Rendering tactile effects on a touch screen via electrovibration has many potential applications. However, our knowledge on tactile perception of change in friction and the underlying contact mechanics are both very limited. We investigate the tactile perception and the contact mechanics for a step change in friction under electrovibration during a relative sliding between a finger and the surface of a capacitive touch screen. First, we conduct magnitude estimation experiments to investigate the role of normal force and sliding ...
View details for https://ieeexplore.ieee.org/abstract/document/8960478/
When an alternating voltage is applied to the conductive layer of a capacitive touchscreen, an oscillating electroadhesive force (also known as electrovibration) is generated between the human finger and its surface in the normal direction. This electroadhesive force causes an increase in friction between the sliding finger and the touchscreen. Although the practical implementation of this technology is quite straightforward, the physics behind voltage-induced electroadhesion and the resulting contact interactions between human finger and ...
View details for https://ieeexplore.ieee.org/abstract/document/9072660/
We review the current technology underlying surface haptics that converts passive touch surfaces to active ones (machine haptics), our perception of tactile stimuli displayed through touch surfaces (human haptics), their potential applications (human-machine interaction), and finally the challenges ahead of us in making them available through commercial systems. This review primarily covers the tactile interactions of human fingers or hands with surface-haptics displays by focusing on the three most popular actuation methods ...
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Programming education has become an integral part of the primary school curriculum. However, most programming practices rely heavily on computers and electronics which causes inequalities across contexts with different socioeconomic levels. This demo introduces a new and convenient way of using tangibles for coding in classrooms. Our programming environment, Kart-ON, is designed as an affordable means to increase collaboration among students and decrease dependency on screen-based interfaces. Kart ...
View details for https://dl.acm.org/doi/abs/10.1145/3379336.3381472
Generating 3D models from 2D images or sketches is a widely studied important problem in computer graphics. We describe the first method to generate a 3D human model from a single sketched stick figure. In contrast to the existing human modeling techniques, our method requires neither a statistical body shape model nor a rigged 3D character model. We exploit Variational Autoencoders to develop a novel framework capable of transitioning from a simple 2D stick figure sketch, to a corresponding 3D human model. Our network learns the ...
View details for https://openreview.net/forum?id=ozFu9KivuQ
Interaction with physical buttons is an essential part of our daily routine. We use buttons daily to turn lights on, to call an elevator, to ring a doorbell, or even to turn on our mobile devices. Buttons have distinct response characteristics and are easily activated by touch. However, there is limited tactile feedback available for their digital counterparts displayed on touchscreens. Although mobile phones incorporate low-cost vibration motors to enhance touch-based interactions, it is not possible to generate complex tactile effects on ...
View details for https://www.sciencedirect.com/science/article/pii/S107158191930120X
of humans to discriminate two surfaces based on friction, but how humans perceive a change RF) and falling friction (FF), owing to the huge contrast in perception between them To create different tactile effects on the touch surface using ultrasonic actuation technique, vibration ...
View details for https://ieeexplore.ieee.org/abstract/document/8883061/
Hand-drawn objects usually consist of multiple semantically meaningful parts. For example, a stick figure consists of a head, a torso, and pairs of legs and arms. Efficient and accurate identification of these subparts promises to significantly improve algorithms for stylization, deformation, morphing and animation of 2D drawings. In this paper, we propose a neural network model that segments symbols into stroke-level components. Our segmentation framework has two main elements: a fixed feature extractor and a Multilayer Perceptron ...
View details for https://arxiv.org/abs/1901.03427
We present a novel method for training a social robot to generate backchannels during human-robot interaction. We address the problem within an off-policy reinforcement learning framework, and show how a robot may learn to produce non-verbal backchannels like laughs, when trained to maximize the engagement and attention of the user. A major contribution of this work is the formulation of the problem as a Markov decision process (MDP) with states defined by the speech activity of the user and rewards generated by ...
View details for https://arxiv.org/abs/1908.01618
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View details for https://www.cambridge.org/core/journals/ai-edam/article/special-issue-on-intelligent-interaction-design/8B308F7F6951079C6E136BB4A64DBC2A
Sketching is a natural and intuitive communication tool used for expressing concepts or ideas which are difficult to communicate through text or speech alone. Sketching is therefore used for a variety of purposes, from the expression of ideas on two-dimensional (2D) physical media, to object creation, manipulation, or deformation in three-dimensional (3D) immersive environments. This variety in sketching activities brings about a range of technologies which, while having similar scope, namely that of recording and interpreting ...
View details for https://www.cambridge.org/core/journals/ai-edam/article/sketchbased-interaction-and-modeling-where-do-we-stand/022179E6679E4C53F77B0DA6CBDBACE7
We express our emotional state through a range of expressive modalities such as facial expressions, vocal cues, or body gestures. However, children on the Autism Spectrum experience difficulties in expressing and recognizing emotions with the accuracy of their neurotypical peers. Research shows that children on the Autism Spectrum can be trained to recognize and express emotions if they are given supportive and constructive feedback. In particular, providing formative feedback,(eg, feedback given by an expert describing how ...
Displaying tactile feedback through a touchscreen via electrovibration has many potential applications in mobile devices, consumer electronics, home appliances and automotive industry though our knowledge and understanding of the underlying contact mechanics are very limited. An experimental study was conducted to investigate the contact evolution between the human finger and a touch screen under electrovibration using a robotic set-up and an imaging system. The results show that the effect of electrovibration is only present ...
View details for https://royalsocietypublishing.org/doi/abs/10.1098/rsif.2019.0166
Hand-drawn objects usually consist of multiple semantically meaningful parts. In this article, we propose a neural network model that segments sketched symbols into stroke-level components. Our segmentation framework has two main elements: a fixed feature extractor and a multilayer perceptron (MLP) network that identifies a component based on the feature. As the feature extractor we utilize an encoder of a stroke-rnn, which is our newly proposed generative variational auto-encoder (VAE) model that reconstructs symbols on a stroke-by ...
View details for https://ieeexplore.ieee.org/abstract/document/8854308/
The ability to generate appropriate verbal and nonverbal backchannels by an agent during human-robot interaction greatly enhances the interaction experience. Backchannels are particularly important in applications like tutoring and counseling, which require constant attention and engagement of the user. We present here a method for training a robot for backchannel generation during a human-robot interaction within the reinforcement learning (RL) framework, with the goal of maintaining high engagement level. Since online learning ...
View details for https://ieeexplore.ieee.org/abstract/document/8925443/
Realistic display of tactile textures on touch screens is a big step forward for haptic technology to reach a wide range of consumers utilizing electronic devices on a daily basis. Since the texture topography cannot be rendered explicitly by electrovibration on touch screens, it is important to understand how we perceive the virtual textures displayed by friction modulation via electrovibration. We investigated the roughness perception of real gratings made of plexiglass and virtual gratings displayed by electrovibration through a ...
View details for https://ieeexplore.ieee.org/abstract/document/8933496/
Dupont, Stéphane and Altiok, Ozan Can and Bumin, Aysegül and Dikmen, Ceren and Giangreco, Ivan and Heller, Silvan and Külah, Emre and Pironkov, Gueorgui and Rossetto, Luca and Sahillioglu, Yusuf and Schuldt, Heiko and Seddati, Omar and Setinkaya, Yusuf and Sezgin, Metin and Tanase, Claudiu and Toyan, Emre and Wood, Sean and Yeke, Doguhan. (2018) VideoSketcher: Innovative Query Modes for Searching Videos through Sketches, Motion and Sound. In: Proceedings of the eNTERFACE 2015 Workshop on Intelligent Interfaces ...
View details for https://edoc.unibas.ch/68627/
''Serious games” are becoming extremely relevant to individuals who have specific needs, such as children with an autism spectrum condition (ASC). Often, individuals with an ASC have difficulties in interpreting verbal and nonverbal communication cues during social interactions. The ASC-Inclusion EU-FP7 funded project aims to provide children who have an ASC with a platform to learn emotion expression and recognition, through play in the virtual world. In particular, the ASC-Inclusion platform focuses on the expression of emotion ...
View details for https://ieeexplore.ieee.org/abstract/document/8430561/
The present disclosure relates to a gaze based error recognition detection system that is intended to predict intention of the user to correct user drawn sketch misrecognitions through a multimodal computer based intelligent user interface. The present disclosure more particularly relates to a gaze based error recognition system comprising at least one computer, an eye tracker to capture natural eye gaze behavior during sketch based interaction, an interaction surface and a sketch based interface providing interpretation of ...
View details for https://patents.google.com/patent/US10133945B2/en
To render tactile cues on a touchscreen by friction modulation, it is important to understand how humans perceive a change in friction. In this study, we investigate the relations between perceived change in friction on an ultrasonically actuated touchscreen and parameters involved in contact between finger and its surface. We first estimate the perceptual thresholds to detect rising and falling friction while a finger is sliding on the touch surface. Then, we conduct intensity scaling experiments and investigate the effect of finger sliding ...
View details for https://ieeexplore.ieee.org/abstract/document/8352030/
Non-verbal expressions in human interactions carry important messages. These messages, which constitute a significant part of the information to be transferred, are not used effectively by machines in human-robot/agent interaction. In this study, the purpose is to predict the potential head nod moments for robot/agent and therefore to develop more human-like interfaces. To achieve this, acoustic feature extraction and social signal annotations are carried out on human-human dyadic conversations. A certain history window for each head ...
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This paper addresses the problem of evaluating engagement of the human participant by combining verbal and nonverbal behaviour along with contextual information. This study will be carried out through four different corpora. Four different systems designed to explore essential and complementary aspects of the JOKER system in terms of paralinguistic/linguistic inputs were used for the data collection. An annotation scheme dedicated to the labeling of verbal and non-verbal behavior have been designed. From our ...
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We present HapTable; a multi–modal interactive tabletop that allows users to interact with digital images and objects through natural touch gestures, and receive visual and haptic feedback accordingly. In our system, hand pose is registered by an infrared camera and hand gestures are classified using a Support Vector Machine (SVM) classifier. To display a rich set of haptic effects for both static and dynamic gestures, we integrated electromechanical and electrostatic actuation techniques effectively on tabletop surface of ...
View details for https://ieeexplore.ieee.org/abstract/document/8409988/
We present HapTable; a multi–modal interactive tabletop that allows users to interact with digital images and objects through natural touch gestures, and receive visual and haptic feedback accordingly. In our system, hand pose is registered by an infrared camera and hand gestures are classified using a Support Vector Machine (SVM) classifier. To display a rich set of haptic effects for both static and dynamic gestures, we integrated electromechanical and electrostatic actuation techniques effectively on tabletop surface of ...
View details for https://ieeexplore.ieee.org/abstract/document/8409988/
Human eyes exhibit different characteristic patterns during different virtual interaction tasks such as moving a window, scrolling a piece of text, or maximizing an image. Human-computer studies literature contains examples of intelligent systems that can predict user's task-related intentions and goals based on eye gaze behavior. However, these systems are generally evaluated in terms of prediction accuracy, and on previously collected offline interaction data. Little attention has been paid to creating real-time interactive systems using ...
View details for https://www.sciencedirect.com/science/article/pii/S1071581917301611
The understanding and control of human skin contact against technological substrates is the key aspect behind the design of several electromechanical devices. Among these, surface haptic displays that modulate the friction between the human finger and touch surface are emerging as user interfaces. One such modulation can be achieved by applying an alternating voltage to the conducting layer of a capacitive touchscreen to control electroadhesion between its surface and the finger pad. However, the nature of the contact ...
View details for https://www.pnas.org/content/115/50/12668.short
Intent communication is an important challenge in the context of human-robot interaction. The aim of this work is to identify subtle non-verbal cues that make communication among humans fluent and use them to generate intent expressive robot motion. A humanhuman reach-to-grasp experiment (n= 14) identified two temporal and two spatial cues:(1) relative time to reach maximum hand aperture (MA),(2) overall motion duration (OT),(3) exaggeration in motion (Exg), and (4) change in grasp modality (GM). Results showed there ...
View details for http://ifaamas.org/Proceedings/aamas2018/pdfs/p874.pdf
Head-nods and turn-taking both significantly contribute conversational dynamics in dyadic interactions. Timely prediction and use of these events is quite valuable for dialog management systems in human-robot interaction. In this study, we present an audio-visual prediction framework for the head-nod and turntaking events that can also be utilized in real-time systems. Prediction systems based on Support Vector Machines (SVM) and Long Short-Term Memory Recurrent Neural Networks (LSTMRNN) are trained on human-human ...
View details for https://iui.ku.edu.tr/wp-content/uploads/2018/06/is2018_cameraReady.pdf
This work advances our understanding of children's visualization literacy, and aims to improve it through a novel approach for teaching visualization at elementary school. We first contribute an analysis of data graphics and activities employed in grade K to 4 educational materials, and the results of a survey conducted with 16 elementary school teachers. We find that visualization education could benefit from integrating pedagogical strategies for teaching abstract concepts with established interactive visualization techniques. Building on ...
View details for https://dl.acm.org/doi/abs/10.1145/3025453.3025877
Sketch-based queries are a suitable and superior alternative to traditional text-and example-based queries for 3D shape retrieval. The authors developed an articulated 3D shape retrieval method that uses easy-to-obtain 2D sketches. It does not require 3D example models to initiate queries but achieves accuracy comparable to a state-of-the-art example-based 3D shape retrieval method. ...
View details for https://ieeexplore.ieee.org/abstract/document/8103312/
Sketch recognition is the task of converting hand-drawn digital ink into symbolic computer representations. Since the early days of sketch recognition, the bulk of the work in the field focused on building accurate recognition algorithms for specific domains, and well defined data sets. Recognition methods explored so far have been developed and evaluated using standard machine learning pipelines and have consequently been built over many simplifying assumptions. For example, existing frameworks assume the presence of a fixed ...
View details for https://www.sciencedirect.com/science/article/pii/S0097849317301516
Material design is the process by which artists or designers set the appearance properties of virtual surface to achieve a desired look. This process is often conducted in a virtual synthetic environment however, advances in computer vision tracking and interactive rendering now makes it possible to design materials in augmented reality (AR), rather than purely virtual synthetic, environments. However, how designing in an AR environment affects user behavior is unknown. To evaluate how work in a real environment influences the ...
View details for https://iui.ku.edu.tr/sezgin_publications/2017/Sezgin-EGSR-2017.pdf
From a user interaction perspective, speech and sketching make a good couple for describing motion. Speech allows easy specification of content, events and relationships, while sketching brings in spatial expressiveness. Yet, we have insufficient knowledge of how sketching and speech can be used for motion-based video retrieval, because there are no existing retrieval systems that support such interaction. In this paper, we describe a Wizard-of-Oz protocol and a set of tools that we have developed to engage users in a sketch-and ...
View details for https://dl.acm.org/doi/abs/10.1145/3092919.3122801
We present a work-in-progress report on a sketch-and image-based software called “CHER-ish” designed to help make sense of the cultural heritage data associated with sites within 3D space. The software is based on the previous work done in the domain of 3D sketching for conceptual architectural design, ie, the system which allows user to visualize urban structures by a set of strokes located in virtual planes in 3D space. In order to interpret and infer the structure of a given cultural heritage site, we use a mix of data such as site ...
View details for https://diglib.eg.org/bitstream/handle/10.2312/gch20171314/195-199.pdf?sequence=1&isAllowed=y
We address the problem of continuous laughter detection over audio-facial input streams obtained from naturalistic dyadic conversations. We first present meticulous annotation of laughters, cross-talks and environmental noise in an audio-facial database with explicit 3D facial mocap data. Using this annotated database, we rigorously investigate the utility of facial information, head movement and audio features for laughter detection. We identify a set of discriminative features using mutual information-based criteria, and show how they ...
View details for https://ieeexplore.ieee.org/abstract/document/8046102/
We explore the effect of laughter perception and response in terms of engagement in human-robot interaction. We designed two distinct experiments in which the robot has two modes: laughter responsive and laughter non-responsive. In responsive mode, the robot detects laughter using a multimodal real-time laughter detection module and invokes laughter as a backchannel to users accordingly. In non-responsive mode, robot has no utilization of detection, thus provides no feedback. In the experimental design, we use a straightforward ...
View details for https://188.166.204.102/archive/Interspeech_2017/pdfs/1395.PDF
This paper introduces iAutoMotion, an autonomous video retrieval system that requires only minimal user input. It is based on the video retrieval engine IMOTION. iAutoMotion uses a camera to capture the input for both visual and textual queries and performs query composition, retrieval, and result submission autonomously. For the visual tasks, it uses various visual features applied to the captured query images; for the textual tasks, it applies OCR and some basic natural language processing, combined with object recognition. As the ...
View details for https://link.springer.com/chapter/10.1007/978-3-319-27674-8_37
Auto completion is generally considered to be a difficult problem in sketch recognition as it requires a decision to be made with fewer strokes. Therefore, it is generally assumed that the classification of fully completed object sketches should yield higher accuracy rates. In this paper, we report results from a comprehensive study demonstrating that the first few strokes of an object are more important than the lastly drawn ones. Once the first few critical strokes of a symbol are observed, recognition accuracies reach a plateau and may even ...
View details for https://iui.ku.edu.tr/sezgin_publications/2016/SezginAltiok-SBIM-2016.pdf
The IMOTION system is a content-based video search engine that provides fast and intuitive known item search in large video collections. User interaction consists mainly of sketching, which the system recognizes in real-time and makes suggestions based on both visual appearance of the sketch (what does the sketch look like in terms of colors, edge distribution, etc.) and semantic content (what object is the user sketching). The latter is enabled by a predictive sketch-based UI that identifies likely candidates for the sketched ...
View details for https://dl.acm.org/doi/abs/10.1145/2876456.2879473
This paper presents the second version of the IMOTION system, a sketch-based video retrieval engine supporting multiple query paradigms. Ever since, IMOTION has supported the search for video sequences on the basis of still images, user-provided sketches, or the specification of motion via flow fields. For the second version, the functionality and the usability of the system have been improved. It now supports multiple input images (such as sketches or still frames) per query, as well as the specification of objects to be present within ...
View details for https://link.springer.com/chapter/10.1007/978-3-319-27674-8_36
Similarity is among the most basic concepts studied in psychology. Yet, there is no unique way of assessing similarity of two objects. In the sketch recognition domain, many tasks such as classification, detection or clustering require measuring the level of similarity between sketches. In this paper, we propose a carefully designed experiment setup to construct a gold standard for measuring the similarity of sketches. Our setup is based on table scaling, and allows efficient construction of a measure of similarity for large datasets containing ...
View details for https://iui.ku.edu.tr/sezgin_publications/2016/SezginCakmak-SBIM-2016.pdf