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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A touchless human-machine interface for the control of an elevator</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Luca Montanaro</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vega S.R.L.</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fermo</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davide Calvaresi</string-name>
          <email>d.calvaresi@sssup.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ancona</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ancona</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p />
      </abstract>
      <kwd-group>
        <kwd>Universita Politecnica delle Marche</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>We present a touchless interface based on
gesture recognition for the control of an
elevator. Interacting with the interface, a user
can select and con rm the desired oor
without touching any physical device. The
interface has to guarantee a usability comparable
to the habitual button panels: the users are
supposed to use the elevator without any
speci c training, and its functionality has to be
the same of traditional elevators. In addition
to describing three possible implementations
of the touchless interface, the paper provides
two contributions: a comparison of two di
erent technologies used as the interface inputs,
and the results from 10 preliminary user tests
performed to measure the perceived usability.
The results are promising: two
implementations out of three got an average score around
84 on the \Usability Metrics for User
Experience".
devices [AJS13]. In addition to the assistive
support, a touchless interaction is useful in environments
which require absolute sterility, such as operating
rooms [OGS+14]. Touchless interfaces are exploited
even in computer games, for pure entertainment as
well as for serious purposes [KLJ04, HPKJ12].</p>
      <p>The research described in this paper shares some
features with the aforementioned domains: we present
a touchless interface based on gesture recognition to
control an elevator. The user can select and con rm
the desired oor without touching any physical device.
As in the Ambient Assisted Living, we want to provide
a natural interaction with the available devices. Even
if applications which require a sterile environment are
not usual as in surgery, our approach could contribute
to the hygiene of the elevator and its occupants,
especially in places like hospitals. To this point, one could
object that the button panels typical of elevators are
intuitive and usable as they are. However, a touchless
interface to control an elevator ts even for
entertainment purposes. An example could be a scenic
elevator of a skyscraper, where the touchless control could
be integrated with augmented reality to let the user
browse some information about the view.</p>
      <p>In this paper, we provide two main contributions,
based on a set of preliminary user tests performed with
a simulated system:
we compare two di erent technologies for the
input device to recognize the user's gesture, one
based on computer vision and one on electrical
near- elds;
we propose and evaluate three di erent
implementations of our touchless interface.</p>
      <p>The rest of this paper is organized as follows.
Section 2 presents some related works, analyzing a sample
of studies where touchless interfaces are at the service
of di erent application domains. Section 3 describes
our system, presenting the touchless interface to
control an elevator. Section 4 details a preliminary
evaluation of our system: after an assessment of two di erent
input devices, we performed user tests to understand
the perceived usability of three di erent
implementations of the touchless interface. To conclude, Section 5
discusses the results and introduces future works.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related works</title>
      <p>The touchless interface presented in this paper is based
on gesture recognition, i.e. the process by which
gestures made by a user are the input data to devices
and applications [Gee04, Tur14]. The importance of
gesture recognition lies in building e cient
humanmachine interaction [MA07]. For such reason, we
based our research on the perceived usability of our
system during the touchless interaction.</p>
      <p>As stated in the introduction, touchless interfaces
and gesture recognition are common to multiple
domains. Assistance, Ambient Assisted Living, and the
Ambient Intelligence are relevant application domains
for gesture cognition. For example, in [OCBM04] the
authors presented a solution to perform the
interaction with a computer system with head tracking and
eye blinking, to replace the use of the mouse. In [BP11]
the authors describe a gesture recognition application
with the purpose to help an assisted person with
activities of daily living such as interacting with appliances,
switching lights on and o , and answering the door.
In fact, using our interface the user executes hand
gestures to interact with the surrounding ambient, i.e.
the elevator: thus, our interface can be considered an
Ambient Intelligence application.</p>
      <p>In surgery, gesture recognition and touchless
interfaces can be a powerful tool for patient data
visualization in operating rooms [DP16, RRA+12, WSE+08],
to preserve the complete sterility of such environments.
In most applications, an elevator does not need
absolute sterility. However, being public surfaces, button
panels in elevators can be the source of bacteria
colonization [KSR14, RWBG05]. Therefore, a touchless
interface is useful in preserving the hygiene, especially
in public places.</p>
      <p>Gesture recognition is widely used in computer
games: the video game market already includes
applications which react to users' gestures. However,
gesture recognition is used even in serious games,
using entertainment to engage the users for the game
serious purposes. Such purposes are manifold:
examples are enhancing tourism [BKW08], promoting
an active life [GLNM12], and supporting
rehabilitation [BMC+09]. Our application could include
entertainment, too. The touchless interaction might amaze
technology enthusiast users. Moreover, in future, it
might be integrated with augmented reality, to let the
user browse some information such as the history of
the building or some point of interests in scenic
elevators.
3</p>
      <p>A touchless interface for elevator
control
The implemented system is a touchless interface to
manage the control display inside an elevator. The
only input of the interface is the movement of the
user's hand to select the desired oor. Thus, the
control of the elevator is based on gesture recognition. In
such an environment, the interface needs to be
compliant with the following requirements:
users with no distinction of age, education level,
habits, and experiences need to be able to control
the elevator without a speci c and deep training;
the selection of the oor has to be based only on
the user's hand movements, without any physical
interface such as a button. Even buttons to turn
on the recognition are excluded since the entire
interaction has to be touchless;
as in ordinary elevators, users can select more
oors, and the number of false positive should be
null.</p>
      <p>In other words, the touchless interface has to be
extremely intuitive, at least as much as the ordinary
buttons used to control an elevator.
3.1</p>
      <sec id="sec-2-1">
        <title>System interface</title>
        <p>The interface is based on the tracking of the
movements of a user's hand on the xy plane parallel to the
display placed inside the elevator. We present three
di erent interaction modes with the elevator controls:
the rst is based on two linear widgets, tracking
separately the movements along the y-axis (for
the oor selection) and the x-axis (for the oor
con rmation);
the second is based on a circular movement of the
hand (for the selection) and on a waiting time (for
the con rmation);
the third replicates the interaction with the
button panels on habitual elevators, where the user
selects a button on the xy plane (for the oor
selection) and con rms his selection with his nger's
movement along the z-axis.</p>
        <p>In all cases, the interaction starts when the distance
of the user's hand from the display is under a xed
threshold: thus, the oor selection and con rmation
are activated by the evaluation of the position along
the z-axis. A normalization is necessary to track the
position of the user's hand since the input devices
usually return values in millimeters. By means of
empirical tests, the position of the user's hand in the device
sensitive area is transformed into a point on the
visualization area of the interface. For example, along the
x-axis, zero means extreme left and one means extreme
right. The circular widget also requires a conversion
in polar coordinates: the center of the elevator display
is the center of the reference system.</p>
        <p>As depicted in Figure 1, 2, and 3, some common
features can be found in each widget: the interface
always presents to the users the current position of
the elevator, a bar to show the queue of the oor calls,
and the oor the user is currently selecting.
3.1.1</p>
      </sec>
      <sec id="sec-2-2">
        <title>Linear widgets</title>
        <p>With the interaction mode based on linear widgets,
the user selects the oor moving his hand along the
yaxis (parallel to the elevator height) and con rms his
selection moving his hand on the x-axis (parallel to the
elevator base). The interface shown in Figure 1 gives a
constant feedback to the user, through a display inside
the elevator. While the user moves his hand along the
y-axis, a vertical status bar at the center of the screen
shows the oor that could be currently selected; when
the user's hand reaches the desired oor, he can
conrm the oor by moving his hand to the right, lling
the label \con rm".</p>
        <p>When the user con rms the selected oor, it might
happen that he accidentally moves his hand along the
y-axis. That gesture would result in an undesired
behavior of the interface, hence a frustrating
humanmachine interaction and, in extreme cases, in a wrong
action of the elevator, i.e. the selection of the wrong
oor. To avoid such issues, we implemented a
\debounce" mechanism: the time that the user spends
with his hand on a selected oor increases a threshold
which indicates the time to be spent pointing another
oor to change the selection. Such threshold further
increases when the user is con rming his choice by
moving his hand on the x-axis. Thus, while the user
is con rming a oor, the interface becomes less
sensible to the change of the oor, reducing the risk of
inadvertent choices.
3.1.2</p>
      </sec>
      <sec id="sec-2-3">
        <title>Circular widget</title>
        <p>With the circular widget on the elevator display shown
in Figure 2, the user selects the desired oor with a
clockwise circular movement on the xy plane parallel
to the display. The user con rms his choice by keeping
the selection for a xed minimum time.</p>
        <p>To avoid inadvertent changes of the selected oor,
the \debounce" mechanism for the circular widget acts
by enlarging the movement needed to change the
selection, proportionally to the time the user spends in the
current selection. Thus, the oor selection is uid, and
during the con rmation larger movements are required
to intentionally change the oor.
The buttons widget presented in Figure 3 replicates
the button panel usually available on elevators: the
user has to move his nger near the display on the xy
plane to select a oor, and move the nger towards the
display over a certain threshold to con rm the
selection. As in the previous case, the interaction is based
only on the user gestures and does not require a direct
touch by the user.</p>
        <p>The buttons widget does not have a \debounce"
mechanism implemented, since the area involved in the
interaction is clearly shown on the elevator display.
3.2</p>
      </sec>
      <sec id="sec-2-4">
        <title>Software Structure</title>
        <p>The entire software system manages the recognition
of user gestures, the simulation of the elevator
movements (to execute the user tests), the updating of the
visual interface, and the audio feedback given to the
user during the interactions. The system is
implemented as a multithreaded application, based on state
transitions. Such structure is the same for each of the
presented widgets.</p>
        <p>Three are the possible states, i.e. \wait", \select",
and \con rm"; Figure 4 depicts the state transitions.</p>
        <p>In the \wait" state, an activation thread is
continuously running and listening for an event to trigger
the oor selection. As described above, the oor
selection starts when the user's hand is under a
threshold distance from the elevator display, along the
zaxis. If such event occurs, the activation thread
creates two new threads, to monitor the position of the
user's hand for the oor selection and con rmation,
according to the widget in use. Hence, the
application goes to the \select" state. If the user cancels the
operation (by moving his hand out of the threshold
distance before the con rmation) the application goes
back to the \wait" state and the selection and con
rmation threads are killed. Otherwise, when the user
con rms his selection, the application goes to the
\conrm" state: the application adds the selected oor to
the service queue, plays a feedback animation on the
display and a con rmation sound. Then, the selection
and con rmation threads are killed, and the
application goes back to the \wait" state.</p>
        <p>The elevator movements are simulated by means
of a dedicated thread, which implements the elevator
algorithm (the traditional SCAN algorithm known in
disk scheduling [SGG12]). The interface is updated by
a separated thread which shares global variables with
the activation, selection, and con rmation threads, as
well as with the simulation thread. Similarly, a
dedicated thread manages the application audio, to give
feedback to the user: the activation, selection, and
con rmation threads put the references to the audio
les on a queue, consumed by the audio management
thread, according to the producer-consumer pattern.</p>
        <p>The system is implemented in C++ and the visual</p>
        <p>wait
select
confirm
We implemented the system with two di erent
technologies: the \Leap Motion Controller"2 and the
Microchip \MGC3130" based on the Microchip \GestIC"
technology3. In both cases the interface and the
gestures required to control the elevator are the same: the
di erence relies on the used gesture recognition
techniques. With the \Leap Motion", the recognition is
computer vision-based, with algorithms applied to a
stereo grayscale image. With the \GestIC", the
movements are detected with an electrical near- eld
generated by the device (the \MGC3130"), and thus no
images are required.
4</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Evaluation</title>
      <p>To evaluate the system, we ran preliminary tests to
compare the \Leap Motion" and the Microchip
\GestIC" for the purpose of the gesture-based control of an
elevator. Then, we ran usability tests with ten users,
to evaluate the perceived usability during the
interaction with the system interface. Such usability tests are
based on the \Usability Metric for User Experience"
(UMUX) [Fin10], a Likert scale used for the
subjective assessment of an application's perceived usability,
based on the following four items:
1. this system's capabilities meet my requirements;
2. using this system is a frustrating experience;
3. this system is easy to use;
4. I have to spend too much time correcting things
with this system.
1https://www.qt.io/
2https://www.leapmotion.com/
3http://www.microchip.com/design-centers/
touch-input-sensing/gestic-technology/overview
The user can assign a value from 1 (strongly disagree)
to 7 (strongly agree) to each item. The positive items
(1 and 3) are scored as [user0s value 1], while the
negative items (2 and 4) are scored as [7 user0s value].
The UMUX score of a test is a value between 0 and
100, given by the sum of the four items' scores divided
by 24 and multiplied by 100.</p>
      <p>We ran the tests in lab settings, and the users had to
perform simple tasks, i.e. the selection and the con
rmation of some oors with the implemented widgets,
presented in a random order. Five out of ten users
who performed the tests are male. Five users are
between 20 and 30 years old; one is between 30 and 40
years old, two between 40 and 50, and two between 50
and 60. Four users have a secondary school education
level; two users hold a bachelor degree or equivalent;
four users have a master degree or equivalent.</p>
      <p>The main threat to the validity of the tests is that
the interface is simulated, and thus the users
performed the task in front of a PC, instead of inside
a real elevator. Nevertheless, the evaluation is focused
on the perceived usability during the interaction with
the system interface: the input device and the
interaction area would be the same even in a real
environment.
4.1</p>
      <sec id="sec-3-1">
        <title>Technology comparison</title>
        <p>The di erent devices used to take the user's gestures
as the system input require di erent resources to
perform the gesture recognition: the \Leap Motion" is
more resource-demanding than the \MGC3130". In
fact, the \Leap Motion" generates a grayscale stereo
image which has to be processed with computer vision
algorithms while the \GestIC" technology returns the
coordinates of the hand on the sensible area thanks
to the perturbation of the electrical near eld
generated by the device. Despite such feature makes the
\MGC3130" more adequate to an embedded context,
in our opinion the \Leap Motion" allows a better user
experience for our application, since:
the \GestIC" allows a maximum range of
interaction of 15 cm, while the \Leap Motion" has a
range of interaction around 60 cm, allowing larger
gestures;
the sensitive area of the \GestIC" is limited to a 7
inches diagonal. Therefore, the gesture-based
interaction can be overlapped to displays of 7 inches
at most. To mitigate such issue, we executed tests
trying to separate the interaction area from the
display, using a 7 inches area beside a larger
monitor. However, such expedient interferes with the
natural usability and the direct feedback available
by moving the hand exactly in front of the display.
Hence, we decided to use only the \Leap Motion" for
the usability tests described in Subsection 4.2.
4.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Interface usability</title>
        <p>Table 1 presents the results of the UMUX
questionnaire lled by the users. The results are promising
and show a high acceptance of the gesture-based
interaction: the best user experience is provided by the
interfaces based on the linear widgets and the
buttons widget, with an average score of 84.27 and 83.40
respectively. However, as highlighted in Figure 5, the
linear widgets get more homogeneous results (standard
deviation 12.62): one person had a perceived usability
between 61 and 70, four people between 71 and 80, one
person between 81 and 90 and four people between 91
and 100. The buttons widget gets more distributed
scores: in two cases the interface scored lower than 60.</p>
        <p>During the tests with all the widgets, some users
felt disoriented at the beginning of the interaction:
they did not immediately understand how to control
the interface and nd the correct distance to interact
with it. Such issues were more relevant with the
interface based on the circular widget which got an average
score of 70.30 (standard deviation 24.81). As shown
in Figure 5, the perceived usability scored less than 50
in two tests with the circular widget. The solution to
mitigate such issues could be a short demo running on
the interface display with audio instructions.
We presented a touchless interface to control an
elevator by means of hand gestures. We described three
di erent modes of interaction based on three
implementations of the system interface, i.e. the linear
widgets, the circular widget, and the buttons widget. The
linear widgets use the vertical movements of the user's
hand for the oor selection and the horizontal
movements for the con rmation. The circular widget uses
a circular movement for the selection and a wait for
the con rmation. The buttons widget replicates the
conventional button panel of an elevator. The
interaction starts when the user puts his hand nearer than
a xed distance from the elevator display. Then, he
selects and con rms the desired oor by moving his
Number of users per UMUX score range
7
6
5
4
3
2
1
0
hand, according to the widget displayed on the
elevator monitor, receiving a constant feedback.</p>
        <p>We performed preliminary tests with two di erent
input devices:
the \Leap Motion Controller", to recognize
gestures with computer vision;
the Microchip \MGC3130", to perform the
recognition with the electrical near- eld technology
Microchip \GestIC".</p>
        <p>Despite the \MGC3130" is suitable for an embedded
context (such as the control of an elevator) we decided
to use the \Leap Motion" for the usability tests. In
fact, the \Leap Motion" has a larger sensitive area
which results in larger movements allowed to the users,
especially in front of displays greater than 7 inches.</p>
        <p>We ran the usability tests with ten users using a
simulated interface. The perceived usability is
encouraging: the average UMUX score of the linear widgets
is 84.27 with a standard deviation of 12.62. Thus, the
users accepted the touchless interaction without
feeling disoriented: after an initial explanation, they were
all able to select and con rm a oor. The buttons
widget had similar results. On the contrary, the
circular widget had the most problematic usability, scoring
70.30 on the UMUX scale: the users experienced
difculties in immediately understanding how to select a
oor.</p>
        <p>The user tests also highlighted:
the need of support tools to let the users
immediately understand the ow of interaction. For
example, a short demo running on a corner of the
elevator display could help users in the rst
impact with the interface;
the need of enough room to interact with the
interface, to avoid unintended choices or even the
impossibility to make the necessary gestures.</p>
        <p>The development of support tools to make the
interface easier to understand is ongoing work. However,
user tests inside a real elevator are the only viable
solution to fully validate the idea of a touchless control
of an elevator.
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