October 20, 2014 LECTURE 13liacs.leidenuniv.nl/~verbeekfj/courses/hci/hci2014-L13.pdfLECTURE 13...

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LECTURE 13UBIQUITOUS COMPUTING,

CAPTOLOGY,

FEELING –THINKING

October 20, 2014

human computer interaction 2014, fjv 1

Recapitulation Lecture #12

• Usability

• Analytical/Heuristic evaluation

• Empirical evaluation

• Groupware

– Space –Time matrix

– Awareness

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Example – Remote Interaction

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UBIQUITOUS COMPUTING

Bringing the interface to the environment, beyond the desktop thinking

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Changing Paradigms

• Main Frame (till 1985):

One computer for Many Persons

• Personal Computer (1985-1995):

One computer for One Person

• Ubiquitous computing (1995 …

Many computers for One Person

Shared by Many Persons

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Ubiquitous Computing

• Introduced by Weiser 1991:

“Invisibly enhancing the world that already exists”

• Computers disappear in environment

• Goal:

“Make the interface metaphor visible to user”

• Beyond GUI and WIMP

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Synonyms to Ubiquitous

• Ubiquitous computing AKA

– Pervasive computing

• Broad range of applications

– Physical computing

• Involvement of haptics

– Tangible media

• Interaction by touch, not necessarily feedback by touch

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EveryWare

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•2006, Adam Greenfield “Everyware,

The dawning age of ubiquitous computing”

•Comprehensive essays on state of the art

•Prospective;

•Everyware is new paradigm for UI

The origin: Weiser cs @ Xerox Parc

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The UbiComp Tea-Scene

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See also the paper of Marc Weiser at hci.liacs.nl

• Devices of several Scales connected to The EveryWare Space

• Collaboration

• Awareness

Scales of devices

• Weiser proposed

– Inch NL/EU: pocket

– Foot NL/EU: hand/lap

– Yard NL/EU: mounted wall/table

• Implications for

– device size as well as

– relationship to people

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Device scales (Inch)

• Inch

– PDAs

– PARCTAB

– Voice Recorders

– Smart phones

– 2007: this will mostly be Phones/PDA’s

– 201X: this will be Smart Phones, (iPhone etc ...)

• vision:Individuals own many of them and they can all

communicate with each other and

environment.11human computer interaction 2014, fjv

Device scales (Foot)

• Foot– notebooks– tablets– digital paper– digital paper. now becoming

reality, invading in our lives– AKA e-book, eReader– 201X: we should add the iPad,

Tablet PC in general

• vision: Individual owns several but not assumed to be always with them.

• Holds, partially true

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Device scales (Yard)

• Yard

– Electronic whiteboards

– Plasma displays

– Smart bulletin boards

– Media Walls

• Vision:

Buildings or institutions own them and lots of

people share them.

Stanford interactive Mural

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Digital Touch Wall

Defining Interaction Experience

• Implicit input

– Sensor-based input

– Extends traditional explicit input

• e.g., keyboard and mouse

– Towards “awareness”

• Typical groupware: consciousness of what other people have been/are doing

– Use of recognition technologies

– Introduces ambiguity because recognizers are not perfect

• Ubiquitous: Many Computers, Many Users

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Pervasive Computing

• Access and Interact with information any place and anytime

• Intelligent buildings

– Integration of computing in environment

– Sensors, Actuators, High-Speed Networks

• Pervasive computers - WiFi

– e.g. IBM e-paper

– e.g. extended use of Cell-phone

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Anytime ... Then and Now

• IBM e-Paper

• Cell Phone Extensions

• Advanced eReader

• iPad, GalaxyTab, WinTab, BB-tab

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Pervasive & Ubiquitous Computing

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Wearable Computing (1)

• Portable communication with clothing

headgear etc.

• e.g. Levi ‘s

Body area Network

connect to WWW

• Recently,

design that includes

mp3-player in clothing

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• New Fire-man suit (2006)

• Sensor based, typical for wearable

• Gives commander control

• Q: HCI aspects ?

– Stakeholders

– How is the control

accomplished

– Evaluation ?

– Alarm = Haptic

– Optimize alertness fireman

Wearable Computing (2)

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• New programmable T-Shirt (August, 2012)

• Sensor based, typical for wearable

• Social Media Gadget

• tShirtOS

• Crowd sourcing

• Q: HCI aspects ?

– Stakeholders

– How is the control

accomplished

– Multi Modal application

– Evaluation ?

Wearable Computing (3)

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Body-sensors, Haptic-IO

Body-Pad, gaming

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Example (early) Wearable

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Augmented Reality

• Definition:– Augmented reality is an environment that

includes both virtual reality and real-world elements.

• Application areas– Video, Surgery, Wiring, Art, Instruction

• HCI aspects– People should be aware of interaction

– Physical aspects of behavior of augmentation

– Perceived Affordance – is it perceived?

– Visibility

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Augmented Reality Systems

• Augmented reality system

– Generates a composite view for the user

– Combination of

• the real scene viewed by the user and

• a virtual scene generated by the computer

– augments the scene with additional information.

• Important

– Registration of virtual and real world.

• Applications in:

– Medical systems (surgery planning)

– Advertisements (NL. Soccer !)

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Seeing Augmented Reality

Examples Augmented Reality

• from Jim Vallino

• Rochester Inst. Tech., NY

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This image cannot currently be displayed.

Augmented Reality

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• Projecting information on physical world

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Other Applications of AR

•Maintenance

– Overlay instructions

– Display schematics

•Examples

– Photocopier engineers

• registration critical arrows point to parts

– Aircraft wiring looms

• registration perhaps too hard, use schematic

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• Actualization of real-life situation

• Emergency assistance

– Maps

– Assess a local situation

– Multi-modal interface

– Simulation for emergencies

Augmented Reality

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Univ. Cambridge

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Example Augmented Maps

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Example AR in a book

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www.daarbenik.nl

Example AR in a book

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www.daarbenik.nl

Interaction Tables - GroupWare

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Example SenseTable

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SenseTable

human computer interaction 2014, fjv 34Comparable to David Merill’s Toy Tiles

Example Ubiquitous - Groupware

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G-Speak

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Evaluation Challenges

• How can we adapt other HCI techniques to

apply to UbiComp settings?

– UbiComp activities not so much task-oriented

– New Technologies

• Hard to get long-term authentic summative evaluation

– Different Metric of success

• Playfulness

• Non-Distraction versus Efficiency

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UbiComp & Virtual Reality

• Virtual Reality

– brings Humans into a Computer Space.

– Interaction.

• Ubiquitous Computing

– brings Computer Spaces to Humans.

– Interaction

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PERSUASIVE TECHNOLOGY

Principles of Captology

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Definition Persuasive Technology

• Using computers to change what

we think and do.

• Persuasion is the common denominator and

computers are the vehicle to persuade with

• Persuasion is selling

– A product

– An idea, concept

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Selling a Product

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Can be annoying!

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Persuasion can be Pervasive

• Persuasion and persuasive technology should

not be mistaken with pervasive

technology/computing

• Pervasive computing can be used in

persuasive technology

• HCI describes when/how human acts with a

computer

• CMC (computer mediated communication)

means using a computer for interaction

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Captology

• Acronym based on phrase

“Computers as Persuasive Technologies”

• Focuses on

– Design, research and analysis

of interactive computer products

created for the purpose of

changing peoples attitudes

or behavior

• Persuasive Technology,

BJ Fogg (2003)

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Examples Persuasive Technology

• Social impact games

• Phoebia therapy

• Empathy experience

• Educational programmes

• Google

• Facebook

• Twitter

• Persuasive Technology

– requires behavioral design

Social Impact Games

• Managing Asthma

– Dino “bronkie”, Nintendo like game: Dynamic

– "Bronkie the Bronchiasaurus"

– “Influtainment”, help strategy day-to-day self care

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Phobia Impact Applications

• Overcoming Phobias

– Virtual headset, Controlled by therapist

– Arachnophobia, Fear of Flying

– Get in touch with virtual Spider,

and learn how to interact.

– Being immersed in plane,

and flight.

– Proven results

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Experiencing “Fatigue”

• Empathizing with Cancer patients:

My Steps

– Virtual headset & Audio cues

– Virtual world is house of the Cancer patient

– Adapt to the pace of the patient

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Touring VR-My Steps

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Infant Simulator

• Young parenthood, Baby Think It Over

– Crying baby, needs care, attention

– Conveys feel of care; In real world

– Positive effect on “to early parenting”

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Neon “Drunk Drivin’ Test”

• Combination Alcohol & Driving dangerous

• Learn: On board Computer influences steering

and using of brakes (delay)

• Learn: experience reflexes with alcohol

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Simulation: Persuasive Media

Principles:

• Cause and effect– Persuade to change attitude/behavior

– Observe immediate cause and effect

• Virtual Rehearsal– Rehearse a “new” behavior

• Virtual Rewards– Reward targeted behavior

– Use application more frequently

• Real world context Simulation– Highlight impact of certain behavior

– motivate attitude change

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Persuasion and HCI

Persuaded to

• Think of the users as part of the design

• Apply a user centered design where

appropriate

• Get the flavors of typical CS issues in design

• Get understanding of Human Factors

• Get understanding of Cognitive Factors

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Evaluating Persuasion

• Success is measurable

• Controlled experiments

• Are current evaluation techniques sufficient

• Do all usability principles apply

• Realize: this is not a conventional product.

• Aim of persuasion: Change Behavior

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VIRTUAL CHARACTERS

They help and they seem to be able to observe ...

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Virtual Characters (VC)

• Avatar, artificial representations of people

• Animation, it does something.

• User-Facing Agents

– Does something for users

– Intelligent

– Shows human behavior

• choices, inferring, knowledge

• Typical in persuasive environments and

applications

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aka Bots, make your own

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Properties Intelligent VC’s

• Autonomy, agent acts on own accord,no human intervention

• Reactivity, takes stimuli from environment

• Proactivity, takes initiative to act; through user or through environment

• Collaboration, able to collaborate with other agents

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Example Virtual Companion

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VC: Conflict Coach, Scenarios

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Maaike de Jong, MediaTechnology, 2006

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Relation to Role Playing with Persona’s

Persona’s Virtual Characters

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Maaike de Jong, MediaTechnology, 2006

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CONNECTING EMOTION

Direct Interaction through Emotions

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Emotional InterFace

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• Virtual Characters

positive affect

– Attribute emotions

– How to learn

– How to model emotion

– Agents

• Empathy of computer

• Gaming

Wired, december 2003. David Hammond.Workout assistant

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Affective Computing

• Affective Computing: Human-Computer Interaction in which a device is capable of registering emotions and other stimuli and generates a correct response to these stimuli.

• Affective output

– Computer has empathy, reacts on a situation

– Learning system of user’ states

• Affective input

– Sensors measure affective state of users (or learn)

– heart rate, blood pressure, Transpiration,vision, gesture, speech

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Inter-Face: Facial Expression

Bruzard, Virtual Character

showing different emotions MIT,

Media Lab

Database, Psychology Department

Kyushu University.

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Kismet, emotions & social behavior

• Kismet, robot-baby with humanoid head learns expressions & emotions;

research:

– Effect of emotions on human during human machine interaction.

– Learning of social behaviour robot during human-robot play.

– Obtaining new behavior, based on cognition (AI).

Cynthia Breazeal, MIThuman computer interaction 2014, fjv

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Interpretation Facial Expression

• Mona Lisa (Sebe & Gevers)

• 85 % happy

• 9 % repulsion

• 6 % fear

• Based on analysis

faces Mediterranean

women

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CONNECTING THE BRAIN

Direct interaction with Thought through readout of the Brain

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Brian Interfaces

• New direction

• Chip Implant – Read out

• EEG Readout

• Combination with Augmented reality

• Persuasive technology

• Neuro-Informatics

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Example BrainGate

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Example Brain Interface + AR

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Neuro Feedback – EEG readout

Example Brain Interface + AR (2)

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Example Brain Interface + HCI

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Review #13

• Ubiquitous Computing

– Tangible interfaces

– Pervasive Computing

– Wearable Computing

– Augmented reality

• Persuasive Technology

• Virtual Characters - Interaction

• Affective Computing

• Brain Interfacing

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Review #1-13

• Important principles in Interface Design– Cognetics

– Affordance

– Visibility

– Awareness (GroupWare)

• Interaction models - Conceptual– Norman

– Abowd & Beale

• Paradigms in Interaction– Single ~ Multi User // Single ~ Multi System

– Interaction Hardware

• Software Lifecycle models

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Review #1-13

• Analysis tools for Interface Development

– Problem Statement

– User Analysis

– Task Analysis

– Usability Specification

– Prototyping

– Cognitive Analysis

– Evaluation

• Heuristics – Golden Rules - Principles

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30th of October

Written Exam, 10.00 – 13.00

B2, B3, 413

According to Notice Boards

3rd of November

Start team presentations

413!

According to Schedule – Published on hci.liacs.nl

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