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ABSTRACT



We describe a unique form of hands-free interaction that



can be implemented on most commodity computing platforms.



Our approach supports blowing at a laptop or computer



screen to directly control certain interactive applications.



Localization estimates are produced in real-time to



determine where on the screen the person is blowing. Our



approach relies solely on a single microphone, such as



those already embedded in a standard laptop or one placed



near a computer monitor, which makes our approach very



cost-effective and easy-to-deploy. We show example interaction



techniques that leverage this approach.



ACM Classification: H5.2 [Information interfaces and



presentation]: User Interfaces. - Graphical user interfaces.



General terms: Design, Human Factors



Keywords: Interfaces, interaction techniques, hands-free



interaction, blowable user interfaces, localization



INTRODUCTION AND MOTIVATION



Hands-free input techniques provide quick, secondary input



options, especially when someones hands are preoccupied



with another task. In addition, hands-free control also



offers individuals with limited arm control the ability to



interact with a user interface. Various strategies to provide



hands-free interaction have emerged in our research community.



Typical approaches use sound or voice-based interfaces,



which focus on the verbal parts of human speech.



While this is reasonable for complicated or commandbased



tasks, it is not well suited for direct, low-level controls



such as scrolling, button pressing, or selection. Other



approaches use non-speech audio for continuous, low-level



control, such as humming or whistling [2, 3, 6]. However,



verbal and non-verbal sounds still do not necessarily have



an intuitive spatial mapping for direct selection tasks, and



the stigma associated with producing loud sounds in public



places can reduce the adoption of these technologies. Other



interfaces use head or gaze tracking to infer ones intent,



but these require additional, sometimes costly, instrumentation



and may be hard to control [8].



We describe a unique form of hands-free interaction, called



BLUI (Blowable and Localized User Interaction), that can



be installed on most commodity computing platforms.



BLUI supports blowing at a laptop or computer screen to



directly control specific parts of an interactive application,



such as blowing at a button to activate it. Physically blowing



at a laptop or computer screen creates generic UI



events at specific places on the screen. These directed



events, similar to mouse events, can then directly control



certain interactive parts of an application (see Figures 1 and



2). Localization estimates are produced in real-time. The



novelty of our approach is that it relies solely on a single



microphone that comes embedded on many laptops, which



makes it very cost-effective and easy-to-deploy. In addition,



users can be discreet when blowing, because our approach



does not rely on the sound but the wind generated



when blowing.



Our input method has implications for both hands-free assistive



technology applications and entertainment applications



that want to leverage the physical blowing metaphor.



In this paper, we introduce interactive techniques that leverage



our approach. We also discuss the implementation of



this system and a preliminary performance evaluation that



characterizes accuracy and precision of the localization.



PERFORMANCE



We conducted a preliminary evaluation of the accuracy of



the BLUI localizer with three different individuals. For



each person, our setup consisted of a training/calibration



period followed by a set of 25-50 blows (depending on the



resolution) toward various regions on the screen. We conducted



this test two different times. To accurately determine



the ground truth and maintain consistency, individuals



wore a head-mounted laser pointer to visually indicate



where the person is pointed at the display. In practice, this



is not necessary as long as the person using the interface it



is the one who trained it.



Table 1: Performance of the BLUI localizer for various



resolutions (% of correctly identified regions).



9



(3 X 3)



16



(4 X 4)



25



(5 X 5)



36



(6 X 6)



Laptop 100% 96% 80% 62%



Desktop 100% 92% 82% 66%



We report the overall number of correctly classified regions



at varying resolutions for a laptop and desktop (see



Table 1). The regions were of the same size and uniformly



distributed in a grid pattern across the screen. We found



that our localization approach is very accurate for up to 16



regions and shows promising results for 25 regions. The



confusion matrix reveals that most of the misclassifications



(84%) were of adjacent regions. Part of the reason for this



is because the feature set is related to the spatial arrangement



of the regions. The lower accuracies for higher resolution



regions are also the result of the un-collimated or



conical nature of blowing, because of the possibility of



reflection off multiple regions. Moving closer to the screen



can correct this issue.



IMPROVEMENTS AND FUTURE WORK



Though we saw promising results with our user interface,



there are some important considerations to improve upon in



our current design. Although we did not apply background



noise filtering, this would be necessary for outdoor and



noisy environments, unless a practical sound baffle could



be produced that insulates the microphone from ambient



noise. We can avoid false positive responses by employing



a sophisticated audio filtering scheme that differentiates



between the learned broadband wind and other noises.



We used a real-time classification approach to identify discrete



regions. An analytical approach that directly models



the transfer functions can provide a more continuous input



analysis and higher resolution. We also presented some



initial performance data of our localization scheme, but an



important next step is to conduct empirical user studies to



answer interaction questions, such as the selection times for



various blow-based interfaces.



CONCLUSION



We presented a system, called BLUI, that enables blowing



at a laptop or computer screen to directly control interactive



applications. BLUI produces coarse-grained localization



estimates in real-time to determine where on the screen



the person is blowing. Because our approach is does not



require any additional hardware or instrumentation, it is



also cost effective. Results also show we can localize up to



16 regions on a laptop or desktop with over 95% accuracy.




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