TY - GEN
T1 - Body-based interfaces
AU - Cho, Changseok
AU - Yang, Huichul
AU - Kim, G. J.
AU - Han, S. H.
N1 - Funding Information:
This research was supported in part by the Korea Science and Engineering Foundation supported Virtual Reality Research Center, and the Korean Ministry of Education BK21 program.
Publisher Copyright:
© 2002 IEEE.
PY - 2002
Y1 - 2002
N2 - This research explores different ways to use features of one's own body for interacting with computers. In the future, such "body-based" interfaces may be put into good use for wearable computing or virtual reality systems as part of a 3D multi-modal interface, freeing the user from holding interaction devices. We have identified four types of body-based interfaces: the Body-inspired-metaphor uses various parts of the body metaphorically for interaction; the Body-as-interaction-surface simply uses parts of the body as points of interaction; Mixed-mode mixes the former two; Object-mapping spatially maps the interaction object to the human body. These four body-based interfaces were applied to three different applications (and associated tasks) and were tested for their performance and utility. It was generally found that, while the body-inspired-metaphor produced the lowest error rate, it required a longer task completion time and caused more fatigue due to the longer hand moving distance. On the other hand, the body-as-interaction-surface was the fastest, but produced many more errors.
AB - This research explores different ways to use features of one's own body for interacting with computers. In the future, such "body-based" interfaces may be put into good use for wearable computing or virtual reality systems as part of a 3D multi-modal interface, freeing the user from holding interaction devices. We have identified four types of body-based interfaces: the Body-inspired-metaphor uses various parts of the body metaphorically for interaction; the Body-as-interaction-surface simply uses parts of the body as points of interaction; Mixed-mode mixes the former two; Object-mapping spatially maps the interaction object to the human body. These four body-based interfaces were applied to three different applications (and associated tasks) and were tested for their performance and utility. It was generally found that, while the body-inspired-metaphor produced the lowest error rate, it required a longer task completion time and caused more fatigue due to the longer hand moving distance. On the other hand, the body-as-interaction-surface was the fastest, but produced many more errors.
KW - Body-based Interaction
KW - Interaction Styles
KW - Metaphors
KW - Multimodal Interfaces
KW - Virtual Reality
KW - Wearable Computing
UR - http://www.scopus.com/inward/record.url?scp=38149023144&partnerID=8YFLogxK
U2 - 10.1109/ICMI.2002.1167040
DO - 10.1109/ICMI.2002.1167040
M3 - Conference contribution
AN - SCOPUS:38149023144
T3 - Proceedings - 4th IEEE International Conference on Multimodal Interfaces, ICMI 2002
SP - 466
EP - 472
BT - Proceedings - 4th IEEE International Conference on Multimodal Interfaces, ICMI 2002
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 4th IEEE International Conference on Multimodal Interfaces, ICMI 2002
Y2 - 14 October 2002 through 16 October 2002
ER -