Movement Qualities as Interaction Modality
Sarah Fdili Alaoui
Baptiste Caramiaux
Marcos Serrano
Frédéric Bevilacqua
UPsud, LIMSI-CNRS
STMS IRCAMEnsadLab/Drii
STMS IRCAMand STMS IRCAMCNRS-UPMC
31 Rue Ulm,
CNRS-UPMC
CNRS-UPMC
1 place Igor Stravinsky
75005 Paris, France
1 place Igor Stravinsky
[email protected]
75004 Paris, France
1 place Igor Stravinsky
75004 Paris, France
75004 Paris, France
[email protected]
[email protected]
[email protected]
ABSTRACT
In this paper, we explore the use of movement qualities as
interaction modality. The notion of movement qualities is
widely used in dance practice and can be understood as how
the movement is performed, independently of its specific
trajectory in space. We implemented our approach in the
context of an artistic installation called A light touch. This
installation invites the participant to interact with a moving
light spot reacting to the hand movement qualities. We
conducted a user experiment that showed that such an
interaction based on movement qualities tends to enhance the
user experience favouring explorative and expressive usage.
Author Keywords
Movement qualities, movement-based interaction, interaction
aesthetics
ACM Classification Keywords
H5.2. [User Interfaces]: Input devices and strategies,
Interaction styles.
General Terms
Design, Experimentation.
INTRODUCTION
Human-computer interaction involving body or hand motion
generally falls into two different categories: event-based or
continuous motion interaction. The event-based interaction
implies the detection of salient motion features, usually the
start or the end of given gestures, characterized by
geometrical patterns. The gestures are considered in this case
as signs and symbols. Continuous motion interaction
generally makes use of absolute or relative positions,
forming temporal trajectories that are associated to
continuous visuals (or sonic) parameters. Moreover, the
correspondence between the movement and the visuals (or
sonic) parameters are most often considered as direct and
“instantaneous” without taking into account the movement
temporal characteristics.
These interaction approaches, while being usually
straightforward from a user perspective, take poorly into
account more fundamental properties of human motion such
as the notion of movement qualities. Blom et al. define
movement qualities as “the distinctly observable attributes or
characteristics produced by dynamics and made manifest in
movement” [2]. Movement qualities result of the movement
dynamics, i.e., its temporal characteristics, and can be
defined independently of specific spatial trajectories, forms
or shapes. This property of movement, widely used in dance
practice, has barely been explored in Human-Computer
Interaction (HCI).
In this paper, we propose a novel approach for HCI with
movement qualities as interaction modality. We hypothesize
that the use of movement qualities as modality could
promote more explorative and expressive usages.
A proof of concept of this interaction modality is
implemented in an artistic installation called A light touch,
where the participant controls a light spot through his/her
hand movement qualities. The idea is to give the participant a
space to express him/herself using “dance” movement
qualities and provoking distinct light display behaviours. We
believe that focusing on such movement characteristics
actually contributes to the aesthetic aspects of the installation
and enriches user experience. To evaluate this, we conducted
a user experiment that investigates the body awareness and
expressiveness induced by the interaction based on
movement qualities.
This paper first reviews the notion of movement qualities,
the existing definitions and its use in Human-Computer
Interaction. Second, we describe our framework and
methodology, and then we present an implementation of this
approach in the context of an artistic installation. Finally, we
report on the evaluation of the interaction modality and
discuss the results.
MOVEMENT QUALITIES REVIEW
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Movement qualities are a fundamental property of human
movement that have a seminal role in dance practice. In this
section we first define movement qualities as they have been
formalized in both dance and psychology. Second, we
present a short overview of related works in the field of HCI.
Definitions
Among many definitions of movement qualities, we report
those that can be classified as: (1) influenced by body
expression and (2) influenced by motor theory.
Firstly, movement qualities as body expression were widely
studied in dance-related field. Dance theorists headed by
Rudolf Laban considered movement qualities as a central
notion in human motion. Importantly, Laban Movement
Analysis (LMA) has since been applied in various other
contexts such as factory labour, early childhood
development, athletics, movement therapy and other fields.
For Laban, the notion of movement qualities is related to
Effort, the fourth dimension of movement, the others being
Body, Space and Shape dimensions [13]. For Laban, “Body”
represents what is moving. “Space” is where the body is
moving. “Shape” is how the body changes its shape and
postures during the movement. The “Effort” dimension
(formalized in a graph) describes the general characteristics
about the way a movement is performed with respect to inner
intention. Intention can produce changes for instance in the
degree of control over the movement, the strength and the
timing of the movement. Therefore, the intention affects
movement dynamics and these are then intended or perceived
as different movement qualities. Laban sometimes refers to
the “Effort” dimension as dynamics. Hence, movement
qualities and dynamics are related concepts, often confused.
Blom et al. definition of movement qualities clear up the
confusion: “[...] the distinctly observable attributes or
characteristics produced by dynamics and made manifest in
movement” [2].
Secondly, some psychologists have directly used concepts
linked to movement qualities in motor theory [19]. It is
defined in this field as the way human executes movements
with respect to time and space. Qualities were mentioned as
an important diagnostic aspect of psycho-pathological
disorders in the psychiatric literature [19]. For example, the
movement behaviour of schizophrenic patients is usually
described as “angular, jerky, and uncoordinated, with uneven
acceleration and deceleration and as either too slow or too
fast a tempo" [10]. Psycho-pathological disturbances are
associated to "disturbed, abrupt, halted, and stilted" gestures.
Hence, terminology employed refers to kinematic and
dynamic features of movements and the way they evolve
from a motor control point of view. Moreover, Wallbott
investigated precisely the link between emotions and
movement qualities [19]. He specified three categories that
showed significant differences for characterizing emotions:
“movement activity” (overall quantity of motion, i.e., related
to the velocity), “expansiveness/spatial extension”, and
“movement dynamics/energy/power”. The terminology
employed refers to physical systems with their dynamic,
energy and power.
Formalism of movement qualities in HCI
With the exception of [11], few HCI works have proposed
body movements interactions inspired by dance.
Nevertheless some noteworthy works in movement-based
interaction are inspired from LMA and particularly from
Laban effort theory [13]. For example, Woo et al. proposed a
vision-based 3D interface that extracts movement feature
based on LMA [20] with the aim to bring HCI closer to
human-human interaction by providing a more expressive
interaction with computers. Moen [15] investigated dance
theory, in particular Laban effort theory, for the design of
movement-based interaction. Her first motivation was that
modern and contemporary dance provides rich vocabulary
for describing movement. The second motivation was its
idiosyncratic nature, meaning that it encourages personal
style and preferences. Finally, it is concerned with the
essence of movement that is understood as the movement’s
qualities rather than its form.
Movement qualities are also a way to involve the user’s body
in experiencing the interaction with digital media. This idea
is supported by Schiphorst that linked the use of movement
qualities (also inspired by Laban theory) with embodied
cognition and bodily experiences of aesthetics in digital arts
installation [18]. Hashim et al. [9] presented a framework
that provides implicit guidance for HCI research and design
based on “graceful interaction”. They proposed a model with
Laban’s movement analysis as the primary theoretical
grounding of “graceful interaction” design. Finally Kjölberg
suggested that giving such theory to designers makes room
for body expression in interaction design [12].
These previous studies show that the use of movement
qualities in HCI is promising, giving a possible framework to
model the new interaction possibilities involving body
expression. In this paper, we propose a general methodology
for the use of movement qualities as interaction modality.
FRAMEWORK AND METHODOLOGY
Our framework proposes to focus on movement qualities,
defined as how the body (or a body part) moves,
independently of its specific trajectory in space. In particular,
we focus on the underlying dynamics that can predict the
temporal motion features. This approach is in agreement with
the general concepts of movement qualities as defined in
dance and psychology presented in the previous section.
The general idea thus is to build interaction techniques where
the output modality (feedback/display) reacts to the user
movement qualities.
We call MQ interaction such interaction techniques built on
movement qualities as input modality. We hypothesize that
MQ interaction could promote more explorative and
expressive usages.
This approach can be implemented in various interaction
techniques. These can vary significantly depending on the
designer choices of (a) the body part and the types of
movement qualities involved, (b) the modelling of the
movement qualities and (c) the interaction scenarios and
types of feedback and display.
Our framework actually relies on joining together approaches
and technologies (see Figure 1); it lies at the intersection of
three different fields: Dance, Computer-based Recognition
and Interaction Design.
Knowledge project" (IMK project) initiated by EG | PC
dance company to address digital media as a potential way of
documenting dance [8]. In fact, various disciplines such as
linguistics, dance notations (Laban and Benesh), motion
capture, digital media, recognition algorithms and glossary
have been involved in the IMK project to document the
company’s dance vocabulary with their specific tools.
Among the IMK project outputs, a glossary contains
definitions, key words and qualitative descriptions of EG|PC
main components, Breathing, Expanding and Reducing [8].
These components should not be understood as mere
movements, but as embodying “inner intentions”. These
components are thus inherently linked to particular
movement qualities that are bind to them.
Breathing
During the “Breathing”, the body breathes in (vertical
expansion until the maximum length of the body) and
breathes out (releases from the maximal expansion), and
again breathes in and out and so on (see Figure 2). This
component has a repetitive oscillating and continuous
quality.
Figure 1. Framework for MQ as interaction modalities.
Dance: Choice of movement qualities
The first step is to define the interaction’s input modality by
building a glossary of specific labelled movement qualities.
These qualities description can be provided by dance-based
studies, observations or simply an idiosyncratic use in an
artistic context.
Computer-based recognition: Modelling and recognizing
movement qualities
According to our approach, movement qualities can be
modelled by the movement’s dynamics. Therefore, each
quality can be characterized by the temporal evolution of the
movement parameters. In some cases, it is fairly simple to
find physical models that reproduce these specific dynamics.
Such a modelling approach allows for real-time movement
qualities recognition.
Interaction design
The third step concerns the choice of the input and output
devices and the design of their relationship.
Figure 2. The “Breathing” performed by Emio Greco
Expanding
During the “Expanding”, the body expands (in various
directions and travels through the space) and then releases
from the maximal expansion to the initial position and again
expands and releases with slightly less intensity and so on
until its complete cessation (see Figure 3). This component
has a repetitive oscillating and viscous quality.
PROOF OF CONCEPT
In order to illustrate our approach, we introduce movement
qualities inspired by a lasting collaboration with an
internationally renowned dance company, Emio Greco | PC
(EG|PC) [6, 7]. We model EG|PC movement qualities and
implement a recognition technique. Finally, we present an
artistic installation where the participants can interact with a
projected light spot.
Choice of movement qualities
The choice of movement qualities is motivated by dance
expertise linked to choreographic research. During the last
five years, we collaborated on the project “Inside Movement
Figure 3. The “Expanding” performed by Emio Greco
Reducing
Finally, the “Reducing” creates a specific sustained dynamic
with no oscillation that slows down continuously until its
complete cessation. This component has a viscous quality
(see Figure 4).
since a too short window does not allow for the recognition
of movement with low oscillation frequency. On the
contrary, a too large window may include two different
regimes leading to a non-relevant parameter fitting. At last,
the estimated parameters (in the Figure 5, only two
parameters are considered) define clusters in the parameter
space. Each cluster represents a specific movement quality.
Figure 4. The “Reducing” performed by Emio Greco
Modelling and recognizing movement qualities
From a modelling point of view, movement qualities can be
linked to the motion dynamics governed by a specific
physical model. While this certainly represents a reduction of
what movement qualities can encompass, this approach
allows for the design of computational models. The goal is to
formalize the considered movement dynamics through such a
physical model. EG|PC movement qualities can be written as
follows:
• “Breathing” has an oscillatory dynamic. The frequency of
the oscillations can evolve over time;
• “Expanding” has an oscillatory dynamic that is slightly
damped;
• “Reducing” has a highly damped dynamic as in a viscous
environment.
Based on this formulation, these three movement qualities
can be modelled as particular regimes of a second order
linear differential model. They create classes linked to
particular aspects of the dynamics behaviour, and not the
trajectory itself. The goal is thus to fit the given physical
model (given by its analytical formulation) to the motion
capture incoming data by estimating the parameters that best
fit these data. This is a well-known problem called system
identification [14]. In the case of homogeneous linear
equations (as it is the case with the previous EG|PC
movement qualities), the problem can be solved using least
square regression. See Figure 5 for the global illustration of
the recognition method.
First we capture the data from the given interface (in the
following we use a Microsoft Kinect [22]). From the
captured positions, we compute the two first derivatives:
velocity and acceleration. The parameter fitting is computed
in a fix-length window. The length has an important role
Figure 5. Schema of the movement quality recognition
approach
“A Light Touch” interactive installation
We used the previously modeled movement qualities from
EG|PC and the recognition process to implement an
interaction technique in the context of a large-scale artistic
installation called A light touch.
Aesthetic considerations
Our installation allows the participant to experience the MQ
interaction by interacting with their hand’s movement quality
inside of an empty frame and controlling a horizontal light
spot projected in a rear surface (see Figure 6). The intention
of this installation is to merge tangible (hand movement) and
intangible (light). Here tangible is metaphorical as the name
of the installation: A light touch. Inspired by light artists such
as Olafur Eliasson [5], light is used here at the same time as a
medium revealing the environment and as a media itself. The
light spot is an evolving, living and fragile entity. Its nature
is heterogeneous, sometimes close to a moving blob,
sometimes similar to a breathing surface. Because of the
subtle relationship between users movement qualities and the
light, the experience of this installation is a metaphor of the
movement of a hand in the water: the hand can stir the water,
but the agitation of the water is partly out of its direct control
(we refer the reader to the installation Liquid Views by M.
Fleischmann).
• The “Expanding” corresponds to a left-right oscillatory
movement of the light spot converging to the centre as a
mass attached by two springs at each side: the hand’s
frequency is mapped to the light frequency and the
estimated dissipative effect is mapped to the speed of
convergence to the centre. The hand’s energy is mapped to
the amplitude.
The artistic concept has been motivated by recent
breakthroughs in the study of aesthetics in HCI. In our
installation, the light display engages the spectator in an
intrigue, improvisation and play, the three aspects defined by
Peterson [17] as being part of the pragmatic aesthetics of
interaction. A light touch explores the aesthetic potential of
“tactility” as a pragmatic aesthetic art piece. People are
invited to touch or interact and experience it [16]. A light
touch focuses on the relationship between the participant and
the interactive artifact, i.e., the light display [21]. It concerns
the emotional threads of experience [21] rather than an
aesthetic of appearance (represented by analytic aesthetic)
[17].
• The “Reducing” corresponds to a straight movement of the
light display from left to right or right to left: the
estimated dissipative effect is mapped to the speed of light
evanescence and the hand’s energy is mapped to the light
intensity.
EVALUATION
In order to evaluate how users experience the MQ interaction
in A light Touch, we invited participants to explore the
installation.
We aimed at comparing the MQ interaction with a standard
interaction based on a direct control of the light position,
called the position-based interaction (PB interaction). This
PB interaction corresponds to a one-to-one relationship
where the hand’s horizontal position is mapped to the light
spot horizontal position and the hand vertical position is
mapped to the light intensity.
Participants
We recruited 21 participants (7 female, 14 male, ages 24-49)
for this study. We asked them to give us an insight on their
familiarity with new technologies and in particular with
interactive technologies. On average, they were all quite
familiar with computers and smart phones, moderately
familiar with video games, WII, Kinect and multitouch
surfaces and barely familiar with motion capture and artistic
interactive installation. There was no audience during the
experiment.
Apparatus
Figure 6. Photo of the installation A light touch.
Scenarios
The interaction scenarios are built as follows: The
participants’ movement qualities (embodied in the breathing,
expanding or reducing components) are in an indirect
relationship with three different light behaviours.
Technically, the movement parameters provided by the
movement qualities recognition are mapped to the light
display as follows:
• The “Breathing” corresponds to a light blinking:
movement oscillation frequency corresponds to the
blinking frequency and movement energy (i.e. the norm of
the motion speed) is mapped to the light intensity.
The virtual “touch” interface is made of an empty square
frame used to define a plane where the movements of one
hand are active (see Figure 7). A Microsoft’s Kinect placed
in front of the screen allows for capturing the hand in the 2D
Cartesian plane defined by the frame. Kinect streams the data
to an OpenFrameworks application that isolates movement in
the interface area using OpenCV to extract the active hand’s
blob. Then it sends the blob centroid 2D coordinates
streamed via the OpenSoundControl (OSC) protocol to the
real time programming environment Max/MSP that stores
the data. The recognition program is implemented as a C++
library and interfaced in a Max/MSP object. A mapping is
then processed between the recognized characteristics of the
movement and the light parameters. Two Martin led ramps
with six spots each that were placed in line composes the
light display apparatus. The control commands are send via
DMX to the lights. Two degrees of control are available: the
position along the horizontal lines and the amplitude of each
spot (considered as white spots). See Figure 7 for the
complete apparatus.
• Third issue questions the relationship between movement
and light behaviour.
To answer the questionnaire, users had to rate the assertions
from 1 to 5 where 5 corresponded to “strongly agree” and 1
to “strongly disagree”. We obtained for the questionnaire a
Cronbach’s alpha above 0.7, the acceptability threshold of
the American Psychological Association.
RESULTS
Figure 7. Installation description.
Design and Procedure
During the experiment, the participant was inside the
installation space, standing up, and the investigator was
sitting behind him/her. The experiment follows a withinparticipant design, meaning that all the participants went
through both experimental phases and explored two
interactions: PB and MQ interaction.
The users could control in the MQ interaction the triggering
of the light behaviour (three light behaviours were available)
and their frequency and damping parameters. On the other
hand, the users could control in the PB interaction the light
horizontal position and intensity. Note that in PB interaction,
the users could have created the same light behaviours
available in MQ, if they tried to simulate with their hand
movement the exact wanted trajectory of the light. Thus, the
same visual possibilities were achievable with the direct
relationship.
The ordering of the two interaction techniques was
counterbalanced across participants. For the PB interaction,
we gave them an explanation of the interaction: “the light
spot corresponds to the position of the hand”. For the MQ
interaction, we made them watch a 2 minutes video that
contained explanations of the three movement qualities
requested for this interaction and the corresponding light
behaviours. They were asked to explore both interactions as
long as they wanted. Finally, after exploring each mode, the
participants were asked to answer a questionnaire. The
questionnaire was presented after both explorations allowing
us to compare user feedbacks for both interactions.
Questionnaire
We designed a questionnaire composed of 15 assertions
according to three issues that we used for both interaction
techniques to compare them in terms of the users’
experience.
• First issue questions whether the interaction encourages
expressivity, movement awareness and exploration and
questions the richness of the interaction.
• Second issue questions whether the movements are
intuitive, natural, rich, and easy to learn and perform.
Our objective was to assess the user experience (UX) related
to the influence of the interaction techniques: Position-based
versus movement qualities. We analyzed the data with a
repeated measure test on scores obtained from the
questionnaire. A t-test with a significance threshold of 0.05
was computed on the scores for each answer. The results are
given hereafter grouped by issues.
Overall, 71.4% of the users preferred the MQ interaction; the
remaining 28,6% of the users preferred the PB interaction.
The counterbalance did not affect this preference, meaning
that there was no correlation between mode order and users’
preference.
Expressiveness, movement awareness and exploration,
richness of the interaction
The exploration
revealed…
PB
mean
(SD)
3.0 (1.1)
MQ
mean
(SD)
3.7 (1.0)
H0 rejection
(P<0.05)
Installation
H0=1,
expressiveness?
P=0,0375
Light display
3.2 (0.9) 3.7 (0.9)
H0=0,
expressiveness?
P=0,1217
Movement
3.5 (1.2) 3.8 (0.9)
H0=0,
awareness?
P=0,3291
Movement
2.4 (1.4) 3.5 (1.4)
H0=1,
exploration?
P=0,0125
Richness of
2.4 (1.1) 3.5 (0.8)
H0=1,
interaction?
P=0,0025
Table 1. Findings related to expressiveness, movement
awareness and exploration and richness of interaction in PB
and MQ interactions.
Table 1 reports on the users’ feedbacks concerning the
installation and the light display expressiveness, movement
awareness and exploration, and the richness of interaction.
The means, standard deviations and the t-test results for each
of the five assertions were computed (there were 21 scores
for each interaction technique and each assertion).
Expressiveness
First, the users considered the whole installation (feedback
and interaction) to be significantly more expressive in MQ
than PB interactions (H0=1, p=0,0375).
No significant difference between both MQ and PB
interactions were found concerning the expressiveness of the
light display alone (global mean = 3.5). Although the
mappings between the users’ movement and the light
behaviours were different in MQ than in PB interaction, we
believe that the users found both light displays equally
expressive because the intrinsic expressive nature of the light
display was similar in both modes. This confirms that the
perceived differences between the MQ and the PB are due to
the interaction modalities and not the light display.
Movement awareness
The movement awareness induced in the installation was not
significantly different between both interactions (global
mean = 3.7). This absence of significant differences might be
related to the fact that several users were unfamiliar with the
concept of the movement awareness (used in advanced dance
practice).
Movement exploration
Users considered that the MQ interaction encouraged them to
explore new and different movements, compared to the PB
interaction (H0=1, p=0,0125). This was also supported by the
fact that participants spent on average more time exploring
the MQ interaction (global mean = 5min) than the PB
interaction (global mean = 1min).
Richness of interaction
We investigated the assertions related to the richness of the
interaction. The MQ interaction seemed to provide a richer
interaction compared to the direct strategy proposed in the
PB interaction (H0=1, p=0,0025). This could be linked to the
previous result concerning the fostering of movement
exploration by MQ interaction.
Movement qualifications
Movements are …
PB
MQ
H0 rejection
(P<0.05)
Easy to learn?
4.5 (0.6)
3.3 (1.1)
H0=1,
P=0,0001
Easy to perform?
4.7 (0.5)
3.5 (0.9)
H0=1,
P=0
Natural?
3.5 (1.2)
2.9 (1.2)
H0=0,
P=0,1066
Intuitive?
3.7 (1.0)
3.0 (1.0)
H0=0,
P=0,0731
Rich?
2.3 (1.1)
3.2 (1.1)
H0=1,
P=0,0119
Table 2. Findings related to the ease of learning and
performing, the naturalness, intuitiveness and richness of
movements performed in PB and MQ interactions.
In this section, the evaluation focused on motor related aspects
of the movement (learning, performing) as well as its
naturalness, intuitiveness and richness. Table 2 reports the
means, standard deviations, and the t-test results for each of
the five assertions obtained from 42 scores.
Naturalness, intuitiveness and richness of the movements
Movements were found fairly natural (global mean = 3.2)
and intuitive (global mean = 3.3) with no significant
difference for both interactions. However, movements were
perceived richer with the MQ interaction (H0=1, p=0,0119).
The last two results seem to indicate that the perception of
the movement easiness is counterbalanced by a loss in
richness.
Relationship between the user hand and the light display
The relationship
between the hand and
the light display is
Not mimicry of the
hand trajectory?
A dialogue between
movement qualities and
the light behaviors?
Interesting
PB
MQ
H0 rejection
(P<0.05)
2.1 (1.1)
3.7 (1.1)
3.2 (1.0)
3.9 (0.9)
H0=1,
P=0
H0=1,
P=0,0405
3.8 (0.9)
4.2 (0.8)
H0=0,
P=0,1333
Intuitive
4.0 (0.9) 3.1 (1.1)
H0=1,
P=0,0066
Intriguing
2.9 (1.4) 3.9 (1.1)
H0=1,
P=0,0178
Table 3. Findings related to the relationship between the users’
hand and the light feedback in PB and MQ interactions.
Here, we aimed at evaluating the UX concerning the
relationship between the input modality (movement qualities
or positions) and the output modality (light display). The
evaluation criterion is the perception of the relationships
either as mimicry or as a dialogue. Moreover, the users were
asked to rate if they found these relationships “interesting”,
“intuitive” or “intriguing”. Table 3 reports the means,
standard deviations, and the t-test results for each of the five
assertions obtained from 42 scores. We detail the results
hereafter.
Mimicry versus dialogue
The results were consistent with what we expected based on
the design of the two interaction techniques.
The participants found that the light display mimicked much
less the trajectory of the hand in the MQ interaction than in
the PB interaction. The scores were significantly distinct
between both interactions (H0=1, p=0).
The participants significantly better experienced a dialogue
between their hand movement qualities and the light
behaviours in the MQ interaction than the PB interaction
(H0=1, p=0,0405).
Ease of learning and performing the movements
Relationship description
The hand movements were found to be significantly easier to
learn in the PB interaction than the MQ interaction (H0=1,
p=0,0001). Also, the users considered that the movements
are easier to perform in the PB interaction than the MQ one
(H0=1, p=0). These two results reported in table 2, revealed
that performing movement qualities required a longer
learning and training process.
For both interactions, the participants found the relationship
very “interesting” (global mean = 3.9). As expected, they
found that the relationship with the light display is
significantly more “intuitive” when the light spot followed
the hand’s position in the PB interaction (H0=1, p=0,0066).
However, they found that using movement qualities provided
a more “intriguing” relationship with the light display (H0=1,
p=0,0178).
DISCUSSION
In this paper we studied the benefits of designing movement
qualities based interaction compared to interaction based on
direct relations between position and visual parameters. Our
results indicate that movement qualities interaction favours
expressiveness, movement exploration. Movement qualities
provide a richer interaction vocabulary (but seem less
intuitive, harder to learn and perform). They provide an
intriguing relationship between users’ movement and output
modality.
This was also consistent with the longer time spent by the
user in the movement quality interaction. The user explored
different movements while watching the light display. Note
that the exact same possibilities in terms of visual feedback
were achievable with the direct relationship. Thus, the longer
time spent in the installation cannot be attributed to the
visual display alone. Nevertheless, it can be explained by an
increased interest in the range of possibilities offered by the
interaction itself.
Our study also showed that the movement qualities are not as
easy to learn or perform. This might be related to the fact that
we are nowadays used to technologies such as tactile
surfaces that make use of continuous control with simple
gestures. The users in our experiment had less experience in
body expression in interactive system or digital arts
installation. Nevertheless, they agree on the “richness”
provided by movement qualities.
The use of movement qualities in the interaction implies a
response of the system that is slightly delayed, since the
system must integrate the movement variations over a short
time window. The system behaves as having a short-term
memory. This creates a situation that can be apprehended by
the user more as a “dialogue” than a “control”: The system
seems to guess an “intention” of the user.
Interestingly, these two interaction modalities presented in
this study can be related to the distinction between two
interaction paradigms reported in [1]: computer-as-tool
(parameters mapping) to computer-as-partner (movement
qualities).
engaging experience, favouring wider possibilities of
interaction. In this sense, this modality appears richer but
also more difficult to perform.
Overall, our study confirmed that the use of movement
qualities could be appropriate as interaction modality for
digital arts, as discussed by [13,16]. For example,
applications for music interaction could be designed based
on this approach. Actually, movement qualities can be
compared to dynamical musical entities such as legato, forte,
dolce, and so forth [4]. This could achieve a continuous
dialogue between the instrument and the user as proposed by
Chadabe [3]. He distinguished between systems that rely on
mapping of parameters and interactive systems in music. The
first ones are deterministic and follow the traditional musical
instrument paradigm. The second ones are interactive since
they provide a constant dialogue between the performer and
the created feedback.
In the future, we envision going further in the algorithmic
implementation of a general movement quality recognition
model. We also envisage applying movement qualities to
other interactive installations and systems. We plan to build
new interaction technique with movement qualities modality
for music interfaces, and carry on evaluations that would
complement this current study.
ACKNOWLEDGMENTS
We warmly thank Professor Christian Jacquemin for his
research advices and help in the manuscript. We also thank
Bertha Bermudez, Chris Ziegler, Dr. Scott deLahunta and the
Emio Greco | Pieter C. Scholten dance company for their
collaboration in the context of the “Inside Movement
Knowledge” project. Finally we thank EnsadLab and Ircam
production teams for providing the installation material.
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