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Published byPauline Strickland Modified over 6 years ago
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Supervisors: Tanja Mitrovic and Moffat Mathews Anthony Bracegirdle
Investigating the Usability of Leap Motion Controller: Gesture-Based Interaction with a 3D Virtual Environment Supervisors: Tanja Mitrovic and Moffat Mathews Anthony Bracegirdle
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Background ICTG project Strokes Prospective memory
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Leap Motion New: 2013 Cheap: about $100
Two monochromatic IR cameras and three IR LEDS FOV: 150 degrees to distance of two feet Claimed to accurately detect 10 fingers to within one hundredth of millimeter at 200 FPS
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Why? Gesturing a natural part of everyday life
A more intuitive form of interaction Technology now available Previous study – Oculus Rift, Mouse + Keyboard, Joystick and Razer Hydra Prior research – some on gestures, some on Leap Motion Because I want to Because I was told to
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Goals Investigate gestures as a method of interaction and navigation with the environment Investigate the viability of the Leap Motion Identify issues with the Leap Motion, eg physical fatigue
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VR Environment Navigation Object interaction Crouch
Check time and inventory
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Implementation Unity and Mono Develop C# Leap Motion SDK
Convert low level data from the Leap Motion into movement and actions
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Actions Object interaction Ability to check time and inventory
Ability to crouch
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Navigation Need to able to move forward and backward and rotate
Airplane metaphor Airplane and gas pedal metaphor, two handed Positional mode Videos
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Issues Multiple hand detection – face, watches
SDK built-in gestures unreliable Finger tracking unreliable – discrete methods
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Study Preliminary pilot study 30 participants Trialing the modes
Data recorded Questionnaire
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Preliminary Results Positive feedback
Positional mode considered the most user friendly Crouching difficult for some Wanted the ability to simultaneously move and rotate
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Future Work Analyse the data retrieved Comparison with previous study
Remove keyboard Trial with a stroke patient
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