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2DSIC/UPV
ObjectivesA general vision of current state of interaction devicesTo know interaction devices of desktop computersTo learn about interaction devices of advanced applications, like virtual realityTo learn the basic interaction techniquesTo learn about the different applications of these interaction techniques
3DSIC/UPV
2.1 DevicesDevices• Keyboard and screen• Pointing devices• Scanners and cameras• Voice and sound• Haptic devices• Virtual and Augmented Reality• Advances devices
Tablet PC’sUbiquitous (pervasive) computingFinger tips devicesOcular scannersSmellsInteractive housesWearing computing
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Pointing devicesThey allow to change the position of the screen cursorThey allow to select items (e.g. using buttons)Examples• Mouse• Trackball• Joystick• Touch screen• Computers with pen
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MouseMade up by Doug Englebart at Xerox PARC (1968)Allows to chage cursor position and to select using buttonsTwo types• Mechanical• Optical
They can have an extra wheel to “scroll”
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Trackball and JoystickTrackball: similar to a mouse, but it doesn’t require extra spaceTouchpad:• Similar to trackball• Detects finger capacity
Joystick• Used in computer games• They usually have several buttons• They can have motion feedback
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Touch screenTo change cursor position and to select directly over the screenApplications• Sales terminals• Cellular phones, PDAs• Cash points, information points
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Computers with penPen:• A pointing device, able to select and move information• It can be used to draw and write, creating a bitmap
This bitmap can be processed using optical recognitionTwo types of pen:• Optical: a photo-detector detects the light emitted by a pixel• Digitizer: a grid over the screen detects pen position
9DSIC/UPV
Scanners and Cameras2D Scanners• They allow to acquire text or imagery• Generate a bitmap• Text needs OCR (Optical Character Recognition)• Characterized by:
Spatial resolution: dots per inch (DPI)Color resolution: bits per pixel
3D Scanners• Obtain a 3D point cloud• They can also generate the geometry (polygons) of the
object (faces)
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Scanners and CamerasCameras• They allow to capture images and video• USB, Firewire, or Flash memory connection• They require of a frame grabber (analog to digital conversion)• Characterized by:
Pixel resolutionImages per second able to capture
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Voice and SoundMicrophone• In order to introduce multimedia information: sounds, words, songs,
etc.• Natural language supported (still under research)
Speakers• To transmit information to the user
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Voice and SoundVoice technologies: interaction methods• Speech recognition• Voice synthesis• People identification and verification using voice• Natural language interpretation
Speech recognition (from voice to text)• Isolated words recognition
They require a pause between words• Continuous speech recognition
No pauses required, continuous speech• Dependency with speaker
They require training with the specific user• Independency with speaker
Able to recognize the voice of any user• Applications:
Commands by words: most common onedocument introduction by voice
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Haptic devicesThe current systems don’t provide sense of touch to the usersExample: taking a virtual of wine• How to inform when the glass is touched• How to avoid the hand to cross the glass
Types of systems• Kinestetic: force feedback
Interacts with tendons and muscles: applying forces• Touch feedback
Interaction with skin nerves (heat, pressure, texture): they give the feeling of being in contact with a virtual object
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Augmented and Virtual RealityVirtual Reality• To allow simulation with special interaction devices:
Input: 3D mice, virtual gloves, trackers (orientation)Output: 3D sound, head-mounted displays (HMD’s), projection systems, caves
• The objective is the total immersion of the user into a virtual environment
Augmented Reality• Imagery or video from the real world• Adds synthetic or virtual graphics and text in real time
Elements• Interaction devices• Trackers (position and orientation)• Navigation• Visualization • Hardware and software support
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Virtual and Augmented RealityManipulation and interaction devices• 3D mouse:
It allows 3D position and orientation determinationIt allows navigation and object selection
• Joystick (3D):It can have force feedback
• GloveMost intuitive interaction deviceThey capture finger flexionThey allow to “take” and manipulate objectsThey allow to point with the fingerDataglove: optic fiber sensingPowerglove: extensiometric gauges
• Dextrous Hand MasterDermaskeletor attached to the fingersIt can detect side-to-side movement
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Virtual and Augmented RealityHelmets• HMD: head mounted display• Stereo visualization: an image for each
eye• Types
With LCD screensWith CRT screensWith a columns of LEDs and a mirror
Glasses• For augmented reality• They merge real word view with a
synthetic image with a LCD
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Virtual and Augmented RealityWorkbenchMulti-projection systems• Front view projection• Back view projection
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Augmented and Virtual RealityCueCaveva• CAVE: Cave Automatic Virtual Environment• Multiprojection system• It allows several users• Setups
Three walls and floorThree walls and ceiling
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2.2 User InterfaceUser interface• User interface introduction
DefinitionsGeneral conceptsUsability and accessibility
• Tools• Components• Interaction paradigms
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ObjectivesTo learn ‘interface’ conceptTo know the general principles of UITo know the principles of universal designTo know what are UI and the basis of the UI creation toolsTo know UI architectures
To have a general vision and a comparison among the different interaction paradigms
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Introduction to UI
Definition and JustificationHCI: Human-Computer Interaction• Discipline related with the design, implementation
and evaluation of interactive computer systems to be used by human beings
Why to study HCI?• Interface: very important part of an application
success or failure• About the 50% of an application code is centered on
the interface• In spite of that, few time is dedicated to that in
computer science
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Introduction to UI
Why to study HCI?
Currently, more than the 70% of developementeffort in interactive application is focused on the interfaceA programming paradigm change:• Interaction paradigm
versus• Algorithm paradigm
Data management
Application logicUser interface
Multimedia3D GraphicsVoice input etc..
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Introduction to UI
Basic definitionsUser:• Person who interacts with a computer system
Interaction• All the exchanges between user and
computer
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Introduction to UI
Interface. Everyday objects
Obviousness: Visible and intuitive comprehension
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Introduction to UI
Interface. Definitions
• It is everything the user experiments, sees and does with a computer system
• It is the parts of a system with which the users is in contact
• Interfaces have to be usable and accessible
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Introduction to UI
Factors to consider• Communication• Consistency• Flexibility• Feedback• Help• Robust• Error minimizing• Attractive• Standard• Portable
General principles of a UI
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Introduction to UI
Communication• Dialogue between the user and the application• Aspects to consider:
Application controlComplete functionality (set of activities that can be done)Easy access and comprehensible
Consistency• The interface and dialogue aspects are uniform in its operation
and philosophyPresentation mode (color, messages types, data request)sequence of actions …
Flexibility• To facilitate different dialogue modes• Possibility of a wide range of different users
Different degree of experience, knowledge, purposes …
General principles of a UI
30DSIC/UPV
Introduction to UI
Feedback• Keep the user informed about the task he is carrying out• Progress information about the activities being carried out
Visual representation of the action (cursor changes,file deletion …)
Help• Information to the system user and its operation
General help, context sensitive, about future actions …
Robust• System reliability
To carry out tasks correctly, exception management
Minimizing errors• To avoid user’s errors
To facilitate recovery mechanisms (undo)
General principles of a UI
31DSIC/UPV
Introduction to UI
Attractive• Use fulfillment
Easy to useCustomizable
Standard• Common interface characteristics among applications
Better training times (Familiarity)
Portable• Data conversion between applications• Multiplatform
General principles of a UI
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Introduction to UIParadigm changeChanging the idea of computer:•A paradigm change is going on• From desktop computer in which we
interact in front of it, sat down and centered in the interaction, we are changing to a interaction anywhere, at any time and concurrently to other activities (ubiquitous computing)
•Examples: agenda, internet mobile, on board computer.
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Introduction to UIUI creation tools
What are they ?:• The UI editing tools allow the development of
interactive systems, minimizing development effort• A 48% of the application code is centered in the
interface development
Basis• Application independence• Device independent• User independence
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Introduction to UIUI creation tools
Windows based managers• Graphics interfaces• Desktop metaphor• Icons and task bar
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Introduction to UIUI creation tools
Controls/Widgets• Interactive elements• Compoundable: they can be compound between them
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ComponentsDialogue layer
Objective• Function: Control of dialogue with the user
Functions• Interaction protocol establishment• Events control• Events management and application connection
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Components
Events• Information about particular happenings• They include relevant information
Type of events• User
Mouse (buttons, movement, …)Keys (press, modifiers)Component In/Out (focus)Action (of each component)
• SystemWindows (resize, closing, …)Application (inserting new elements)
Dialogue layer
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ComponentsDialogue layer
Event management• Strategies on event capture and application notification
The most common method: (callbacks• OpenGL (glut) system• Component connection (visual)-event-application code
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ComponentsPresentation layer
Presentation• I/O information organization and its appearance
Importance• Represents the user’s perception of the system• Managing the available resources• Suitable object representation
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ComponentsPresentations layer
Aspects of study• Visual clarity
Emphasizing the logic organization of the information through ananalysis on how the visual stimuli is organized by the observer
• Visual codesVisual distinction between different nature elementsIconic language: Graphic representation of a conceptRecognition, memory and discrimination
• Visual consistencyOrganization of different nature elementsColor: Using color as a coding technique conservatively, modificablecolor combination
• Screen formatManagement and organization of available spaceBalancedSimmetryRegularity and stressGrouping and alignment
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Interaction paradigms
Models from which the interaction system is derived and it establishes the communication characteristicsTypes:• Desktop computer• Virtual reality• Ubiquitous computing• Augmented reality
Interactions:• Human-computer• Computer-environment• Human-environment