haller M. Understanding and Creating Spatial Interactions with Distant Displays Enabled by Unmodified Off-The-Shelf Smartphones. Multimodal Technologies and Interaction. 2022; 6(10):94. https://doi.org/10.3390/mti6100094
Chicago/Turabian StyleBabic, Teo, Harald Reiterer, and Michael Haller. 2022. "Understanding and Creating Spatial Interactions with Distant Displays Enabled by Unmodified Off-The-Shelf Smartphones" Multimodal Technologies and Interaction 6, no. 10: 94. https://doi.org/10.3390/mti6100094
APA StyleBabic, T., Reiterer, H., & Haller, M. (2022). Understanding and Creating Spatial Interactions with Distant Displays Enabled by Unmodified Off-The-Shelf Smartphones. Multimodal Technologies and Interaction, 6(10), 94. https://doi.org/10.3390/mti6100094