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Kinect Based 3D Object Manipulation on a Desktop Display Mukund Raj, Sarah H. Creem-Regehr, Kristina M.Rand, Jeanine K. Stefanucci and William B. Thompson University of Utah
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Kinect Based 3D Object Manipulation on a Desktop Display

Jan 22, 2018

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Page 1: Kinect Based 3D Object Manipulation on a  Desktop Display

Kinect Based 3D Object Manipulation on a Desktop Display

Mukund Raj, Sarah H. Creem-Regehr, Kristina M.Rand, Jeanine K. Stefanucci and William B.

Thompson

University of Utah

Page 2: Kinect Based 3D Object Manipulation on a  Desktop Display

Introduction

• Controlled experimental evaluation of a Kinect based user interface.

• 3D object manipulation in virtual environment.

• Two variations - with & without self avatars.

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Page 3: Kinect Based 3D Object Manipulation on a  Desktop Display

Motivation

• Availability of low cost gesture recognition hardware.

• 3D graphics on web platform.

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The LeapMicrosoft Windows Kinect

Nintendo Wii

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Avatars

• Self Avatars

• Earlier studies – Inconclusive results on spatial cognition tasks.

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Questions

• Does self avatar have observable effect on interfaces for object manipulation in virtual environments on a desktop display?

• Are there strong individual differences in the effect?

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Experimental task

• Orientation matching 3D object by rotating object in virtual world.

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Interface - Display Conditions

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• Sphere Condition

• Self Avatar Condition

* Between subjects design used

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Interface – Interaction Methods

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• Swipe – Rotation along hand motion.

• Twist – Rotation about the wrist.

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Experimental objects

• Objects

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Number of objects Trials per object

Training 1 6

Test 12 1

Training Object Test Object #1

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Experiment Setup

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• Kinect

• Orientation Sensor

• Wireless Mouse

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Result – Completion Time

• No significant difference between sphere and avatar condition overall

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Result – Completion Time

• Difference as function of gender and video game experience.

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Gaming experience / Gender ?

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Results – Manipulation modes

• Difference in manipulation mode as a function of gender/gaming experience

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Conclusion

• Effect of self avatar on performance of only a subset of users

• Necessary to check for individual differences in performance data

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Future Research

• Automatic twist/swipe mode detection• Replace orientation sensor with a low cost

mobile device accelerometer• 6DOF task• Stereographic displays• Symmetrical objects• Tactile Feedback• Comprehension vs. Manipulation

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This work was supported by the National Science Foundation under Grant No. 1116636

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