Hand Gestures in Virtual and Augmented 3D Environments for Down Syndrome Users
Abstract
:Featured Application
Abstract
1. Introduction
2. Related Work
2.1. Use of Technologies by Individuals with Down Syndrome
2.2. Studies on Fine and Gross Motor Movements
2.3. Studies on Virtual Reality and Augmented Reality with Users Who Have Down Syndrome
3. Materials and Methods
3.1. 3D Gesture Selection
3.2. Experimental Study
- H1A:
- The gesture has an effect on the success rate percentage of the task.
- H1B:
- The gesture itself has an effect on the time taken to complete the task.
- H1C:
- Gender has an effect on the success rate percentage of the task.
- H1D:
- Gender has an effect on the time taken to complete the task.
3.3. Tasks
3.4. Equipment
3.5. Participants
3.6. Procedure
4. Results
4.1. Analysis of Success Rate
4.2. Analysis of Tasks by Completion Time
4.3. Analysis of Success Rate by Gender
4.4. Analysis of Completion Time by Gender and Age
4.5. Comparing Tasks
4.6. Geometric Distribution. Probability of Individual with DS Correctly Performing a Gesture
4.7. Observational Findings. Problems Generated by Physiological Traits
4.7.1. Microcephaly
4.7.2. Clinodactyly
4.7.3. Inability to Join Index and Middle Fingers
4.7.4. Dizziness When Using Oculus
4.7.5. Atheer Detected Pan Gesture as a Single Finger
5. Discussion
5.1. Usability Issues and Design Considerations
- Basic recommendations regarding cognitive psychology are very useful, as are those proposed by Mendoza [23].
- For 3D gestures, try to use gestures that involve the whole hand and avoid gestures that require the use of fingers and precise movements.
- Regardless of environment, whether it be virtual reality or augmented reality, it is advisable to design apps so that they use gestures similar to those used in real life since the goal is to simulate within an synthetic environment those actions that are performed in the physical setting.
- Ensure devices have a greater margin of error for gesture recognition.
- Avoid the use of objectives to touch that are too small.
- Do not assume that gestures for a touch interface should be similar to those in a 3D environment or headset.
- When design with 3D gestures, give preference to: stop, point, pan and grab.
- Gestures that are much harder to perform can be used to confirm critical tasks, such as deleting data. For critical tasks, such as Delete, use an appropriate gesture for the action that is being performed and a second gesture to confirm the action.
- Avoid gestures using two fingers.
- Using voice recognition when developing AR and VR apps for individuals with Down syndrome to compensate for users’ low literacy skills.
- Prioritising the use of gestures that suit the motor skill development of users with disability over other gestures when selecting suitable gestures for an app.
5.2. Threats to Validity
6. Conclusions and Future Research
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Gesture | Name | Jang, Elmqvist, Ramani [49] | Jégo, Paljic and Fuchs [50] | Buchmann et al. [51] | Albertini et al. [52] | Manders et al. [53] | Caro et al. [54] | Bernardes, et al. [55] | Bai et al. [56] | Kin et al. [57] | Alkemade et al. [58] | Choi; Kim [59] | This Study |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stop | X | X | X | X | X | X | X | ||||||
Pinch | X | X | X | ||||||||||
Grab and Drop using fingers | X | X | |||||||||||
Point | X | X | X | X | X | X | X | X | |||||
Rotate | X | X | X | ||||||||||
Arm/hand rotation | X | X | X | X | X | ||||||||
Take | X | ||||||||||||
Hold and Swipe | X | ||||||||||||
Grab and Drop using hand | X | X | X | X | |||||||||
Pan | X | X | X | ||||||||||
Swipe (Move with 2 fingers) | X | X | X |
Gesture | Image of Gesture | Activity | Description of Activity | Device Used |
---|---|---|---|---|
Stop | Stop the vehicle | A vehicle is driving towards the screen and the user. To stop the vehicle the user must raise their hand and hold it up with the palm facing outwards towards the screen. The test is completed when the vehicle is stopped. | Leap motion | |
Pinch | Place marbles in box | The user must place marbles inside of a box. This test does not have an associated gesture, instead the purpose is to identify which gesture is chosen by the user. The objective was to observe which gesture is most frequently used. No specific instructions were given to users on how to perform this task. | Leap motion | |
Grab and drop | Move coloured blocks | The user must place blocks on circles of the same colour. | Oculus Rift with Leap motion | |
Pan | Push ball towards goal | The user pushes three different coloured balls towards a red line. | Oculus Rift with Leap motion | |
Take | Pick apple from tree | The user has to pick an apple from a tree. | Oculus Rift with Leap motion | |
Point | Search for cat | The user has to point to the cat that appears in different locations in the game. | Oculus Rift with Leap motion | |
Tap | Press button to move character | The user has to press a button to make the character advance on the base. | Atheer | |
Swipe | Move ball over obstacle | The user has to select the ball using two fingers to move it over an obstacle. | Atheer |
Gestures | Stop | Pinch | Grab and Drop | Take | Pan | Point | Tap | Swipe | |
---|---|---|---|---|---|---|---|---|---|
DS Group | Mean success (St.Desv) | 0.754 (0.265) | 0.041 (0.085) | 0.073 (0.058) | 0.022 (0.024) | 0.391 (0.367) | 1.957 (1.637) | 0.03 (0.03) | 0.037 (0.109) |
Mean Time (St.Desv) | 6.261 (5.328) | 116.348 (12.194) | 89.478 (32.946) | 3.609 (2.888) | (41.043) (30.022) | 30.174 (33.107) | 57.087 (30.716) | 106.727 (30.363) | |
Neurot. Group | Mean success (St.Desv) | 0.693 (0.258) | 0.240 (0.133) | 0.141 (0.071) | 0.062 (0.026) | 0.820 (0.372) | 1.760 (0.723) | 0.072 (0.056) | 0.080 (0.085) |
Mean Time (St.Desv) | 3.080 (2.943) | 34.880 (15.865) | 48.640 (32.140) | 3.360 (1.497) | 10.760 (6.180) | 9.120 (6.948) | 19.920 (29.508) | 74.760 (57.523) |
Action | Stop the Vehicle | Place Marbles in a Box | Move Coloured Blocks | Pick the Apple from the Tree | Push Ball Towards Goal | Search for the Cat | Press a Button to Move a Character | Move Ball over Obstacle |
---|---|---|---|---|---|---|---|---|
Gesture | Stop | Pinch | Grab and drop | Take | Pan | Point | Tap | Swipe |
Down syndrome vs. Neurotypical | P = 0.485 | P = 0.000 | P = 0.001 | P = 0.322 | P = 0.000 | P = 0.600 | P = 0.002 | P = 0.143 |
Action | Stop the Vehicle | Place Marbles in a Box | Move Coloured Blocks | Pick the Apple from the Tree | Push Ball Towards Goal | Search for the Cat | Press a Button to Move a Character | Move Ball over Obstacle |
---|---|---|---|---|---|---|---|---|
Gesture | Stop | Pinch | Grab and Drop | Take | Pan | Point | Tap | Swipe |
Down syndrome vs. Neurotypical | P = 0.016 | P = 0.000 | P = 0.702 | P = 0.714 | P = 0.000 | P = 0.007 | P = 0.000 | P = 0.055 |
Action | Stop the Vehicle | Place Marbles in a Box | Move Coloured Blocks | Pick the Apple from the Tree | Push Ball Towards Goal | Search for the Cat | Press a Button to Move a Character | Move Ball over Obstacle |
---|---|---|---|---|---|---|---|---|
Gesture | Stop | Pinch | Grab and Drop | Take | Pan | Point | Tap | Swipe |
Gender and Down syndrome | P = 1.000 | P = 0.879 | P = 0.470 | P = 0.494 | P =0.943 | P = 0.902 | P = 0.205 | P = 0.452 |
Gender and Neurotypical | P = 0.941 | P = 0.642 | P = 0.498 | P = 0.414 | P = 0.161 | P = 0.243 | P = 0.087 | P = 0.098 |
Action | Stop the Vehicle | Place Marbles in a Box | Move Coloured Blocks | Pick the Apple From the Tree | Push Ball Towards Goal | Search for the Cat | Press a Button to Move a Character | Move Ball on Obstacle |
---|---|---|---|---|---|---|---|---|
Gesture | Stop | Pinch | Grab and drop | Take | Pan | Point | Tap | Swipe |
Gender and Down syndrome | P = 0.697 | P = 0.137 | P = 0.476 | P = 0.216 | P = 0.701 | P = 0.989 | P = 0.501 | P = 0.728 |
Gender and Neurotypical | P = 0.739 | P = 0.478 | P = 0.398 | P = 0.601 | P = 0.42 | P = 0.95 | P = 0.739 | P = 0.468 |
Age | Gender |
---|---|
P = 0.548 | P = 0.645 |
Task | Gesture | Mean | Groups | ||||
---|---|---|---|---|---|---|---|
Place marbles in box | Pinch | 116.348 | A | ||||
Move ball over obstacle | Swipe | 102.087 | A | ||||
Press button to move character | Tap | 57.087 | B | ||||
Move coloured blocks | Grab and drop | 52.957 | B | C | |||
Push ball towards goal | Pan | 41.043 | B | C | |||
Search for cat | Point | 30.174 | C | D | |||
Stop car | Stop | 6.261 | D | E | |||
Pick apple | Take | 3.609 | E |
Gesture | Average n° Attempts | Success Rate of Attempts | Probability of Performing Gesture |
---|---|---|---|
Stop | 1.57 | 1 | 63.69% |
Point | 2.04 | 1 | 49.02% |
Pan | 14 | 2.78 | 19.86% |
Grab and drop | 25.35 | 1.39 | 5.48% |
Take | 33.09 | 1 | 3.02% |
Pinch | 39.57 | 1.04 | 2.63% |
Tap | 61.17 | 1 | 1.63% |
Swipe | 41.65 | 0.3 | 0.72% |
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Share and Cite
Del Rio Guerra, M.S.; Martin-Gutierrez, J.; Acevedo, R.; Salinas, S. Hand Gestures in Virtual and Augmented 3D Environments for Down Syndrome Users. Appl. Sci. 2019, 9, 2641. https://doi.org/10.3390/app9132641
Del Rio Guerra MS, Martin-Gutierrez J, Acevedo R, Salinas S. Hand Gestures in Virtual and Augmented 3D Environments for Down Syndrome Users. Applied Sciences. 2019; 9(13):2641. https://doi.org/10.3390/app9132641
Chicago/Turabian StyleDel Rio Guerra, Marta Sylvia, Jorge Martin-Gutierrez, Renata Acevedo, and Sofía Salinas. 2019. "Hand Gestures in Virtual and Augmented 3D Environments for Down Syndrome Users" Applied Sciences 9, no. 13: 2641. https://doi.org/10.3390/app9132641
APA StyleDel Rio Guerra, M. S., Martin-Gutierrez, J., Acevedo, R., & Salinas, S. (2019). Hand Gestures in Virtual and Augmented 3D Environments for Down Syndrome Users. Applied Sciences, 9(13), 2641. https://doi.org/10.3390/app9132641