1 Introduction
Digital instruments, such as home appliances, office and laboratory equipment, and recreational devices, are now interwoven into the fabric of our society [
51,
71]. Most of these instruments feature a control panel populated with physical UI elements (e.g., buttons, knobs), which serve as the gateway for the user’s operations [
34,
35,
71]. Traditionally, image or video tutorials are created to guide users through an operation [
25,
63]. Recently, Augmented Reality (AR) tutorials have emerged as a preferable alternative to traditional image and video tutorials, where visual guidance is displayed directly on the associated object and thus is always within the user’s line of sight [
42,
78]. This reduces the user’s cognitive load by removing the need to switch the context and attention between the instrument and external information [
51,
78,
84]. Different types of tasks require different formats of AR content [
22]. In this paper, we focus on
arrows with explicit scale and direction. In addition, we attached the
arrows with supplementary text and images. All these forms of visual guidance have been shown to be effective in conveying instructions for physical user interfaces on control panels [
3,
22,
46,
59].
The diversity of digital instruments and their associated operations have motivated researchers to empower end-users to author sequential AR tutorials on demand and in-situ [
51]. To this end, they adopted the immersive programming paradigm [
17,
54,
95,
104] to replace traditional 2D programming, in which users simultaneously operate the instrument and create AR guidance by direct manipulation with virtual objects (e.g., menus, widgets, toolset) [
3,
27,
65]. For instance, a user drags an arrow from the virtual library and rotates it to point down at a button. The challenge of this authoring process is that for each step of the tutorial, the placement and scale of the AR visualizations must be properly adjusted by the users. Otherwise, the misplaced (e.g., an arrow pointing to the wrong button) and improperly sized (e.g., an arrow not being long enough to indicate where the slider should be pushed to) visualizations would undermine the effectiveness of the tutorials. This extra workload may cause strain on users who have to switch their attention back-and-forth between physical instrument operations and virtual object interactions [
51,
97]. This issue is exacerbated when an operational task includes multiple steps (e.g., using an oscilloscope to measure current).
To address this issue, we seek to eliminate the process of manual generation of virtual guidance by recording each step of the user’s demonstrated operations. As a user operates on the instrument, the system detects and records their manipulations with the UI element (e.g., button, knob) and automatically translates them into specific AR visualizations. For example, if a user presses a button, the system will render a straight arrow pointing downward to the button’s location. Likewise, if a user rotates a knob, the system will generate a circular arrow with its starting and ending point matching the user’s operation. This automated process is often referred to as authoring by embodied demonstration [
27,
97]. It relieves users from continuous interaction with virtual objects, which could be both time-consuming and mentally demanding [
27,
58,
97,
103].
The key to achieving authoring by demonstration is finding the proper technique to reliably track the manipulated objects to transfer them into the virtual world. To this end, many works which focus on assembly utilized overhead cameras to track the movement of manipulated objects and then generated their trajectories accordingly as visual guidance [
37,
41,
76,
97,
99]. However, physical UI elements on the control panel are much smaller compared to the objects involved in the assembly tasks, which makes the tracking more susceptible to hand occlusion during manipulation [
52,
93]. To address this issue, we propose to track the user’s hand trajectories instead of the manipulated objects. Our approach can be summarized into two steps: 1) detecting
when does the user’s hand make contact with and manipulate the UI elements, and 2) recognizing
how does the user’s hand manipulate them. For the first step, we employ pressure sensors that are attached to the user’s fingertips, which allow us to differentiate subtle differences in handling operations. For example, by comparing sensor readings, we can tell whether users are actually pressing a button or merely placing their fingers on top of it. For the second step, we resort to gesture tracking considering its maturity and wide adoption in modern AR devices. Based on the starting and ending point of manipulation detected in step one, we extract the gestural information in between. For instance, the position of the index finger informs the system where the button is pressed, so that the virtual arrow can be placed accordingly.
We present InstruMentAR, a system that can automatically generate AR tutorials by recording the author’s embodied demonstrations. The system includes two parts: a custom-designed hand wearable embedded with pressure sensors and haptic modules, and an authoring interface built on a pair of optical see-through AR glasses with hand tracking capability (i.e., Hololens 2 [
5]). In the initial setup, the author defines the interaction area and the area for image capture (Figure
1 a-1). Then the author can proceed to operate the instrument step-by-step. In the backend, the system records each operation (e.g., press a button, or turn a knob) and generates AR visualizations accordingly. After each step of the operation, the system automatically captures an image of the previously specified area (Figure
1 a-4). In the meantime, the author can also record explanations that would later be transcribed to the text displayed in AR (Figure
1 a-4). During the access mode where the AR tutorial is displayed to a novice user, the system will automatically proceed to the next step once it detects that the user has performed the right operation (Figure
1 b-1). On the other hand, if the system detects the novice user is performing or about to perform an incorrect operation, the system will immediately issue a visual-haptic warning (Figure
1 b-2).
Following is a list of our contributions:
•
An automated authoring workflow for end-users to create sequential AR tutorials for digital instruments by intuitive embodied demonstration.
•
A multimodal approach that combines finger pressure and gesture tracking to translate the author’s operations into AR visualizations.
•
An automatic feedback mechanism that can determine whether the system should proceed to the next step or issue visual-haptic warning based on the novice user’s real-time operation.
•
A user study that measures the efficiency and usability of InstruMentAR by comparing it with a non-automated immersive authoring system.
5 User Study Evaluation
We conducted a three-session user study to evaluate: a) the accuracy of our operation detection model, b) how InstruMentAR can support end-users to efficiently and effortlessly author AR tutorials, and c) what novice users feel about the automation features when receiving the tutorial.
5.1 Session 1: Detection Model Evaluation
In this session, we aim to evaluate our operation detection model. We recruited 10 users for this user study. We built a mock-up interface populated with tested UI elements (Figure
17). Similar practices have been adopted by prior works for technical evaluation purposes [
22,
46]. In the later sections, we evaluate the user experience based on more realistic tasks. The users needed to perform every supported operation associated with each UI element. For example, we tested two operations on the switch which use the thumb and the index finger to press the switch respectively. Each operation was required to be performed 30 times consecutively by each user. For the button, the knob, and the slider, the user performed 10 times on each of the three shapes of the UI element. An error was recorded if the spawned arrow did not meet our standard — position within the diameter of 2 centimeters, orientation and scale within 30% offset. We summarize the errors into 3 categories:
Error 1: The system cannot detect when the operation starts since the pressure sensor does not respond to finger contact. This is because users sometimes manipulate the UI element with less force than the threshold value. This type of error can be reduced by allowing users to define customized threshold values (further discussed in section 6.3).
Error 2: The system misses when the operation ends as the pressure sensor fails to detect the decrease in applied force upon the UI element. The tension between the finger and the finger cap gets larger as the cap may slip away from the original position, therefore preventing the pressure value from decreasing below the threshold. This type of error can be reduced by improving the mounting mechanism which prevents the cap from slipping.
Error 3: Without the occurrence of the first two types of errors, the system sometimes still spawns the arrow with incorrect transformation (position, orientation, scale). This is due to the malfunction of hand-tracking algorithms which is beyond our control.
In Figure
18, we report on the result of the study by classifying the appeared errors into these 3 categories. All the data passed the Kolmogorov–Smirnov normality test so that we can use the ANOVA test to evaluate the data.
Regarding the performance of button pressing, screen touching, and screen swiping with the poke gesture and the press gesture respectively, we performed an ANOVA test which suggested that there was no significant difference between them (p = 0.2586 > 0.01, p = 0.8154 > 0.01, p = 0.4804 > 0.01). This result suggested that the force transfer pad design is effective in redirecting the force applied elsewhere to the pressure sensor. We also compared the detection performance between different switch operations. The ANOVA test suggested that there was no significant performance difference between using the thumb and using the index finger to turn the switch (p = 0.0992 > 0.01). We also compared the detection performance among different slider operations. The slider operation where the index finger presses on the slider has a significantly higher detection performance compared to the operations with a pinch gesture while only one pressure sensor on either the index or the thumb finger is triggered (p = 0.01093<0.03, p = 0.0004 < 0.01). This is due to the relatively low force required to move the sliders from sideways, which means the actual force during the latter two operations was close to the threshold we set. Therefore, they were more prone to error. Finally, we discovered that the majority of failures were caused by a hand-tracking malfunction. Meanwhile, continuous operations were more prone to the loss of hand tracking.
5.2 Session 2: Authoring AR Tutorials
In this session, we aim to evaluate the author mode of InstruMentAR. As mentioned in the introduction, InstruMentAR aims to automate traditional immersive authoring systems for AR tutorials [
3,
65]. Therefore, our baseline system is designed based on these systems where AR tutorials are created by manual manipulation of virtual content. Specifically, the user has to manually select, place, and adjust the arrows (Figure
20 a,b) while taking pictures (Figure
20 c) once the user completes the current step, the user has to manually forward to the next step by pressing a button. The voice-to-text functionality is also implemented in the baseline as it is a feature that has been adopted by many AR devices (e.g., Hololens [
6]). Meanwhile, it is not part of the automation feature as users still need to manually start and stop the recording (further discussed in section 6.1).
The two tasks we choose for this session are common tasks from the circuitry lab (Figure
19 a), which is using an oscilloscope to observe and measure two different signal outputs from a microprocessor board. Each task contains multiple steps of operations. Compared to the mock-up task in session one, this realistic task provides users with more context during operation. The oscilloscope does not have a switch, a slider, or a touchscreen, and the associated operations are not included. Nevertheless, the operations on switches, sliders, and touchscreens were extensively evaluated in session one. Meanwhile, their tutorial authoring workflows are similar to that for buttons and knobs. 10 users (8 males and 2 females, aging from 19-25) were recruited for this session. They were all college engineering students who have taken circuitry labs before. Therefore, they understood the operation logic behind the task and were considered as target users of InstruMentAR in this scenario. Each user was required to complete the authoring for both tasks through referencing the paper-based manual we provided. To counter-balance the familiarity effects, we separated the users into two groups randomly. Specifically, 5 users used the baseline system for the first task and then InstruMentAR for the second task. In contrast, the other 5 users reverse the order by using InstruMentAR first and then the baseline system. Due to the diversity of users’ proficiency with manipulating virtual objects, we expect a high disparity in the quality of manually authored tutorials. Therefore, we designed an intervention mechanism in the baseline system. Specifically, if the position, orientation, or scale of the authored virtual arrows deviates more than the maximum value we set, the system does not allow the user to proceed to the next step. For InstruMentAR, we set the same maximum value that the arrows can deviate. During the user study, thanks to the high accuracy of our detection model (demonstrated in section 5.1) and post-edition from users, all users with InstruMentAR passed the minimal requirement themselves without any intervention.
5.2.1 Evaluation Metrics & Results.
We report the average time it took for each user to author the tutorial for each step of the task (Figure
21). Specifically, we group the interactions into two categories. The first category is the virtual interactions that happen in the virtual space aided by the AR device. In this category, we measured the virtual arrow creation time in the baseline system which is the amount of time it took for a user to select an arrow from a library, place it in a particular location, and adjust its size and orientation. For InstruMentAR, arrow creation time only includes the amount of time it took for the user to perform an operation as the arrow is generated automatically. For both systems, we recorded the time for creating supplemental materials. For InstruMentAR, we recorded the occurrence and the time it took for post-editing. The second category is the physical interactions that happen entirely in the physical space. After virtual manipulation of the arrow, the baseline system users needed to physically operate on the UI element to match its status as required in the next step (shown as physical operation time). This procedure is omitted in InstruMentAR as it integrates the physical operation into the arrow creation process. Meanwhile, users with both systems needed to refer to manuals for each operation. The occurrence and the time it took for manual referencing were both recorded. We recorded how many times the user switched between a physical interaction and a virtual interaction. Finally, we compile the total average time taken for a single step and for a single task.
As hypothesized, the time it took for manual authoring is significantly longer than for automated authoring (346.16s vs 160.2s). The occurrence of context switch in the baseline system was significantly higher than that in InstruMentAR. This is attributed to the fact that users using the baseline system had to switch constantly between operating on the instrument and interacting with virtual elements. Specifically for authoring arrows during continuous operations (i.e., rotating a knob), we observed that most users (8 out of 10) performed multiple context switches during a single operation. For instance, they first positioned a virtual arrow at the desired location, then physically rotated the knob, and finally turned back to adjust the virtual arrow’s scale and orientation. Meanwhile, for the baseline system users, it took them more time to reference manuals. Based on the user feedback, they often
"forget (P4)" what they read from the manual after virtual operations that
"take too long (P6)". Therefore, they needed to go back to the manual to
"revive their memory (P6)". Notably, individuals with prior experience with Hololens required much less time for creating arrows during the manual authoring (Figure
22). In comparison, such distinction was not obvious for automated authoring which is reflected by the low standard deviation in the arrow generation time.
The Likert-type question ratings regarding specific features in InstruMentAR are shown in (Figure
23). In general, users found the workflow easy to follow (Q1: avg=4.4, sd=0.9165).
"The whole process is not much different than what I would normally operate on an oscilloscope (P3)".
"I don’t need to memorize any operation, not like in the former (manual system) system (P5)". The setup procedure which involves drawing the bounding box around the instrument, specifying the display plane & the image capture area was considered to be straightforward (Q7: avg=3.9, sd=1.3). Most of them acknowledged that the post-edit option which allows them to further adjust the auto-generated AR guidance is necessary (Q3: avg=4.2, sd=1.249).
"I suppose no system is perfect, so it would always be nice to have a backup (P7)". Also, users believed it is necessary to have images and text as supplementary material in addition to the virtual arrow (Q2: avg=4.5, sd=0.5).
"I cannot imagine how people could get the waveform right without comparing their current screen to the image I captured (P9)". Meanwhile, users appreciated the fact that the visual guidance (i.e., arrow) for knobs has a dynamic shape and scale to match actual operations (Q5: avg=4.5, sd=0.922).
"It makes sense to have arrows of different lengths to represent 180-degree turn and 10-degree turn differently, even with the image as the reference (P5)". Most of the participants did not object to using specified gestures for operation (Q6: avg=4.2, sd=0.7483). In the meantime, they did not feel the hand wearable is too cumbersome to impede their operations (Q4: avg=1.9, sd=0.7).
"It is not ideal to wear a glove for sure, but I don’t think it is a big deal considering the time and trouble it saved (P10) ". Nevertheless, some complaints were received regarding the last two aspects, which will be further discussed and analyzed in the next session. Before the user study, we informed our users of the limitations of the gesture tracking speed and asked them to control their pace to avoid loss of tracking. Nevertheless, the loss of tracking still occasionally occurred and was reported as causing a
"frustrating experience (P5)" as users had to
"carefully adjust my hand (P10)" to get it re-tracked. The users did not feel the negative effect of field of view on video capture in this task because the screen of the oscilloscope is close to the main interaction area. The standard SUS survey results for the study received 81 out of 100 with a standard deviation of 15.12, which indicated high usability for the authoring mode of InstruMentAR.
5.3 Session 3: Receiving AR tutorials
In this session, we recruited 10 users (8 male, 2 female, aging from 20-25). 2 of the users had experienced AR applications from phones. None of them had used Hololens before. Similar to the prior session, each user was a college engineering student. The study lasted around 1 hour and each user was compensated with 20 dollars. We first asked our users to walk through the Hololens 2 official tutorial to learn how to navigate the user interface with basic hand gestures. After completing the task, the user completed surveys with Likert-type (scaled 1-5) questions regarding the user experience of specific system features and a standard System Usability Scale (SUS) questionnaire on InstruMentAR. We then conducted an open-ended interview to get subjective feedback on our system. In this session, we aim to evaluate the automation features (i.e., automatic playback and feedback) in the access mode. As discussed in section 2.1, AR tutorials have found widespread adoption [
3,
9], due to their many advantages over traditional paper/video-based tutorials [
22,
58,
78]. Meanwhile, the comparison between paper/video-based tutorials and AR tutorials has been thoroughly explored in the past [
20,
81]. Therefore, we focus on comparing InstruMentAR with existing AR tutorials that cannot track users’ interactions. In this session, the baseline system delivers the same AR tutorial with the same visual cues (i.e., arrows, text, and images) as InstruMentAR. However, the baseline system lacks the automation features in InstruMentAR as it cannot track user interactions. Specifically, users with the baseline system must manually forward the tutorial every time they complete a step and they cannot receive any warning feedback. The AR tutorial used in both the baseline and InstruMentAR was authored by us so we can control its quality and ensure that it is consistent for all users. This is important as the evaluation target is the novel features in the access mode instead of the quality of AR tutorials. We adopted the same oscilloscope tasks described in the previous session. Like in the previous session, we separated the users into two groups randomly. 5 users used the baseline system for the first task and then InstruMentAR for the second task. The other 5 users reversed the order by using InstruMentAR first and then the baseline system.
5.3.1 Evaluation Metrics & Results.
We report the average time it took for each user to complete the operation of the task following the tutorial (Figure
24). We recorded how much time it took for baseline users to manually click on the next step to forward the tutorial. This operation is omitted in InstruMentAR. Overall, it took less time for the users to follow the AR tutorials in InstruMentAR (57.06s vs 107.7s). The time difference (50.04s) was attributed to the omitted procedure of forwarding steps (20.65s) and the warning feedback. According to the feedback from our users, the real-time feedback helped them feel confident that they had completed each step correctly, so they did not need to constantly reference tutorials. Four users preferred the InstruMentAR to the baseline system. It was in contrast to the authoring session where InstruMentAR was the unanimous favorite. Most of the complaints came from the fact that they had to use specified gestures.
"It is already challenging to understand each operation, I don’t want the devote more effort on remembering gestures (P1)"(Q3: avg=3.4, sd=1.1135). Also, the feelings towards the hand wearable were mixed.
"Sometimes I worry I might accidentally press the wrong button with the extra hardware on my fingertip (P6)"(Q2: avg=2.9, sd=0.9165). Nevertheless, most users appreciated the preemptive warning feature (Q4: avg=4.9, sd=0.9434).
"I don’t have to worry about pressing the wrong button and starting all over again. Now I have more confidence when making the next move (P2)". The feelings towards the automatic playback feature were also generally positive (Q1: avg=3.7, sd=0.9).
"It feels like magic that the tutorial can move forward on itself". The SUS survey results for the study received 68 out of 100 with a standard deviation of 17.49.
6 Discussion, Limitations, and Future Work
In this section, we discuss the primary results of the study, the system limitations, and their implications in detail. We also provide insights and recommendations for the future design of automated AR authoring systems for instrument operations.
6.1 Automated Authoring
As hypothesized, the automated authoring workflow is appreciated by all users and is less dependent on the user’s familiarity with virtual interaction. It conforms to the low-friction design principle [
14,
28] which asserts that users should be able to accomplish their tasks as easily and directly as possible. We believe that some aspects of the workflow could be further automated in the future. For example, the user does not need to manually define the interaction area by drawing a bounding box if the system can automatically determine this area by scanning the geometry of the instrument. However, the resolution of current AR devices’ built-in depth camera is too low to accurately scan the geometry of the instrument. In addition, the “voice recording” has been identified as the most time-consuming process in the current authoring workflow as users have to manually
“decide when to start and when to end (P2, session one)”. With the advancement in natural language processing (NLP) technologies and its promising applications in text summarization [
31], it is worth investigating the feasibility of recording users’ ongoing narrations in the background while automatically summarizing them into bulletin points displayed in AR.
6.2 Multimodal Tracking Approach
In essence, our multimodal tracking approach utilizes the users’ gestural information during the operation to derive the locations and orientations of the object. It is more resistant to hand occlusions compared to conventional approaches that use external cameras to track manipulated objects directly. Besides, approaches relying on external cameras require careful calibration to a specific environment, thus limiting the mobility of interaction [
40,
94]. In contrast, our approach employs hand tracking modules already integrated into the AR device as well as a plug-and-play wearable, which fosters spontaneous interactions. Also, our approach does not require pre-modeling or pre-training of the objects as opposed to other camera-based approaches [
37,
99]. Therefore it can scale more easily to a variety of objects and tasks. For example, the user can utilize this approach to empower toys with AR animations (Figure
26 a). The squeeze upon the cannon can be detected by the pressure sensor while the cannon’s rotation can be tracked based on the gestural information. Similarly, it can enable AR sketching on a hard surface (e.g., a wall, or a table) by recording the finger’s trajectory during the surface contact (Figure
26 b).
6.3 Supporting User-Defined Operation Threshold
As previously mentioned, we experimented with the operation of different physical UI elements on common instruments. We finally adopted the minimum pressure required as the universal threshold value. Due to the variety of the UI element’s physical properties (e.g., button’s string stiffness), this universal threshold value is a limiting factor for the system’s scalability. It is unfeasible for developers to test every physical UI element available and recalibrate the threshold on a case-by-case basis. Therefore, we envision a workflow where end-users can set this value adaptively in real-time.
In the setup process, we introduce an additional step where the user manually records the pressure value when the UI element is being operated. This step is done by explicitly informing the system when the operation (e.g., pressing the button) takes place. In this way, the system can register the value in the back-end and apply it for future operations on this UI element. This step needs to be repeated on each UI element (e.g., button, knobs) of the instrument. This improved workflow allows the system to set a unique threshold value for each UI element.
6.4 Supporting More Diverse Gestures
The system currently only supports a fixed number of gestures for each operation, which does not take into account each user’s personalized gestural patterns while performing an operation. It is a major source of the complaints we received. For example, a user (P2, session two) who preferred to use only the index finger to turn the knob complained that
"I wish I had more freedom in choosing how to (use my own gestures to) operate". To support more gestures for operation, we can extend the Gesture Filter (Figure
8) in the decision tree to recognize more gestures. This can be achieved by incorporating more finger joints as input while developing more sophisticated gesture tracking algorithms. The extension of the Gesture Filter can also help support more interaction types such as the multi-touch operation.
Nevertheless, it is still difficult for developers to anticipate every user’s gesture preferences and incorporate them into the system in advance. Therefore, we believe that the most effective solution to this limitation is to enable end users to define their personalized gestures in real-time. Recently, GesturAR [
95] achieved a similar outcome by allowing end users to define their own gestures which are used to animate AR content. The one-shot learning technique [
50] they adopted allows the system to detect hand gestures using only one demonstration example by comparing the real-time hand data with it. In the future, we can develop a similar methodology to allow each user to demonstrate and register their own gesture into the system.
6.5 Incorporating Error Handling During Authoring
Right now, InstruMentAR only supports authoring single-thread, sequential tutorials that novice users follow step by step. If the novice makes an error during operation (e.g., presses the wrong button), the system will pause its automatic display. The novice user has to determine if this operation alters the status of the instrument. If not, users can manually resume the AR tutorials. Otherwise, they need to start from the first step by resetting the tutorial, which is described as "discouraging (P3 session two)" and "frustrating (P2 session two)".
One way to address this problem is by incorporating error handling at the authoring stage. Inspired by prior works [
55,
90], we envision adopting the branch-based AR authoring that allows authors to account for potential errors. The author can not only use the main branch to demonstrate the correct steps of operation but also use the child branch to direct novice users back to the closest checkpoint so they can restart from there. The multi-branched AR tutorials facilitate easier recovery from unintended errors for novice users.
6.6 Modeling the Instrument’s Status
As previously mentioned, InstruMentAR generates sequential AR tutorials along a single linear path while tracking only user interactions as input to forward the steps. Meanwhile, tracking the instrument’s own status through analyzing screen displays can be incorporated to enable further functionalities. For example, the current system only displays the screen images as additional visual cues. During the user study, several users reflected that the diversity of visual guidance needs to be further expanded. "It took me a while to find the voltage number on the picture that the instruction is referring to (P5 session two)". If the system were able to model and extract the voltage number from the screen capture, it would only display the number on the side. The number could also change dynamically as users gradually turn the knob if the system can understand the relationship between input and output. In addition, instrument status tracking can complement the existing user interaction tracking to determine the completion of the operation. For example, the "Complete" sign shown on the screen would inform the system to forward to the next step. Similarly, more extensive feedback could be facilitated by analyzing the warning signs on the screen.
Specifically, several recent works have successfully modeled information on the screen by adopting computer vision techniques and crowdsourcing [
34,
35,
36,
51]. In light of their accomplishments, we plan to draw inspiration from their methodologies and incorporate instrument status modeling to achieve the aforementioned functionalities.
6.7 Improving the Hand Wearable Design
As the first generation of the prototype, our hand wearable has some flaws in terms of ergonomics, resulting in some user discomfort. For instance, a user argued that the vibration module should be placed on the fingertips alongside the pressure sensor since it is more close to
“where the error takes place (P8 session one)". In addition, another user complained that the pressure sensor attached to his fingertip altered his touch sensation as the user can no longer feel the texture of real objects, which results in an
"unrealistic and non-intuitive (P9 session one)" operation. This observation aligns with the finding from prior work [
82]. To address this issue, we will explore to find new methods to detect object contact (e.g., IMU strapped around the back of the finger [
33]) without obstructing touch. In addition, the
operation threshold for the pressure sensor reading is set arbitrarily based on our test on the different UI elements. In the future, it could be fine-tuned dynamically based on users’ individual force profiles.