Evaluating Body Tracking Interaction in Floor Projection Displays
with an Elderly Population
Afonso Gonçalves
1
and Mónica Cameirão
1,2
1
Madeira Interactive Technologies Institute, Funchal, Portugal
2
Universidade da Madeira, Funchal, Portugal
Keywords: Large Display Interface, Floor Projection, Elderly, Natural User Interface, Kinect.
Abstract: The recent development of affordable full body tracking sensors has made this technology accessible to
millions of users and gives the opportunity to develop new natural user interfaces. In this paper we focused
on developing 2 natural user interfaces that could easily be used by an elderly population for interaction with
a floor projection display. One interface uses feet positions to control a cursor and feet distance to activate
interaction. In the second interface, the cursor is controlled by ray casting the forearm into the projection and
interaction is activated by hand pose. The interfaces were tested by 19 elderly participants in a point-and-click
and a drag-and-drop task using a between-subjects experimental design. The usability and perceived workload
for each interface was assessed as well as performance indicators. Results show a clear preference by the
participants for the feet controlled interface and also marginal better performance for this method.
1 INTRODUCTION
Developed countries’ populations are becoming
increasingly older, with estimates that one third of the
European citizens will be over 65 years old by 2060
(European Commission, Economic and Financial
Affairs, 2012). With older age, vision perception is
commonly negatively affected (Fozard, 1990) and the
effects of sedentary lifestyles become more
prominent. A computer system that could alleviate
such problems through the use of large dimension
displays and motion tracking interfaces could prove
advantageous. More concretely, applications
targeting engagement and physical fitness would
provide extensive health benefits in older adults
(World Health Organization, 2010).
Meanwhile, the release of low-cost body tracking
sensors for gaming consoles has made it possible for
gesture detection to be present in millions of homes.
Sensors like the Kinect V1, of which more than 24
million units were sold by Feb. 2014 (Microsoft News
Center, 2013), and Kinect V2, having 3.9 million
units bundled and sold along with Xbox One consoles
by Jan. 2014 (“Microsoft’s Q2,” 2014, p. 2). The
popular access to this technology opens the way for
more user natural ways of interacting with computing
systems. Natural user interfaces (NUI), where users
act with and feel like naturals, aim at reflecting user
skills and taking full advantage of their capacities to
fit their task and context demands from the moment
they start interacting (Wigdor and Wixon, 2011). In
addition to the body tracking sensors’ unique
interface capabilities they also provide exciting
possibilities for automatic monitoring of health
related problems through kinematic data analysis. For
example, automated systems for assessing fitness
indicators in elderly (Chen et al., 2014; Gonçalves et
al., 2015), automatic exercise rehabilitation guidance
(Da Gama et al., 2012), or diagnosis and monitoring
of Parkinson’s disease (Spasojević et al., 2015).
The coupling of body tracking depth sensors, such
as Kinect, and projectors enable systems to not only
track the user movements relative to the sensor but
also the mapping of the projection surfaces. In a well
calibrated system, where the transformation between
the sensor and projector is known, this allows for
immersive augmented reality experiences, such as the
capability of augmenting a whole room with
interactive projections (Jones et al., 2014).
In this paper we present the combination of floor
projection mapping with whole body tracking to
provide two modalities of body gesture NUIs in
controlling a cursor. One modality is based on feet
position over the display while the other uses forearm
orientation (pointing). We assessed the interfaces
with an abstraction of two common interaction tasks,
the point-and-click and drag-and-drop, on an elderly
24
Gonçalves, A. and Cameirão, M.
Evaluating Body Tracking Interaction in Floor Projection Displays with an Elderly Population.
DOI: 10.5220/0005938900240032
In Proceedings of the 3rd International Conference on Physiological Computing Systems (PhyCS 2016), pages 24-32
ISBN: 978-989-758-197-7
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
population sample. The differentiation was done by
evaluating the systems in terms of usability,
perceived workload and performance. This work is an
initial and important step in the development of a
mobile autonomous robotic system designed to assist
elderly in keeping an active lifestyle through
adaptable exergames. The platform, equipped with a
micro projector and depth sensor will be able to
identify users and provide custom exergames through
live projection mapping, or spatial augmented reality.
The results from this experiment will not only help in
the improvement of a gesture interface for such
platform but also contribute to exergame interaction
design.
2 RELATED WORK
While gesture based interaction is not a requirement
for a NUI, it is an evident candidate for the
development of such an interface.
An area where several in-air gesture interfaces
have been proposed is in pan-and-zoom navigation
control. In (Nancel et al., 2011) the authors
investigated the impact three interaction variables had
in task completion time and navigation overshoots
when interacting with a wall-sized display. The
variables were: uni- vs. bi- manual, linear vs. circular
movements, and number of spatial dimensions for
gesture guidance (in zooming). Panning was
controlled by ray casting the dominant hand into the
screen and activated by device clicking. Results
showed that performance was significantly better
when participants controlled the system bimanually
(non-dominant hand zooming), with linear control
and 1D guidance (mouse scroll wheel for zooming).
A NUI for controlling virtual globes is introduced in
(Boulos et al., 2011). The system uses a Kinect sensor
to provide pan, zoom, rotation and street view
navigation commands to Google Earth. The system
presents an interesting possibility for a NUI as in-air
gestures follow the same logic as common multi-
touch gestures. Hand poses (open/close) are used to
activate commands while relative position of the
hands is used to control the virtual globe. For street
view control it makes use of gestures that mimic
human walk, swinging arms makes the point-of-view
move forward while twisting the shoulders rotates it.
The use of metaphors that make computer controls
relate to other known controls is not uncommon. In
(Francese et al., 2012) two different approaches for
interfacing with Bing Maps were tested for their
usability, presence and immersion. Using a Wiimote
the authors built a navigation interface inspired in the
motorcycle metaphor. A handlebar like motion
controlled turning and right hand tilting acted as
throttle. Additionally to the metaphor, altitude over
the map was controlled by left hand tilting. The
alternative approach used the Kinect to provide
control and feedback inspired in the bird metaphor.
Raising the arms asymmetrically enables turning,
both arms equally raised or lowered from a neutral
position control altitude and moving the hands
forward makes the user advance; the controls are
enhanced by providing feedback in form of a
bird/airplane avatar. Descriptive statistic results
showed high levels of usability and presence for both
systems, with higher values for the latter. The use of
torso angle to control an avatar in a virtual reality city
and how this control method affected the user
understanding of size proportions in the virtual world
was investigated in (Roupé et al., 2014). The system
uses forward/backward leaning and shoulder turning
to move and turn in the respective direction. It was
tested on participants chosen for their knowledge in
urban planning and building design, and compared to
the common first-person-shooter mouse/keyboard
interface. The results show that the system navigation
was perceived as both easier and less demanding than
the mouse/keyboard, and that it gave a better
understanding of proportions in the modelled world.
Beyond navigation interface, gesture NUIs have
been studied in the context of controlling
computerized medical systems. This is particularly
important in the surgery room where doctors must
maintain a sterile field while interacting with medical
computers. In (Tan et al., 2013), the authors present
their Kinect based system for touchless radiology
imaging control. It replaces the mouse/keyboard
commands with hand tracking controls where the
right hand controls the cursor and the left hand is used
for clicking, the activation of the system was done by
standing in front of the Kinect and waving. Tested for
its qualitative rating with radiologists, 69%
considered that the system would be useful in
interventional radiology. The majority also found it
easy to moderately difficult to accomplish the tasks.
Similarly, in (Bigdelou et al., 2012) the authors
introduced a solution for interaction with these
systems using inertial sensors instead. Here the
activation of the gesture detection was made by using
a physical switch or voice commands.
Several exploratory research studies have been
made to find the common gestures that naïve users
would naturally perform. In (Fikkert et al., 2009) the
authors found, by running an experiment in a Wizard
of Oz set-up, that when asked to perform tasks in a
large display participants would adopt the point-and-
Evaluating Body Tracking Interaction in Floor Projection Displays with an Elderly Population
25
click mouse metaphor. In (Vatavu, 2012), participants
were asked to propose gestures for common TV
functions. The gesture agreement was assessed for
each command and a set of guidelines proposed.
Contrary to what was shown in (Nancel et al., 2011)
for pan and zoom gesture, here one hand gesturing
was preferred. Hand posture naturally emerged as a
way of communicating intention for gesture
interaction.
When designing a NUI that supports in-air
gestures one must be aware of the “live mic” issue.
As the system is always listening, if not mitigated,
this can lead to false positive errors (Wigdor and
Wixon, 2011). Effective ways of countering the “live
mic” problem are to reserve specific actions for
interaction or reserve clutching mechanism that will
disengage the gesture interpretation. The review
made by the Golod et al. (Golod et al., 2013) suggests
a gesture phrase sequence of gestures to define one
command, where the first phase is the activation. The
activation serves as the segmentation cue to separate
casual from command gestures. Some example
guidelines are the definition of activation zones or
dwell-based interactions. In (Lee et al., 2013), from a
Wizard of Oz design, the authors tried to identify
gestures for pan, zoom, rotate and tilt control. More
importantly, by doing so they identified the natural
clutching gestures for direct analogue input, a subtle
change from open-hand to semi-open. Similarly, the
system proposed in (Bragdon et al., 2011) used the
hand palm facing the screen for activating cursor
control. (Hopmann et al., 2011) proposed two
activation techniques: holding a remote trigger, and
activation through gaze estimation. These two
activating techniques plus the control (trigger gesture
of showing the palms to the screen) were tested for
their hedonic and pragmatic qualities. Results showed
that both the trigger gesture and remote trigger scored
neutral on their hedonic and pragmatic scales.
However, gaze activation scored high in both scales,
achieving a “desired” rating.
Although much less common that vertical
displays, interactive floors and floor projected
interfaces possess unique features. In (Krogh et al.,
2004) the authors describe an interactive floor
prototype, controlled by body movement and mobile
phones, which was set-up on a large public library
hall. This arrangement enabled them not only to take
advantage of the open space, filled by the large
projected interface, but also from its public function
of promoting social interaction. These types of
interfaces were proposed as an alternative to
interactive tabletops (Augsten et al., 2010), useful for
not being as spatially restraining as the latter. In their
study the authors also explored the preferred methods
of activation for buttons in these floors, being feet tap
their final choice of design.
Even though the literature on NUI is extensive,
our review shows that most research has been made
with exploratory or pilot design and could be
advanced by validation studies. Furthermore, while
most studies target the general population, usually
their samples are not representative of the elderly
portion and thus ignore their specific impairments and
needs. To generally address their visual perception
impairments and support their needs of physical
activity and engagement we focused our research on
large interactive floors. In order to better understand
how this population can interact with such an
interface we proposed the following question:
When designing a NUI to be used by an elderly
population in floor projection displays what
interaction is best?
This was narrowed down by limiting the answers to
two types of interface control: arm ray casting,
commonly studied for vertical displays, and a touch
screen like control, where the user activates
interaction through stepping on the virtual elements.
Considering the goals of an interface we chose three
elements to be rated: usability, workload, and
performance. As one method would provide clear
mapping at the expense of increased physical activity
(stepping), the other would free the user from such
movements while requiring him to mentally project
their arm into the floor. Therefore, we hypothesized
that differences for each of the three evaluation
elements would exist when considering the two NUIs
proposed. To test this hypothesis, the two proposed
modes of interface control were developed and tested
on an elderly population sample for two types of tasks
where they were evaluated in terms of usability,
perceived workload and performance. We expected
that ray casting would provide better results as it is
more widely used for interaction with large displays
and requires little physical effort by the user.
3 METHODS
3.1 Modes of Interacting
Two modes of interacting with the computer were
developed based on the kinematic information
provided by a Kinect V2 sensor and a display
projection on the ground. In the first, henceforth
named “feet”, the cursor position is controlled by the
average position of both feet on the floor plane;
PhyCS 2016 - 3rd International Conference on Physiological Computing Systems
26
activation upon the virtual elements by the cursor is
performed by placing the feet less than 20cm apart.
For the second mode of interaction, named “arm”, the
forearm position and orientation is treated as a vector
(from elbow to wrist) and ray casted onto the floor
plane, the cast controls the position of the cursor (as
schematized in Figure), while activation is done by
closing the hand. Due to low reliability of the Kinect
V2 sensor in detecting the closed hand pose, during
the experiment this automatic detection was replaced
by the visual detection done by the researcher in a
Wizard of Oz like experiment.
Figure 1: Controlling the cursor position through forearm
ray casting.
3.2 Experimental Tasks’ Description
The interfaces were tested in two different tasks to
give a broader insight into what kind of interactions
with computers our two systems would impact. A task
to mimic the traditional point-and-click and another
the common drag-and-drop.
In both tasks the participant controls a circular
cursor (ø 17 cm) with 1 second activation duration,
meaning that the activation gesture (feet together or
hand closed) must be sustained for 1 second for the
cursor to interact with the virtual element it is
positioned on. This activation is represented on the
cursor itself, which changes colour in a circular way
proportionally to the duration of the gesture.
3.2.1 Point-and-Click Task
In the point-and-click task a set of 9 rectangles (40 cm
x 25 cm) are projected in the floor, on a 3 by 3
configuration, separated 12 cm laterally and 8 cm
vertically as shown in Figure 2. Out of the 9
rectangles 8 are distractors (blue) and one is the target
(green). Every time the target is selected it trades
places with a distractor chosen on a random sequence
(the same random sequence was used for all
participants). The purpose of the task is to activate the
target repeatedly while avoiding activating the
distractors. Performance is recorded in this task as a
list of events and their time tags, the possible events
being: target click (correct click); background click
(neutral click); and distractor click (incorrect click).
In this task, maintaining the activation pose while
moving the cursor from inside a rectangle to outside,
or vice versa, resets the activation timer.
Live feedback is given by drawing different
coloured frames around the rectangles. An orange
frame is drawn around the rectangle over which the
cursor is located. Upon activation the frame changes
colour to red if the rectangle was a distractor or green
if it was the target. This frame remains until the cursor
is moved off the rectangle.
Figure 2: Point-and-click task being performed with the
feet” interface.
3.2.2 Drag-and-Drop Task
In the drag-and-drop task 4 rectangles (40 cm x 25
cm) are projected on the ground, spaced 70 cm
horizontally and 40 cm vertically, 3 of which are blue
distractors and one is the target (green). In the centre
a movable yellow rectangle (30 cm x 19 cm) is
initially shown, as presented in Figure. The
Evaluating Body Tracking Interaction in Floor Projection Displays with an Elderly Population
27
participant can “grab” the yellow rectangle by
activating it, once it has been “grabbed” it can be
dropped by activating it again (joining the feet or
closing the hand, depending on mode of interaction).
The purpose of the task is to “grab” the yellow
rectangle and “drop” it onto the target repeatedly.
Every time this is done successfully the yellow
rectangle is reset to the centre and the target changes
places with one of the distractors in a random
sequence (the sequence was kept constant across all
participants). Performance is recorded as a list of
events and their time tags, the possible events for this
task are: grab yellow (correct grab); attempt to grab
anything else (neutral grab); drop yellow on target
(correct drop); drop yellow on background (neutral
drop); and drop yellow on distractors (incorrect drop).
As before maintaining the activation pose while
moving the cursor from a rectangle to outside, or vice
versa, resets the activation timer. Likewise, a set of
coloured frames are used to give live feedback to the
users. An orange frame highlights any rectangle
under the cursor. Once activated, the frame of the
yellow object changes to green indicating that is
being dragged by the cursor. Dropping it on a
distractor will create a red frame around the
distractor, oppositely dropping it on a target will show
a green frame around it.
Figure 3: Drag-and-drop task being performed with the
feet” interface.
3.3 Technical Setup
The hardware was setup in a dimly illuminated room
and a white plastic canvas was placed on the floor to
enhance the reflectivity of projection. A Hitachi CP-
AW100N projector was positioned vertically to face
the floor. This arrangement enabled a high contrast of
the virtual elements being projected and an area of
projection greater than what our tasks needed (150 cm
x 90 cm). A Microsoft Kinect V2 was placed
horizontally next to the projector, facing the
projection area (Figure 4).
Figure 4: Experimental setup diagram.
3.4 Sample
The target population of the study were community
dwelling elderly. A self-selecting sample of this
population was recruited at Funchal’s Santo António
civic centre with the following inclusion criteria:
1. Being more than 60 years old;
2. Do not present cognitive impairments (assessed
by the Mini Mental State Examination Test
(Folstein et al., 1975));
3. Do not present low physical functioning (assessed
by the Composite Physical Function scale (Rikli,
1998)).
The experiment took place over the course of 2 days
at the facilities of the civic centre municipal
gymnasium for the elderly. Nineteen participants
(ages: M = 70.2 SD = 5.3) volunteered and provided
written informed consent, 3 males and 16 females.
The participants were randomly allocated to each
condition, 10 being assigned to the “feet” and 9 to the
arm” condition of interaction.
3.5 Experimental Protocol
The experiment followed a between-subjects design.
The participants were asked to answer questionnaires
regarding identification, demographical information
and level of computer use experience. They were
evaluated with the Composite Physical Function
Scale and Mini Mental State Examination Test.
During each individual participant trial, the point-
and-click task was explained and shown being
PhyCS 2016 - 3rd International Conference on Physiological Computing Systems
28
performed through example according to the
participant experimental condition. This was
followed by a training period and then by a 2 minutes’
session while performance metrics were recorded.
Lastly the participant was asked to fill the System
Usability Scale (SUS) (Brooke, 1996) and NASA-
TLX (TLX) (Hart and Staveland, 1988)
questionnaires. After it, the same procedure was
followed for the drag-and-drop task.
3.6 Analysis
For each participant data consisted of: SUS score and
TLX index (both measured from 0 to 100), and task
related performance, as described in sub-sections
3.2.1 and 3.2.2. Normality of the data distributions
was assessed using Kolmogorov-Smirnov test for
measurements concerning performance. The
variables that showed such a distribution are
highlighted in Table 1 and Table 2. For the pairs
(between conditions) of measurements that fitted the
assumption of normality, parametric t-tests were
used, when significant differences in the pairs
variances were present, shown by the Levene’s test,
equal variances were not assumed. All the others pairs
were tested with Mann-Whitney’s U test. Differences
in the SUS and TLX scores (ordinal variables)
between conditions were also tested with Mann-
Whitney’s U test. All statistical testing was done
using 2-tailed testing at α .05 with the IBM software
SPSS Statistics 22.
4 RESULTS
4.1 Point-and-Click Task
For the “feet” condition, in the point-and-click task
the descriptive statistics are presented in Table, were
we can observe very low values of incorrect clicks,
and high median scores for the SUS, which is
considered to be a good value when over 68. The
descriptive statistics for the “arm” condition are also
presented in Table 1. Higher values of neutral and
incorrect clicks are visible compared to the previous
condition. Similarly, it can be seen a decrease in the
median of the SUS usability score and an increase of
the TLX workload index.
Results revealed significant higher System
Usability Scale scores for the participants interfacing
with their feet compared to the participants
interfacing with their dominant arm, U = 18.5, p < .05,
with effect size r = -.4997. The Task Load Index
Table 1: Descriptive statistics of the measurements for the
point-and-click task.
“Feet” Interface “Arm” Interface
Variable
Median Interquartile
Range
Median Interquartile
Range
SUS 91.25 21.25 72.50 25.00
TLX 23.75 27.71 40.83 18.33
Correct 29.50 10 28.00
n
15
Neutral 1.00 2 4.00
n
7
Incorrect 0.00 1 2.00
n
3
n
Normally distributed
scores were not significantly different for both
interfaces, U = 24.5, p > .05 (Figure 5). The number
of correct and neutral clicks was not significantly
different for both interfaces, U = 40.5 and U = 29.0,
p > .05, respectively. However, it was found that there
was lower number of incorrect clicks for the
participants interfacing with their feet compared to
the participants interfacing with the arm, U = 15.0, p
< .05, r = -.5863 (Figure 6), where circles represent
outliers and stars extreme outliers).
Figure 5: System Usability Scale and Nasa-Task Load
Index scores for the point-and-click task.
Figure 6: Participants’ performance on the point-and-click
task.
Evaluating Body Tracking Interaction in Floor Projection Displays with an Elderly Population
29
4.2 Drag-and-Drop Task
The descriptive statistics for the “feet” condition, in
the drag-and-drop task are presented in Table 2, were
we can observe low values of incorrect drops and no
neutral drops (accidental drops). The values of
usability are very high and workload moderately low.
In the “arm” condition of the drag-and-drop task we
can see, in Table 2, a marginally good value for the
SUS usability score, barely over 68. The TLX
workload has relative medium levels and neutral
drops (accidental) are present.
Table 2: Descriptive statistics of the measurements for the
drag-and-drop task.
“Feet” Interface
“Arm”
Interface
Variable
Median
Interquartile
Range
Median
Interquartile
Range
SUS 93.75 16.25 70.00 21.25
TLX 22.50 16.46 41.67 22.50
Correct Grab 14.50
n
8 11.00
n
9
Neutral Grab 13.50
n
4 10.00
n
9
Correct Drop 14.00
n
7 10.00
n
10
Neutral Drop 0 0 1.00
n
3
Incorrect Drop 0.00 0 0.00 0
n
Normally distributed
The results indicated again a significantly higher
System Usability Scale score and lower Task Load
Index score for the Feet interaction condition, with U
= 9 and U = 17, p < .05, effect size r = -.6777 and r =
-.5247 respectively (Figure 7). There were no
significant differences for the normally distributed
data with correct grabs, neutral grabs, and correct
drops, t(17) = .565, t(17) = .863 and t(17) = 1.336, p
> .05, respectively. Neutral drops were significantly
higher in the “arm” interaction condition, U = 10, p <
.05, r = -.7595 and there were no significant
differences between the number of incorrect drops, U
= 44.5, p > .05 (Figure 8).
Figure 7: System Usability Scale and Nasa-Task Load
Index scores for the drag-and-drop task.
Figure 8: Participants’ performance on the drag-and-drop
task.
5 DISCUSSION
For both the point-and-click and drag-and-drop tasks
it was found that there is a significant impact on
system usability, being the “feet” interaction method
preferable in both cases. With the “feet” modality
achieving high levels of usability, scores over 90,
while the “armhad levels of usability around 71,
very close to the standard lower limit of good, 68. In
the case of perceived workload indexes, for the point-
and-click there were no significant differences found
between the conditions. While for drag-and-drop the
feet” interface was significantly less demanding to
use by the participants. In both cases, workload
indexes for the “feet” were around 23 while for the
arm” the values were situated around 41. Although
interfaces similar to our “arm” method have been the
focus of previous research (Bragdon et al., 2011;
Nancel et al., 2011) and shown to be a method that
participants naturally display (Fikkert et al., 2009;
Lee et al., 2013; Vatavu, 2012), in our experiment we
found sufficient evidence that an alternative way of
interacting with projected floor elements is preferred
by elder people. This preference by the participants
for the “feet” interface might be linked to the simpler
mapping of the cursor control provided, which is
known to have a lowering effect on cognitive load
(Hondori et al., 2015; Roupé et al., 2014). Finally, in
terms of performance, for the point-and-click task
were observed very low numbers of neutral and
incorrect clicks (although significantly higher for the
arm”) and comparable number of correct clicks.
Similar results were found in the drag-and-drop task,
with low numbers of neutral and incorrect drops for
both methods and analogous values of correct grabs,
neutral grabs and correct drops. Still, the “feet
interface was again better, with the number of neutral
drops being significantly lower than in the “arm
PhyCS 2016 - 3rd International Conference on Physiological Computing Systems
30
interface. Albeit these differences, the remaining
performance indicators were shown not to be
significantly different. Therefore, caution is advised
in the interpretation of these results as proof of a clear
performance advantage provided by any of the
interfaces.
6 CONCLUSIONS
Due to the increasing number of elderly in developed
countries and the specific needs of this population we
tried to get an insight of the desirability of different
modes of controlling interaction in interactive floors.
A medium which, by being easily scaled, can mitigate
the visual perception deficits associated with old age,
and can promote physical activity. Thus, in this work,
two methods of interacting with virtual elements
projected on the floor were developed and tested for
differences in their usability, perceived workload and
performance ratings by an elderly population. The
interfaces consisted on either controlling the cursor
with the direct mapping of feet position onto the
projection surface or, alternatively, by mapping the
cursor position to the participant’s ray-casted forearm
on the surface. These interfaces were tested on two
different tasks, one mimicking a point-and-click
interaction, the other a drag-and-drop. Although the
NUI research field is extensive there is a lack of
studies that approach the floor projected interfaces
and studies with the elderly are even rarer. This study
gives a successful insight into the preferred modes of
interaction for this elder population. Contrary to our
initial guess, the results showed that from the two
proposed methods the “feet” interface was superior in
all the domains measured. It was shown that this
method was perceived as more usable in both the
tasks tested and at least less demanding in terms of
workload for the drag-and-drop task. In terms of
performance a marginal advantaged was shown also
for the “feet” method. This insight delivered by the
results will help in the development of systems
aiming at providing full body NUI for floor projection
displays such as in mobile robots.
ACKNOWLEDGMENT
The authors thank Funchal’s Santo António
municipal gymnasium for their cooperation, Teresa
Paulino for the development of the experimental tasks
and Fábio Pereira for his help during the data
collection process.
This work was supported by the Fundação para a
Ciência e Tecnologia through the AHA project
(CMUPERI/HCI/0046/2013) and LARSyS –
UID/EEA/50009/2013.
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