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Teaching Natural user interaction using openni and the microsoft kinect sensor

Teaching Natural user interaction using openni and the microsoft kinect sensor. Presented by: Paul Gruhn 2012-SEP-21 CPSC550 MultiMedia Database Systems (A Paper Review). Paper Context. Authors, Brigham Young University Norman Villaroman

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Teaching Natural user interaction using openni and the microsoft kinect sensor

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  1. Teaching Natural user interaction using openni andthe microsoftkinect sensor Presented by: Paul Gruhn 2012-SEP-21CPSC550 MultiMedia Database Systems (A Paper Review)

  2. Paper Context • Authors, Brigham Young University • Norman Villaroman • Dale Rowe, Ph.D. • Bret Swan, Ph.D • Conference Paper • SIGITE 2011 http://sigite2011.sigite.org/ • Special Interest Group on Information Technology Education • Session 14: 2:45pm-4:00pm More info • http://sigite2011.sigite.org/wp-content/uploads/2011/10/session14-paper02.pdf

  3. Paper Abstract • Using the Kinect can aid classroom instruction on Natural User Interaction (NUI) and Human-Computer interaction (HCI) • Review state of the HCI technology • Review of NUI Development Frameworks • Provide examples for Kinect-assisted instruction curriculum in the HCI classroom

  4. History of HCI

  5. Hardware/Software • The Kinect • Developed by PrimeSense Ltd. • Uses Light Coding™ which constructs 3D depth maps in real time. • Other device: ASUS Xtion Pro • PC: Dual Core, 2G Video Ram, USB • Software • OpenKinecthttp://openkinect.org (Hector Martin) • OpenNIhttp://openni.org (AlexP) • (Preferred, C/C++, Cross Platform, NITE Libraries) • CL NUI http://codelaboratories.com/kb/nui • Microsoft SDK • http://www.microsoft.com/en-us/kinectforwindows/

  6. Suggested Curriculum • Human Factors • What & how HF effect design for the Kinect? • Repetitive Stress Syndrome • Age group • HCI Aspects of Application Domains • Web Browsing • Other Applications • Human-Centered Evaluation • User Experience Testing & Guidelines • Developing Effective Interfaces • Determine appropriate workflows & Tasks for Kinect interaction • Implement user interface for cursor, mouse, keyboard events

  7. Suggested Curriculum (cont.) • Accessibility • Identify ways Kinect can assist with certain disabilities • Consider limits & capabilities of Kinect for the disabled. • Emerging Technologies • How can Kinect help advance the field of gesture-based Natural User Interaction • Wii, PlayStation Eye/Move, and other voice-recognition technologies • Human-Centered Computing • Test & analyze the user experience to determine possible improvements for the Kinect device not currently met.

  8. Advantages & Limitations • Low Cost Entry point for the hardware • Some software can be run without the hardware • Requires greater learner interaction for the learning activity • Various programming skills level entry points • Many applications available online already • Limitation: Must be balanced with other taught technologies

  9. OpenNI • Advantages • Cross Platform • Well Maintained Industry Standard, mature & stable • Open Source • Excellent Documentation of Framework & API’s • NITE Middleware Library (out of the box) • Recognition of push, steady, swipes, waves, other gestures • Skeleton detection & tracking • Pose Detection, multi-user detection • Multiple Point tracking calibration, smoothing, & much more

  10. Future Work (For me!) • How can NUI & the Kinect device aid in Online (distance learning) Education? • Can the Kinect device be used to create a smarter & easier to use white board for online educators? • How can the above technologies be integrated with distance learning tools such as; Blackboard, Adobe Connect, Moodle, etc.?

  11. Conclusion Any Questions? Paul Gruhn pgruhn@bridgeport.edu

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