• Documents
  • Authors
  • Tables
  • Log in
  • Sign up
  • MetaCart
  • DMCA
  • Donate

CiteSeerX logo

Advanced Search Include Citations
Advanced Search Include Citations

Designing the User Interface for Multimodal Speech and Gesture Applications: State-of-the-art Systems and Research Directions (2000)

by S L Oviatt
Venue:Human Comp. Interaction
Add To MetaCart

Tools

Sorted by:
Results 1 - 10 of 150
Next 10 →

Fluid interaction with high-resolution wall-size displays

by François Guimbretière, Maureen Stone, Terry Winograd - UIST 2001, ACM Press
"... This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” ..."
Abstract - Cited by 169 (13 self) - Add to MetaCart
This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” metaphor for interaction has been guided by several goals: to support both free-hand sketching and high-resolution materials, such as images, 3D models and GUI application windows; to present a visual appearance that does not clutter the content with control devices; and to support fluid interaction, which minimizes the amount of attention demanded and interruption due to the mechanics of the interface. We have adapted and extended techniques that were developed for electronic whiteboards and generalized the use of the FlowMenu to execute a wide variety of actions in a single pen stroke. While this techniques were designed for a brainstorming tool, they are very general and can be used in a wide variety of application domains using interactive surfaces.
(Show Context)

Citation Context

...ce integration that has been explored in a number of projects with techniques such as tangiblebased Pick and Drop [30, 37], PDA-based tool palettes [31, 21], and multi-modal pen and voice interaction =-=[25]-=-. 7. DISCUSSION 7.1 User response We have conducted a pilot user study with five groups of designers from IDEO and Speck Design. Each team was invited to perform a brainstorming session on a topic of ...

Multimodal human computer interaction: A survey

by Alejandro Jaimes, Nicu Sebe , 2005
"... In this paper we review the major approaches to Multimodal Human Computer Interaction, giving an overview of the field from a computer vision perspective. In particular, we focus on body, gesture, gaze, and affective interaction (facial expression recognition and emotion in audio). We discuss user ..."
Abstract - Cited by 119 (3 self) - Add to MetaCart
In this paper we review the major approaches to Multimodal Human Computer Interaction, giving an overview of the field from a computer vision perspective. In particular, we focus on body, gesture, gaze, and affective interaction (facial expression recognition and emotion in audio). We discuss user and task modeling, and multimodal fusion, highlighting challenges, open issues, and emerging applications for Multimodal Human Computer Interaction (MMHCI) research.
(Show Context)

Citation Context

...f computer vision for human motion analysis, and a discussion of techniques for lower arm movement detection, face processing, and gaze analysis. Multimodal interfaces are discussed in [125][126][127]=-=[128]-=-[144][158][135][171]. Real-time vision for HCI (gestures, object tracking, hand posture, gaze, face pose) is discussed in [84] and [77]. Here, we discuss work not included in previous surveys, expand ...

Multimodal Interfaces That Process What Comes Naturally

by Sharon Oviatt, Philip Cohen - Communications of the ACM , 2000
"... this article, we summarize the nature of new multimodal systems and how they work, with a focus on multimodal speech and pen-based systems. The primary reasons for building multimodal systems are outlined, including expansion of the accessibility of computing for diverse users, support for new forms ..."
Abstract - Cited by 93 (2 self) - Add to MetaCart
this article, we summarize the nature of new multimodal systems and how they work, with a focus on multimodal speech and pen-based systems. The primary reasons for building multimodal systems are outlined, including expansion of the accessibility of computing for diverse users, support for new forms of computing not available in the past, enhancement of performance stability and robustness, and improved expressive 3
(Show Context)

Citation Context

...e from map-based and virtual reality systems for simulation and training, to field medic systems for mobile use in noisy environments, to web-based transactions and standard text-editing applications =-=[9]-=-. All of these landmarks indicate progress toward building more general and robust multimodal systems, which will reshape daily computing tasks and have significant commercial impact in the future. In...

When do we interact multimodally? Cognitive load and multimodal communication patterns

by Sharon Oviatt, Rachel Coulston, Rebecca Lunsford - In Proc. of International Conference on Multimodal Interfaces , 2004
"... Mobile usage patterns often entail high and fluctuating levels of difficulty as well as dual tasking. One major theme explored in this research is whether a flexible multimodal interface supports users in managing cognitive load. Findings from this study reveal that multimodal interface users sponta ..."
Abstract - Cited by 59 (4 self) - Add to MetaCart
Mobile usage patterns often entail high and fluctuating levels of difficulty as well as dual tasking. One major theme explored in this research is whether a flexible multimodal interface supports users in managing cognitive load. Findings from this study reveal that multimodal interface users spontaneously respond to dynamic changes in their own cognitive load by shifting to multimodal communication as load increases with task difficulty and communicative complexity. Given a flexible multimodal interface, users ’ ratio of multimodal (versus unimodal) interaction increased substantially from 18.6 % when referring to established dialogue context to 77.1 % when required to establish a new context, a +315 % relative increase. Likewise, the ratio of users’ multimodal interaction increased significantly as the tasks became more difficult, from 59.2 % during low difficulty tasks, to 65.5%
(Show Context)

Citation Context

...dal interfaces. Within this area, considerable empirical work has been conducted specifically on human-computer interaction and performance during the use of speech and penbased multimodal interfaces =-=[19]-=- and audio-visual speech and lip movement ones [3]. Past work indicates that people prefer to interact multimodally when given a choice, especially in spatial tasks [15]. They also can complete spatia...

Mutual disambiguation of 3D multimodal interaction in augmented and virtual reality.

by Ed Kaiser , Alex Olwal , David Mcgee , Hrvoje Benko , Andrea Corradini , Xiaoguang Li , Phil Cohen , Steven Feiner - In Int. Conf. on Multimodal Interfaces, , 2003
"... ABSTRACT We describe an approach to 3D multimodal interaction in immersive augmented and virtual reality environments that accounts for the uncertain nature of the information sources. The resulting multimodal system fuses symbolic and statistical information from a set of 3D gesture, spoken langua ..."
Abstract - Cited by 42 (8 self) - Add to MetaCart
ABSTRACT We describe an approach to 3D multimodal interaction in immersive augmented and virtual reality environments that accounts for the uncertain nature of the information sources. The resulting multimodal system fuses symbolic and statistical information from a set of 3D gesture, spoken language, and referential agents. The referential agents employ visible or invisible volumes that can be attached to 3D trackers in the environment, and which use a time-stamped history of the objects that intersect them to derive statistics for ranking potential referents. We discuss the means by which the system supports mutual disambiguation of these modalities and information sources, and show through a user study how mutual disambiguation accounts for over 45% of the successful 3D multimodal interpretations. An accompanying video demonstrates the system in action.
(Show Context)

Citation Context

...ed as the narrators described the movement of weather fronts across a map. Many initial steps were taken that motivated building immersive multimodal systems [3, 28]. More recently, Duncan et al. (in =-=[23]-=-) present a multimodal 3D virtual aircraft maintenance assistant that includes an avatar driven by the user’s tracked limbs, gesture recognition (seven CyberGlove-based gestures), spoken natural langu...

Making Agents Acceptable To People

by Jeffrey M. Bradshaw, Patrick Beautement, Maggie R. Breedy, Larry Bunch, Sergey V. Drakunov, Paul J. Feltovich, Robert R. Hoffman, Renia Jeffers, Matthew Johnson, Shriniwas Kulkarnt, James Lott, Anil K. Raj, Niranjan Suri, Andrzej Uszok
"... Because ever more powerful intelligent agents will interact with people in increasingly sophisticated and important ways, greater attention must be given to the technical and social aspects of how to make agents acceptable to people [87]. The technical challenge is to devise a computational struct ..."
Abstract - Cited by 39 (25 self) - Add to MetaCart
Because ever more powerful intelligent agents will interact with people in increasingly sophisticated and important ways, greater attention must be given to the technical and social aspects of how to make agents acceptable to people [87]. The technical challenge is to devise a computational structure that guarantees that from

ICARE software components for rapidly developing multimodal interfaces

by Jullien Bouchet , 2004
"... Although several real multimodal systems have been built, their development still remains a difficult task. In this paper we address this problem of development of multimodal interfaces by describing a component-based approach, called ICARE, for rapidly developing multimodal interfaces. ICARE stands ..."
Abstract - Cited by 36 (15 self) - Add to MetaCart
Although several real multimodal systems have been built, their development still remains a difficult task. In this paper we address this problem of development of multimodal interfaces by describing a component-based approach, called ICARE, for rapidly developing multimodal interfaces. ICARE stands for Interaction-CARE (Complementarity Assignment Redundancy Equivalence). Our component-based approach relies on two types of software components. Firstly ICARE elementary components include Device components and Interaction Language components that enable us to develop pure modalities. The second type of components, called Composition components, define combined usages of modalities. Reusing and assembling ICARE components enable rapid development of multimodal interfaces. We have developed several multimodal systems using ICARE and we illustrate the discussion using one of them: the FACET simulator of the Rafale French military plane cockpit.

Sketch Understanding in Design: Overview of Work at the MIT AI

by Randall Davis - Eds.) AAAI Spring Symposium on Sketch Understanding , 2002
"... Abstract We have been working on a variety of projects aimed at providing natural forms of interaction with computers, centered primarily around the use of sketch understanding. We argue that sketch understanding is a knowledge-based task, i.e., one that requires various degrees of understanding of ..."
Abstract - Cited by 34 (6 self) - Add to MetaCart
Abstract We have been working on a variety of projects aimed at providing natural forms of interaction with computers, centered primarily around the use of sketch understanding. We argue that sketch understanding is a knowledge-based task, i.e., one that requires various degrees of understanding of the act of sketching, of the domain, and of the task being supported. In the long term we aim to use sketching as part of a design environment in which design rationale capture is a natural and, ideally, almost effortless byproduct of design. Natural Interaction We suggest that the problem with software is not that it needs a good user interface, but that it needs to have no user interface. Interacting with software should-ideallyfeel as natural, informal, rich, and easy as working with a human assistant. As a motivating example, consider a hand-drawn sketch of a design for a circuit breaker ( Our long term goal is to enable computers to do just what people do when presented with these sorts of sketches and explanations: We want to be able to draw a sketch like that in While this is clearly a tall order, it is also one crucial step toward a much more natural style of interaction with computers. The work in our group is aimed at doing this, making it possible for people involved in design and planning tasks to sketch, gesture, and talk about their ideas (rather than type, point, and click), and have the computer understand their messy freehand sketches, their casual gestures, and the fragmentary utterances that are part and parcel of such interaction. One key to this lies in appropriate use of each of the means of interaction: Geometry is best sketched, behavior and rationale are best described in words and gestures. A second key lies in the claim that interaction will be effortless only if the listener is smart: effortless interaction and invisible interfaces must be knowledge-based. If it is to make sense of informal sketches, the listener has to understand something about the domain and something about how sketches are drawn. This paper provides an overview of nine current pieces of work at the MIT AI Lab in the Design Rationale Capture group on the sketch recognition part of this overall goal. Early Processing The focus in this part of our work is on the fwst step in sketch understanding: interpreting the pixeis produced by the user's strokes, producing low level geometric descriptions such as lines, ovals, rectangles, arbitrary polylines, curves and their combinations. Conversion from pixels to geometric objects provides a more compact 24

Speech and Sketching for Multimodal Design

by Aaron Adler, Randall Davis, All Davis - In Proceedings of the 9th International Conference on Intelligent User Interfaces , 2004
"... While sketches are commonly and effectively used in the early stages of design, some information is far more easily conveyed verbally than by sketching. In response, we have combined sketching with speech, enabling a more natural form of communication. We studied the behavior of people sketching and ..."
Abstract - Cited by 30 (6 self) - Add to MetaCart
While sketches are commonly and effectively used in the early stages of design, some information is far more easily conveyed verbally than by sketching. In response, we have combined sketching with speech, enabling a more natural form of communication. We studied the behavior of people sketching and speaking, and from this derived a set of rules for segmenting and aligning the signals from both modalities. Once the inputs are aligned, we use both modalities in interpretation. The result is a more natural interface to our system.
(Show Context)

Citation Context

...echanical device with additional sketching and voice input. Our new system lets the users simultaneously talk in an unconstrained manner and sketch, which produces a more natural interaction. QuickSet=-=[7] i-=-s a collaborative multimodal system built on an agent-based architecture. The user can create and position items on a map using voice and pen-based gestures. For example, a user could say “medical c...

The beach application model and software framework for synchronous collaboration in ubiquitous computing environments

by Peter Tandler - Journal of Systems and Software , 2004
"... In this paper, a conceptual model for synchronous applications in ubiquitous computing environments is proposed. To test its applicability, it was used to structure the architecture of the BEACH software framework that is the basis for the software infrastructure of i-LAND (the ubiquitous computing ..."
Abstract - Cited by 28 (2 self) - Add to MetaCart
In this paper, a conceptual model for synchronous applications in ubiquitous computing environments is proposed. To test its applicability, it was used to structure the architecture of the BEACH software framework that is the basis for the software infrastructure of i-LAND (the ubiquitous computing environment at FhG-IPSI). The BEACH framework provides the functionality for synchronous cooperation and interaction with roomware components, i.e. room elements with integrated information technology. To show how the BEACH model and framework can be applied, the design of a sample application is explained. Also, the BEACH model is positioned against related work. In conclusion, we provide our experiences with the current implementation.
Powered by: Apache Solr
  • About CiteSeerX
  • Submit and Index Documents
  • Privacy Policy
  • Help
  • Data
  • Source
  • Contact Us

Developed at and hosted by The College of Information Sciences and Technology

© 2007-2019 The Pennsylvania State University