Human Computer Interaction. Outline  Multimodal HCI Issues  More than 1 sensory channel in interaction  e.g. Sound, text, hypertext, animation, video,

Slides:



Advertisements
Similar presentations
Introduction to Multimedia Adeyemi Adeniyi Bsc, MCP MCTS
Advertisements

In put Devices and Media In order for a computer to do anything it must be told what to do.
Chapter 10 universal design.
Human Computer Interaction
 INTRODUCTION  STEPS OF GESTURE RECOGNITION  TRACKING TECHNOLOGIES  SPEECH WITH GESTURE  APPLICATIONS.
Input to the Computer * Input * Keyboard * Pointing Devices
universal design by Prof. Dr. Sajjad Mohsin
Class 6 LBSC 690 Information Technology Human Computer Interaction and Usability.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
Universal Design CSE 491 Michigan State Fall 2007 E. Kraemer.
CMPUT 301: Lecture 31 Out of the Glass Box Martin Jagersand Department of Computing Science University of Alberta.
Non-Traditional Interfaces CSCI324, IACT403, IACT 931, MCS9324 Human Computer Interfaces.
Chapter Seven Graphics, Multimedia, and Hypermedia.
Hardware Specialised Devices
1 Introduction to Computers Day 2. 2 Input Devices Input devices are used to feed data and instructions to the computer systems.They consist of a range.
CHAPTER 2 Input & Output Prepared by: Mrs.sara salih 1.
 Introduction  Devices  Technology – Hardware & Software  Architecture  Applications.
People in multimedia Systems. Multimedia Systems Multimedia systems are designed by a team of people who specialise in a particular field, For example:
Unit 30 P1 – Hardware & Software Required For Use In Digital Graphics
Chapter 5 Teaching with Software Tools: Beyond the Basic Programs
2.5/2.6/2.7.  Virtual Reality presents a world in 3d space  Regular input devices such as a mouse only has 2 degrees of movement when 6 is needed for.
Teaching and Learning with Technology  Allyn and Bacon 2002 Academic Software Chapter 6 Teaching and Learning with Technology.
Copyright John Wiley & Sons, Inc. Chapter 3 – Interactive Technologies HCI: Developing Effective Organizational Information Systems Dov Te’eni Jane.
Teaching with Multimedia and Hypermedia
There are different types of translator. An Interpreter Interpreters translate one instruction at a time from a high level language into machine code every.
TERMS TO KNOW. Desktop This does not mean a computer desktop vs. a laptop. You probably keep a number of commonly used items on your desk at home such.
Chapter 10 universal design.
Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 8 This presentation © 2004, MacAvon Media Productions Animation.
11.10 Human Computer Interface www. ICT-Teacher.com.
IAS2223: Human Computer Interaction Chapter 5: Universal Design.
MULTIMEDIA DEFINITION OF MULTIMEDIA
Object Orientated Data Topic 5: Multimedia Technology.
Input By Hollee Smalley. What is Input? Input is any data or instructions entered into the memory of a computer.
Multi-Sensory Systems z More than one sensory channel in interaction y e.g. sounds, text, hypertext, animation, video, gestures, vision z Used in a range.
Exploring the World of Multimedia Chapter 1. 1 What is multimedia? Multimedia is the integration of text, still and moving images, and sound by means.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
GENESIS OF VIRTUAL REALITY  The term ‘Virtual reality’ (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989)..
EFFECTIVELY INTEGRATING SUPPORT TOOLS, MULTIMEDIA AND HYPERMEDIA INTO TEACHING AND LEARNING.
Chapter 5: Input CSC 151 Beth Myers Kristy Heller Julia Zachok.
Multimedia ITGS. Multimedia Multimedia: Documents that contain information in more than one form: Text Sound Images Video Hypertext: A document or set.
Human-Computer Interaction
E.g.: MS-DOS interface. DIR C: /W /A:D will list all the directories in the root directory of drive C in wide list format. Disadvantage is that commands.
Exploring the World of Multimedia Chapter 1. What is Multimedia? Multimedia is the integration of text, still and moving images, and sound using computer.
Multimedia and the Web.
1 Human Computer Interaction Week 5 Interaction Devices and Input-Output.
Intro to Multimedia Unit 1.
HCI 입문 Graphics Korea University HCI System 2005 년 2 학기 김 창 헌.
Dasar-Dasar Multimedia
Teaching and Learning with Technology Master title style  Allyn and Bacon 2002 Teaching and Learning with Technology to edit Master title style  Allyn.
Multimedia.
Computer-based Media Language Elements Understanding how we communicate through media Stewart.C. (2007). Media: New Ways and Means. John Wiley & Sons:
Copyright John Wiley & Sons, Inc. Chapter 3 – Interactive Technologies HCI: Developing Effective Organizational Information Systems Dov Te’eni Jane.
Parts of a Computer Created by Carmen Garzes. An electronic device that manipulates information or data. It can store, retrieve or process data. There.
 The same story, information, etc can be represented in different media  Text, images, sound, moving pictures  All media can be represented digitally.
Chapter 10 universal design. Universal Design “The process of designing products so that they can be used by as many people as possible in as many situations.
Chapter 10 Multimedia and the Web.
Presented By, S.Yamuna AP/CSE
11.10 Human Computer Interface
Universal design-2.
Human Computer Interaction Lecture 20 Universal Design
INTERACTION PARADIGMS
CEN3722 Human Computer Interaction Advanced Interfaces
Virtual Reality.
CSE310 Human-Computer Interaction
Multi-Sensory Systems
Chapter 10 universal design.
Chapter 10 universal design.
Chapter 10 universal design.
universal design (web accessibility)
Human Computer Interaction Lecture 19 Universal Design
Presentation transcript:

Human Computer Interaction

Outline  Multimodal HCI Issues  More than 1 sensory channel in interaction  e.g. Sound, text, hypertext, animation, video, gestures, vision  Used in a range of applications:  Particularly good for users with special needs, and virtual reality  Will cover  General terminology  Speech  Non-speech sounds  Handwriting  Text and hypertext  Animation and video  Considering applications as well as principles

Usable Senses  The 5 senses (sight, sound, touch, taste & smell) are used by us everyday  Each is important on its own  Together, they provide a fuller interaction with the natural world  Computers rarely offer such a rich interaction  Can we use all the available senses?  Ideally, YES  Practically, NO  We can use  Sight, Sound & Touch (sometimes)  We cannot (yet) use  Taste & Smell 3

Multi-modal vs. Multimedia Multi-modal systems  Use more than 1 sense (or mode) of interaction  e.g. Visual and Aural senses: a text processor may speak the words as well as echoing them to the screen Multimedia Systems  Use a number of different media to communicate information  E.g. a computer-based teaching system:  May use video, animation, text and still images:  Different media all using the visual mode of interaction  May also use sounds, both speech and non-speech:  Two more media, now using a different mode 4

Speech  Human beings have great & natural mastery of speech  Makes it difficult to appreciate the complexity, but  It’ an easy medium for communication  Structure of Speech  Phonemes  40 of them: basic, atomic units  Sound slightly different depending on the context they are in  This larger set of sounds are:  Allophones  All the sounds in the language: between 120 & 130 of them.  These are formed into  Morphemes: smaller unit of language that has meaning 5

Speech (cont’d) Other terminologies:  Prosody  Alterations in tone and quality  Variations in emphasis, stress, pauses and pitches  Impart more meaning to sentences  Co-articulation  The effect of context on the sound  Co-articulation transforms the phonemes into allophones.  Syntax – structure of sentences  Semantics – meaning of sentences 6

Speech Recognition Problems  Different people speak different: accent, intonation, stress, idioms, volume and so can all vary.  The syntax of semantically similar sentences may vary  Background noises can interfere  People often “umm…” and “errrr…”  Words not enough – semantics needed as well  Requires intelligence to understand a sentence  Context of the utterance often has to be known  also information about the subject and speaker  E.g: Even if  “Errr…I, um, don’t like this” is recognized, it is fairly useless piece of information on it’s own 7

Speech recognition: Currently Useful?  Single user, limited vocabulary systems widely available e.g. computer dictionary  Open use, limited vocabulary systems can work satisfactorily e.g. some voice activated telephone systems  No general user, wide vocabulary systems are commercially successful, yet  Large potential, however  When users hands are already occupied – e.g. driving, manufacturing  For users with physical disabilities  Lightweight, mobile devices 8

Speech Synthesis  Speech synthesis: the generation of speech  Useful – natural and familiar way of receiving information  Problems – similar to recognition: prosody particularly  Additional Problems  Instructive – needs headphones, or creates noise in the workplace  Transient – harder to review and browse  Successful in certain constrained applications, usually when the user is particularly motivated to overcome the problems and has few alternatives  Screen reader – read the textual display to the user, utilized by visually impaired people  Warning Signals – spoken information sometimes presented to pilots whose visual and haptic skills are already fully occupied 9

Non-speech Sounds  Bongs, bangs, squeaks, clicks etc.  Commonly used in interfaces to provide warnings and alarms  Evidence to show they are useful  Fewer typing mistakes with key clicks  Video games harder without sound  Dual mode display: information presented along two different sensory channels  Allows for redundant presentation of information  Allows resolution of ambiguity in one mode through information in another  Sound especially good for transient information, and background status information language/culture independent, unlike speech 10

Non-speech Sounds (cont’d)  Example: Sound can be used as a redundant mode in the Apple Macintosh: almost any user action (file selection, window active, disk insert, search error, copy complete, etc.) can have a different sound associated with it. 11

Handwriting Recognition  Handwriting is another communication mechanism which we are used to Technology:  Handwriting consists of complex strokes and spaces  Captured by digitizing tablet – strokes transformed to sequence of dots  Large tablets available – suitable for digitizing maps and technical drawings  Smaller devices, some incorporated thin screens to display the information e.g. PDA’s such as Palm Pilot 12

Handwriting Recognition (cont’d)  Recognition  Problems  Personal differences in letter formation  Co-articulation effects  Some success for systems trained on a few users, with separated letters  Generic multi-user naturally-written text recognition systems….still some way off!! 13

Auditory Icons  Use natural sounds to represent different types of object or action  Natural sounds have associated semantics which can be mapped onto similar meanings in the interaction  e.g. Throwing something away ~ the sound of smashing glass  Problem: not all things have associated meaning  e.g. Copying Applications: SonicFinder for the Macintosh 14

Auditory Icons (cont’d)  Items & actions on the desktop have associated sounds  Folders have a papery noise  Moving files is accomplished by dragging sound  Copying – a problem  Big files have a louder sound than smaller ones  Additional information can also be presented  Muffled sounds if object is obscured or action is in the background  Use of stereo allows positional information to be added 15

Text & Hypertext  Text is a common form of output, and very useful in many situations  Imposes a strict linear progression on the reader  The authors ideas of what is best – this may not be ideal  Hypertext structures blocks of text into a mesh or network that can be traversed in many different ways  Allows a user to follow their own path through information  Hypertext systems comprise:  A number of pages, and  Links, that allow one page to be accessed from another  e.g: technical manual for a photocopier  All the technical words linked to their definition in a glossary  Links between similar photocopiers 16

Hypermedia  Hypermedia systems are hypertext systems that incorporate additional media, such as illustrations, photographs, video and sound  Particularly useful for educational purposes  Animation & graphics allow user to see things happen  Hypertext structure allows users to explore at their own pace  Problems  “lost in hypothesis” – users unsure where in the web they are maps of the hypertext are a partial solution  Incomplete coverage of information  Some routes through the hypertext miss critical chunks  Difficult to print out and take away  Printed documents require a linear structure 17

Animation  The additional of motion to image – they change and move in time  Example:  Clocks  Digital faces – seconds flick past  Analogue face – seconds hand sweeps round constantly  Salvador Dali clock – digits warp and melt into each other  Cursor  Hourglass/watch/spinning disc indicates the systems is busy flashing cursor indicates typing position 18

Animation (cont’d)  Animation used to indicate temporally-varying information.  Useful in education and training: allow users to see things happening, as well as being interesting and entertaining images in their own right  Example: data visualisation  Abrupt and smooth changes in multi-dimensional data visualized using animated, colored surfaces  Complex molecules and their interactions more easily understood when they are rotated and viewed on the screen 19

Utilising animation and video  Animation and video are potentially powerful tools  Notice the success of television and arcade games  However, the standard approaches to interface design do not take into account the full possibilities of such experience  We will probably only start to reap the full benefits from this technology when we have much more experience  We also need to learn from the masters of this new art form: interface designers will need to acquire the skills of film makers and cartoonist as well as artist and writers 20

Applications  Users with special needs have specialised requirements which are often well-served by multimedia and/or multimodal systems  Visual impairment – screen readers, SonicFinder  Physical disabilities (e.g. dyslexia) – speech input, output Virtual Reality  Multimedia multimodal interaction at its most extreme, VR is the computer simulation of a world in which the user is immersed  Headsets allow user to “see” the virtual world  Gesture recognition achieved with DataGlove (lycra glove with optical sensors that measure hand and finger positions)  Eyegaze allows users to indicate direction with eyes alone 21

Applications (cont’d) examples:  VR in chemistry  Users can manipulate molecules in space, turning them and trying to fit different ones together to understand the nature of reactions and bonding  Flight Simulators  Screens show the “world” outside, whilst cockpit controls are faithfully reproduced inside a hydraulically-animated box 22