compatible with the actions performed, essential
prerequisites for a gestural system to be truly natural
for the user.
Readers should note that the number of users
involved does not allow for results generalization.
However, our proposal was concentrated on getting
indicatives of the processes’ difficulties. For this
kind of experiment, Nielsen (2000) recommends the
participation of 5 users. This is because he points out
that the test with one user can find approximately
30% of the problems and, also, that each new test
brings less new problems and more known ones,
being 5 the number to respond for 85% of the
problems and the best cost/benefit.
A graphic interface and interaction environment
was used for the representation of the gestures to
validate the vocabulary. According to the
experiment, this was a valid strategy for the
participant to view and handle the virtual object. Of
the five participants, all managed to carry out the
required task and thought that the available gestures
were adequate for the action performed.
From the experiments it was possible to notice
that it is easier to understand the activity when the
system is shown in use. Therefore, instead of
presenting textual content, image, and video as a
help, it would be more appropriate to produce a
video showing it in typical interactions. After using
the program for a time, the user adapted to the
environment.
As the main contributions of present work we
can see the following:
a) as for movements representation: the extension
of the graphical 2D language to represent some
movements not present in Brazilian Sign
Language (LIBRAS) though, as we argued
before, this would be of no use in “real virtual
museums” (where the image interpretation
capacities were implemented);
b) the extension of Nielsen et al’s process with a
previous state – the observation of potential users
interacting with the physical scenario that
motivates the innovative virtual uses. This stage
is specially critical when there is space for
innovation in the transposition of physical tasks
to virtual environments, as it is the case of virtual
museums;
c) the exemplification of an alternative and more
active way of bringing potential users to the
stage of defining the right gestures vocabulary
suggested by Saffer (2009) through the planning
and execution of a physical scenario to bring
insights about the innovative virtual space when
compared to the physical real one.
The use of new gesture recognition technologies
such as the Kinect can make the experience of
visiting virtual museums more pleasant. We
propose the application of this gesture
vocabulary using this device for its
interpretation. This would avoid the problems
introduced in the experiments by the necessity of
using an intermediate 2D representation of the
3D movements.
One critical experiment planned is the one
involving deaf and non deaf users in order to make a
comparative analysis of results. This will prove or
refute the hypotheses that results are extensible to
non deaf users and, additionally, allow us to see
whether the deaf culture – that sees the World from
a gestural-visual prism – brings any special feature
to our scene.
Still for future work we propose the planning and
execution of the experiments of creating and
validating the gestures vocabulary in an statistical
manner - crossing exhaustively objects different
variables (high, weight,…) and taking an statistic
sample.
We also propose the application of the
methodology for the creation of gesture vocabularies
proposed by the present paper for other types of
natural interactive applications to verify its degree of
generality related to application domains and, also,
to identify if the set of gestures and actions proposed
here can be seen as the “core” set of gestures and
actions for gestural interaction interfaces
environments in general.
REFERENCES
Moore, R., Lopes, J., 1999. Paper templates. In
TEMPLATE’06, 1st International Conference on
Template Production. SCITEPRESS.
Beurden, M. V., IJsselsteijn, W., and de Kort, Y. 2011.
User experience of gesture-based interfaces: A
comparison with traditional interaction methods on
pragmatic and hedonic qualities. In the 9th
International Gesture Workshop: Gesture in
Embodied Communication and Human-Computer
Interaction, Athens, Greece.
Boulos, M. N. K., Blanchard, B. J.,Walker, C., Montero,
J., Tripathy, A., and Gutierrez-Osuna, R. 2011. Web
gis in practice x: a microsoft kinect natural user
interface for google earth navigation. International
Journal of Health Geographics, 10.
Capovilla, F. C. and Raphael, W. D. 2001. Dicionário
Enciclopédico Ilustrado Trilíngue da Língua de Sinais
Brasileira. EdUSP - Editora da Universidade de São
Paulo, 2 edition.
Chino, D. Y. T., Romani, L. A. S., Avalhais, L. P. S.,
Oliveira, W. D., do Valle Gonçalves, R. R., Jr., C. T.,
ICEIS2014-16thInternationalConferenceonEnterpriseInformationSystems
12