TY - GEN
T1 - Keyboard before head tracking depresses user success in remote camera control
AU - Zhu, Dingyun
AU - Gedeon, Tom
AU - Taylor, Ken
PY - 2009
Y1 - 2009
N2 - In remote mining, operators of complex machinery have more tasks or devices to control than they have hands. For example, operating a rock breaker requires two handed joystick control to position and fire the jackhammer, leaving the camera control to either automatic control or require the operator to switch between controls. We modelled such a teleoperated setting by performing experiments using a simple physical game analogue, being a half size table soccer game with two handles. The complex camera angles of the mining application were modelled by obscuring the direct view of the play area and the use of a Pan-Tilt-Zoom (PTZ) camera. The camera control was via either a keyboard or via head tracking using two different sets of head gestures called "head motion" and "head flicking" for turning camera motion on/off. Our results show that the head motion control was able to provide a comparable performance to using a keyboard, while head flicking was significantly worse. In addition, the sequence of use of the three control methods is highly significant. It appears that use of the keyboard first depresses successful use of the head tracking methods, with significantly better results when one of the head tracking methods was used first. Analysis of the qualitative survey data collected supports that the worst (by performance) method was disliked by participants. Surprisingly, use of that worst method as the first control method significantly enhanced performance using the other two control methods.
AB - In remote mining, operators of complex machinery have more tasks or devices to control than they have hands. For example, operating a rock breaker requires two handed joystick control to position and fire the jackhammer, leaving the camera control to either automatic control or require the operator to switch between controls. We modelled such a teleoperated setting by performing experiments using a simple physical game analogue, being a half size table soccer game with two handles. The complex camera angles of the mining application were modelled by obscuring the direct view of the play area and the use of a Pan-Tilt-Zoom (PTZ) camera. The camera control was via either a keyboard or via head tracking using two different sets of head gestures called "head motion" and "head flicking" for turning camera motion on/off. Our results show that the head motion control was able to provide a comparable performance to using a keyboard, while head flicking was significantly worse. In addition, the sequence of use of the three control methods is highly significant. It appears that use of the keyboard first depresses successful use of the head tracking methods, with significantly better results when one of the head tracking methods was used first. Analysis of the qualitative survey data collected supports that the worst (by performance) method was disliked by participants. Surprisingly, use of that worst method as the first control method significantly enhanced performance using the other two control methods.
KW - Head Tracking
KW - Human Computer Interaction
KW - Remote Camera Control
KW - Teleoperation
KW - Usability Evaluation
UR - http://www.scopus.com/inward/record.url?scp=70349561579&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-03658-3_37
DO - 10.1007/978-3-642-03658-3_37
M3 - Conference contribution
SN - 3642036570
SN - 9783642036576
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 319
EP - 331
BT - Human-Computer Interaction - INTERACT 2009 - 12th IFIP TC 13 International Conference, Proceedings
T2 - 12th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2009
Y2 - 24 August 2009 through 28 August 2009
ER -