Title: Human Computer Interaction HCI and Video Game Systems
1Human Computer Interaction (HCI) and Video Game
Systems
- Chris Nelson, Eric Whalen, Ben Hansen
2Why HCI and Video Games?
- Since Developers and Analysts are always creating
products for end-users, it is important to know
what the human factors should be considered for
the final product. - Video games serve as a glance into the possible
future of interface design.
3Overview
- Productivity Paradox
- What Is HCI?
- Past input/output HCI in video games
- Present and Future HCI in video games
- Summary
4Productivity Paradox
- Economists have found a disappointing lack of
correlation between the amount of money invested
in information technology and changes in industry
productivity measures. - Gary M. Olson (School of Information, University
of Michigan)
- Productivity is the fundamental economic measure
of a technologys contribution.
- Erik Brynjolfsson, MIT
- Has resulted in CEOs and line managers to
question their huge investments in computers and
related technologies.
- Erik Brynjolfsson, MIT
5Paradox?
6Productivity Paradox (Continued)
- Labor Productivity is calculated as the level of
output divided by a given level of labor input
- Erik Brynjolfsson, MIT
- Multifactor Productivity is calculated as the
level of output for a given level of several
inputs, typically labor, capital and materials
- Erik Brynjolfsson, MIT
- Typically Multifactor is a better indicator of
productivity since it adjusts for shifts among
inputs
- Erik Brynjolfsson, MIT
7Four Explanations For Paradox
- Mismeasurement of outputs and inputs
- Quality of work life goes up ? wage will go down
- Lags due to learning and adjustment
- Benefits can take several years to show up
- Redistribution and dissipation of profits
- Benefits individual firms, but not industry as
whole
- Mismanagement of information and technology
- Building inefficient systems
- Erik Brynjolfsson, MIT
8Human Computing Interaction (HCI)
- The study of interaction between people and
computers
- Wikipedia
- Relates Information Technology with many other
fields of study and research
- Wikipedia
- Interaction between users and computers occurs at
the user interface which includes both software
and hardware
- Wikipedia
- The major focus of HCI is the design and creation
of computer systems
- Gary M. Olson (School of Information, University
of Michigan)
- Goal of HCI is to produce hardware and software
that is useful, usable, and aesthetically
pleasing
- Gary M. Olson (School of Information, University
of Michigan)
9Interdisciplinary Aspects of HCI
- Aesthetics
- Artificial intelligence
- Cognitive science
- Computer vision
- Design
- Ergonomics
- Library and information science
- Philosophy
- Psychology
- Social psychology
- Sociology
- Speech-language pathology
- Wikipedia
10Science of Human Interaction
- Perceptual-Cognitive-Motor process
- Moment-by-moment
- Gary M. Olson (School of Information, University
of Michigan)
- Distributed cognition
- Technical interaction of teammates
- Gary M. Olson (School of Information, University
of Michigan)
11Cognitive Modeling
- Cognitive, Perceptual, and Motor Components in
the moment-by moment interaction a person
encounters when working at a computer
- Gary M. Olson (School of Information, University
of Michigan)
- Contrasts a lot of traditional psychological
research since, multiple components of behavior
interact
- Gary M. Olson (School of Information, University
of Michigan)
12Cognitive Modeling (Continued)
- Time it takes to do a task the sum of a number
of Cognitive Engineering Time Parameters
including mental and physical acts
- Gary M. Olson (School of Information, University
of Michigan)
- Typical errors include
- Loss of items from short-term memory
- A motor slip
- Gary M. Olson (School of Information, University
of Michigan)
13Cognitive Modeling (EPIC)
- EPIC (Executive Process Interactive Control)
Gary M. Olson (School of Information, University
of Michigan)
14Distributed Cognition
- Addresses the more social and contextual aspects
of work that the cognitive modeling line does
not.
- Gary M. Olson (School of Information, University
of Michigan)
- Stems from anthropological and sociological
studies of real-world work situations.
- Gary M. Olson (School of Information, University
of Michigan)
- Recognizes how peoples actions are intimately
intertwined with the artifacts of their work
their team member roles, responsibilities, and
actions and even their cultural and historical
setting - Gary M. Olson (School of Information, University
of Michigan)
15Why Use HCI In Video Games?
- As a matter of necessity, game designers must
create cognitive models and rule sets to guide
artificial intelligences and bound interactive
behavior. This makes games a perfect test-bed
for HCI explorations. - Keeker, The Untapped World of Video Games
16Summary
- Productivity Paradox
- HCI increasing usability of systems, in turn will
increase productivity
- Video game developments are the cutting edge in
interface design
17Ergonomics in HCI
- Human anthropometry
- Arrangement of displays and menu controls
- Human cognitive and sensory limits
- Sensory and perceptual effects of CRT and other
display technologies
- Controls
http//sigchi.org/cdg/cdg2.htmlH3
18Anthropometry
- measurement of humans
- in physical anthropology, refers to the
measurement of living human individuals for the
purposes of understanding human physical variation
http//en.wikipedia.org/wiki/Anthropometry
19Design
- Display / Environment
- Menu
- Audio
- Video
- Controls
- Keyboards, Mice
- Controllers, Joysticks
20Menu and Interface
- Menu Based
- Auto-Loading, Non-Linear
- MLB 2005
- Menu Based
- TouristTrophy
- Auto-Loading, Non-Linear
- Still Menu Driven
- GTA Vice City
- Auto-Loading, Non-Linear
21Output Devices
- Audio
- Mono
- All output on one channel
- Stereo
- Dual channel output
- 5.1 / 7.1
- Multiple channels of output
22Output Devices (cont.)
- Video
- CRT (cathode ray tube)
- Plasma / LCD
http//en.wikipedia.org/wiki/Cathode_ray_tube
23Input Devices
- Mechanics of Particular Devices
- Performance Characteristics
- (human and system)
- Handwriting and Gestures
- Stylus, EyeToy
- Speech Input
- SOCOM, etc.
- Eye Tracking
- Military Developed
http//sigchi.org/cdg/cdg2.htmlH3
24Characteristics of Input Devices
- Weight
- Portability
- Speed / Performance
- IR
- Wireless
http//sigchi.org/cdg/cdg2.htmlH3
25The Beginnings
- Corded
- Box
- Simple
- D-pad Control
http//wii.advancedmn.com/article.php?artid6355
26Form Follows Function
- Additional Buttons
- D-pad with 8 way control
- Rounded, better shaped control
- Lighter
http//wii.advancedmn.com/article.php?artid6355
27Ergonomics are Considered
- First leap to form fitting design
- Feedback through the controller
- More input possibilities
- Analog joystick(s)
- Some of the first wireless
http//wii.advancedmn.com/article.php?artid6355
28In Good Hands
- More development into design
- Smaller, but heavier
- Available in wireless
- D-pad plus at least one analog joystick
- Analog buttons
http//wii.advancedmn.com/article.php?artid6355
29Next Generation
- Same Evolution
- Wireless
- 360, PS3 with standard USB
- Also have wireless packages
- Revolution all wireless
- Different Directions
http//wii.advancedmn.com/article.php?artid6355
30Present Gaming Sony Playstation2
http//www.angelfire.com/extreme/paulsplace/PS2.ht
ml
31Present Gaming Microsoft Xbox
http//www.angelfire.com/extreme/paulsplace/x-box.
html
32Present Gaming Nintendo GameCube
http//www.angelfire.com/extreme/paulsplace/gamecu
be.html
33The Five Senses Sight
EyeToy Example
2630
http//video.google.com/videoplay?docid-349674462
1458453804qps2eyetoypltrue
34The Five Senses Touch
- Guns
- Game Ex.? Duck Hunt
- Racing Wheels
- Game Ex.? Gran Turismo, NASCAR Thunder
- Pads
- Game Ex.? Dance Dance Revolution
- Guitar
- Game Ex.? Guitar Hero
35The Five Senses Hearing
Lets Take a Quiz!!!
http//www.pbs.org/kcts/videogamerevolution/arcade
/name/index_flash.html
36The Five Senses Smell Taste
- Sony Corp. has been granted a patent for beaming
sensory information directly into the brain.
- The technique could one day be used to create
videogames in which you can smell, taste, and
touch, or to help people who are blind or deaf.
- A technique for aiming ultrasonic pulses at
specific areas of the brain to induce "sensory
experiences"
http//www.usatoday.com/tech/news/techinnovations/
2005-04-06-sony-patent_x.htm
37Future Gaming (Nov. 2006) Sony Playstation 3
Playstation 2
- Processor IBM Cell 3.2 GHz
- Media Type Blu-ray
- Memory/Storage 256 MB
- RAM Installed
- Sound Dolby 5.1 Digital
- Surround Sound
- Input/Output 6 x USB
- 3 x Ethernet
- Wi-Fi IEEE
- 802.11 b/g Bluetooth
Capable
http//ps3.ign.com/articles/614/614682p1.html
http//reviews.cnet.com/Sony_PlayStation_3/4507-64
64_7-31355103.html?tagtxt
38Future Gaming Microsoft Xbox 360 (Available!)
- Processor IBM PowerPC 3.2 GHz
- Media Type DVD-ROM
- Memory / Storage 512 MB RAM Installed
- Video Output ATI Xbox 360 GPU
- 256-bit 2D/3D graphics
acceleration
- Fill Rate 500 million triangles/sec
- Sound 16-bit Surround Sound
- Input/Output 3 x USB ports,
- 1 x Ethernet port
Original Xbox
http//reviews.cnet.com/Microsoft_Xbox_360/4507-64
64_7-31355096.html
39Future Gaming Nintendo Revolution or Wii
- Processor CPU IBM Broadway
- GPU ATI
Hollywood
- Memory Unknown amount of RAM
- 512 Mb of Built-In Flash
- Memory
- Input/Output 2 x USB
- Wireless Accessible
- A lot Unknown as of now???
Gamecube
http//en.wikipedia.org/wiki/Nintendo_Revolution
40Where we could go from here???
- Virtual Mall?
- Making your own pizza?
- The possibilities are endless!!!
41Conclusion
- Productivity Paradox
- What Is HCI?
- Past input/output HCI in video games
- Present HCI in video games
- The Five Senses in Video Games
- Future HCI in video games
- Whats Next???
42