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Shadow Triggered Interaction

in a wayfinding scenario

ABSTRACT human environments and which allows the computers themselves


A wave of experimentation in the emerging field of pervasive to merge with the background [1]. This vision is still quite alive
computing appears to be challenged and driven by the physicality and contemporary in the current context of fast paced
of the human body. Some designers and researchers have technological growth around human beings. Today with a deep
acknowledged the richness, subtlety and a high degree of penetration of global networks, wireless technologies and an ever
coordination which an interaction enabled through the use of growing computing power, it is imperative to try and visualize
bodily gestures can only offer. A gesture based interaction alternative ways of letting users interact intuitively [12] with their
exhibits a range of intangible but intuitive affordances before its surroundings. We see this as a process requiring long established
participants. It is a design space where “to perform an act” on an metaphors to change, a process which poses a newer set of
artifact does not necessarily require “to touch” it. challenges and a process which yields a bundle of closely knit but
context adapted services addressing human needs.
On the same lines, the project began exploring the idea of finding
how gestures can actually influence interactions. How do gestures Major universities and industry have come forward to establish
transform from just being able to communicate a notion to being focus groups on pervasive computing viz. project Aura [14] at
able to affect an interaction. This paper would illustrate our Carnegie Melon, Endeavour [15] at University of California,
probes in to these simple questions. We would try to bring the Berkley, Oxygen [17] at MIT and Portalano [16] at Washington.
discourse which has resulted in recognizing shadows as direct Another group of early torch bearers includes Ars Electronica in
transformations of human gestures. Within the definition of Austria, ZKM in Karlsruhe, ISEA in Netherlands and New Media
pervasive computing, the causal relationship between human Institute in Frankfurt. A study of their project documentation
gestures and a human shadow deserves to be a basis of a sustained reveals that there are two major directions being pursued: One
and an intuitive interaction between a participant and an which talks about taking this change on to our skins/ bodies (e.g.
intelligent environment. This thought is extended by analyzing its wearable technologies and smarter gadgetry) and the other which
relevance in the context of wayfinding. talks about making the environments we inhabit more intelligent
and smarter but intuitive. This paper accepts the latter as its
We present that wayfinding as an activity of reaching to a premise of investigation. It raises a sequential set of enquiries
destination demands more attention. The success of a design beginning from understanding the relevance of human gestures,
solution aiming to aid a user in finding a way critically depends their ability to inflict changes in shadows and finally how
on easing anxieties, building trust and confidence. Shadows being shadows can be used to initiate smarter interactions in the
very personal to a human being can help in doing the same. particular case of wayfinding.

Specifically, the paper sketches a hypothetical wayfinding


scenario where the interactions between a user and the system are 2. RELATED WORK
triggered by the user’s own shadow. On the basis of this scenario, A gamut of related projects in the field of pervasive computing
we identify various issues, corresponding merits and demerits exists. However, to preserve the focus we mention the studies
regarding shadows and their interactions. specifically regarding a participant interacting with an image (of
self or of others) on a screen. This interaction is often enabled
through the recognition and digitization of human shadow and
Keywords then using this signature to solve a problem or to arrive at a
Interaction Design, Pervasive Computing, Gestures, Shadow research understanding.
based interactions.
An important set of experiments were carried out by Myron W.
Krueger [10]. His Video Place and Video Desk systems [10, 9,
1. INTRODUCTION and 7] made use of silhouettes for communication between the
The Scientific American (1991) published a seminal paper [11] by remote participants. A camera placed at an angle captured the
Marc Weiser describing his vision of Ubiquitous Computing, now image of the participant as well as his silhouette. The digitized
also called pervasive computing. In his paper, Weiser claimed that versions of these silhouettes were then made available for
the most profound technologies are those that disappear. They interaction with the participants. The participants performed
weave themselves in to the fabric of everyday life until they are various gambits like winning graphic objects or balancing to
indistinguishable from it. He embraced a new way of thinking maintain one’s own silhouette on a screen. These ideas did not
around technology, one that draws its groundings from natural seem to have any immediate applications at that time but they

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draw invaluable insights into the behavior of human beings with including human beings in particular are bestowed with an
their silhouettes and shadows. The researcher found out that users inherent ability of being able to communicate using gestures,
had a natural ease in interacting with their shadows on the screen. often at times in absence of any language vocally or in writing.
They were also aware of the relative change in the sizes of their
silhouettes depending on their movements on the floor. Gestures are thus more about expressing and conveying rather
than necessarily telling about a thought or an action. Infants
In Krueger’s work the projections used were a result of communicate their feeling using gestures [19] when they cannot
orthographic arrangement of lights. Garth Shoemaker [7] in speak during a part of natural language development. For adults,
“Shadow Reaching” extended it by using a perspective projection gestures aid in cognition and linguistic communication. While one
and then used the shadow (larger than life in this case) to reach to speaks, gestures help verbalize difficult thoughts [20] and ease in
a distant point on a large interactive screen. The participant could conceptually planning the speech [21]. A similar set of findings
then interact with a graphic element on the screen by moving on suggests that gestures lighten cognitive load for both adults and
the floor. children [22].

A more immediate response is also seen from the research [9] on Relevance of gestures in future human computer interactions
“Computer Supported Collaborative Work (CSCW)” employing a The field of human computer interactions emphasizes on making
white board metaphor. Interactions were designed to bring group the system intuitive. This is done to facilitate easy interactions
awareness while a number of participants worked together to edit without expecting users to go through a steep learning curve.
a document. These participants were distantly placed but provided Gestures with their known positive effects on the human mind
with a basic mechanism to capture their shadows and broadcast [20, 21 and 22] can help in achieving the said performance level.
the same to the rest of the participants. Individual participants Users can interact in a pervasive computing environment with an
could see each other’s activities in the form of dynamic incomparable flexibility using their own gestures.
silhouettes appearing in a portion of their screens. The silhouettes
were thus an essential part of the shared document being created. Use of gestures frees an interaction from the limitation of using a
Another system using a shadow to support collaborative drawing single interface element for multiple tasks. In other words, it
between two sites is the Video White Board system by Tang and negates the homogenization of physical performance. In a
Minneman [18]. conventional desktop set up, there is no difference between the
task of editing an image, writing a document or sending a
These examples provide strong evidence for the usefulness of the greeting. All these tasks and many others are invariably confined
shadows and their silhouettes in alternative and innovative modes around a screen, a keyboard and a mouse. Such a system hinders a
of human computer interaction. One can infer the following points user’s thinking and communication. McLuhan [23] identifies this
from these projects: as an amputation of human senses. Fortunately, gestures can just
do the opposite!
• Shadow based interactions support a natural ease in
understanding the system. These, in turn, promote
better user participation with a smooth and fast
4. INSIGHTS INTO HUMAN SHADOW
We now know from the stated studies that gestures, shadows and
learning curve.
human interactions are closely coupled entities. They seem to
complement each other and can make innovative and intuitive
• Shadows have been proved instrumental in interacting
interactions in pervasive computing a reality. However as we
with large interactive display surfaces (LIDS). These
bring the context of wayfinding later in this paper, we want to
interactions involve reaching to a distant part of the
analyze the nature of relationship that exists between shadows and
screen, virtually picking up a graphic interface element,
human beings. We avoid any digressions into deeper
and then interacting with the same to perform a
interpretations of shadows available in psychology, culture and
particular task. Reaching to a distant part of the screen
physics but we prefer a brief mention of these to preserve the
requires a participant to vary his position on the floor
diversity of the subject.
relative to the light. While an act like interacting with a
graphic interface element on the screen results out of Carl Jung [4] describes shadows as “composed of the dark
shadow’s inherent ability to follow human gestures. elements of the personality, having an emotional and primitive
nature which resists moral control”. Though his explanations
• In a collaborative set up, shadows help in creating seem a little less motivating in context of utilizing shadows in
awareness and establish individual identities. interaction design but prove that there are strong linkages between
human beings and their shadows around their individual identities
With this understanding, in the following section we would delve and existence.
a little deeper to know gestures and their relevance in improving At a creative front in most parts of Asia, shadows [3] are used by
human computer interactions. puppeteers to tell stories before their audience. It is important to
see a puppeteer performing on the stage through the shadows. He
3. GESTURES: MEANING AND can sense the ground on the stage through the feet of the puppet.
RELEVANCE Another important facet of a shadow is its dynamics with respect
Gestures are fundamental to human cognition and form a large to the object it is formed of and the light it is resulted of. In case
part of non verbal communication. Almost all living creatures the object is a non living entity, its shadow would expand or

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contract depending on the relative position of the source of light. issues related with sustaining identity, trust and confidence in a
However, in case of a human being (and other living creatures), user’s conscious in a wayfinding scenario.
this interplay gets richer as the size and form of the shadow now
also depends on the position of the human being relative to the Contemporary design solutions aiding an individual in reaching to
light. a preferred destination are still developed around smarter gadgetry
in the form of software applications. This is not the direction
Each of these explanations may look insufficient in parts but as a which we ever intend to pursue in contrast to enormous
whole they offer few significant outcomes which are: interaction possibilities lying in the field of pervasive computing.
Pervasive computing embraces a complete disappearance of
Identity: A user can easily identify with his own shadow. Shadows technology from a user’s mind.
bring individual awareness,
Our user persona supports mobility, a nomadic life style, a
Performance: Notice the way a puppeteer performs a shadow freedom from gadgets (one or many) and a ubiquitous availability
play. He successfully remains in the background manipulating of information. In the scenario, the user is not expected to possess
leather puppets by his hands to cause a desirable and a specific any prior knowledge of the system. He is simply invited to explore
change in the shadows on the screen. This illustrates a high degree this system. He can further interact with the system to know some
of performance in a physical interaction, relevant information or simply leave the same at any time.

Scalability: Puppeteers know exactly where the shadows of their Scenario


puppets are landing on the screen. They vary the distance of their The participant has come to visit a friend’s family in Bangalore
puppets from the screen in order to change the size of their for few days. It’s his first visit to the city and he has active plans
shadows on the screen, and to see all the different tourist attractions. He prefers walking on
city streets, clicking photographs and exploring new places. But
Simplicity: The fact that shadows gain more definition with a today was a little unusual for him. In an attempt to catch a play at
brightening source of light while diffuse with a dull one presents a local theatre called “Ranga Shankara” in the evening, he
these artists an opportunity to follow almost a cinematic language missed picking up the city map guide. He is now stuck in the midst
in these plays. This can bring smoothness to interactions and can of roads and dead ends. He looks for someone to ask for
lessen cognitive loads. directions only to discover that this is not a good approach as he
does not share a common language with the local residents.
5. CONNECTING NODES
Based on accompanying discussions, we have seen that there
exists possibilities of harnessing gestures and in turn a
participant’s ability to interact with an intelligent system using
shadows as an interaction tools. These interactions will not only
be intuitive and novel but will reflect a graceful integration of
technology in to the human environments. The latter is a core
thought in Weiser’s vision of pervasive computing [11].

However, we also note that there seems to be no apparent design


context in the research and work done related with image assisted
interactions. In some cases if it exists [9], it is either too
immediate with a lesser scope or too technical to be included in a
design discussion. In this paper, we try to bring context awareness
to such experimentations. We believe that gestures and shadows
have a lot to influence the future use of technology. To Fig A: Proposed set up includes a light source, a light sensitive
demonstrate this belief of ours, we analyze different observations floor and a camera (not shown) to record a participant’s shadow
and findings gathered till this stage in the light of a wayfinding and gestural inputs. It might also include some printing devices to
activity. print the directions and routes on the participant’s request.

Wondering what to do next, he walks aimlessly a few steps.


6. WAYFINDING IN A PERVASIVE Fortunately, he sees an information board inviting him to stand at
COMPUTING ENVIRONMENT a particular location to know the detailed directions to his
Wayfinding can be viewed as an activity of reaching to a destination with respect to his current location. He finds this
destination by an individual in a familiar or an unknown exciting and decides to participate. He stands on a light sensitive
environment. This is also one of the earliest human activities floor, under a source of light. His shadow as shown in the fig A is
necessary for survival. For an individual in an unknown formed on the floor and is gradually transformed in to an
environment, it combines initial fears of getting lost, a mix of interactive map (fig B). The shadow thus defines the boundaries
conflicting trust and confidence and a dire need of relevant of this interactive map. The participant sees a bird’s eye view of
information in a comprehensible format. Shadows, owing to their the entire city in this map and his current location. But the
closeness to human existence, can address some of the critical interactive map as contained within the boundary of his shadow
shows only a part of the entire city. He however notices that the

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interactive map responds to a change in his body movement (fig reinforces the thought that shadows provide intuitive intangible
C). He explores this further to know that; affordances to the users in carrying out a task. It seems easy for
the users to understand the significance of the change in shadow
• If he leans backwards, the map zooms out and vice- size as they move their body on the light sensitive floor. Also, a
versa, gradual formation of an interactive map gives users a sense of
entering into the context.
• In case he leans sideways, the map moves in a
complementary direction, sort of paginating to show Context visibility
more locations, Currently the scenario is written with a single user in focus.
However if we consider the boundaries of this interaction space to
• The underlying system is smart enough to pick up the be open and a multiuser engagement, we note that it is beneficial
location name as audio inputs and then project the to let a lot of activities remain visible to other users and
same on this map, and onlookers. This will bring its own challenges around personal
privacy and related issues. At the same time, an active
• He then prints a map of the route he needs to follow to collaboration seems quite paying in a case like Wayfinding where
reach the theatre. an inability to understand foreign language could also be a design
constraint. Collaboration is known to improve learning of the
He finds this method of interacting with a map pretty exciting and system variables and to facilitate coordination among the users.
would not actually mind telling this to his friends.
Trust and confidence
Maris and Shirley [5] define trust and confidence in relation to the
field of Human Computer Trust (HCT) as:

Trust is the extent to which a user is confident in and willing to


act on the basis of recommendations, actions and decisions of an
artificial intelligent aid, while Confidence arises as a result of
specific knowledge; it is built on reason and fact.

Based on above definitions, we can say that a user entering the


interactive system as explained in the scenario is more likely to
experience a better degree of trust and confidence while
interacting with the system. It is seen that a user in a wayfinding
scenario exhibits a high degree of anxiety caused out of
disorientation and a feeling of being lost. Confronting something
Fig B: As soon as the shadow of the participant falls on the floor, personal and known, like one’s own shadow is likely to ease a
an interactive map emerges within the boundary of the silhouette. user in this situation. We thus make the proposal of showing an
The red spot shows participant’s location on the map. interactive map bound within the shadow of the participant in the
stated scenario. We would also like to examine our claim here on
grounds of studies done in the field of human computer trust.

Apart from these, the proposed scenario also shares an unresolved


set of implementation issues with similar work done in the field.
These includes issues related with (a) image rendering, (b)
customization in terms of color coded images rather than
monochromatic ones, (c) background cancellation and a proper
shadow definition, (d) performance issues during a continual
interaction, (e) image correction using dynamic lights rather than
fixed ones, (f) scalability for being truly a pervasive technology,
and (f) high energy demands.

Fig C: A participant can interact with the map through gestures. 8. CONCLUSION
This paper is not intended to conclude by establishing shadow
7. DISCUSSION triggered interactions as the only solution in a wayfinding
While we anticipate a user’s reaction and decide over the scenario. Instead, it calls to stretch our thinking about the human
implementation feasibility in the stated scenario, we note the computer interaction with a new vision for pervasive computing.
following: We acknowledge the experimental work done in this field but
realize an absence of a firm design context defined around basic
Easy affordance human needs and nature.
Previous work done in this field suggests that users immediately
understand how to interact during such interactions. This

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We argue that gestures have a potential to influence interactions [10] Myron W. Krueger, Thomas Gionfriddo and Katrin
in their newer incarnations within the scope of pervasive Hinrichsen
computing. These should be put at the core rather than at the VIDEOPLACE – An Artificial Reality
periphery of such an interaction. We further present shadows as CHI ’85 USA
an integral part of human identity. It is also illustrated that they
can be made to closely follow human gestures in an intelligent [11] Weiser, M.
environment. This becomes our basis to sketch a scenario The Computer for the 21st Century.
involving shadow triggered interactions to ease the activity of Scientific American , September, 1991
wayfinding.
[12] Richard Saul Wurman
The scenario presented in the paper is unique as it claims that Information Anxiety
shadow based interactions would bring more trust and confidence
in a user’s conscious. [13] Donald A. Norman
Design of Everyday Things
REFERENCES
[14] Project Aura
[1] M. Satyanarayanan http://www.cs.cmu.edu/~aura/
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IEEE Personal Communications, 2001
[15] Project Endeavour
[2] Jack Zhao, Andrew Vande Moere http://endeavour.cs.berkeley.edu/
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http://portolano.cs.washington.edu/
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How Bodies Matter: Five Themes for Interaction Design
DIS 2006, June 26–28, 2006, University Park, Pennsylvania, [17] Project Oxygen
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UIST'07, October 7-10, 2007, Newport, Rhode Island, USA
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[8] Hiroshi Ishii and Brygg Ullmer
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between People, Bits and Atoms
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Wagner
[9] Mark Apperley, Laurie McLeod, Masood Masoodian, Explaining math: Gesturing lightens the load. Psychological
Lance Paine, Malcolm Phillips, Bill Rogers and Kirsten Thomson Science 12(6). pp. 516-22, 1991
Use of Video Shadow for Small Group Interaction Awareness
on a Large Interactive Display Surface
[23] Marshall McLuhan
Fourth Australasian User Interface Conference (AUIC2003),
Adelaide, Australia Understanding media: the extensions of man
Edition 2 - 2001

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