Presentation at ACM SIGCHI Conference on Human Factors in Computing Systems (CHI) 2014. See http://dl.acm.org/citation.cfm?doid=2556288.2557060 for the full paper.
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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?
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?
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
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.
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