Oct 2026· Proceedings of the 2026 ACM Symposium on Spatial User Interaction· pp. 1-12· 0 citations· 55 references
TL;DR
The evidence suggests that gesture sequences can play an important role in the landscape of input methods by maintaining the benefits of gestures while enabling users to accomplish complex tasks.
Abstract
Mid-air hand gestures enable users to execute commands in on-the-go contexts, especially when other input methods are unavailable. However, in order to complete complex tasks, users must string gestures together into a sequence; this paper breaks down the unique design considerations and human factor issues introduced when performing mid-air hand gesture sequences. A first study provides empirical evidence supporting their viability and identifying unique characteristics versus singular gestures. A second study compares gesture sequences to mouse- and touch-based input in a cafe menu ordering scenario. The evidence suggests that gesture sequences can play an important role in the landscape of input methods by maintaining the benefits of gestures while enabling users to accomplish complex tasks. Based on these two studies, we synthesized design recommendations such as designing vocabularies that avoid intermediate gestures and maintaining a balance of similar gestures to improve fluidity without sacrificing discriminability.
This tutorial builds on HCI traditions that attend to situated action, embodied interaction, and video-based analysis and introduces the Three Bodies framework: a practical methodology for identifying and interpreting gestures and embodied actions in video data.
Dane DeSutter, Stephanie A. Scopelitis· Adjunct Proceedings of the 1...· 0 citations
This tutorial presents methods and challenges involved in developing effective gestural interaction systems, and introduces recent advances in hand motion generation, with emphasis on multimodal conditioning from text, audio, body motion, and objects.
A. Giachetti, Marco Emporio, H. Wannous et al.· Proceedings of the 28th Inte...· 0 citations
Current commercial Mixed Reality (MR) headsets allow users to run applications in a variety of use contexts. When text entry is required, common MR techniques rely on visible hand gestures in mid-air to select keys on a virtual keyboard that can cause fatigue and draw attention from bystanders. Even techniques that use...
Maisy M. Rapata, Jia-Qi Tang, Mehrta (Fateme) Eslami et al.· Proceedings of the 2026 ACM...· 0 citations
Ordinary digital games are typically controlled through low-movement inputs such as touch, keyboards, or gamepads, limiting embodied and adaptive interaction. We present a personalized embodied control layer that allows users to remap ordinary games through self-defined body poses and short motions captured with commod...
Tung Khau, Matthias Rueger, Gerrit Meixner· Proceedings of the 28th Inte...· 0 citations
Technology has become an integral aspect of the running experience. Common devices, such as smartphones, smartwatches, and fitness trackers are widely employed. While particularly designed to be portable, due their small interfaces and touch screens, the interactions often necessitate slowing down or forcing the user t...
V. van Rheden, Jan-Hendrik Sünderkamp, Helen Stefanidi et al.· Companion Proceedings of the...· 0 citations
Augmentative and alternative communication (AAC) can support people who communicate in ways other than speech, including people with cerebral palsy (CP) who may have limited hand control for conventional input devices. However, many high-technology AAC systems depend on a screen, a mount, or a separate computer, and ma...
Huai-Hou Yang, Zi-Yi Cheng, Ze Zhou· Proceedings of the 2026 28th...· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.