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Kinect-taped Communication: 
Using Motion Sensing to Study Gesture Use 
and Similarity in Face-to-Face and 
Computer-Mediated Brainstorming 	
Hao-Chuan Wang, Chien-Tung Lai
National Tsing Hua University, Taiwan
[cf.	
 ?Bos	
 ?et	
 ?al.,	
 ?2002;	
 ?Setlock	
 ?et	
 ?al.,	
 ?2004;	
 ?Scissors	
 ?et	
 ?al.,	
 ?2008,	
 ?Wang	
 ?et	
 ?al.,	
 ?2009]
Computer-mediated communication (CMC) tools are
prevalent, but are they all equal?
?? Ex. Video vs. Audio
Media properties influence aspects of communication
differently
?? Task performance, grounding, styles, similarity of
language patterns, social processes and outcomes etc.
How media influence communication?
Communication could be more than speaking.
Both verbal and non-verbal channels are active
during conversations.
Facial	
 ?expression
Gesture
[cf.	
 ?Goldin-?©\Meadow,	
 ?1999;	
 ?Giles	
 ?	
 ?Coupland,	
 ?1991	
 ?]
The (missing) non-verbal aspect in
CMC research
Studying gesture use in
communication	
Current methods:
?? Videotaping with manual coding.
?? Giving specific instructions to participants
(e.g., to gesture or not).
?? Using confederates etc.
Problems to solve:
?? High cost. Labor-intensiveness.
?? Resolution of manual analysis-
Hard to recognize and reliably label small movements.
?? Scalability-
Hard to study arbitrary communication in the wild.
¡°Kinect-taping¡±method	
Like videotaping, we use motion sensing devices, such as
Microsoft Kinect, to record hand and body movements
during conversations.
?? Detailed, easier-to-process representations.
?? Behavioral science instrument (¡°microscope¡±) to
study non-verbal communication in ad hoc groups.
?? Low cost if automatic measures are satisfactory.
Re-appropriating motion sensors in HCI:
Sensing-aided user research for 
future designs	
From sensors as design elements to sensors as
research instruments to help future designs.
!
(a)!Face(to(face!(F2F)!communication! (b
[cf.	
 ?Mark	
 ?et	
 ?al.,	
 ?2014]
A media comparison study	
Investigate how people use gestures during face-to-
face and computer-mediated brainstorming
Compare three communication media
?? Face-to-Face
?? Video
?? Audio
!
(a)!Face(to(face!(F2F)!communication!
!
(b)!Video(mediated!communication!
Figure'1.'A'sample'study'setting'that'compares'(a)'F2F'to'(b)'videomediated'communication'
by'using'Kinect'as'a'behavioral'science'instrument.'
Hypotheses	
H1. Visibility increases gesture use
Proportion of gesture
Face-to-Face  Video  Audio
H2. Visibility increases accommodation	
Similarity between group members¡¯ gestures
Face-to-Face  Video  Audio
Also explore how gesture use, level of understanding,
and ideation productivity correlate.
[cf.	
 ?Clark	
 ?	
 ?Brennan,	
 ?1991]
[cf.	
 ?Giles	
 ?	
 ?Coupland,	
 ?1991]
Experimental design	
36 individuals, 18 two-person groups
Kinect-taped group brainstorming sessions
Face-to-Face
 Video
 Audio
Three	
 ?trials	
 ?(15	
 ?min	
 ?each)	
 ?	
 ?
in	
 ?counterbalanced	
 ?order	
 ?
Data analysis
Amount and similarity of gestures,
Level of understanding, Productivity
How to quantify gestures?	
How many gestures are there in a 15 min talk?
Kinect-taped communication: Using motion sensing to study gesture use and similarity in face-to-face and computer-mediated brainstorming
moving
not moving
Two unit motions with speed threshold 0
Three unit motions with speed threshold 2
Choose the thresholds	
(m/s)
Choose the thresholds	
Too	
 ?few	
 ?signals
Almost	
 ?everything
Data	
 ?points	
 ?of	
 ?interest
(m/s)
How to measure similarity
between unit motions?
Feature extraction and representation	
Unit motions are represented as feature vectors
?? Time length, path length, displacement,
velocity, speed, angular movement etc.
?? Features extracted for both hands and both
elbows.
73 features extracted for each unit motion.
Similarity between unit motions: Cosine value
between the two vectors.
Validating the similarity metric	
1
2
3
Machine Ranking
Human Ranking
1
2
3
Randomly select
motion queries
Retrieve similar and
dissimilar motions
Kinect-taped motion
database
Count
Human Rank
R1
 R2
 R3
Machine
Rank
R1
 29
 2
 5
R2
 7
 27
 2
R3
 0
 7
 29
x2=107.97,	
 ?p.001
Validating the similarity metric	
Contingency analysis
H1: Amount of gesture use
H2: Similarity between group members
Associations
?? Amount of gesture and understanding
?? Amount of gesture and ideation productivity
?? Gesture similarity and ideation productivity
Key Results
Visibility on proportion of gesture use	
0
2
4
6
8
10
12
14
16
Face-to-face Video Audio
ProportionofGestureUse(%)
H1 not supported. Media did not influence percentage of gesture.
People gesture as much in Audio as in F2F and Video.
Association between self-gesture
and level of understanding 	
ModelPredicted,UnderstandingModelPredicted,Num
Propor9on,of,Individual¡¯s,Own,Gesture,Use,(%)
Audio
F2F
Video
Individual¡¯s Own Gesture Use (%)
Non-communicative
function of gesture.
Understanding
correlates with
self-gesture but not
partner-gesture
Stronger correlation
with reduced or no
visibility.
Similarity between group members	
0.46
0.47
0.48
0.49
0.5
0.51
0.52
0.53
0.54
0.55
Face-to-face Video Audio
Between-participantGestural
Similarity
H2 supported. Similarity F2F  Video  Audio.
People gesture more similarly when they can see each other.
Summary and implications	
	
 ?
Media	
 ?
Comparison	
 ?	
 ?
Study
Kinect-
taping
Method
Motion sensing for
studying non-verbal
behaviors in CMC.
Summary and implications	
	
 ?
Media	
 ?
Comparison	
 ?	
 ?
Study
Kinect-
taping
Method

Visibility influences
similarity but not
amount of gesture.
Only self-gesture
correlates with
understanding.
Gesture doesn¡¯t
seem to convey
much meaning to the
partner. Seeing the
partner is not crucial
to understanding.
Study communication
of ad hoc groups
in the wild.
Distributed
deployment
study of CMC tools.
Cross-lingual and
cross-cultural
communication.
Summary and implications (cont.)	
	
 ?
Media	
 ?
Comparison	
 ?	
 ?
Study
Kinect-
taping
Method

The value of video
may be relatively
limited to the social
and collaborative
aspect (similarity
etc.).
Feedback that
promotes self-
gesturing may help
understanding.
Microsoft Research Asia
(UR FY13-RES-OPP-027)
Ministry of Science and Technology, Taiwan
(NSC 102-2221-E-007-073-MY3)
Contact:
Hao-Chuan Wang ?ÍõºÆÈ«	
haochan@cs.nthu.edu.tw	
Acknowledgement

More Related Content

Kinect-taped communication: Using motion sensing to study gesture use and similarity in face-to-face and computer-mediated brainstorming

  • 1. Kinect-taped Communication: Using Motion Sensing to Study Gesture Use and Similarity in Face-to-Face and Computer-Mediated Brainstorming Hao-Chuan Wang, Chien-Tung Lai National Tsing Hua University, Taiwan
  • 2. [cf. ?Bos ?et ?al., ?2002; ?Setlock ?et ?al., ?2004; ?Scissors ?et ?al., ?2008, ?Wang ?et ?al., ?2009] Computer-mediated communication (CMC) tools are prevalent, but are they all equal? ?? Ex. Video vs. Audio Media properties influence aspects of communication differently ?? Task performance, grounding, styles, similarity of language patterns, social processes and outcomes etc. How media influence communication?
  • 3. Communication could be more than speaking. Both verbal and non-verbal channels are active during conversations. Facial ?expression Gesture [cf. ?Goldin-?©\Meadow, ?1999; ?Giles ? ?Coupland, ?1991 ?] The (missing) non-verbal aspect in CMC research
  • 4. Studying gesture use in communication Current methods: ?? Videotaping with manual coding. ?? Giving specific instructions to participants (e.g., to gesture or not). ?? Using confederates etc. Problems to solve: ?? High cost. Labor-intensiveness. ?? Resolution of manual analysis- Hard to recognize and reliably label small movements. ?? Scalability- Hard to study arbitrary communication in the wild.
  • 5. ¡°Kinect-taping¡±method Like videotaping, we use motion sensing devices, such as Microsoft Kinect, to record hand and body movements during conversations. ?? Detailed, easier-to-process representations. ?? Behavioral science instrument (¡°microscope¡±) to study non-verbal communication in ad hoc groups. ?? Low cost if automatic measures are satisfactory.
  • 6. Re-appropriating motion sensors in HCI: Sensing-aided user research for future designs From sensors as design elements to sensors as research instruments to help future designs. ! (a)!Face(to(face!(F2F)!communication! (b [cf. ?Mark ?et ?al., ?2014]
  • 7. A media comparison study Investigate how people use gestures during face-to- face and computer-mediated brainstorming Compare three communication media ?? Face-to-Face ?? Video ?? Audio ! (a)!Face(to(face!(F2F)!communication! ! (b)!Video(mediated!communication! Figure'1.'A'sample'study'setting'that'compares'(a)'F2F'to'(b)'videomediated'communication' by'using'Kinect'as'a'behavioral'science'instrument.'
  • 8. Hypotheses H1. Visibility increases gesture use Proportion of gesture Face-to-Face Video Audio H2. Visibility increases accommodation Similarity between group members¡¯ gestures Face-to-Face Video Audio Also explore how gesture use, level of understanding, and ideation productivity correlate. [cf. ?Clark ? ?Brennan, ?1991] [cf. ?Giles ? ?Coupland, ?1991]
  • 9. Experimental design 36 individuals, 18 two-person groups Kinect-taped group brainstorming sessions Face-to-Face Video Audio Three ?trials ?(15 ?min ?each) ? ? in ?counterbalanced ?order ? Data analysis Amount and similarity of gestures, Level of understanding, Productivity
  • 10. How to quantify gestures? How many gestures are there in a 15 min talk?
  • 13. Two unit motions with speed threshold 0
  • 14. Three unit motions with speed threshold 2
  • 16. Choose the thresholds Too ?few ?signals Almost ?everything Data ?points ?of ?interest (m/s)
  • 17. How to measure similarity between unit motions?
  • 18. Feature extraction and representation Unit motions are represented as feature vectors ?? Time length, path length, displacement, velocity, speed, angular movement etc. ?? Features extracted for both hands and both elbows. 73 features extracted for each unit motion. Similarity between unit motions: Cosine value between the two vectors.
  • 19. Validating the similarity metric 1 2 3 Machine Ranking Human Ranking 1 2 3 Randomly select motion queries Retrieve similar and dissimilar motions Kinect-taped motion database
  • 20. Count Human Rank R1 R2 R3 Machine Rank R1 29 2 5 R2 7 27 2 R3 0 7 29 x2=107.97, ?p.001 Validating the similarity metric Contingency analysis
  • 21. H1: Amount of gesture use H2: Similarity between group members Associations ?? Amount of gesture and understanding ?? Amount of gesture and ideation productivity ?? Gesture similarity and ideation productivity Key Results
  • 22. Visibility on proportion of gesture use 0 2 4 6 8 10 12 14 16 Face-to-face Video Audio ProportionofGestureUse(%) H1 not supported. Media did not influence percentage of gesture. People gesture as much in Audio as in F2F and Video.
  • 23. Association between self-gesture and level of understanding ModelPredicted,UnderstandingModelPredicted,Num Propor9on,of,Individual¡¯s,Own,Gesture,Use,(%) Audio F2F Video Individual¡¯s Own Gesture Use (%) Non-communicative function of gesture. Understanding correlates with self-gesture but not partner-gesture Stronger correlation with reduced or no visibility.
  • 24. Similarity between group members 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 Face-to-face Video Audio Between-participantGestural Similarity H2 supported. Similarity F2F Video Audio. People gesture more similarly when they can see each other.
  • 25. Summary and implications ? Media ? Comparison ? ? Study Kinect- taping Method
  • 26. Motion sensing for studying non-verbal behaviors in CMC. Summary and implications ? Media ? Comparison ? ? Study Kinect- taping Method Visibility influences similarity but not amount of gesture. Only self-gesture correlates with understanding. Gesture doesn¡¯t seem to convey much meaning to the partner. Seeing the partner is not crucial to understanding.
  • 27. Study communication of ad hoc groups in the wild. Distributed deployment study of CMC tools. Cross-lingual and cross-cultural communication. Summary and implications (cont.) ? Media ? Comparison ? ? Study Kinect- taping Method The value of video may be relatively limited to the social and collaborative aspect (similarity etc.). Feedback that promotes self- gesturing may help understanding.
  • 28. Microsoft Research Asia (UR FY13-RES-OPP-027) Ministry of Science and Technology, Taiwan (NSC 102-2221-E-007-073-MY3) Contact: Hao-Chuan Wang ?ÍõºÆÈ« haochan@cs.nthu.edu.tw Acknowledgement