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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Image Browsing in Mobile Device Using User Motion Tracking</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sunghoon Yim</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jane Hwang</string-name>
          <email>jane@postech.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Seungmoon Choi</string-name>
          <email>choism@postech.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gerard Jounghyun Kim</string-name>
          <email>gjkim@korea.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Terms-Image</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Sunghoon Yim is with the Haptics and Virtual Reality Laboratory in the Department of Computer Science and Engineering at POSTECH</institution>
          ,
          <country country="KR">South Korea</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2007</year>
      </pub-date>
      <abstract>
        <p>Recent mobile devices often store massive images. However, typical interfaces such as 2D display with a limited size and discrete button inputs make the browsing and manipulation of such massive images difficult and time-consuming. Expecting that a continuous input interface and a suitable 3D visualization may mitigate this difficulty, we designed and implemented an image browser that features with user motion tracking and 3D layouts, and carried out a usability study. The results showed that although intuitive and fun, the motion-tracking platform still has much room for further improvements.</p>
      </abstract>
      <kwd-group>
        <kwd>Index interface</kwd>
        <kwd>browsing</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        MPDAs (personal digital assistants) and UMPCs (ultra
obile devices such as digital cameras, cellular phones,
mobile PCs) often store an enormous number of images. This
makes browsing and manipulating images, such as seeking for
a particular image, very difficult and time-consuming [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This
difficulty is mostly due to the facts that the current mobile
devices provide discrete user interfaces only (e.g., buttons) and
that their limited screen size restricts the amount of image
information that can be displayed simultaneously. The image
handing difficulty is usually commensurate with the amount of
the image data. Considering the rapidly increasing image data
in the mobile device, there exists an immediate need for
improved interfaces.
      </p>
      <p>
        Toward efficient image browsing in the mobile device, we
have applied motion-based interaction that can provide a
continuous and three dimensional (3D) interface. It was shown
that the motion-based interaction with mobile devices can be
intuitive and natural in our previous work [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. To maximize the
effectiveness, we designed two image viewing methods and
three motion mapping modes. A viewing method determines
how images are aligned in the 2D display, and a motion
mapping mode relates a user’s motion to a predefined image
handing command. The performance of the motion-based
interaction was also evaluated through a usability experiment.
      </p>
    </sec>
    <sec id="sec-2">
      <title>II. DESIGN AND IMPLEMENTATION</title>
      <p>
        We designed two types of image views (tiled and fish-eye
views) using a cylindrical layout. In the cylindrical layout (see
Fig. 1(a)), images are placed in the 3D motion space beneath a
virtual cylinder with the user located at its center. A viewing
method determines which images should be shown in the
mobile device screen from the layout and how they are
displayed. In the tiled view, the images were spaced uniformly
in the grids (Fig. 1(b)). The fish-eye view gives more emphasis
on images in the center of the display (Fig. 1(c)). The fish-eye
view was shown to be effective at browsing in the mobile
device [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
(a) Cylindrical layout. (b) Tiled view. (c) Fisheye view.
Fig. 1. Image layout and views used in the present study.
      </p>
      <p>
        In our previous work [
        <xref ref-type="bibr" rid="ref2 ref4">2, 4</xref>
        ] , we implemented a hybrid
tracking method that uses a 3D accelerometer and a camera to
track the four degrees of freedom (DoF) movement of the
mobile device (Fig. 2). The tracking method provides three tilt
angles and forward/backward movement position. With this
motion information, we can map the mobile device motions to
manipulation commands for the image in the 3D layout space.
(a) Pitch.
      </p>
      <p>The user motion was mapped to browsing actions in the
image layout space with three different modes. The first one is
direct mapping, where the position and orientation of the
virtual camera that sees images were proportional to those of
the mobile device. This mode allows accurate cursor control
and can be quite effective for browsing images in a small region.
However, it can be inefficient for long distance navigation. For
example, the user might be required to turn several times to see
all of the images distributed on the virtual cylinder depending
on the scaling gain. The second mode is tilt-acceleration, where
the roll and pitch angles are respectively mapped to the
acceleration of the left/right and up/down movements of the
virtual camera. The tilt-acceleration mode makes it easy to
browse a wide area with a small tilting movement of the user,
but often exhibits difficulty for the precise position control of
the virtual camera. The last mode is a combination of the two
modes. In this hybrid mapping mode, the mapping mode is set
to direct mapping for tilting angles measured to be smaller than
certain thresholds. Otherwise, the tilt-acceleration mode is used
for easy long-distance browsing.</p>
      <p>All of the image views and motion mapping modes are
implemented in a motion-based image browser using a SONY
UMPC. A 3D accelerometer and a LOGITECH QuickCam
were attached to the UMPC and communicated via USB 2.0.
The image browser combined with custom-defined buttons can
provide usual operations such as browse, select, copy, paste,
cut, and delete, in an intuitive manner.</p>
    </sec>
    <sec id="sec-3">
      <title>III. USABILITY STUDY</title>
      <p>We carried out an experiment to compare the relative benefits
of different image views and interface methods in the image
searching task. Twenty four subjects participated in the
experiment. The participants were all engineering students (18
males and 6 females) and aged between 17 and 25 with an
average of 21. We used a two-factor within-subject
experimental design. The independent variables were image
viewing method and interface method. The tiled and fish-eye
views were used for viewing method. For interface method, the
tilt acceleration and hybrid modes were used in addition to the
conventional button-based interface. The dependent variables
were task completion time, ease of use, preference,
intuitiveness, naturalness, and enjoyment. Each dependent
variable was obtained by questionnaire except for the
completion time.</p>
      <p>For each combination of the image views and the interfaces,
the subject performed two kinds of image searching tasks. One
task was to search an image the overall location of which was
provided to the subject in terms of a mini-map. The other task
was to find an image with its location totally unknown to the
subject.</p>
      <p>The experimental results showed that the task completion
time of the tiled view is lower than the fish-eye view and the
task completion time of the button interface is lower than those
of other interface modes in all experimental conditions (see Fig.
3). These results indicated that the task performance of the
conventional interaction method was higher than those of
newly tested methods. The results of other qualitative measures
(ease of use, preference, intuitiveness, naturalness, and
enjoyment) are presented in Fig. 4 for each combination of
experimental factors. The subjects tended to prefer the
conventional interaction method, except for enjoyment.</p>
      <p>Subject debriefing revealed why the motion-based interfaces
were shown to be inferior to the traditional button-based
interface. It was reported that since our motion-recognizing
UMPC was still heavy, the subjects could not quickly
manipulate the device. Another reason was the inaccuracy of
the current motion sensing capability, which often made the
precise control of a screen cursor very difficult.
In this paper, we presented a new paradigm of browsing and
manipulating images in the mobile device using the user’s
motion. Two image views and three motion mapping modes
were designed and implemented in a motion-based image
browsing program in a hand-held PC. The user study showed
that although our motion-based image browser is intuitive and
fun to use, there are still technical challenges to be resolved for
better performance.</p>
    </sec>
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