G-INTERFACE

G-Interface

Gestural Content Exploration

Contact

Gavino Paddeu, valorisation@crs4.it

Challenge

In the real world, people use their senses to perceive the environment and make use of gestures to interact and communicate with other individuals. Natural interfaces, based on human gestural skills, help to bridge the gap between digital and physical worlds. In designing experiential spaces, sometimes, devices such as track pad, joystick etc., can limit the user interaction. Gestural interfaces, in contrast, allow to communicate with an interactive system through gestures and body movements, without having to wear or handle any accessory, device or control. This type of touch-less interface is specially designed to support the individual user and it is applied both to interactive totems, where navigation is through gestures, and to immersive and engaging environments (e.g. virtual scenarios, planetarium), where the gestural interaction comes to help in establishing social, cooperative and explorative activities.

Overview

G-Interface is a software based on commercial devices such as Kinect and Leap Motion which allows a total control of interactive applications through the recognition of hand gestures and body movements. Its gestural interface is applicable in contexts where users can fully exploit all their communication and exploratory skills, such as navigation of 3D content, digital maps, immersive scenarios and virtual planetary.

Innovative features

  • use of the body as the interaction tool to control an application, without the adoption of other devices;
  • single and multiple users option;
  • integrated with the X-Places framework allows to control applications with immersive displays and actuators distributed in the environment.

Potential users

The system is ready to be used and the software allows the creation of ad-hoc installations for different kinds of users (Simple visitors; guides and curators in museums and exhibitions; teachers and students, etc.) and different application contexts where the physicality and involvement are predominant characteristics, eg. interactive planetarium as a teaching tool and/or entertainment tool for visitors, interactive totems for tourists where consultation of geographic maps and 3D scenarios is through gestures of both hands.

Impact sectors

E-Learning  - Tourism (museums, expos, fairs) - Infotainment - Trade (interactive shops) - Citizens services - Home automation.

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