Title: Physical HCI
1Physical HCI
- Beyond the Point-N-Click/Keyboard/Screen
- Human Computer Interface
2Some key concepts
- The computer stores and manipulates information
- Useful information reflects the physical state of
the external world - Especially the world of the human user
- To make a computer more effective in interacting
with the world, provide ways to get information
into and out of the computer - Input sense the physical world -- sensors
- Output change the physical world actuators
3- Most of this material is from notes on a course
on Human Interface Technologies taught at the
University of British Columbia, Canada - http//www.ece.ubc.ca/elec596/
- Instructor Sidney Fels
4Course (ELEC596) Basis
- The communication of human experience is central
to the future of computing - Techniques needed for
- sensing, encoding, transmitting, storing,
indexing, retrieving, compressing, recognizing
and synthesizing - Human body has many I/O channels
- Integrate Cognitive, Physical and Emotional
aspects of interaction - Interface should disappear.
5Human Information Processing
- Input ways to send information to humans
- Visual channel
- Auditory channel
- Position and Motion Sensing Channel
- Somatic (touch) Channel
- Taste and Smell Channels
- Output ways to receive information from humans
- Intentional
- neuromuscular, movable, verbal
- Non-intentional
- Galvanic Skin Response (GSR), Heart Rate, Brain,
Muscle, other - Decisions
- Tracking
- Memory
- Learning
- Indviduals vs. Groups
6Visual Channel
- Light/dark, color, depth (binocular and
apparent), size, motion - Types of eye movement (six muscles)
- compensatory (must have target)
- pursuit (must have target)
- Tremor, flick and drift
- saccadic (jump from one fixation to another)
- Perceiving Motion
- 8Hz gives sensation of motion
- 5 ways to make a light move
- Familiarity helps interpret movement
- Movement implies life
- Movement links images (strongly)
7Five ways to make a spot of light appear to move
Goldstein, E. Bruce Sensation and Perception, 3rd
ed. Wadsworth
8Auditory Channel
- Senses vibration of air molecules
- Frequency and amplitude
- Localization (two ears)
- Well-adapted to speech
9Position and Motion Sensing
- Inner ear has mechanisms for angular position and
acceleration - vestibular sensing system
- like a biological gyroscope
- six orthogonal semicircular canals
- head movement and eye movement coordinated
instantaneously - Body has proprioceptors
- embedded in muscles, joints and tendons
- provide kinesthetic sensation for position
information - important for balance
10Somatic channel
- Heat and cold (separate sensors)
- Touch (pressure)
- Rate is very important
- light touch quickly applied produces sensation
- Hair acts as lever
- same as proprioceptors
- Pain sensing
- mechanical, chemical, thermal or electrical
sensitive - Critical feedback channel for manual tasks
- Considerable work with touch and force feedback
- haptic feedback
11Taste and Smell
- Chemical senses
- Taste buds for
- sensations of sour, salty, bitter and sweet
- extremely complex and poorly understood
- Olfactory cells for
- different theories chemical, infrared
absorption, - different perceptual mappings
- small prism
- four odors fragrant, acrid, burnt and caprylic
(fatty acid an unpleasant odor like that of
goats or sweat Dictionary.com) - Acuity is great - 10,000 times more sensitive
than taste - Negative adaptation occurs
12Summary of Input Channels
- Usually combination of senses active
- such as hand-eye coordination co-interpret
visual and motion channels - We also can sense
- time
- protensity the attribute of a mental process
characterised by its temporality or movement
forward in time cancerweb.com - probability
- intensity
- Break-off phenomenon
- Sensory detachment, shutdown
13Intentional Output Neuromuscular
- Motor control associated with cerebral cortex
- Volitional and non-volitional
- can see in facial expression
- Muscles contract when stimulated by nerves
14Intentional Output Movable Controls
- Affordances
- keyboards, touch pads, phone dials, etc.
- verbal control/non-verbal control
- tongue movement
- breath control
- facial control
- gait
- hand motion
15Non-intentional Output
- GSR
- Surface conductance of skin changes
- Related to mental activity
- A change in the ability of the skin to conduct
electricity, caused by an emotional stimulus,
such as fright dictionary.com - Heart response
- Resting range around 72 pulses/sec
- varies from 45 to 90 normally
- Change related to mental state
- Measure electrical change during beating
- electrocardiogram (EKG)
- signal processing of EKG is correlated with
stress for Human Input (Rowe, 1998)
16Non-intentional Output
- Brain Response
- Brain produces electrical activity under various
conditions - electroencephalogram (EEG)
- difficult to interpret what is going on
- Muscle Response
- Nerves electrically stimulate muscles
- electromyogram (EMG)
- Rest at 3-4 pulses, thinking about moving or
moving will increase this - Reliable measure of fatigue cost (Inman et al.)
- Gradient may be useful
17Summary
- Multitude of input/output channels
- all active at once
- I/O mechanisms usually depend upon
- cognitive context
- emotional contexts
- All these channels are available to assist humans
- Human Interface Technology is about finding ways
to manipulate and/or measure these channels for - improved performance (cognitive, physical or
emotional) - entertainment and expression
18 Driving Trends for Human Interface Tech.
- Virtual Reality, Immersive Environments,
Augmented Reality - Ubiquitous Computing/Intelligent Environments
- Wearable Computing, Tangible Bits
- Games, Arts, Interactive Theatre, Interactive Art
- WWW, Agents, Collaborative work
19Wearable Computing
- Wearable examples
- video camera (glasses)
- heads up display (glasses)
- compute device (shoes)
- body monitoring devices
- communication devices
- tracking devices
- audio devices
- etc.
20Wearable Computing
- Applications
- altered realities
- reeze frame, color
- augmented realities
- extra information such as people id tags
- prosthetics visual, audio, memory
- Social implications?
- New protocols possibly needed
- security
21Virtual Reality/Environments
- Real-time, interactive graphics with 3D models
display technology that gives user immersion in
the model world with direct manipulation - Popular in late 80s and early 90s
- is changing to interactive information
visualization - Drove a lot of HIT
- 3D graphics, trackers, gloves, head-mounted
displays and more
22VR/VE
- Applications
- entertainment
- vehicle simulation
- airplanes, cars, expensive machinery
- physical data visualization
- planet surfaces
- NMR data
- information visualization
- chemical models
- mathematical relationships
23VR/VE
- Research problems
- Visual displays
- field of view, resolution
- Audition (speech and non-speech, input and
output) - Haptics (force feedback and tactile feedback)
- Tracking
- Emotion
- Motion sickness
- Software tools and models
- Evaluation
24VR/VE
- Depends on
- high speed computing
- high speed rendering
- low latency
- good engineering design
25NCSA CAVE
- The CAVE (Cave Automatic Virtual Environment) is
an integral part of the research activities of
the NCSA Visualization and Virtual Environments
Group. - Its true stereoscopic capabilities, coupled with
its uniquely immersive design, enable scientists
and researchers to interact with their data in
ways never before possible. - An atmospheric scientist, for example, can
actually "climb inside" of a hurricane and
visualize its complex and chaotic elements from
any angle or visual perspective. - A biological researcher, examining a tightly
coiled strand of DNA, can virtually "unravel"
this strand and manipulate it in an environment
that preserves the critical depth information of
the data.
26NCSA CAVE
- The CAVE works by reproducing many of the visual
cues that your brain uses to decipher the world
around you - differing perspectives presented by your eyes
- depth occlusion
- parallax, etc.
- The CAVE provides true stereoscopic imagery
through the use of four rear-projected screens
using an active stereo system (flicker glasses) - The CAVE has an extremely advanced tracking
system that enables it to constantly track the
position and orientation of the special tracked
glasses and the CAVE Wand. - The person wearing the tracked glasses controls
the viewpoint of the CAVE. - They can look around the corner of an object,
step behind it, look underneath it, or anything
else that they could do in real life.
27Using Elumens VisionDome to interact with an
architecture design
http//www.mediarelations.ksu.edu/WEB/News/Webzine
/0102/visiondome.html
http//www.elumens.com/
28World Wide Web/Info. Spaces
- Cyberspace, Information Space
- its own reality
- mediates human-human interaction
- Must use Human Interface Technology to access
this space - intelligent agents
- mobile, goal oriented, user context awareness
- Computer application interfaces
- Enabling Technologies
- browsers, GUIs, direct manipulation devices
- email agents, meeting scheduling agents
- face recognition synthesis
- speech synthesis recognition
29Entertainment, Art, Music
- Music led the push for many alternate controllers
- Keyboards, wah-wah pedals, pitch benders
- Electronic sound synthesizers
- Artists often push boundaries of technology to
explore - human emotion
- concepts and philosophy
- expression
- Video games drive H.I.T.
30Early synthesizers
- Therimin
- Besides looking like no other instrument, the
theremin is unique in that it is played without
being touched. Two antennas protrude from the
theremin - one controlling pitch, and the other
controlling volume. As a hand approaches the
vertical antenna, the pitch gets higher.
Approaching the horizontal antenna makes the
volume softer. - http//www.thereminworld.com/
- Sackbut
- First voltage-controlled synthesizer an
instrument in which the operator would control
three aspects of sound through operations on the
keyboard in three co-ordinates of space vertical
pressure was to correspond to volume lateral
pressure to pitch change and pressure away from
the performer to timbre. - http//www.hughlecaine.com/en/sackbut.html
31Entertainment, Art, Music
- Technologies
- video processing and integration
- gesture sensing and recognition
- air guitar
- wireless applications
- robotics
- image processing
- high speed graphics
- alternate controllers of all shapes and sizes
32Technologies to stimulate and respond to human
information channels
33Visual Display Technologies
- Cathode ray tube (CRT)
- Liquid Crystal Display (LCD)
- Head Mounted Displays (HMD)
- Projectors
- CRTs
- LCDs
- Virtual Retinal Display (VRD)
- Scan light directly onto retina no screens!
- Stereo (3D)
- Various technical approaches
34Head Mounted Displays (HMDs)
- Put one screen on each eye
- Typical for VR applications
- Trades off field-of-view with resolution
- Advantages
- cost, size
- very immersive
- Disadvantages
- resolution
- comfort
- rotational error
- motion sickness
35Audio
- Audio Displays (output)
- Sound and voice are important at the interface
- notice if it is absent, mismatched in time or
appearance, or too loud/soft - Spatialization (3D audio)
- Speech synthesis
- Music synthesis
- MIDI (Music Instrument Digital Inteface)
- Audio Input
- speech recognition
- partially working, limited application
- emotion recognition
- some work being done here
- environmental monitoring
- position and range sensing
36Audio Displays
- Benefits
- eyes free
- rapid detection
- alerting
- backgrounding
- parallel listening
- acute temporal resolution
- affective response
- auditory gestalt formation
- trend spotting
- Disadvantages
- low resolution
- limited spatial resolution
- lack of absolute values
- lack of orthogonality
- audio parameters not perceived independently
- annoyance
- interference with speech
- not bound by line of sight
- absence of persistence
- no printout
- user limitations
37Audio Technologies MIDI
- Standard instrument style controllers
- keyboard
- wind instruments
- guitars (no strings attached!)
- drums
- Typical controllers added to instruments
- Wheels, Aftertouch, Switches, Pedals
- Ribbons, Joysticks, Breath Input, Other?
- Weird controllers
- Lightning, Thunder
- Radio Baton (Max Mathews, CCRMA)
- BioMuse (EMG based system)
38Lightning
http//www.buchla.com
- LIGHTNING II is a specialized MIDI controller
that senses the position and movement of handheld
wands and transforms this information to MIDI
signals for expressive control of electronic
musical instrumentation - Basically, LIGHTNING II senses the horizontal and
vertical position of each hand, for a total of
four independent coordinates. From this
information, LIGHTNING's digital signal processor
computes instantaneous velocity and acceleration,
and performs detailed analysis of gesture. An
easily mastered, musically oriented interface
language allows the user to define relationships
between various gestures and potential musical
responses. - Performance gestures can be analyzed for
direction and velocity and can be used to
generate a variety of notes as well as other
musical events. Multi-dimensional zoning
capability can be used to create different
musical responses in different regions.
Everything you need to create the conceptual
ensemble (an invisible, acoustic virtual
reality). - User definable scale and tuning tables allow one
to determine the range and selection of notes
occurring along a horizontal or vertical axis.
Pitches can be in any order, and the boundaries
can be set where ever desired, facilitating the
creation of spatial instruments and imaginary
orchestras - LIGHTNING II features a conducting facility that
can analyze a conductor's gestures, display
deviations from a preset tempo, and signal errors
such as missed beats. Simultaneously, LIGHTNING
can transmit a synchronous MIDI clock for
controlling external sequencers and output
programmed note data to accompany specific beats
within a measure.
39Thunder
http//www.buchla.com
- THUNDER IS A SPECIALIZED MIDI CONTROLLER that
senses various aspects of the touch of hands on
its playing surface, and transmits the resultant
gestural information via MIDI (Musical Instrument
Digital Interface) to responsive electronic
instrumentation. - THUNDER is an alternative controller. All of
THUNDER's keys respond to pressure some sense
position as well others incorporate light
emitting diodes used to indicate key status or
currently selected options. - Called STORM, THUNDER's built-in operating
language performs the essential function of
defining the potential interaction between a
musician and his instrument. Designed for use by
musicians (programming experience not required),
STORM is both user friendly and musically
powerful. - Editing procedures are simple and consistent
menu-labeled "softkeys" provide immediate and
efficient access to data. Instrument setups
("configurations") can be stored in internal
memory or on plug-in data cards. - In addition to configuring itself, THUNDER can
direct auxiliary equipment to follow suit.
Program change messages can be routed to any
combination of MIDI channels and instruments.
System exclusive messages can be captured by
THUNDER, stored with configurations, and
transmitted on command. - THUNDER's effects can generate a MIDI bombardment
of gesture-controlled multiple echoes combined
with various sorts of transpositions, fades and
conditional branches
40Radio-Baton
The Radio-Baton is a device which tracks the
motions of the tips of 2 batons in a 3
dimensional space
41BioMuse
- In 1992 BioControl introduced the BioMuse, a
powerful, 8 channel "biocontroller" that acquires
and analyzes any type of human bioelectric
signal, and then outputs code to control other
processor based devices. which allows users to
control computer functions directly from muscle,
eye movement, or brainwave signals, bypassing
entirely the standard input hardware, such as a
keyboard or mouse. - It receives data from four main sources of
electrical activity in the human body - muscles (EMG signals),
- eye movements (EOG signals),
- the heart (EKG signals),
- and brain waves (EEG signals).
- These signals are acquired using standard
- non-invasive transdermal electrodes.
- http//www.biocontrol.com/biomuse.htm
42- In a nutshell, neural interface refers to a
direct data link between a computer and the human
nervous system. - Ideally, the user can control the activites of
the computer directly from nerve or muscle
signals without the need for conventional
interface devices such as a keyboard or mouse.
http//www.biocontrol.com/biomuse.htm
43Audio Displays
- Audification
- converting time series into sound
- seismic data, stock data, temperature, pressure
- want to leverage off familiarity
- Sonification
- a mapping of numerically represented relations in
some domain under study to relations in an
acoustic domain for the purposes of interpreting,
understanding or communicating relations in the
domain under study Scaletti, 1994 - state transitions mapped to sounds, data set
comparisons
44Audio Technologies SampleApplications
- Whisper A Wristwatch Style Wearable Handset
- finger in your ear
- play sound through bone by
- speaker mounted on ring
- speaker mounted on boom
- speaker mounted on wrist
- solves
- size
- noisy environment
- speakers volume
Wrist handset used by insertinga fingertip in
the ear
Input by rhythmically touching fingertips
together
http//www.lab.nttdocomo.co.jp/english/kenkyu/medh
ia1.html
45Audio Technologies Sample Applications
- Interface for Blind (Earcons) E. Mynatt
- Stephen Brewster Earcons were first proposed by
Meera Blattner in 1989. They are abstract,
musical tones that can be used in structured
combinations to create auditory messages.
Blattner defines earcons as "non-verbal audio
messages that are used in the computer/user
interface to provide information to the user
about some computer object, operation or
interaction". They are based on musical sounds. - http//www.dcs.gla.ac.uk/stephen/research.shtml
- Using and Creating Auditory Icons Gaver
- Everyday sounds that convey information about
events in the computer or in remote environments
by analogy with everyday sound producing events. - Synthesize
- impact, bouncing, breaking, scraping, and machine
sounds - parameterized
- depend upon metaphor to everyday sounds
46Audio Technology Earcons
- Basic conclusions (Brewster, Wright and Edwards,
1994) - large perceptual differences should be used to
ensure recognition - Use musical instrument timbres
- multiple harmonics
- Dont use pitch
- Register two or three octaves difference
- Rhythm different number of notes in each rhythm
pattern - dont use small note lengths
- Intensity not too loud, not too soft
- Combinations leave delay of 0.1s between earcons
47Audio Technologies Sample Applications
- LiveWire Interval Research
- Sound and motion
- While working on the sound mix for We Were
Soldiers, I wished out loud for some way to give
the audience the full impact of helicopters
blasting overhead, artillery shells crashing
down, jets screaming by, bullets whizzing through
the air directly above, Randall Wallace - Listening to the Earth Sing C. Hayward
- investigating the use of sonification techniques
in seismic interpretation for oil exploration.
48Human Measurement Technologies
- Tracking Technologies
- magnetic
- optical
- mechanical
- video based
- other
- Primary user input
- head tracking
- eye tracking
- hand tracking
- pointing and selecting
- other
49Input/Data Acquisition System Design for Human
Computer Interfacing William Putnam and R.
Benjamin Knapp
http//www-ccrma.stanford.edu/CCRMA/Courses/252/se
nsors/sensors.html
50Introduction
- In this course we have divided the Human Computer
Interface (HCI) into three parts the input/data
acquisition, the computer recognition and
processing, and the output/display (see
Figure 1).
Figure 1 The Human Computer Interface Structure
http//www-ccrma.stanford.edu/CCRMA/Courses/252/se
nsors/sensors.html
512 General Overview
- Fiugure sic 2 shows how information from the
human is passed to the computer. It separates the
process into three parts sensors, signal
conditioning, and data acquisition. The choices
made in the design of these systems ultimately
determines how intuitive, appropriate, and
reliable the interaction is between human and
computer.
Figure 2 The Path from Human to Computer
http//www-ccrma.stanford.edu/CCRMA/Courses/252/se
nsors/sensors.html
52Physical values to sense
- electrical
- voltage
- resistance
- impedance
- optical
- colour
- intensity
- magnetic
- induced current
- field direction
- mechanical force
53Some sensors (and examples)
- Force (piezo-electric, force-sensitive resistor,
etc.) - Acceleration (recall Fma)
- Biopotential
- The human body's nervous system uses the ebb and
flow of ions to communicate. This ionic transport
within and along the nerve fibers can be measured
on the surface of the skin using a specific type
of electrochemical sensor commonly referred to as
the surface recording electrode (sometimes just
called the electrode). - Acoustic energy (sound) (microphones)
- Light (photodetectors, cameras)
- Electric fields
- Physical proximity (sonar, IR reflection, radar,
EMF) - Temperature (thermocouple)
54Tracking Interfaces
- Tracking user location is very important for many
applications - want 3 degrees-of-freedom (dof) position
- X, Y, and Z
- want 3 dof orientation
- roll, pitch, yaw (Euler angles), quaternions,
rotation matrix - Trackers used to measure 3-6 dof typically
- What to track
- Head viewpoint tracking motion parallax
- Eyes probably dont want to use it as point and
select device - attention tracking rather than precise pointing
device - Hand pointing and selecting finger
configuration for manipulation - Body
- Other
55Hand/Arm/Body Tracking Applications
- 2D and 3D input devices
- Remote control manipulators
- puppetry and computer animation
- musical performance
- surgical simulation
- scientific simulation
- gestural interface
- sign language recognition, finger spelling
- music controller
- gesture mappings
56CyberGlove, CyberGrasp
http//www.immersion.com/
- The CyberGlove is a fully instrumented glove
that provides up to 22 high-accuracy joint-angle
measurements. - CyberGrasp is an innovative force feedback
system for your fingers and hand. It lets you
reach into your computer and grasp
computer-generated or tele-manipulated objects. - The CyberGrasp is a lightweight, force-reflecting
exoskeleton that fits over a CyberGlove and adds
resistive force feedback to each finger. With the
CyberGrasp force feedback system, users are able
to feel the size and shape of computer-generated
3D objects in a simulated virtual world.
57Pinch Glove
http//www.fakespacelabs.com/
- The PINCH glove system provides a reliable and
low-cost method of recognizing natural gestures. - Recognizable gestures have natural meaning to the
user - a pinching gesture can be used to grab a virtual
object, - a finger snap between the middle finger and thumb
can be used to initiate an action. - A hand-gesture interface system that allows
developers and users of immersive applications to
use hand interaction to work within the virtual
environment. - The PINCH system uses cloth gloves with
electrical sensors in each fingertip. Contact
between any two or more digits completes a
conductive path, and a complex variety of actions
based on these simple "pinch" gestures can be
programmed into applications.
58Instrumented Footwear for Interactive Dance
- Joseph Paradiso, Eric Hu, Kai-yuh Hsiao, MIT
Media Laboratory
The Performance Shoe
59Cybernet UseYourHead Gesture recognition
- Use a webcam and simple software (only 9.95!) to
tie head motions to keyboard macros - http//www.gesturecentral.com/useyourhead/index.ht
ml
60Cybernet EyeTracker
- Cybernet's EyeTracker System reproduces an image
of the real world marked by the user's gaze
location, and provides a means to observe the
pupil with a sophisticated system at a low cost. - Allows hands-free control of computer interface
systems and eliminates the need for a mouse or
joystick
61Cybernet Firefly
http//www.gesturecentral.com/firefly/index.html
- The Firefly by Cybernet Systems Corporation is a
high-speed real-time optical tracking system
designed for full body motion capture. The system
consists of a factory calibrated camera array
that tracks the position of active tags, infrared
LEDs wired to a small controller box that can be
worn wireless by the user for unencumbered and
free movement.
62- Next Generation Interface...
- Biocontrol Systems (BCS) has recently introduced
a low cost controller for personal computers. BCS
believes the time is right to change the way we
interface with PCs at home, business and school.
Among the huge installed base of PCs, there is
growing demand for alternative controllers. With
that in mind, BCS has developed a "hands free",
wireless pointing device to replace or enhance
the computer mouse and joystick. - Headband
- The headband is a small and lightweight unit that
tracks the position of the head and monitors eye
blinks. This enables the user to control the
computer cursor with head motion and use eye
blinks to activate button clicks. Thus, a user
can "point and click" without lifting a finger
from the computer keyboard. - Armband
- The armband resembles a watchband and can track
the position of the arm and monitor the tension
of the muscles under the band. As an example
application, a user can play a video game with
the gesture of pointing a "virtual" gun, and then
fire the gun with the actual motion of the
trigger finger. - HFC Benefits
- Cursor controller for any "hands free" computer
application, such as data entry work. - Laptop mouse replacement for mobile computing.
- Helps prevent repetitive strain injury for the PC
user. Every parent should be concerned with their
children engaging in repetitive mouse clicking
action, one of the main causes of carpal tunnel
syndrome. - Gives access to physically challenged PC users.
- Provides exciting new interactive control for
video games.
63Haptics Touch and Kinesthesia
- Sense of touch and kinesthesia
- tactile sensing
- proprioception
- The unconscious perception of movement and
spatial orientation arising from stimuli within
the body itself dictionary.com - Somatosensory system
- Of or relating to the perception of sensory
stimuli from the skin and internal organs
dictionary.com - Bidirectional
- sense environment
- temperature, vibration, weight, etc.
- manipulate environment
- push, pull, pinch, hit, rotate, etc.
64Haptics Tactile Sensing
- Can sense
- texture/vibration
- temperature of object or environment
- slip detection
- surface compliance
- elasticity
- viscosity
- electrical/thermal conductivity
- vibration (other than for texture)
- initial contact detection
- gauging force required for manipulation
65Introduction to Haptic Display Tactile
displayby Robert Howe, Harvard University
- Skin sensation is essential for many manipulation
and exploration tasks. - To handle flexible materials like fabric and
paper, we sense the pressure variation across the
finger tip. - In precision manipulation, perception of skin
indentation reveals the relationship between the
hand and the grasped tool. - We perceive surface texture through the
vibrations generated by stroking a finger over
the surface. - Tactile sensing is also the basis of complex
perceptual tasks like medical palpation, where
physicians locate hidden anatomical structures
and evaluate tissue properties using their hands. - Tactile display devices stimulate the skin to
generate these sensations of contact. - The term "tactile display" is sometimes used to
describe any apparatus that provides haptic
feedback - The skin responds to several distributed physical
quantities the most important are perhaps
high-frequency vibrations, small-scale shape or
pressure distribution, and thermal properties. - Vibrations can relay information about phenomena
like surface texture, slip, impact, and puncture. - Small-scale shape or pressure distribution
information is much more difficult to convey. The
most common design approach is an array of
closely-spaced pins that can be individually
raised and lowered against the finger tip to
approximate the desired shape. - Thermal display is a relatively new area of
research. Because human fingers are often warmer
than the "room temperature" objects in the
environment, thermal perceptions are based on a
combination of thermal conductivity, thermal
capacity, and temperature. This allows us to
infer material composition as well as temperature
difference.
66Haptics Kinesthetic Interfaces
- Awareness of position and movement and forces on
body parts - Force feedback has been shown to be important
- Teleoperation
- Molecular docking
- Grasping tasks
67Haptics Kinesthetic Interfaces
- Where is it useful?
- Virtual reality/Augmented reality
- medicine
- surgery
- diagnosis
- scientific visualization
- data manipulation
- interactive art
- situations where auditory and visual feedback are
limited - aids to disabled
- peripheral tasks
- 3D manipulation
68Haptics Kinesthetic Interfaces
- Basic idea
- Measure movement and forces exerted by user
(fingers, hand, arm, body) - Calculate effect of forces on manipulated objects
and resulting forces on user - virtual or real objects
- Present forces to the users fingers, wrist, arms
etc. as appropriate
69Images from the Haptics Photo Gallery
http//haptic.mech.northwestern.edu/intro/gallery/
Manipulation of a virtual cube
- Carnegie Mellons MagLev Wrist
- The user grasps a levitated tool handle to
interact with computed environments. - The dynamics of the handle are controlled so that
the user feels the motion, shape, resistance, and
surface texture of simulated objects. - 6-DOF motion (x,y,z,roll,pitch,yaw) with one
moving part - Noncontact actuation and sensing
- Carnegie Mellons WYSIWYF Display
- What you see is what you feel
- A Visual/haptic interface to virtual environments
- Some skills such as pick-and-place can be
regarded as visual-motor skills, where visual
stimuli and kinesthetic stimuli are tightly
coupled.
70CyberTouch
- CyberTouch is a tactile feedback option for
Immersion's popular CyberGlove instrumented
glove. - It features small vibrotactile stimulators on
each finger and the palm of the CyberGlove. - Each stimulator can be individually programmed to
vary the strength of touch sensation. - The array of stimulators can generate simple
sensations such as pulses or sustained vibration,
and they can be used in combination to produce
complex tactile feedback patterns. - Software developers can design their own
actuation profiles.
71Braille Displays
http//www.freedomscientific.com/
- Used with the JAWS for Windows screen reader,
the refreshable Braille cells act as a tactile
monitor that allow users to navigate and read
information in dynamic Braille.
72Impulse Engine
- The Impulse Engine 2000 is a research quality
force feedback joystick. - It allows applications to track the movements of
the user and convey high fidelity tactile
sensations to the user through force feedback. - The result is unmatched realistic simulation of
surfaces, textures, liquids, gravitational
fields, and biological materials, to name a few
possibilities. - Two or more Impulse Engine 2000's can even be
interfaced within a single system to create
exciting multi-user force feedback experiences
ranging from a ball toss to joint participation
in simulated surgical procedures.
http//www.immersion.com/products/custom/impulseen
gine.shtml
73Full body interfaces
- Passive and active chair, cabin, cockpit,
centrifuge - Used in
- Flight simulators
- Arcade games
74Olfactory Interfaces
- One of least developed
- applications
- poorly understood
- social mores
- Useful for
- fire fighting
- surgical training
- immersion
- manipulate mood
- increase vigilance
- decrease stress
- retention and recall of material
75Olfactory displays
- Smell Enhance Experience System
- seven odors in liquid form
- delivered with small tube
- DIVEpak (Southwest Research Institute, 1993)
- 8 odors
- contained in cartridge
- heated and dissolved in air
- blown at user
- E. Piaggo BioRobotic Lab (U. of Pisa)
- smell camera
- Artificial Reality Corporation
- developing odorants
- Marketing Aromatics, Ltd.
- Aromatic oils vaporized
76Olfactory displays
- Storage media
- liquid, gel or waxy solids
- microencapsulate odorants
- scratch and sniff
- drops of liquids encapsulated in gelatin
- placed using silk screening
- Display
- air dilution
- breathable membranes
- liquid injection with air flow control
77Research Topics
From the National Science Foundations request
for proposals on Human Computer Interaction
(http//www.cise.nsf.gov/div/iis/index.html)
- The program's ultimate objective is to transform
the human-computer interaction experience so that
the computer is no longer a distracting focus of
attention but rather an invisible tool that
empowers the individual user and facilitates
natural and productive human-human collaboration.
- Human language is an important emphasis of this
program - natural language and speech processing
- gesture, gaze and emotive processing
- the total multi-modal human-to-human
communication experience. - HCI research topics also include
- multi-modal environments
- graphical and multimedia interfaces
- use of gesture, movement, touch, and sound in the
interface - highly interactive intelligent interfaces
- virtual and augmented reality
- immersive environments
- wearable, mobile, and ubiquitous computing
- new input and output devices
78 79Iamascope
- The Iamascope is an interactive multimedia
artwork. - The Iamascope combines computer video, graphics,
vision, and audio technology enabling performers
to create striking imagery and sound. - The result is an aesthetically uplifting
interactive experience. - At an installation, the user takes the place of a
colourful piece of floating glass inside a
computer generated kaleidoscope, and
simultaneously views the kaleidoscopic image of
themselves on a huge screen in real time. - By applying image processing to the kaleidoscopic
image, the performer's body movements directly
control music in a beautiful dance of symmetry
with the image. - The image processing uses simple intensity
differences over time which are calculated in
real-time. - The responsive nature of the whole system allows
users to have an intimate, engaging, satisfying,
multimedia experience.
http//hct.ece.ubc.ca/research/iamascope/
80(No Transcript)
81The Living Web
- This CAVE -based interactive installation
explores the extraordinary potential of the
world-wide web as data and information medium.
Today information on the Internet is presented in
a standard fashion, as defined by the currently
available image browsers. In "The Living Web"
users can immerse themselves physically into this
image and sound information streamed "live" from
the Internet. Microphones pick up the users'
conversations and use them to generate and
download corresponding image and sound file from
the Web. Users can furthermore interact with
these data through intuitive interfaces and
explore their content in more detail. "The Living
Web" presents a novel system for intuitive,
immersive and entertaining information creation
and retrieval.
http//www.art-of-immersion.com/projects.html
82SonoMorphisINTERACTIVE INSTALLATION WITH GENETIC
GRAPHICS AND SOUND
- An organic object is projected in front of the
visitors. By means of a control mechanism the
user can rotate the object in all directions and
observe it from various perspectives. Control
sliders allow the viewer to vary diverse
parameters of the object. The graphics and sound
are inseparably linked to each other. In this way
the space is always filled with new audiovisual
bodies. - SonoMorphis is an interactive installation
presenting genetic graphic and sound. The concept
is based on the idea of creating an instrument
with graphic and sonic dimensions whose variety
and flexibility are capable of responding
precisely and subtlely to the technique of the
instrumentalist. Inside the CAVE, when the sound
immerses into the depth of three-dimensional
representation, the corresponding visual
component moves away from the viewer and vice
versa. You see and hear moving forms activated
solely by sound. The artists created with
SonoMorphis new sonic experiences that are
simultaneously futuristic and historic, simple
and monumental, phenomenological and
mind-altering.
http//www.art-of-immersion.com/projects.html
83- conFiguring the CAVE provides the visitor of the
CAVE with pictorial insights into seven worlds
materiality, language, the macrocosm,
association, union, person and emergence. - A mechanical doll that can be moved in space on a
screen facilitates navigation through these
geographical, cultural, historical, and
body-related worlds. - The presentation involves all the senses,
fascinating the participant through hyper-real
3D-effects the simulations of space and body
almost seem to cut through the viewer's own body,
a sensation which is intriguing.
http//www.art-of-immersion.com/projects.html
84Piano -as image media
- Toshio Iwai
- Interactive audio visual installation
- 1995
- Produced at ZKM / the Institute for Visual Media,
Karlsruhe, Germany - Use the trackball and button to position and
place 'dots' on a moving grid on the lower
projection screen. These dots constitute a
virtual score which triggers the piano keys,
which in turn project computer-generated images
on the upper screen. The patterns you create with
these dots generate simple melodies and related
visual formations. - In an age where digital technologies begin to
replace the physical world with virtual forms,
this work tries to combine the physical and the
virtual into a new interactive experience. It
makes an aesthetic conjunction of sound and
image, as well as a functional conjunction of a
mechanical object (the piano) with the digital
media (the projected score and computer generated
imagery). - In this way the piano itself seems to become
transformed into image media - a flow of image
depresses the piano's keys, which as a
consequence release yet another flight of images.
http//www.iamas.ac.jp/iwai/artworks/piano.html
85Piano -as image media
86Piano -as image media
87Resonance of 4
- Toshio Iwai
- Interactive audio visual installation
- 1994
- Resonance of 4 is an interactive audio-visual
installation which allows four people to create
one musical composition in cooperation with each
other. In this installation, four players are
given different tones with which they can compose
their own melodies. Each person uses a mouse to
place dots on four grid images projected onto the
floor. My hope is that each player listens to the
melodies which are being created by the other
players, and then tries to change their own
melody to make better harmony. In this way, the
installation will not only generate a resonance
of sounds, but will create a resonance of minds
between the four players.
http//www.iamas.ac.jp/iwai/artworks/resonance.ht
ml
88Resonance of 4
89Tangible Bits
- http//tangible.media.mit.edu/projects.htm
90Tangible Bits
- People have developed sophisticated skills
- for sensing and manipulating our physical
environment - Tangible Bits seeks to build upon these skills by
giving physical form to digital information,
seamlessly coupling the dual worlds of bits and
atoms. - We are designing "tangible user interfaces" which
employ physical objects, surfaces, and spaces as
tangible embodiments of digital information. - Foreground interactions with graspable objects
and augmented surfaces, exploiting the human
senses of touch and kinesthesia - Background information displays which use
"ambient media" -- ambient light, sound, airflow,
and water movement. - Communicate digitally-mediated senses of activity
and presence at the periphery of human awareness
91SandScape
- SandScape is a tangible interface for designing
and understanding landscapes through a variety of
computational simulations using sand. Users view
these simulations as they are projected on the
surface of a sand model that represents the
terrain. The users can choose from a variety of
different simulations that highlight either the
height, slope, contours, shadows, drainage or
aspect of the landscape model. - The users can alter the form of the landscape
model by manipulating sand while seeing the
resultant effects of computational analysis
generated and projected on the surface of sand in
real-time. - SandScape has been exhibited at "Get in Touch"
exhibition at the Ars Electronica Center in Linz,
Austria since September 2002. http//www.aec.at/c
enter2/ausstellungskatalog/OG2/OG2_e.html
92Illuminating Clay
- This interface allows users to explore and
analyze free form spatial models. Using this
platform we explore the domain of landscape
design, where the relationship between form and
computational simulations is of particular
relevance. - Landscape models are constructed using a ductile
clay support. Three-dimensional geometry is
captured in real time using a laser scanner. From
this information simulations such as shadow
casting, land erosion, visibility and travelling
time are calculated. Finally, the results are
projected back onto the clay model. - This allows the combination the advantages of
physical interaction with the dynamic qualities
of graphical displays.
93ComTouch
- ComTouch project explores the interpersonal
communication by use of haptic technology. - We expect that touch as a communication medium
will allow for more personal communication, and
perhaps even open up remote communication to deaf
blind users. - We hope to develop a haptic communication device
that will enable users to transmit thoughts,
feelings, and concepts to each other remotely. - The basic concept is a handheld device that
allows the squeeze under each finger to be
represented as vibration. - Through this research, we aim to describe more
accurately the language of touch-based
communication.
94Sensetable
- Sensetable is a system that wirelessly tracks the
positions of multiple objects on a flat display
surface quickly and accurately. - The tracked objects have a digital state, which
can be controlled by physically modifying them
using dials or tokens. - We have developed several new interaction
techniques and applications on top of this
platform. - Our current work focuses on business supply chain
visualization using system dynamics simulation.
95Audiopad
- Audiopad is an instrument for electronic musical
performance that aims to combine the modularity
of knob based musical controllers with the
expressive character of multidimensional tracking
interfaces. - The performers manipulations of physical pucks
on the Sensetable control a real-time synthesis
process. - The system projects graphical information on and
around the pucks to give the performer
sophisticated control over the synthesis process.
96Tangible query interfaces
- This project is developing new means for querying
relational databases and live datastreams through
the manipulation of physical objects. - Parameterized query fragments are embodied as
physical tokens ("parameter wheels"). - These tokens are manipulated, interpreted, and
graphically augmented on a series of sliding
racks. - Token rotation maps to parameter selection
- Token adjacencies maps to Boolean AND/OR
operations - Token ordering maps to result sorting
- Individual racks map to parenthetical groupings.
- The interface should support querying to a wide
range of relational databases - Initial target domains include media databases,
network management, and bioinformatics.
97Actuated Workbench
- The Actuated Workbench is a device that uses
magnetic forces to move objects on a table in two
dimensions. - It is intended for use with existing tabletop
tangible interfaces - providing an additional feedback loop for
computer output - helping to resolve inconsistencies that otherwise
arise from the computer's inability to move
objects on the table
98Dolltalk
- In order to give the child the impression that a
character is listening to their stories, we have
invented a clever mechanism that captures the
motions and speech of a child using sensors and
audio processing. - Continuing in the vein of research on
story-listening toys, we have built Dolltalk to
encourage children to tell and act out original
stories. - Dolltalk consists of two dolls and a system that
records and plays back the stories. - The playback alters the pitch of the childs
voice higher or lower depending on which doll is
supposed to be speaking. - Children play with their customized dolls and
tell their stories, which are recorded and played
back with the same content but with different
voices. - Dolltalk gives the illusion that it can truly
listen by analyzing their physical gestures and
speech
99CADcast
- CADcast is a system for augmenting physical
workspaces with projected computer graphics - It supports users in constructing three
dimensional structures with greater efficiency
and more accuracy. - The system also supports improved coordination
between the design and construction teams
involved in architectural scale building
projects.
100inTouch
- inTouch is a project to explore new forms of
interpersonal communication through touch. - Force-feedback technology is employed to create
the illusion that people, separated by distance,
are interacting with a shared physical object. - The "shared" object provides a haptic link
between geographically distributed users, opening
up a channel for physical expression over
distance
101Pegblocks
- Pegblocks are networked tactile transducers. As
users manipulate the array of pegs, sliding them
back and forth, motion is converted to
electricity and converted back into motion
through out the rest of the network. The
resulting movements of the pegs is not determined
by any one individual input but by the networked
group as a whole. - Each peg is coupled to an electric dynamo/motor.
The dynamo/motor can act in two modes it can
generate electricity from motion and convert
electricity into motion. As the peg is moved back
and forth electric energy is generated and
converted back into motion through out the rest
of the network. - Pegblocks extend the notion of Distributed Shared
Physical Objects of inTouch to explore
re-configurable, haptic communication network,
integrating representations using peg patterns
that were impossible in inTouch. They allow
simultaneous touch of multiple human hands to be
extended over space, as well as asynchronous
exchange of peg patterns.
102LumiTouch
- The Lumitouch system consists of a pair of
interactive picture frames. - When one user touches her picture frame, the
other picture frame lights up. - This touch is translated to light over an
Internet connection. - We introduce a semi-ambient display that can
transition seamlessly from periphery to
foreground in addition to communicating emotional
content. - In addition to enhancing the communication
between loved ones, people can use LumiTouch to
develop a personal emotional language. - LumiTouch explores emotional communication in
tangible form.
103Senseboard
- Senseboard allows the user to arrange small
magnetic pucks on a grid, where each puck
represents a piece of information to be
organized, such as a message, file, bookmark,
citation, presentation slide, movie scene, or
newspaper story. - As the user manipulates the physical puck, the
corresponding digital information is projected
onto the board. - Special pucks may be placed on the board to
execute commands or request additional
information. - We seek to combine the benefits of physical
manipulation (natural, fluid, rapid, two-handed,
multi-person interaction) with the benefits we
can get from computer augmentation (interactive
commands, functions, queries, operations,
importing and exporting data, and remote
collaboration). - We believe this type of interface is thus more
effective for tasks involving organizing,
grouping, and manipulating types of information
that have no inherent physical representation,
and it provides an example of a tangible
interface for a typical "knowledge worker" task.
104genieBottles
- The genieBottles system presents a story that is
told by three genies that live in glass bottles. - When a bottle is opened, the genie contained
inside is released and begins to talk to the
user. - If several genies are released at once, they
converse with each other. - The physical bottles can be seen as graspable
"containers" and "controls" for the digital story
information. - The genieBottles use a simple state trans