Multitouch Puppetry Creating coordinated 3D motion for an - - PowerPoint PPT Presentation

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Multitouch Puppetry Creating coordinated 3D motion for an - - PowerPoint PPT Presentation

Multitouch Puppetry Creating coordinated 3D motion for an articulated arm Michael Kipp Quan Nguyen DFKI Embodied Agents Research Group Cluster of Excellence Multimodal Computing and Interaction Saarbrcken, Germany Motivation


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SLIDE 1

Multitouch Puppetry

Creating coordinated 3D motion for an articulated arm

DFKI Embodied Agents Research Group Cluster of Excellence Multimodal Computing and Interaction Saarbrücken, Germany

Michael Kipp Quan Nguyen

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SLIDE 2

Motivation

  • Non-experts perform 3D character

animation in realtime... from their desktops

  • Why?

➡ animations for games / online worlds / fun ➡ „pose“ scenes for movie / theater ➡ dance choreography ➡ produce sign language ➡ teleoperate robots

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SLIDE 3

Character Animation

  • Two ways:

➡ Pose-to-pose:

precise, final production

➡ Straight ahead:

creative, improvisational

  • Straight-ahead animation ideally has

parallel realtime control of all degrees of freedom

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SLIDE 4

Performance Animation

  • Use physical widgets, recognized

by camera, to create motions

[Oore et al. 02, Dontcheva et al. 03] ➡ special hardware ➡ fatigue

  • Use simple mouse input, exploit

correlations between body parts

[Neff et al. 07]

  • Shortcomings

➡ „layering“ of motion ➡ no solutions for hand shape

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SLIDE 5

Problem & Scope

shoulder elbow wrist hand shape

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SLIDE 6

Problem & Scope

hand shape (many DOFs) Move wrist and use Inverse Kinematics (IK) for resolving other joints => 3 DOFs hand

  • rientation

(1 DOF) Arm swivel (1 DOF)

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SLIDE 7

Multitouch Interface

  • As many input DOFs as possible

➡ bimanual, multi-finger

  • Easy to learn

➡ standard interaction techniques (mostly)

  • Directness of control

➡ touch & output co-located ➡ no direct manipulation (occlusion of hand shape)

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SLIDE 8

Dominant Hand: Arm

x/y z swivel

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SLIDE 9

Nondominant Hand: Hand

  • Index finger: hand shape

➡ High-dimensional space ➡ Few hand shapes suffice

(open, fist, thumbs up...)

➡ 2D morph map

  • 2-Finger rotation: hand orientation
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SLIDE 10

Nondominant Hand: Hand

shape hand

  • rient.

7 DOF bimanual control

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SLIDE 11

spread out closed base shapes specific

Technically:

  • max. 3 shapes for

interpolation similar shapes close

Design guidelines:

good „pass-through“ in center memorable „themes“

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SLIDE 12

User Study

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SLIDE 13

User Study

  • Long-term study: 7 sessions (2 weeks)
  • Participants: 6 students (3+3 male/female),

age 21-30

  • Hardware: 15.4“ screen
  • Conditions: multitouch vs. mouse
  • Three layered design to capture performance &

user experience

  • Within-subject: participants compared mouse

and multitouch (measures, questionnaire)

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SLIDE 14

Control condition

  • Mouse interface
  • Motion → frontal plane
  • Wheel → depth
  • Keyboard key → wheel mode

➡ arm swivel ➡ hand rotation

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SLIDE 15

Task 1: Match Pose

  • Test precision of interface with

matching task (docking)

  • Target pose shown with ghost arm

(10 poses per session)

  • Bimanual control

Hand orientation Hand shape Hand position Arm swivel

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SLIDE 16

Task 1: Match Pose

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Task 2: Trace Trajectory

  • Encourage fluid, coordinated

3D motion

  • Traces from motion

captured gestures (10 per session)

  • Moving highlight indicates

direction

  • Unimanual control

Hand position Arm swivel

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SLIDE 18

Task 2: Trace Trajectory

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SLIDE 19

Task 3: Creative Exploration

  • Qualitative test of complete interface
  • No „fair“ control condition
  • Task: Create „appropriate“ motion for

➡ song (strong beat) ➡ song (slow ballad) ➡ voice track (male harsh) ➡ voice track (female melodic)

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SLIDE 20

Hand shape Hand orientation Hand position Arm swivel

Non-Expert Subjects in the Creative Task Full multitouch interface

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SLIDE 21

P i l

  • t

s t u d y

Results

  • Measure completion time (tasks 1+2)
  • Pilot studies

➡ Mouse outperformed MT

  • Hypothesis

➡ Mouse beats MT in first sessions

but both converge after...

Mouse Multitouch

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SLIDE 22

pose matching tracing

Final Results

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SLIDE 23

Measuring Coordination

  • Existing measures

➡ efficiency [Zhai, Milgram 98] and parallelism [Balakrishnan, Hinckley 99] require an optimal target path ➡ integrality [Jacob et al. 94] ignores quantity

  • Suggestion

➡ assume that maximum coordination happens if distance travelled along each dimension is equal ➡ penalize digression from this optimum ➡ compare distance travelled in each dimension

min(dxy,dz) max(dxy,dz)

xy z

  • ptimum

1 N

N −1

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SLIDE 24

Coordination in Session 7

Multitouch yields significantly higher coordination for both tasks 1 + 2 (p < .05)

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SLIDE 25

Questionnaires

  • 16 questions
  • 5-point differential scale: -2 Mouse ... +2 MT
  • Bonferroni correction: alpha of .003
  • For 6 Q significant differences from 0, all in favour of MT:

➡ Which interface was more useful? ➡ Which interface allowed a faster solution of the tasks? ➡ With which interface were you more satisfied? ➡ Which one would you recommend to others? ➡ Which device was more fun to use? ➡ Which interface do you prefer?

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SLIDE 26

Discussion

  • Performance & user experience

➡ Big leap from session 1 to 2 =>

multi-session studies

➡ MT feels faster, although objectively equal,

probably due to higher coordination

➡ Comfortable only in session 2

  • MT yields higher coordination

➡ < 0.1 bad coordination ➡ > 0.2 already good

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SLIDE 27

Conclusion

  • Goal: Continuous, parallel control of high-dimensional spaces
  • Multitouch interface for coordinated arm motion
  • Create & eval complex interaction techniques

for concrete application (3D) tasks

  • Contributions

➡ bimanual 7-DOF input arm animation interface ➡ 3-layered study design ➡ Novel coordination measure

  • Future

➡ prototyping tool (dataflow) ➡ scale up to whole body

T h a n k y

  • u

!

[Neff et al. 06]

Try it!