Reality-Based Interaction and Next Generation User Interfaces - PowerPoint PPT Presentation

1 / 92
About This Presentation
Title:

Reality-Based Interaction and Next Generation User Interfaces

Description:

RealityBased Interaction and Next Generation User Interfaces – PowerPoint PPT presentation

Number of Views:582
Avg rating:3.0/5.0
Slides: 93
Provided by: profrobe2
Category:

less

Transcript and Presenter's Notes

Title: Reality-Based Interaction and Next Generation User Interfaces


1
Reality-Based Interaction and Next Generation
User Interfaces
  • Robert J.K. Jacob
  • Department of Computer Science
  • Tufts University
  • Medford, Mass. USA

2
Background User Interface Software Research
Formal specifications for user interfaces
Specification (UIDL) ? Prototype UIMS State
transition diagram UIMS Coroutine UIDL for
direct manipulation
New interaction techniques Eye movements
3D gesture Virtual reality
Lightweight/digital library
Specifications, UIMS for next generation
Continuous, parallel (non-WIMP) Eye
movements, Gesture Virtual reality
Retargetable, Handheld Framework for
next-generation . . .
New interaction techniques and media Tangible
interaction Eye movements in VR
Animatronics Current Brain-computer
interface . . .
3
Third Generation of User Interfaces?
Command Line
  • GUI, Direct Manipulation
  • Shneiderman 1983
  • Hutchins, Hollan Norman 1986

RBI
4
Emerging New Interaction Styles
  • Virtual, mixed, and augmented reality
  • Tangible user interfaces
  • Ubiquitous, pervasive, handheld, mobile
    interaction
  • Lightweight, tacit, passive, or non-command
  • Perceptual interfaces
  • Affective computing
  • Context-aware computing
  • Ambient interfaces
  • Embodied interfaces
  • Sensing interfaces
  • Eye-movement based interaction
  • . . . .

5
Goals
  • Third generation of user interfaces?
  • Or disparate developments, spreading out in many
    directions
  • What ties them together?
  • Find common elements for understanding,
    discussing, identifying a 3rd generation
  • A lens for analyzing, generating designs
  • Analyze/discuss designs (more later)
  • Provide insights for designers
  • Uncover gaps, opportunities for future research
  • Encourage researchers to consider explicitly

6
Reality-Based Interaction
  • Connect many emerging interaction styles
  • Can be understood together as a new generation of
    HCI through RBI
  • Exploit skills and expectations user already has
  • Make computer interaction more like interacting
    with rest of world
  • Reduce cognitive burden, training
  • Leverage what users know about simple, everyday,
    non-digital world
  • More so than first, second generations
  • Evolution of GUI
  • More-direct manipulation
  • Reduce Gulf of Execution

7
Some Familiar Examples
  • Navigation in virtual reality
  • Before Learned, unnatural commands (keywords,
    function keys)
  • After User's native navigational commands
    (position head and eyes, turn body, walk toward
    target)
  • Augmented/mixed reality, tangible interaction
    with objects
  • Simple, transparent mechanical structures
  • Use knowledge of physical world
  • Cell phone, ubicomp, context-aware
  • Do real world action, computer exploits
  • Operate system in world, UI actions real
    actions

8
What is Reality?
  • Obviously problematic, broad term
  • Specific, narrow definition here
  • Basic aspects of simple, everyday, non-digital
    world
  • Not keyboards, mice
  • Not cultural, societal, political
  • Union of 4 themes
  • Naïve Physics
  • Body Awareness Skills
  • Environment Awareness Skills
  • Social Awareness Skills
  • Fairly basic, though may not be universal across
    cultures

9
Naïve Physics (NP)
  • People have common sense knowledge about the
    physical world
  • Example TUI rack or slot as physical constraint
    on token

10
Body Awareness Skills (BAS)
  • People have an awareness of their own physical
    bodies and possess skills for controlling and
    coordinating their bodies
  • Example Navigate in VR by walking on treadmill

11
Environment Awareness and Skills (EAS)
  • People have a sense of their surroundings and
    possess skills for negotiating, manipulating, and
    navigating within their environment
  • Example Context aware/sensing system respond to
    user location

12
Social Awareness Skills (SAS)
  • People are generally aware of others in their
    environment and have skills for interacting with
    them
  • Example VE represent user with avatar, others
    can respond

13
Some Supporting Evidence
  • When a display surface can sense touch, selecting
    items by tapping with your finger or a pen is
    immediately appealing, as it mimics real world
    interaction. 48.
  • For example, in a photo browsing and sorting
    application, it is natural and convenient to move
    and rotate virtual photos as if they were real
    photos lying on the surface, and to support other
    operations that may be physically impossible but
    desirable and plausible anyway, such as resizing
    32.
  • By moving their two fingers apart diagonally, the
    user controls the zoom level of the lens
    visualization . The amount of zoom is calculated
    to give the appearance that the tabletop is
    stretching under the user's fingers. There is an
    illusion of a pliable rubber surface 17.
  • In this paper, we explore the use of a novel
    wearable eye pointing device . Users are also
    very familiar with the use of their eyes as a
    means for selecting the target of their commands,
    as they use eye contact to regulate their
    communications with others 38.
  • We introduce ViewPointer, a wearable eye contact
    sensor that detects deixis towards ubiquitous
    computers embedded in real world objects 38.
  • Systems such as PlayAnywhere are natural
    platforms for exploring ways to blur the boundary
    between the virtual, electronic office document
    and the real thing, as well as scenarios that
    exploit the natural and familiar feel of
    manipulating and drawing on paper 32.
  • In eyeLook we modeled our design strategy on the
    most striking metaphor available that of human
    group communication 12.
  • By incorporating eye contact sensing into mobile
    devices, we give them the ability to recognize
    and act upon innate human nonverbal turn taking
    cues 12.
  • When the user is finished examining the details
    of the underlying dataset, he simply lifts his
    fingers off the table. At this point, DTLens
    responds by resetting the local zoom level to its
    original level. This transition is animated over
    a period of one second to preserve the illusion
    of a pliable surface returning to its original
    state 17.
  • Embodying an agent grounds it in our own reality
    29.
  • We developed a new graspable handle with a
    transparent groove. Our graspable handle enables
    the user to perform a holding action
    naturally-the most basic action when physically
    handling a curved shape in the real world 4.
  • Real appliance's controls are used normally but
    the user's actions involving these components
    (lookingat a part of the interface, touching a
    button, etc.) are taken as inputs to the wearable
    computer which in turn modifies the user's view
    of the real-world 33.
  • User interface actions are intended to be as
    natural as possible through the use of a variety
    of visual affordances. Some of these affordances
    are derived from equivalent, purely physical
    interactions that occur with printed photographs.
    To maintain the link with the physical world,
    users interact only with photographs - there are
    no buttons, menus or toolbars to be navigated
    3.
  • The nature of a tabletop interface makes it very
    natural to use in a social setting with two or
    more people 3.
  • By keeping the gesturing behavior more
    naturalistic we are designing from a more 'mixed
    ecology' perspective - designing the gesture
    system such that it approximates natural
    interactional behaviors as closely as possible
    26.
  • ...
  • 1. Survey of Published Literature
  • 2. CHI Workshop
  • 3. Informal Field Study

14
1. Survey of Published Literature
  • Retroactively observe designers doing this
    implicitly
  • When a display surface can sense touch, selecting
    items by tapping with your finger or a pen is
    immediately appealing, as it mimics real world
    interaction. 48.
  • For example, in a photo browsing and sorting
    application, it is natural and convenient to move
    and rotate virtual photos as if they were real
    photos lying on the surface, and to support other
    operations that may be physically impossible but
    desirable and plausible anyway, such as resizing
    32.
  • By moving their two fingers apart diagonally, the
    user controls the zoom level of the lens
    visualization . The amount of zoom is calculated
    to give the appearance that the tabletop is
    stretching under the user's fingers. There is an
    illusion of a pliable rubber surface 17.
  • In this paper, we explore the use of a novel
    wearable eye pointing device . Users are also
    very familiar with the use of their eyes as a
    means for selecting the target of their commands,
    as they use eye contact to regulate their
    communications with others 38.
  • We introduce ViewPointer, a wearable eye contact
    sensor that detects deixis towards ubiquitous
    computers embedded in real world objects 38.
  • Systems such as PlayAnywhere are natural
    platforms for exploring ways to blur the boundary
    between the virtual, electronic office document
    and the real thing, as well as scenarios that
    exploit the natural and familiar feel of
    manipulating and drawing on paper 32.
  • In eyeLook we modeled our design strategy on the
    most striking metaphor available that of human
    group communication 12.
  • By incorporating eye contact sensing into mobile
    devices, we give them the ability to recognize
    and act upon innate human nonverbal turn taking
    cues 12.
  • When the user is finished examining the details
    of the underlying dataset, he simply lifts his
    fingers off the table. At this point, DTLens
    responds by resetting the local zoom level to its
    original level. This transition is animated over
    a period of one second to preserve the illusion
    of a pliable surface returning to its original
    state 17.
  • Embodying an agent grounds it in our own reality
    29.
  • We developed a new graspable handle with a
    transparent groove. Our graspable handle enables
    the user to perform a holding action
    naturally-the most basic action when physically
    handling a curved shape in the real world 4.
  • Real appliance's controls are used normally but
    the user's actions involving these components
    (lookingat a part of the interface, touching a
    button, etc.) are taken as inputs to the wearable
    computer which in turn modifies the user's view
    of the real-world 33.
  • User interface actions are intended to be as
    natural as possible through the use of a variety
    of visual affordances. Some of these affordances
    are derived from equivalent, purely physical
    interactions that occur with printed photographs.
    To maintain the link with the physical world,
    users interact only with photographs - there are
    no buttons, menus or toolbars to be navigated
    3.
  • The nature of a tabletop interface makes it very
    natural to use in a social setting with two or
    more people 3.
  • By keeping the gesturing behavior more
    naturalistic we are designing from a more 'mixed
    ecology' perspective - designing the gesture
    system such that it approximates natural
    interactional behaviors as closely as possible
    26.
  • ...

15
2. CHI Workshop
  • What is the Next Generation of Human-Computer
    Interaction?
  • Look for common ground
  • Begin with same questions, look for answers
  • Review discussions, breakout groups for support
    or contradiction
  • Most themes identified were closely connected to
    RBI
  • Expressed in variety of different terminologies

16
3. Informal Field Study
  • Interviewed researchers at MIT Media Lab
  • Had not introduced RBI to them
  • 2 examples...
  • Engine-Info James Teng, Ambient Intelligence
    Group
  • BAS
  • EAS
  • Connectibles Jeevan Kalanithi, Object-Based
    Media Group
  • SAS

17
Implications for Design
  • Distinguish 2 claims
  • RBI Good characterization of next generation
  • RBI Good UI
  • Base on pre-existing real world knowledge and
    skills
  • Reduce mental effort (already possess some
    skills)
  • Casual use speed learning
  • Info overload, time pressure improve performance
  • NP may also encourage improvisation, need not
    learn UI-specific skills
  • But copy of reality is not enough
  • Make the tradeoff explictly

18
Reality...Plus Artificial Extensions
  • Exact duplicate of real world?
  • Real plus extensions
  • Desktop GUI plus "find" command
  • Interact normally plus can turn on X-ray vision
  • Walk and move normally in VR plus can fly by
    leaning
  • Grasp and move tangible architectural model plus
    see effect on wind

19
Tradeoffs
  • Claim Give up reality only explicitly, only in
    return for desired qualities
  • Expressive Power Users can perform variety of
    tasks within application domain
  • Efficiency Users can perform task rapidly
  • Versatility Users can perform many tasks from
    different application domains
  • Ergonomics Users can perform task without
    physical injury, fatigue
  • Accessibility Users with varying abilities can
    perform task
  • Practicality System is practical to develop and
    produce

20
Example
  • Use conventional walking gesture for walking
  • Give up the reality of the walking command
    carefully
  • Only if gain added efficiency, power, etc (speed,
    automatic route finding)
  • No conventional gesture for flying, x-ray vision
  • Degrees of realism (x-ray by focus vs. by menu
    pick)
  • Prefer analogies of realistic for the additional
    functionality

21
Case Studies
  • URP
  • Classic TUI
  • Apple iPhone
  • Commercial product
  • Electronic Tourist Guide
  • Mobile, context-aware
  • Visual-Cliff Virtual Environment
  • Virtual reality

22
Case Study 1 URP
  • Classic TUI
  • Underkoffler Ishii CHI 99
  • NP
  • EAS
  • BAS
  • (SAS)

23
Case Study 2 Apple iPhone
  • Commercial product
  • NP
  • EAS
  • BAS

24
Case Study 3 Electronic Tourist Guide
  • Mobile, context-aware
  • Beeharee Steed, PUC 2007
  • EAS
  • BAS

25
Case Study 4 Visual-Cliff Virtual Environment
  • Virtual reality
  • Slater, Usoh, Steed, TOCHI 1995 Usoh et al,
    SIGGRAPH 99
  • NP
  • EAS
  • BAS

26
Related Taxonomies and Frameworks
  • Individual classes of new interfaces
  • Dourish 2001
  • Fishkin 2004
  • Fishkin, Moran, Harrison 1998
  • Hornecker Buur 2006
  • Nielsen 1993
  • Ullmer Ishii 2001
  • New issues for non-WIMP, considered more
    generally
  • Belloti et al. 2002
  • Benford et al. 2005
  • Coutrix Nigay 2006
  • Dubois Gray 2007
  • Klemmer, Hartmann, Takayama 2006
  • Specific new interaction styles
  • Beaudouin-Lafon 2000
  • Hurtienne Israel 2007
  • Rorher 1995
  • Weiser 1991
  • Methodology for discussing tradeoffs
  • QOC, MacLean et al. 1991
  • Direct Manipulation/GUI generation
  • Shneiderman 1983 Identify
  • Hutchins, Hollan, and Norman 1986 Explain

27
More Characteristics of Next Generation
  • Higher-level
  • Reality-Based Interaction
  • Lightweight, Non-command
  • Lower-level
  • Continuous Discrete
  • Parallel, Highly-Interactive
  • Plus maybe
  • Smaller, Bigger, Retargetable
  • Discourse Properties

28
Project Senseboard
  • TUI
  • Augment physical objects with digital meaning
  • Combine physical and digital representations to
    exploit advantages of each
  • Evolution of GUI
  • Increase realism
  • More-direct manipulation

29
Project Tangible Video Editor
  • New implementation approach for tabletop TUI
  • Extends workspace into the whole room
  • Uses physicality to communicate syntax (clips,
    transitions)

30
Project TERN TUI for Children
31
Project Pre-screen Projection
  • Scene displayed on physical screen
  • But dynamic perspective from user's viewpoint as
    if in front of screen
  • Move head naturally to pan and zoom
  • James Templeman, NRL

32
Project X-ray Vision
  • 1. Entire virtual room
  • 2. Portion of virtual room
  • No object currently selected
  • 3. Stare at purple object near top
  • Internal details become visible

33
Experimental Results
  • Task Find object with given letter hidden inside
  • Result Eye faster than Polhemus, More so for
    distant objects
  • Extra task Spatial memory better with Polhemus

34
Project Experiment on RBI
  • Compare interaction styles, not UI designs
  • Same task (3D assembly)
  • Design 4 user interfaces for doing it
  • As similar as possible
  • Differ only in interaction style

35
Lightweight, Non-command
  • Emerging common thread, variously called
  • Passive
  • Context
  • PUI
  • Tacit (Nelson)
  • Noncommand (Nielsen)
  • Affective computing (Picard)
  • Ambient media (Ishii)
  • Get more information from user, without much
    effort from user
  • User not really give explicit commands
  • System observes, guesses, infers, takes hints

36
Lightweight Inputs
  • Inputs
  • Physiological sensors, affective
  • User behavior
  • Context information, e.g. GPS
  • User commands
  • Real-world actions
  • But
  • All are noncommittal, weak inputs, must use
    judiciously
  • Midas touch

37
Project Perseus Digital Library
  • Communicate spatial information as ancillary
    aspect of text in DL
  • Without distracting from main reading
  • User just reads text normally
  • Provide related spatial information "for free"
  • With minimal distraction to reader
  • No explicit commands for spatial, just read,
    lightweight
  • Conventional solution
  • Traditional hypertext link in the text
  • Explicit command, disrupt reading, lose context

38
Background Display
  • Metaphor Text on clear plastic
  • Highly blurred background, provide approximate
    sense of place
  • Indoors or outdoors
  • Street or forest
  • Daytime or nighttime

39
Peripheral Border Display
  • Metaphor Read text while riding bus
  • Without looking up from text, get rough sense of
    place in peripheral vision
  • Reading task is primary (fovea)
  • No real estate on main screen for spatial
  • Need not ever look up at it
  • Can view peripherally

40
Project Eye Movement-Based Interaction
  • Highly-interactive, Non-WIMP, Non-command,
    Lightweight
  • Continuous, but recognition algorithm quantizes
  • Parallel, but implemented on coroutine UIMS
  • Non-command, lightweight, not issue intentional
    commands
  • Benefits
  • Extremely rapid
  • Natural, little conscious effort
  • Implicitly indicate focus of attention
  • What You Look At is What You Get

41
Issues
  • Midas touch
  • Eyes continually dart from point to point, not
    like relatively slow and deliberate operation of
    manual input devices
  • People not accustomed to operating devices simply
    by moving their eyes if poorly done, could be
    very annoying
  • Need to extract useful dialogue information from
    noisy eye data
  • Need to design and study new interaction
    techniques

42
Continuous Discrete
  • Discrete Current, GUI
  • Continuous discrete
  • Grasp, move, release object in VR or TUI
  • Airplane (flight simulator) controls
  • View/manipulate molecular model
  • Virtual environment controls
  • Bicycle controls, feedback
  • Eye movement-based interaction
  • Conventional control panel
  • Scrollbar (conventional GUI)

43
Project UIMS for VR, Non-WIMP
  • Handle continuous explicitly in language
  • Could handle with events as usual, but wrong
    model for non-WIMP
  • Want continuous as first-class element of language

44
Parallel, Highly-Interactive
  • Half- vs. full-duplex
  • Office
  • Air traffic control, military command and
    control, games
  • Parallel
  • Two-hand
  • Subtasks toward common goal
  • Two tasks
  • Coroutine vs. parallel
  • Everyday examples automobile, airplane
  • Higher bandwidth, engage more sensory channels

45
Smaller, Bigger, Retargetable
  • Smaller
  • Displace QWERTY keyboard?
  • Blend into user's other activities, need
    unobtrusive input
  • Bigger
  • Desk or wall-size, resolution comparable to paper
    desk!
  • Special-purpose console or "cockpit" for
    high-performance interaction
  • Or group interaction large output, but small
    mobile input
  • Retargetable
  • Access same application at desk, car, PDA, etc
  • Universal access same technology
  • Same functionality, different front ends gt UIMS
  • (Open research question)

46
Discourse Properties
  • Longer-term dialogue (interaction history) in
    direct manipulation
  • Add multi-command, dialogue-like properties to
    direct manipulation
  • Combine benefits of both
  • Bring higher-level dialogue properties of natural
    language to direct manipulation/graphical
    interaction style
  • Individual, unconnected utterances...
  • vs. Follow focus, transcend single transaction,
    dialogue properties
  • Implicitly Conversational focus, state, mode
  • Explicitly Do the same thing to these new data

47
Implications for Software
  • Easier to use -gt harder to program

48
More Senseboard
  • Goal Blend Benefits of Physical and Digital
  • Physical
  • Natural, free-form way to organize, group
  • Rapid, fluid, 2-handed manipulation, handfuls
  • Collaboration
  • Digital
  • Selectively reveal details
  • Display alternate views
  • Sort, Search
  • Save, Restore alternate arrangements
  • Export, Backup
  • Current one or other set of advantages
    exclusively

49
Senseboard as a New TUI Platform
  • Beyond spatial and geometric domains
  • Manipulating, organizing, grouping information
    items
  • Common to many applications
  • Discrete, abstract, non-geometric data
  • Current practice
  • Arrange Postit Notes

50
Application
  • Plausible future TUI for realistic knowledge
    worker/office task
  • Ex. CHI conference paper grouping scheduling
  • Shares key properties of other information
    manipulation tasks
  • Use, without loss of generality, for
  • Messages
  • Files
  • Bookmarks
  • Citations
  • Papers for literature search
  • Slides for presentation
  • Scenes for movie
  • Newspaper stories
  • Pages for web site
  • Employees to be reorganized
  • MP3 files for disc jockey
  • Ideas from brainstorming session

51
Implementation
  • Vertical panel, rectangular grid
  • Magnetic pucks with RFID tags
  • User moves puck, board sends identity and grid
    location of each puck through serial port
  • Better reliability and speed than previous
    computer vision approaches
  • Board Bannou Pro, Uchida Yoko Ltd.
  • Pucks Our design, based on Bannou pucks
  • System PC, Windows, Java application, Input from
    board via serial, Output to video projector

52
Platform
  • New TUI platform
  • Unique RFID tags in Pucks, multiple tag readers
    in Board
  • Multiple pucks operating on same platform
  • Vertical work surface
  • Constrained grid layout
  • For discrete, semi-structured interaction
  • Not for completely free-form input
  • Magnets, vertical board allow use by group of
    people

53
Design Rationale
  • Make data items tangible and graspable
  • Like touching the data, "tangible bits"
  • Vs. like remote-controlling displayed data
  • Separate puck for each data item, permanently
    attached to it
  • Exploit physical representation
  • Constraint grid, magnet cells
  • Special shapes for commands
  • Use pure digital representation where appropriate
    (continuous display of conflicts)

54
Interface Design
  • Data Objects
  • Starting point Just grab and move
  • Pucks represent operands straightforwardly
  • Command Objects
  • Operators special puck, unique shapes
  • Tool, operator, stamper
  • Syntax
  • Flat pucks represent data
  • Tall, special shape pucks represent commands
  • Place command over data puck

55
View Details Command
  • Temporarily overcome size limit of data pucks
  • Temporarily obscure adjacent pucks
  • Command puck physically obscures cells below
  • Physical way to tell user temporary information
    is placed over those cells
  • Cells below still present, temporarily obscured

56
Group and Ungroup
  • Group
  • Arrange items on board into small groups of
    interest
  • Then apply command
  • Like Arrange papers together, then staple
  • Ungroup

57
Further Commands
  • Type-in
  • Create new node
  • Copy or Link
  • Illustrate creating line (graph edge) vs. new
    node
  • Explore alternative organizations, same item in
    2 places
  • Export

58
Conflict Display
  • Paper conflicts shown graphically
  • Benefit of computer augmentation

Conflict scores
Red line author conflict Yellow topic conflict
59
Alternative Designs Implemented
  • Display commands in reserved area of grid
  • View details Cell at bottom left
  • Group Cells for member items plus one for new
    group item
  • More user-visible, but disrupts user
    arrangements
  • Press on surface of puck
  • Convenient, but only one command, like GUI
    double-click
  • Can coexist with other designs
  • Use as synonym for View details

60
An Interaction Language
  • Beginnings of interaction language for using
    pucks on a grid
  • Syntax elements
  • Thin pucks for operands, thick for operators
  • Stamping one puck over another
  • Contiguous groups of pucks
  • Pressable pucks
  • Commands as special puck shapes
  • Commands as reserved locations

61
Experiment
  • Quantify costs, benefits possible from TUI
  • Compared to GUI
  • Benefits of natural interaction with real
    physical objects, their affordances and
    constraints
  • Tangible thinking
  • Compared to pure physical
  • Computer augmentation, display conflicts as user
    interacts Expect performance benefit
  • But imperfections in how TUI simulates physical
    Expect performance penalty

62
Experiment (cont.)
  • Design goal Benefits outweigh penalty paid for
    simulation
  • Experiment Quantify the tradeoff
  • Measure the two components separately
  • TUI may not match all benefits of physical or GUI
  • Provide otherwise unobtainable blend of both
  • Possibly performance improvement over either

63
Experimental Task
  • Simplified from previous application
  • Simple, self-contained task
  • Assign schedule for 3 workers, 5 days
  • Match skill sets, constraints for days off
  • Four conditions
  • Paper
  • Reduced-Senseboard
  • Pen-GUI
  • Senseboard

64
Paper Condition
  • Conventional paper sticky notes
  • Use same vertical board
  • Task designed not to require pressing or stamping

65
Reduced-Senseboard Condition
  • TUI simulation of world imperfect
  • Latency
  • Projector misregistration
  • Lower resolution
  • Puck loses its display when off the board
  • Measure its performance cost
  • No constraint checking reduced
  • Expect worse than paper, worse than regular
    Senseboard
  • Use to tease apart components of performance

66
Pen-GUI Condition
  • More conventional, like GUI
  • Match physical arrangement of Senseboard
  • Digital whiteboard (Microfield Graphics Inc.
    Softboard 201) vs. regular mouse/CRT
  • Want similar to Senseboard except tangible pucks
  • Constraint checking on

67
Senseboard Condition
  • (As described)
  • Except task designed for no pressing or stamping
    functions
  • To allow paper counterpart
  • Constraint checking on

68
Experimental Design
  • Within-subjects design, vary order of conditions
  • Randomize 4 schedule variations to reduce
    learning
  • Subjects
  • 13 subjects, 6 male, 7 female
  • Recruited from MIT community
  • 30-45 minute sessions, paid 10
  • Procedure
  • Measure elapsed time to perform task
  • Record final schedule, check for errors

69
Results
  • Completed nearly all tasks correctly (99)
  • So use time as single performance measure
  • Data suggest expected trends
  • Weak significance, ANOVA condition F(3,36)2.147,
    p0.11

Time (sec)
70
Questionnaire
  • Preferred Senseboard over other 3
  • Disliked Paper condition
  • Many comments on value manipulating physical
    pucks aiding thinking
  • Typical I like the idea of manipulating
    something, makes it easier to tell who you're
    scheduling where.

71
Experiment Discussion
  • Current alternatives paper or GUI
  • Each has strengths and weaknesses, but cannot
    blend
  • Goal Combine fluid, physical manipulation,
    tangible thinking and computer augmentation
  • For better performance than either alone
  • Suggestive evidence that this TUI can give better
    performance than either pure physical or GUI
  • Tangible pucks preserve some of good qualities of
    paper, but not all
  • See small improvement TUI over paper

72
Experiment Discussion
  • Use Reduced-Senseboard condition to decompose
    small TUI-vs.-paper into 2 larger components
  • Cost of imperfect TUI simulation of paper
  • Benefit of augmentation
  • Measure value of natural interaction Paper
  • Minus cost of simulating it Reduced
  • Plus benefit of artificial additions

73
Experiment Discussion
  • Penalties of simulation will decrease
  • Lower latency
  • Better display technology
  • Bistable display materials, pucks retain
    displayed information
  • Advantage for TUI would become stronger
  • Benefit of augmentation retained

74
More Approach to Using Eye Movements
  • Philosophy
  • Use natural eye movements as additional user
    input
  • vs. trained movements as explicit commands
  • Technical approach
  • Process noisy, jittery eye tracker data stream to
    filter, recognize fixations, and turn into
    discrete dialogue tokens that represent user's
    higher-level intentions
  • Then, develop generic interaction techniques
    based on the tokens

75
Previous Work
  • A taxonomy of approaches to eye movement-based
    interaction

76
Methods for Measuring Eye Movements
  • Electronic
  • Skin electrodes around eye
  • Mechanical
  • Non-slipping contact lens
  • Optical/Video - Single Point
  • Track some visible feature on eyeball head
    stationary
  • Optical/Video - Two Point
  • Can distinguish between head and eye movements

77
Optical/Video Method
  • Views of pupil, with corneal reflection
  • Hardware components

78
Use CR-plus-pupil Method
  • Track corneal reflection and outline of pupil,
    compute visual line of gaze from relationship of
    two tracked points
  • Infrared illumination
  • Image from pupil camera

79
The Eye
  • Retina not uniform
  • Sharp vision in fovea, approx. 1 degree
  • Blurred vision elsewhere
  • Must move eye to see object sharply
  • Eye position thus indicates focus of attention

80
Types of Eye Movements Expected
  • Saccade
  • Rapid, ballistic, vision suppressed
  • Interspersed with fixations
  • Fixation
  • Steady, but some jitter
  • Other movements
  • Eyes always moving stabilized image disappears

81
Eye Tracker in Use
  • Integrated with head-mounted display

82
Fixation Recognition
  • Need to filter jitter, small saccades, eye
    tracker artifacts
  • Moving average slows response speed use a priori
    definition of fixation, then search incoming data
    for it
  • Plot one coordinate of eye position vs. time (3
    secs.)
  • Horizontal lines with o's represent fixations
    recognized by algorithm, when and where they
    would be reported

83
User Interface Management System
  • Turn output of recognition algorithm into stream
    of tokens
  • EYEFIXSTART, EYEFIXCONT, EYEFIXEND, EYETRACK,
    EYELOST, EYEGOT
  • Multiplex eye tokens into same stream as mouse,
    keyboard and send to coroutine-based UIMS
  • Specify desired interface to UIMS as collection
    of concurrently executing objects each has own
    syntax, which can accept eye, mouse, keyboard
    tokens

84
Interaction Techniques
  • Eye tracker inappropriate as a straightforward
    substitute for a mouse
  • Devise interaction techniques that are fast and
    use eye input in a natural and unobtrusive way
  • Where possible, use natural eye movements as an
    implicit input
  • Address Midas Touch problem

85
Eye as a Computer Input Device
  • Faster than manual devices
  • No training or coordination
  • Implicitly indicates focus of attention, not just
    a pointing device
  • Less conscious/precise control
  • Eye moves constantly, even when user thinks
    he/she is staring at a single object
  • Eye motion is necessary for perception of
    stationary objects
  • Eye tracker is always "on"
  • No analogue of mouse buttons
  • Less accurate/reliable than mouse

86
Object Selection
  • Select object from among several on screen
  • After user is looking at the desired object,
    press button to indicate choice
  • Alternative dwell time if look at object for
    sufficiently long time, it is selected without
    further commands
  • Poor alternative blink.
  • Dwell time method is convenient, but could
    mitigate some of speed advantage

87
Object Selection (continued)
  • Found Prefer dwell time method with very short
    time for operations where wrong choice
    immediately followed by correct choice is
    tolerable
  • Long dwell time not useful in any cases, because
    unnatural
  • Built on top of all preprocessing
    stages-calibration, filtering, fixation
    recognition
  • Found 150-250 ms. dwell time feels
    instantaneous, but provides enough time to
    accumulate data for accurate fixation recognition

88
Continuous Attribute Display
  • Continuous display of attributes of selected
    object, instead of user requesting them
    explicitly
  • Whenever user looks at attribute window, will see
    attributes for the last object looked at in main
    window
  • If user does not look at attribute window, need
    not be aware that eye movements in the main
    window constitute commands
  • Double-buffered refresh of attribute window,
    hardly visible unless user were looking at that
    window
  • But of course user isn't

89
Moving an Object
  • Two methods, both use eye position to select
    which object to be moved
  • Hold button down, drag object by moving eyes,
    release button to stop dragging
  • Eyes select object, but moving is done by holding
    button, dragging with mouse, then releasing
    button
  • Found Surprisingly, first works better
  • Use filtered fixation tokens, not raw eye
    position, for dragging

90
Menu Commands
  • Eye pull-down type menu
  • Use dwell time to pop menu, then to highlight
    choices
  • If look still longer at a choice, it is executed
    else if look away, menu is removed
  • Alternative button to execute highlighted menu
    choice without waiting for second, longer dwell
    time
  • Found Better with button than long dwell time
  • Longer than people normally fixate on one spot,
    hence requires unnatural eye movement

91
Eye-Controlled Scrolling Text
  • Indicator appears above or below text, indicating
    that there is additional material not shown
  • If user looks at indicator, text itself starts to
    scroll
  • But never scrolls while user is looking at text
  • User can read down to end of window, then look
    slightly lower, at arrow, in order to retrieve
    next lines
  • Arrow visible above and/or below text display
    indicates additional scrollable material

92
Listener Window
  • Window systems use explicit mouse command to
    designate active window (the one that receives
    keyboard inputs)
  • Instead, use eye position The active window is
    the one the user is looking at
  • Add delays, so can look briefly at another window
    without changing active window designation
  • Implemented on regular Sun window system (not
    ship display testbed)

93
Object Selection Experiment
  • Compare dwell time object selection interaction
    technique to conventional selection by mouse pick
  • Use simple abstract display of array of circle
    targets, instead of ships
  • Subject must find and select one target with eye
    (dwell time method) or mouse
  • Circle task Highlighted item
  • Letter task Spoken name

94
Results
  • Eye gaze selection significantly and
    substantially faster than mouse selection in both
    tasks
  • Fitts slope almost flat (1.7 eye vs 117.7 mouse)

Task (time in msec.) Device Circle
Letter Eye gaze 503.7 (50.56) 1103.0
(115.93) Mouse 931.9 (97.64) 1441.0 (114.57)
95
Time-integrated Selection
  • Alternative to stare harder
  • Subsumed into same implementation
  • Retrieve data on 2 or 3 most looked-at objects
    over last few minutes
  • Integrate over time which areas of map user has
    looked at
  • Select objects by weighted, integrated time
    function (vs. instantaneous look)
  • Matches lighweight nature of eye input

96
More Software for Emerging Interaction Style
  • Language to describe and program fine-grained
    aspects of non-WIMP interaction
  • Basis Essence of non-WIMP set of continuous
    relationships, in parallel, most are temporary
  • Combine data-flow component for continuous
    event-based for discrete
  • Discrete can enable/disable the continuous links
  • Separate non-WIMP interaction into 2 components
  • Each can exploit existing approaches
  • Provide framework to connect the 2
  • Keep model simple enough for fast run-time
  • Support VR interfaces directly

97
User Interface Software
  • User Interface Management System (UIMS)
  • Designer specifies user interface, UIMS
    implements it
  • Specification technique is key
  • May be interactive
  • State transition diagram-based UIMS
  • Prefer state diagrams to BNF because they make
    time sequence of dialogue explicit
  • Develop state diagram-based technique that
    identifies and separately specifies the three
    levels of the interface
  • Semantic Level
  • Syntactic Level
  • Lexical Level

98
Background
  • Two components communication framework
  • Discrete
  • Existing UIMS, UIDL technology from WIMP
  • BNF, grammar-based, state transition diagrams,
    event response, ....
  • Continuous
  • Like data-flow graph or set of one-way
    constraints between inputs and outputs
  • Constraints 1-way, 2-way, continuous 3-D
    geometry
  • Plus very high performance
  • Plus time management for video-driven
  • Plus ability to re-wire graph from user inputs

99
Why Not Just WYSIWYG?
  • Why not NeXT Interface Builder or Visual Basic?
  • Visual layout of objects in UI
  • But not new interactive behaviors
  • 2 classes of VL's
  • VL for static visual objects
  • VL for abstract, non-visual (e.g., sequence,
    behavior)
  • Most current UI toolkits provide widgets
  • Can change position, size, appearance
  • But canned behavior
  • Need new language for behavior

100
Toward a Language
  • Basic structure of non-WIMP interaction
  • Claim A set of continuous relationships, most of
    which are temporary
  • Handle continuous explicitly in language
  • Current models typically based on tokens or
    events
  • Quantize continuous into change-value or
    motion events and handle as discrete
  • But events wrong model for parts of non-WIMP
  • Data-flow graph
  • Continuous variables
  • Continuous functions
  • Like a plugboard, wiring diagram, 1-way
    constraints
  • Implicitly parallel

101
Model
  • Two-part description of user interaction
  • Graph of functional relationships among
    continuous variables (few typically active at a
    time)
  • Discrete event handlers (which can turn the
    continuous relationships on and off)
  • Communication paths
  • Discrete activate/deactivate links by set/clear
    Conditions
  • Link recognize pattern, trigger discrete event
  • Both set/test arbitrary shared UI variables

102
Language
  • Set of continuous Variables
  • Some connected to input devices, outputs,
    application semantics, and some for communication
    within UI
  • Set of Links
  • Function from continuous variable to continuous
    variable
  • Conditions
  • Link attached to Condition, allows turn on/off
  • Set of EventHandlers
  • Respond to discrete input events, produce
    outputs, set syntactic-level variables, call
    application procedures, set/clear Condition
  • Object-oriented framework
  • Link, Variable, EventHandler in separate class
    hierarchy
  • Basic UIMS in base classes Variable, Link,
    EventHandler

103
Example
  • Conventional WIMP slider to show notation
  • We view as continuous relationships, but
    activated by mouse down/up events

104
Alternate (Integrated) Form
  • Conceptually each state has entire data-flow
    graph
  • When system enters state, begins executing that
    data-flow graph and continues until exit state
  • Diagram transitions between whole data-flow
    graphs
  • Apt for moded continuous operations

105
Zoomed In
  • Difficult to fit integrated form in single
    picture
  • Interactive zooming editor
  • Even better Rapid continuous zooming (PAD) or
    head-coupled zooming (pre-screen projection)
  • Previous diagram, zoomed in on the first state
  • Enclosed data-flow diagram now visible and
    editable

106
Grab in 3-D
  • Grab and drag object with hand in 3-D
  • Common, simple interaction in VR
  • Diamond cursor permanently attached to user's
    hand
  • Ugly object can be grabbed and moved

107
UIDL for Grab in 3-D
  • Grab object by holding Button 1
  • While button held, object position cursor
    position
  • When button released, relationship ceases (but
    cursor still follows user's hand)

108
Hinged Arm
  • User can grab arm and move in 3D
  • Left end always fixed to base column, as if
    hinged
  • Arm pivots to follow hand cursor

109
UIDL for Hinged Arm
  • State change when user grabs arm (activates
    linkc1), and releases arm (deactivates linkc1)
  • Hand (polhemus1) always drives cursor position
  • Linkc1 connects cursor position to arm rotation
    continuously
  • But active only while user grasping arm

110
Two-Jointed Arm
  • User can grab and move the first (proximal)
    segment of the arm as in previous example
  • Second (distal) segment hinged at tip of proximal
  • User can grab distal and rotate wrt tip of
    proximal

111
UIDL for Two-Jointed Arm
  • Linkc1 active when hand cursor controlling
    rotation of proximal segment (GRASPED1 condition)
  • Linkc2 active when hand controlling distal
    (GRASPED2)
  • Language clearly shows Depending on state, hand
    position sometimes controls rot1 and sometimes
    rot2

112
World with Many Arms
  • Two instances of two-jointed 24 of one-jointed
  • One-jointed arms point to proximal/distal tips of
    two-jointed, can turn on/off in groups
  • Use to demonstrate performance

113
Daisy Menu Green Halliday
  • Menu for selecting commands in VR
  • Pops up sphere of command icons around hand
  • Move hand till command in cone, facing eye
  • Actions attached to state transitions
  • BUTTON3DN
  • Show daisy and selection cone
  • BUTTON3UP
  • if (intersection of cone and daisy covers a menu
    item)
  • Select that item
  • Hide daisy and selection cone

114
Two-mouse Interaction
  • Two-mouse graphical manipulations Chatty
  • Drag right mouse Move selected object
  • Drag right mouse while holding left mouse button
    Rotate object around location of left mouse

115
PMIW User Interface Management System
  • Software model and language for inventing new
    non-WIMP interaction techniques
  • Based on Essence of a non-WIMP dialogue is a set
    of mostly temporary continuous relationships
  • Attempt to capture formal structure of non-WIMP
    as previous techniques captured command-line,
    menu-based, moded, event-based
  • Higher level user interface description language
    constructs for non-WIMP
  • Especially VR where severe performance
    requirements
  • Demonstrate new language won't cost VR
    performance
  • Penalties paid at compile-time
  • Graphical editor, run-time UIMS

116
TUIML
  • A Visual Language for Modeling Tangible User
    Interfaces
  • TAC paradigm
  • Each TUI consists of token within a constraint
  • Same object may sometimes be token, sometimes
    constraint
  • Two tier model fits well
  • Dialogue (states, storyboard)
  • Interaction (especially continuous)

117
BrainComputer Interface
  • Plans
  • Use with mouse, keyboard, not primarily for
    disabled users
  • Mainly use fNIRS, not EEG (add EEG later)
  • Goals
  • More objective measure of mental workload with
    different interfaces
  • Input to adaptable brain-computer interface

118
Approach
  • Functional near-infrared spectroscopy (fNIRS)
  • Optical measurement, newer technology than EEG
  • Relatively unexplored esp. for interaction
  • Similar info to fMRI, less restrictive, less
    precise
  • Different info from EEG

119
BrainComputer Interface
  • Goals
  • More objective measure of mental workload with
    different interfaces
  • Input to adaptable brain-computer interface
  • Functional near-infrared spectroscopy (fNIRS)
  • Optical measurement, newer technology than EEG
  • Relatively unexplored esp. for interaction
  • Similar info to fMRI, less restrictive, less
    precise
  • Different info from EEG

120
Approach
  • Plans
  • Use with mouse, keyboard, not primarily for
    disabled users
  • Mainly use fNIRS, not EEG (add EEG later)
  • Problems
  • Understand some brain function
  • Have measured mental workload, not sure yet what
    else, so need bottom-up design process
  • Use machine learning, combine EEG, eye movement
    data
  • Design adaptable, lightweight interaction, new
    interface designs that exploit subtle inputs
    transparency? 3D perspective?

121
Research
Evaluation of User Interfaces
Adaptive User Interfaces
  • Safe
  • Non-invasive
  • Portable
  • Practical for HCI

122
Our Uses of BCI
Interpret Cognitive State Information
User Interface Evaluation Working
Memory Usage Semantic vs. syntactic
Adaptive System Video games Health
care Education Military Collaboration Aviation
Driving Business
Machine Learning Training and classification
Preprocessing Noise, heart beat, respiration,
motion
Signal detection with fNIRS
Brain activity
User performs task
123
Feasibility Study
  • Measure frontal lobe activity
  • Mental workload, esp. short-term memory
  • With known answers
  • Validate, calibrate technique
  • Conditions (overlaid)
  • Doing nothing
  • 3 level of GUI
  • 1 level of physical (TUI-like)
  • 4 subjects, 30 trials
  • Results encouraging

124
Results
Detecting different levels of mental workload
  • Conditions
  • Rest
  • Low 2 colors
  • Medium 3 colors
  • High 4 colors

125
Using Mental Workload for Evaluating Interfaces
  • A well designed interface should be nearly
    transparent, allowing the user to focus on the
    task at hand.
  • Traditional Evaluation Techniques
  • Speed/accuracy
  • Likert surveys
  • Quantitative, real time information about user
    states

126
User States -gt Workload Experiment
Feasibility experiments show promising results
127
fNIRS Data Analysis Toolkit
Folding Average
ANOVA
Remember phone number
Remember area code
Oxy-hemoglobin
Weighted KNN with Dynamic Time Warping
Hierarchical Clustering
Folding Average
Single Trial
Single Trial
Keogh, Eamonn, Exact Indexing of Dynamic Time
Warping. 2002
128
Syntactic vs. Semantic Workload
  • Interface visuo-spatial sketchpad
  • Task phonological loop
  • Measure high/low/no workload attributed to
    interfaces.


USER
Interface
Task






(Syntactic)
(Semantic)
Baddeleys Model of Information Processing
129
UINavigate Hyperspace, TaskInfo Retrieval
Display Location UI
No Location UI
Spatial WM
Cognitive Psychology Tasks with High, Low, and
No Spatial WM
Phonological Loop
130
Results Syntactic vs. Semantic
Clustering
ANOVA
131
More Machine Learning
  • Generative model of data
  • Assume each class generates an fNIRS signal
    pattern over time that is captured by a
    polynomial
  • maximum likelihood estimate for coefficients,
    noise, prior probability
  • Use Bayes theorem to calculate posterior
    probability of each class, given a new example

132
fNIRS Data Analysis
  • Pre-processing
  • Convert from raw light intensity readings to oxy
    and de-oxy hemoglobin in the blood
  • Remove global interference (heartbeat, breathing,
    motion)
  • Data Analysis Find similarities and differences
    among conditions
  • Hierarchical Clustering
  • ANOVA
  • KNN classifier with Dynamic Time Warping

133
Typical Experimental Data from fNIRS
  • Mean std err during a trial, across all
    participants and all trials
  • Blue Branching Green Dual TaskRed Delay
  • Top oxy-hemoglobin Bottom deoxy
  • y-axis change in hemoglobin values in
    micromolars (
Write a Comment
User Comments (0)
About PowerShow.com