• Figure 5: The
Proxemic Face as
a social entity. (a)
The lonely proxemic
face. (b) It sees
Rob come in and
greets him. (c) It
looks at Rob when
Rob looks at him
(d) but is saddened
when Rob looks
away. (e) Initially
fascinated by the
flashlight beam, it is
annoyed when Rob
pokes it in the eye.
(f) Rob is a bit too
close for comfort.
person entered his office, Greenberg
would usually move toward a small
table away from his desk (and
thus the unit), which degraded the
video—Kuzuoka knew that a conversation was occurring but could
not see or hear any details. While
this explanation is technical, in
practice both found this a very easy
and socially natural way to interact
while still maintaining some privacy and minimizing distraction.
The Social Surface: The
Proxemic Face
Our next major project on proxemics was created to demonstrate
the capabilities of our “Proximity
Toolkit” for rapidly prototype proxemic interactions (see sidebar). To
test our toolkit, we decided to build
a social actor—a caricature—whose
behavior was driven by a set of
simple rules inspired by Hall’s proxemic zones. The sequence below
illustrates some of its behaviors
information and Controls in Hand:
Proxemic Presenter
Our next project was more application-oriented. We wanted to see
what we could do if we added proximity awareness to a traditional
presentation tool (e.g., PowerPoint)
running on a vertical surface. We
focused on two specific capabilities:
We wanted to make it easier for a
speaker to access his or her speaker
notes, and we wanted to make it easier for a speaker to jump over slides
by selecting from a set of overview
thumbnails. While existing tools
have these capabilities, they usually
work best through a second display.
Miaosen Wang created the
“Proxemic Presenter” to provide
these facilities directly on the
single surface. It exploits distance,
orientation, and identity (to distinguish the speaker from others). The
sequence in Figure 6 shows how it
works. (a) When a speaker is facing
the audience, the presentation fills
(see Diaz-Marino and Greenberg’s
“The Proximity Toolkit and
ViconFace: The Video” [ 7]). In Figure
5 we see (a) the proxemic face is
lonely when no one is present, (b)
happy when its friend comes into
the room, (c-d) maintaining eye
contact and expression as a function of distance, (d) becoming sad-der as its friend moves or looks
away, (e) annoyed when its friend
pokes it in the eye, and (f) becoming angry as its friend crosses into
his intimate space. The face was
also startled by sudden movements
and could be distracted by other
objects pointed toward it. While
the face was just a simple social
caricature, visitors to our lab found
it immediately understandable and
compelling, where they assumed
it had much more intelligence and
knowledge of social rules than it
actually had (its behavior repertoire
was really nothing more than a
simple state machine).
Prototyping Proxemic Interactions:
The Proximity Toolkit
January + February 2011
There are many ways to capture proximity data. Methods
include sensors, vision and scene analysis, motion capture
via tags, time-of-flight measures, instrumented rooms, depth
sensors, and others. No method is yet perfect, as there is a
trade-off between important factors such as data accuracy,
the type of information returned, equipment costs, difficulty
of configuration, and amount of custom coding required to
exploit the returned information effectively.
distance, orientation, identity, and movement information as
a series of easy-to-program events. Additional information
processed from this data is also returned as events, such
as the intersection ray of one object facing toward another
object, or whether one object has “collided” with another
object by crossing a distance threshold. Programming with
these events is straight-forward. We found that computer
science students, after just an hour of training, could
construct simple but quite interesting proximity-aware
applications in a very short amount of time (a day or two).
interactions
Because we wanted to concentrate on the design of
proxemic interactions instead of the underlying plumbing,
we built the Proxemity Toolkit. Currently based on the
expensive Vicon Motion Capture system, it tracks particular
objects (via markers) and their proximity relationships
with each other. From that, we generate highly accurate
Figure 13 illustrates one of the controls in this toolkit, where
it is displaying the current state of the living room ecology
described in previous systems. The figure shows the fixed
and semi-fixed features of the room (the room boundaries,
the coach, side table, bookcase, and displays). It also
dynamically shows the several moving entities in the room
and their orientation (a wand and the person by his hat), and
that the person is touching the display. Programmatically, it