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Display and Interaction Devices

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Title: Display and Interaction Devices


1
User Interface II
  • Display and Interaction Devices

(Based in part on previous lectures by Matt
Ayers, Kenneth Herndon, and Scott Sona Snibbe.
Updated by Fareed Behmaram-Mosavat)
2
Display and Interaction Devices
  • Roadmap
  • Distinguishing characteristics of devices
  • Input devices
  • standard
  • research
  • Output devices
  • video
  • other
  • Virtual devices
  • WIMP vs. Post-WIMP interfaces
  • Where do we go from here?

3
Input Device Hardware (1/3)
  • Hardware characteristics
  • Absolute vs. relative
  • Polled vs. interrupt-driven
  • Discrete vs. continuous input
  • Degrees of freedom (DOF)
  • number of simultaneous, independent data values
    that arrive in one record
  • normally 1, 2, 3, or 6
  • Potential problem areas
  • Spatial resolution
  • Registration and calibration
  • Accuracy and repeatability
  • Sample frequency (temporal resolution)
  • Lag
  • Data synchronization
  • Abstractions
  • Hardware level
  • Logical level

4
Input Device Hardware (2/3)
  • Device interface level
  • Wired vs. wireless
  • Connection
  • IrDA (Infrared)
  • Universal Serial Bus (USB)
  • Firewire (IEEE1394)
  • Bluetooth
  • older RS 232, parallel, mini-din 8
  • Power source
  • AC power supply
  • batteries
  • mechanical motion, solar
  • connection to computer
  • Type of data transferred
  • binary or text
  • floating point, integers, text, etc.

5
Input Device Hardware (3/3)
  • Logical level
  • Divides devices into task-oriented categories
  • navigation in a scene
  • object selection
  • positioning of an object or camera in 1, 2, 3 or
    more dimensions
  • orientation of an object or camera in 1, 2, 3 or
    more dimensions
  • text input
  • scalar value input
  • ink, i.e. draw a line
  • indication of complex shape contours
  • Hides hardware issues such as absolute vs.
    relative values
  • Can be remapped in software
  • Logical level abstractions are easy for
    WIMP, very hard for next generation devices
    and VR applications

6
Traditional Input Devices (1/5)
  • Commonly used today
  • Mouse-like devices
  • mouse
  • wheel mouse (up to 2 wheels offer extra DOF)
  • trackball
  • trackpad
  • Keyboards
  • QWERTY, Dvorak, Maltron
  • one handed vs. two handed
  • standard vs. ergonomic
  • chording keyboards
  • DataHand keyboard

7
Traditional Input Devices (2/5)
  • Pen/Stylus (see slide 40)
  • Data provided
  • Absolute position
  • Pressure, distance from surface
  • Tablets for desktop computers
  • Alternative to mouse
  • Tablet PCs (can be used as laptops or slates)
  • Toshiba Portege M200, M400
  • HP Tablet PC tc1100, tc4200
  • Acer TravelMate C200, C310
  • and many more
  • Palm-top devices
  • HP iPaq Pocket PC
  • Handspring, PalmOS
  • Sony Clie, Treo
  • BlackBerry

WACOM Intuos3 tablet
WACOM Cintiq 21UX
Nintendo DS
HP tc1100
8
Traditional Input Devices (4/5)
  • Dial boxes
  • number of dials (1 DOF per dial)
  • Joysticks
  • game pads
  • flightsticks (2 or 3 DOF plus a myriad of buttons
    and sliders)
  • Nintendo Wiis controller

9
Traditional Input Devices (5/5)
  • Touchscreens
  • Microphones
  • wireless vs. wired
  • headset
  • unencumbering
  • Digital still and video cameras, scanners
  • Sony Eye
  • Uses basic image recognition to
  • track body movements as an input
  • to console games
  • TrackIR by NaturalPoint
  • MIDI devices
  • input from electronic musical instruments
  • more convenient than entering scores with just a
    mouse/keyboard

10
3D Input Devices (1/4)
  • Use may become more common in future
  • Electromagnetic trackers
  • 3 or 6 DOF (position and orientation in space)
  • can be attached to any head, hands, joints,
    objects
  • must deal with noise, calibration
  • Polhemus FASTRAK(used in Browns Cave)
  • provides X,Y,Z position and Euler angle
    orientation at 120 Hz, and 0.03 accuracy
  • receivers attached to user detect a field
    generated by a mounted transmitter
  • Flock of Birds (used on Graphics Lab Fakespace
    table)
  • Acoustic-inertial trackers
  • no interference from metal objects
  • wider range, higher accuracy
  • Intersense IS-900
  • receivers attached to user detect ultrasound from
    many inexpensive and small emitters to determine
    position
  • also uses inertial measurement unit to determine
    angular acceleration, integrate for orientation

11
3D Input Devices (2/4)
  • Use may become more common in future
  • Infrared trackers
  • Short range (normally around 3 or 4 feet)
  • high accuracy
  • Nintendo Power Glove
  • Optical trackers
  • photogrammetric technique space-resection by
    collinearity
  • no EM interference to worry about
  • self-calibration
  • UNCs Highball (commercialized by 3rdTech)

12
3D Input Devices (3/4)
  • Gloves
  • attach electromagnetic tracker to the hand
  • Pinch gloves
  • contact between digits is a pinch gesture
  • in Cave, extended Fakespace PINCH gloves with
    extra contacts
  • Browns FingerSleeve - single finger device,
    combines tracker and pop-through buttons.

13
3D Input Devices (4/4)
  • Mouselike
  • relative 6 DOF, with multiple buttons
  • 6 DOF trackers are easier to control and
    versatile
  • Logicad Magellan controller, used to be in the
    CAVE early on, replaced by Intersense 6 DOF wand
  • Hybrid
  • Wand/Wanda (Murray Consulting)
  • 6 DOF tracking, relative joystick and buttons

14
Unsuccessful 3D Input Devices
  • Commercial failures
  • Spaceball
  • broke ground for the Magellan puck
  • 6 DOF designed for easy navigation
  • mostly used for 3D modeling
  • Flymouse
  • tracks motion of mouse held in mid-air
  • limited range of motion

15
Products for specialized markets
  • UI hardware for the disabled
  • Animation/keyframing
  • Full body and facial motion capture

16
Some Current Input Device Research
  • Non-standard Input Devices
  • Reconfigurable devices
  • Browns Lego toolkit
  • Tool handles/props, with attached sensors
  • phicons (physical icons, Hiroshi Ishii, MIT Media
    Lab)
  • Passive input devices
  • Premise all devices are encumbering
  • repetitive stress
  • limited range of expression
  • unsanitary
  • Would like to separate user from devices
  • Voice recognition without a headset
  • not successful yet
  • Image-based analysis
  • video camera trained on user
  • gaze tracking
  • gesture tracking
  • expression tracking

17
Multitouch
  • iPhone, iTouch, Macbook Pro
  • Can use two fingers at once
  • No need for buttons!
  • UI elements are displayed on screen
  • Frustrated Total Internal Reflection (FTIR)
  • Jeff Han (NYU) 2005
  • Infrared lights placed at edges of acrylic
    surface
  • complete internal reflection until user touches
    surface
  • computer vision algorithms determine points of
    contact
  • multiple users can interact at the same time

18
Virtual Input Devices (1/8)
  • a.k.a. gestures and 3D widgets
  • Part of a windowing system, UI toolkit, or 3D
    environment
  • Widgets a combination of behavior and geometry
  • Motivation
  • Advanced hardware devices are expensive, and not
    always available for all platforms
  • Most users already know how to use traditional
    input devices (mouse keyboard)
  • It is inefficient to have to continuously switch
    devices
  • try to keep hands on the mouse or the keyboard
  • Would like to perform complicated inputs with
    simple gestures
  • You will implement a virtual trackball and other
    virtual devices in the Modeler assignment

19
Virtual Input Devices (2/8)
  • 2D widgets
  • Windowing systems (e.g. X, Mac, Windows)
  • window
  • scrollbar
  • UI toolkits (e.g. Java Swing/AWT, Motif, Windows
    Forms)
  • button
  • dialog box
  • drawing area
  • object handles
  • Simulating hardware devices
  • sliders as virtual dials
  • windows as virtual tablet

20
Virtual Input Devices (3/8)
  • 3D widgets
  • Ambiguity of gestures
  • 2D mouse gesture ? 3D movement
  • interface must make decisions
  • complex geometry involved to make these decisions
  • Fundamental differences between 2D and 3D
    graphics
  • multiple coordinate systems
  • hidden surfaces
  • more complicated primitives (3D objects, not 2D
    windows)
  • Combine geometry behavior
  • make sure that target users can infer the
    widgets functionality based on its geometry
  • reduce the cognitive distance between the
    function you are actually performing and the
    interaction you are doing
  • virtual devices should show the affordances of
    the actions they are designed to do

21
Virtual Input Devices (4/8)
  • Disambiguating 2D gestures
  • How do we interpret a 2D mouse gesture for 3D
    translation?
  • Axis-aligned
  • Screen-aligned
  • Surface-aligned

22
Virtual Input Devices (5/8)
  • Gestural axis-aligned translation
  • Compare 2D mouse vector with projected 3D object
    axes
  • we choose the axis whose direction matches most
    closely
  • mathematically, this is the axis whose
    screen-projected 2D dot product with the mouse
    vector has the largest magnitude
  • in this case, we choose the X axis
  • special cases crop up when the projected axes
    cannot be disambiguated

Y axis
X axis
Z axis
23
Virtual Input Devices (6/8)
  • Virtual sphere rotation (Chen 88)
  • Project mouse motions onto the surface of a
    sphere surrounding the object (an object
    trackball)
  • Construct two vectors from center of sphere to
    the surface of the sphere
  • first vector sphere center to beginning of mouse
    motion
  • second vector sphere center to end of mouse
    motion
  • Cross product of two vectors gives the axis
    around which to rotate
  • Normalized dot product gives the cosine of angle
    to rotate object through
  • Used for camera trackball as well
  • You will implement this in Modeler!

24
Virtual Input Devices (7/8)
  • Inherent difficulties of 3D input
  • Different coordinate systems
  • world
  • object
  • camera
  • UV coordinates on objects surface
  • screen
  • More complex math
  • 3D points, vectors, transformation matrices,
    quaternions
  • ray casting, hidden surface calculations
  • 2D view of 3D scene
  • information is missing in a flat display
  • objects obscured or off screen
  • spatial relationships difficult to perceive
  • need to be able to form object hypothesis
    (James Gibson, perceptual psychologist)

25
Virtual Input Devices (8/8)
  • Comparison of real and virtual devices
  • Some systems (i.e., our Cave) have many physical
    devices
  • 2D input device mouse, keypad, WACOM tablet
  • Crystal Eyes shutter glasses for stereo output
  • up to 3 Intersense or Polhemus trackers (6 DOF
    each)
  • tracker on shutter glasses
  • tracker on each hand
  • immediately accessible, all might work
    simultaneously
  • Many users prefer mouse virtual devices
  • not a lot of space on a physical desktop
  • dont have to keep fumbling around the desk
  • a certain amount of time to reacquaint yourself
    with the devices can be more important than
    actual 3D input
  • feel is more important
  • easier to adapt behavior as users transition from
    novice to expert
  • Experimental results
  • in an experiment, Marceli Wein presented users
    with an actual trackball directly beside a tablet
    with virtual sphere control
  • all of his users abandoned the actual trackball
    in favor of the virtual sphere algorithm
  • but dont assume! User testing is crucial!

26
Video Output Devices (1/5)
  • Classifications
  • Stereo
  • considered necessary (better depth cues)
  • demands extra hardware
  • head-mounted displays
  • shutter glasses (CrystalEyes glasses used in our
    CaveTM)
  • demands faster update rates
  • no more than 300ms lag
  • at least 60 frames per
  • second
  • Degree of immersion
  • conventional desktop screen
  • walkup VR, semi-immersive displays
  • immersive virtual reality
  • augmented (mixed) reality with video or optical
    blending
  • see slide 32

27
Video Output Devices (2/5)
  • Desktop
  • CRT
  • LCD flatpanel
  • Desktop displays
  • (Sun Lab)
  • PC and Mac laptops
  • Tablet computers and palmtops
  • Wacom Cintiq 12WX display tablet
  • Semi-Immersive Desktop
  • Rear projected
  • Typically in stereo
  • Fakespace M1 Desk
  • Holografikas Holovizio
  • Fishtank (slide 29)
  • Depth cube (slide 29)
  • Semi-Immersive Wall
  • Single projector, often DLP (Digital Light
    Processing) based (Texas Instruments)
  • Power Wall (see next slide)
  • e.g. 3x3 wall in CCV at 180 George Street

Fakespace M1 Desk
28
Power Wall
  • Significant registration and blending problems

http//graphics.idav.ucdavis.edu/newsletter/oct04
  • First created at SGI
  • Mono or stereo
  • Semi-immersive via head-tracked stereo

http//www.emercedesbenz.com/Apr06/18DesignOfThe20
07MercedesSClass.html
29
Video Output Devices (3/5)
  • Fishtank VR
  • Cheap VR setup
  • Uses stereo (separate image to each eye) to
    create 3Dillusion
  • Input through force-feedback haptic devices
  • DepthCube
  • Composed of 20 liquid
    crystal scattering shutters
  • At any one time, 19 of
    these screens are
    transparent, and 1 is in a scattering state
  • Uses z-buffer to determine image displayed on
    each screen
  • 3D anti-aliasing removes discontinuities between
    layers
  • http//lightspacetech.com/

Daniel Keefe using the Fishtank
The LightSpace DepthCube
30
Video Output Devices (4/5)
  • Immersive
  • Head-mounted displays (HMD)
  • Cognitive Science Department has the VENlab for
    human navigation experiments
  • Uses Kaiser Proview HMD and Intersense IS-900
    trackers
  • Allows subjects to wander a 1600 sq.ft. room
    (nearly) freely
  • Working on making HMD wireless
  • CAVETM Automatic Virtual Environment
  • Invented at University of Illinois Electronic
    Visualization Lab by Carolina Cruz-Neira, Daneil
    Sandin, and Tom DeFanti (SIGGRAPH 1992)
  • projection onto 3 walls and floor
  • also 5 and even 6-sided CAVEs, and a RAVE, a
    reconfigurable CAVE
  • FakeSpace Rave
  • Reconfigurable large screen stereoscopic display

31
Video Output Devices (5/5)
  • Immersive
  • Virtual Retinal Display (VRD)
  • University of Washington HIT Lab
  • VirtuSphere
  • Fully immersive VR
  • 360 degrees of motion
  • Floor moves as you move
  • Wireless

User with VRD
VirtuSphere
32
Augmented Reality
  • Augmented reality devices
  • Optical see-through or video-based
  • research going on at UNC, University of Vienna,
    Columbia (Steven Feiner), Takamura Lab at Osaka
    Univeristy, Bauhaus University
  • University of South Australia made AR Quake can
    play a first person shooter around campus

Columbias MARS
33
Other Output Devices
  • Audio
  • Do not underestimate the importance of sound!
  • Speakers
  • 3D spatial sound
  • Headphones
  • Printers
  • Selectric-style impact printing
  • Plotters
  • Ink jet
  • Thermal transfer
  • Laser
  • Braille
  • Slides/film
  • Dye-sublimation
  • Holographs
  • MIT Media Lab Spatial Imaging Group
  • Rapid prototyping systems and 3D raster scan
    devices

34
Haptic Devices (1/2)
  • Haptic relating to or based on the sense of
    touch
  • Actively provides tactile feedback
  • Caveat Almost all tactile output devices are
    also input devices
  • Some examples
  • piezoelectric gloves
  • Piezo pads apply pressure or vibration to users
    fingers
  • solenoid mouse
  • Mouse vibrates via an electromagnetic solenoid
  • SensAbles PHANToM in the Graphics Lab
  • Also passive haptic devices
  • prop or phicon based interaction

Phantom 3D force feedback haptic interface
Phicons
35
Haptic Devices (2/2)
  • Kinetic devices
  • Force-feedback joystick
  • Sarcos Dextrous Arm

36
Computer vs. Human Performance
Goal increase bandwidth to the brain
37
WIMP Pros
  • WIMP encourages ease of x learning, remembering,
    transferring
  • WIMP has become a standard GUI
  • but not everyone can or wants to use a mouse
  • Layers of support software gt ease of
    implementation, maintainability
  • Toolkits (Qt, Motif, etc.)
  • interface builder
  • User Interface Management Systems (UIMS)
  • Lots of documentation about how to come up with
    a good GUI
  • GUI Design for Dummies by Laura Arlov (97)

38
WIMP Cons
  • Imposes ping-pong dialog model based on mouse and
    keyboard input, 2D graphics output
  • deterministic and discrete
  • hard to handle simultaneous input
  • pure WIMP doesnt use other senses hearing,
    touch
  • 70 of our neurons in visual cortex, but try to
    communicate without speech, sound
  • Not usable in immersive VR
  • Does not support multiple, simultaneous users

39
Impedance-matching Limitations of WIMP GUI
Limited Vision (Flat, 2D) No Speech No
Gestures Limited Audio Limited
Tactile One Hand Tied Behind Back
40
Post-WIMP interfaces
  • Gestural interfaces
  • Microsoft Center for Research in Pen-centric
    Computing at Brown
  • Music Notepad
  • MathPad
  • ChemPad
  • Diagrammer
  • Multitouch
  • Jeff Han (NYU), Perceptive Pixel
  • Microsoft Surface
  • iPhone, iPod touch
  • FTIR in Graphics Lab
  • based on Hans work
  • Multimodal
  • XV (IBM, Motorola, Opera)
  • VR and AR interfaces
  • CAVE, VENLab

41
Post-WIMP Characteristics
  • Multiple channels possibly multiple participants
  • High bandwidth, continuous input
  • body part tracking (head, hand)
  • gesture and speech recognitiongtprobabilistic
    disambiguation (e.g. handwriting recognition for
    PDAs, data gloves in VR)
  • multimodal interfaces mutually reinforcing
    parallel channels
  • perceptual interfaces typically multimodal
    passive sensing
  • Autonomous objects in active world
  • MIT Media Labs Put that there from the 80s
  • MIT AI Labs Intelligent Room

42
Post-WIMP World Push and Pull
  • Push from new technology, from form factors
  • PDAs
  • flat panels
  • wearables
  • embedded computing, smart x
  • Pull from new applications that both leverage and
    drive technology trends
  • These interact to raise expectations continuously

43
WIMP GUIs Will Be Augmented, Not Replaced
  • UI spectrum
  • direct control (direct manipulation,
    drag-and-drop, 2D and 3D widgets)
  • indirect control (agents, social interfaces)
  • WIMP enhanced by
  • speech and gesture recognition, passive sensing
    (video based)
  • agents/wizards
  • 3D widgets (interface tools)
  • From Human Computer Interaction (HCI) to Human
    Human Interaction (HHI)

44
Bill Buxton-Surface and Tangible Computing
  • Acoustic transducers are bi-directional,
    e.g., microphone/speaker
  • displays soon will bepixel (R,G, B, I) where
    I puns eye and is basically a photo-diode
  • Size matters (large screen displays, the Cave)
  • multiple technologies will make it possible to
    replace whiteboardscheaply with 100-200 DPI
    color screens (e.g., Organic LEDs) can be puton
    thin, flexible substrates
  • Phicons/tangible objects become interesting when
    they have built-in intelligence - our e-gadgets
    all do (microchips, wireless)
  • Surface becomes the connecting "ground" on which
    these "figures interact and amplify their
    ability
  • http//www.popularmechanics.com/technology/industr
    y/4217348.html

45
From HCI to HHI (Human-Human Interaction)
Note each human typically controls many
devices and user interfaces
46
Multiple, Interconnected Devices and UIs per
User (1/3)
  • Office/Home
  • wall displays personal notepad
  • video-tracking for user id, location, gaze,
    gesture
  • continuous speech recognition natural language
    understanding intelligent information
    processing
  • Furniture chair is instrumented to help detect
    posture, adjust to the users preferred position
  • Health-care
  • Prostheses (today, heart pacemakers, hearing
    aids, cochlear implants, voice boxes, artificial
    joints and organs)
  • Electro-chemical monitors, probes (increasingly
    less obtrusive)
  • Smart toilet to monitor bodily wastes
  • Tele-collaboration for multi-disciplinary
    industrial design
  • Immersive VR environment
  • Emphasis on small team collaboration

47
Where are We Today?
48
Further Resources
  • Check out the newest research in the Brown CS
    Computer Graphics Lab
  • Visualization Laboratory
  • http//vis.cs.brown.edu/organization/people/dhl.ht
    ml
  • CAVE
  • http//www.cs.brown.edu/research/graphics/research
    /cave/home.html
  • Haptics
  • http//www.cs.brown.edu/research/graphics/research
    /haptics/home.html
  • Pen-centric Computing
  • http//pen.cs.brown.edu/
  • https//pcc.cs.brown.edu/wiki/
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