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Universiti Utara Malaysia

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Title: Universiti Utara Malaysia


1
Universiti Utara Malaysia
  • Information Technology For Managers
  • (TM 5013)
  • Prepared For
  • Assoc Prof Azizi Zakaria
  • Prepared By
  • Choong Han Wei 85984
  • Mohamad Izwan Abdul Bari 85986
  • Azizi 85983

2
Topics
  • User Interface of the Future
  • Most computers today use a graphical user
    interface. Next generation user interfaces will
    be more natural and human centric, meaning they
    will ne enable people to interact with a computer
    using human like communication methods.
    Developments in this area include gesture
    recognition,3-D interfaces, and neural
    interfaces. With gesture recognition, the
    computer will detect human motions. Computers
    with this type of user interface will have the
    capability of recognizing sign language, reading
    lips, tracking facial movements, and following
    eye gazes. Imagine rotating a window or object to
    read its flipside, switching from a desktop view
    to panoramic view, or tacking sticky notes right
    on a Web screen. All these scenarios will be
    possible with the upcoming 3-D user interfaces.
    Neural interfaces may help quadriplegic people
    gain independence with everyday activities, such
    as maneuvering wheelchairs and typing. These
    systems use a tiny chip with sensors implanted on
    the brain and external computers that convert
    brainwaves into output signals the person can
    control.

3
Introduction of User Interface
  • User Interface
  • is the aggregate of means by which people (the
    users) interact with a particular machine,
    device, computer program or other complex tool
    (the system).
  • The user interface provides means of
  • Input, allowing the users to manipulate the
    system
  • Output, allowing the system to produce the
    effects of the users' manipulation.

4
Sample of interface

5
History of User Interface
  • Batch interface, 1945-1968
  • Command-line user interface, 1969-1983
  • Graphical user interface, 1984 to present

6
Batch Interface
  • Batch interface, 1945-1968
  • Batch interfaces are non-interactive user
    interfaces, where the user specifies all the
    details of the batch job in advance to batch
    processing, and receives the output when all the
    processing is done. The computer does not prompt
    for further input after the processing has
    started.

7
Batch Interface
  • Features
  • In the batch era, computing power was extremely
    scarce and expensive.
  • The largest computers of that time commanded
    fewer logic cycles per second than a typical
    toaster or microwave oven does today, and quite a
    bit fewer than today's cars, digital watches, or
    cell phones.
  • User interfaces were, accordingly, rudimentary.
  • Users had to accommodate computers rather than
    the other way around user interfaces were
    considered overhead, and software was designed to
    keep the processor at maximum utilization with as
    little overhead as possible.
  • The input side of the user interfaces for batch
    machines were mainly punched cards or equivalent
    media like paper tape. The output side added line
    printers to these media. With the limited
    exception of the system operator's console, human
    beings did not interact with batch machines in
    real time at all.

8
Sample of interface for Batch Interface
IBM 029 card punch
9
Command-line user interface,
  • Command-line user interface, 1969-1983
  • A command line interface or CLI is a method of
    interacting with a computer via a text terminal.
    Commands are entered as lines of text (that is,
    sequences of typed characters) from a keyboard,
    and output is also received as text. CLIs
    originated when teletype machines were connected
    to computers in the 1950s. In terms of immediate
    interaction and feedback, they represented an
    advance over the use of punch cards

10
Command-line user interface
  • Features
  • CLIs are most often used by programmers and
    system administrators, especially in Unix-based
    operating systems in engineering and scientific
    environments and by a smaller subset of
    technically advanced home users.
  • CLIs are also popular among people with visual
    disability.
  • In its simplest form, a CLI displays a prompt,
    the user types a command on the keyboard and
    terminates the command (usually with the Enter
    key), and the computer executes the command,
    providing textual output.
  • Unlike a button or menu item in GUI, a command
    line is typically self-documenting, stating
    exactly what the user wants done.
  • In addition, command lines usually include many
    defaults that can be changed to customize the
    results.
  • Command-line commands can be saved by assigning a
    character string or alias to represent the full
    command, or several commands can be grouped to
    perform a more complex sequence -- for instance,
    compile the program, install it, and run it --
    creating a single command, called a command
    procedure These advantages mean that a user has
    to figure out a command or series of commands
    only once, because they can be saved to use again.

11
Sample interface
Screenshot of the MS-DOS command line interface.
  • Screenshot of a sample Bash session, taken on
    Gentoo Linux.

12
Graphical user interface
  • A graphical user interface (GUI) is a particular
    case of user interface for interacting with a
    computer which employs graphical images and
    widgets in addition to text to represent the
    information and actions available to the user.
    Usually the actions are performed through direct
    manipulation of the graphical elements.

13
Sample Of GUI
14
Evolution
  • Evolution of graphic user interfaces
  • The GUI familiar to most of us today is either
    the Macintosh or the Windows operating systems.
    Their applications originated at the Xerox Palo
    Alto Research Laboratory in the late 1970s.
  • Apple used it in their first Macintosh computers.
    Later,
  • Microsoft built on many of Apple's ideas in their
    first version of the Windows operating system for
    IBM-compatible PCs.

15
Systems that support GUIs
  • Examples of systems that support GUIs are Mac OS,
  • Linux,
  • Microsoft Windows,
  • NEXTSTEP,
  • X Window System.

16
Features Of Future Interface
  • Virtual Reality
  • Head-Mounted Display
  • 3D user interfaces
  • Zooming User Interface
  • Gesture Recognition
  • Multipoint Touch screen
  • Tangible User Interface
  • Artificial Intelligence
  • Sound Voices

17
Virtual Reality
  • Virtual Reality is a technology which allows a
    user to interact with a computer-simulated
    environment.
  • Most virtual reality environments are primarily
    visual experiences, displayed either on a
    computer screen or through special stereoscopic
    displays, but some simulations include additional
    sensory information, such as sound through
    speakers or headphones.
  • advanced and experimental systems have included
    limited tactile information, known as force
    feedback.
  • Users can interact with a virtual environment
    either through the use of standard input devices
    such as a keyboard and mouse
  • The simulated environment can be similar to the
    real world, for example, simulations for pilot or
    combat training, or it can differ significantly
    from reality, as in VR games

18
Virtual Reality


19
Head-Mounted Display
  • Short for head-mounted display, a headset used
    with virtual reality systems.
  • An HMD can be a pair of goggles or a full helmet.
    In front of each eye is a tiny monitor.
  • Because there are two monitors, images appear as
    three-dimensional.
  • In addition, most HMDs include a head tracker so
    that the system can respond to head movements.
  • For example, if you move your head left, the
    images in the monitors will change to make it
    seem as if you're actually looking at a different
    part of the virtual reality.

20
Head-Mounted Display
21
3D user interfaces
  • 3D graphics is currently mostly used in computer
    games, art and computer aided design.
  • There have been several attempts at making 3D
    desktop environments like SphereXP from Sphere
    Inc.
  • A 3D computing environment could possibly be used
    for collaborative work, for example scientists
    may study 3D models of molecules in a virtual
    reality environment or engineers may work on
    assembling a 3D model of an airplane.
  • 3D is also slowly being introduced in mainstream
    operating systems such as Mac OS X or the
    upcoming Windows Vista

22
3D user interfaces
23
Zooming User Interface
  • a Zooming User Interface or ZUI is a graphic
    environment that allows users to interact with
    system objects.
  • It is a fairly evolutionary outgrowth of the
    graphical user interface, or GUI.
  • A ZUI can represent different levels of scale and
    detail, and the user can change the scale of the
    viewed area in order to show more detail.
  • In Zooming User Interfaces, information elements
    are shown directly on an infinite virtual desktop
    (usually created using vector graphics), instead
    of in windows.
  • Users can pan across the virtual surface in two
    dimensions and zoom into objects of interest.
  • For example, as you zoom into a text object it
    may be represented as a small dot, then a
    thumbnail of a page of text, then a full-sized
    page and finally a magnified view of the page.

24
Zooming User Interface
Sample of Zooming User Interface
25
Gesture Recognition
  • Gesture recognition is human interaction with a
    computer in which human gestures, usually hand
    motions, are recognized by the computer.
  • Recognizing gestures as input might make
    computers more accessible for the
    physically-impaired and make interaction more
    natural for young children.
  • It could also provide a more expressive and
    nuanced communication with a computer.
  • Several companies have developed prototype
    products.
  • Gesture recognition is already being used for
    interaction with a 3-D immersion environment.

26
Gesture Recognition
27
Gesture Recognition
28
Multipoint Touch screen
  • multi-touch sensing enables a user to interact
    with a system with more than one finger at a
    time, as in chording and bi-manual operations.
  • Such sensing devices are inherently also able to
    accommodate multiple users simultaneously, which
    is especially useful for larger interaction
    scenarios such as interactive walls and
    tabletops.

29
Multipoint Touch screen
30
Multipoint Touch screen
31
Tangible User Interface
  • A tangible user interface is a user interface in
    which a person interacts with digital information
    through the physical environment.
  • Generally graspable and tangible interfaces are
    systems relating to the use of physical artifacts
    as representations and controls for digital
    information.
  • A central characteristic of tangible interfaces
    is the seamless integration of representation and
    control, with physical objects being both
    representation of information and as physical
    controls for directly manipulating their
    underlying associations. Input and Output devices
    fall together.
  • There are 4 characteristics concerning
    representation and control   1. Physical
    representations are computationally coupled to
    underlying digital  information.   2. Physical
    representations embody mechanisms for interactive
    control.   3. Physical representations are
    perceptually coupled to actively mediated
    digital representations.   4. Physical state of
    tangibles embodies key aspects of the digital
    state of a system.

32
Tangible User Interface
  • Tangible interfaces rely on a balance between
    physical and digital representations.
  • Digital representations are needed to mediate
    dynamic information.
  • The elements of TUIs are spatially
    re-configurable in contrast to tangible digital
    appliances

33
marble answering machine
  • An example of a tangible UI is the Marble
    Answering Machine by Durrell Bishop. A marble
    represents a single message left on the answering
    machine. Dropping a marble into a dish plays back
    the associated message or calls back the caller.
  • Durrell Bishop's marble answering machine.

34
Topobo system
  • Another example is the Topobo system. The blocks
    in Topobo are like LEGO blocks which can be
    snapped together, but can also move by themselves
    using motorized components. A person can push,
    pull, and twist these blocks, and the blocks can
    memorize these movements and replay them.

35
Artificial Intelligence
  • Artificial intelligence (AI) is a branch of
    computer science that deals with intelligent
    behavior, learning and adaptation in machines.
  • Research in AI is concerned with producing
    machines to automate tasks requiring intelligent
    behavior.
  • Examples include control, planning and
    scheduling, the ability to answer diagnostic and
    consumer questions, handwriting, speech, and
    facial recognition.
  • it has become an engineering discipline, focused
    on providing solutions to real life problems.
  • AI systems are now in routine use in economics,
    medicine, engineering and the military, as well
    as being built into many common home computer
    software applications, traditional strategy games
    like computer chess and other video games.

36
Sound Voices
  • For future GUI, System will detect recognize
    the voice from the user and can manipulate data
    from user.
  • Example, user just read the sentences and system
    will auto generate the sentences in application
    such as word processing or auto generate graph.

37
Impact
  • Cost for hardware will increase.
  • Changes for hardware and software too fast. Users
    always need to learn new product from time to
    time.
  • Error will occur on the personal computer where
    not support latest technology.
  • Download and uploading time for future user
    interface file will slow because the file too big.

38
Benefit
  • Interesting
  • New look, can attract more users to spend their
    value time.
  • Easy
  • Features like touch screen make the process or
    interaction become more easy and suitable for all
    to use.
  • Fast
  • Touch Screen functions also make the interaction
    become more faster and safe time.
  • Clear
  • 3D animation can make an explanation for a
    product clearer because customer can have a look
    about the entire dimension for that product.
  • Control
  • Easier to control, where user interface can
    recognizing sign language, reading lips, tracking
    facial movements and so on.
  • Security
  • More safety to use where user interface can
    recognize the user profile.

39
Graphical interfaces For Windows Vista
  • Vista's premier interface, Windows Aero, is built
    on a new desktop composition engine called
    Desktop Window Manager. Windows Aero, also known
    as Aero Glass, adds support for 3D graphics
    (known as Flip 3D), translucency, window
    animation and other visual effects, and is
    intended for mainstream and high-end graphics
    cards and has various hardware requirements such
    as
  • 64 MB of dedicated graphics memory recommended
    for 1024x768, 128 MB for 1600x1200.
  • At least 32 bits per pixel.
  • Pixel Shader 2.0
  • 3D hardware acceleration with capabilities equal
    to DirectX 9.0.
  • A memory bandwidth of 2 GB/s is recommended.
  • Capable of drawing 1.5 M triangles / second, one
    window being 150 triangles.
  • Windows Display Driver Model (WDDM) Drivers.
  • Windows Aero is not planned for inclusion in the
    Home Basic and Starter editions, and both Windows
    Aero and Flip 3D require Windows Genuine
    Advantage (WGA) to be passed.

40
Graphical interfaces For Windows Vista
  • Vista also offers other Aero modes. The Standard
    mode is a variation of Windows Aero without the
    transparencies, window animations, and other
    advanced graphical effects such as Flip 3D. Like
    Windows Aero, it uses the Desktop Compositing
    Engine, and has generally the same video hardware
    requirements as Windows Aero. This is the default
    mode for the Windows Vista Home Basic Edition.
    The Starter (developing markets) edition does not
    support this mode. The Basic mode uses the new
    desktop composition although it has an aspect
    similar to Windows XP's visual style with the
    addition of subtle animations such as those found
    on progress bars, with increased stability and
    smooth window re-draw. It does not feature
    transparency or translucency, window animation,
    Flip 3D or any of the functions provided by the
    DWM. The Basic mode requires Windows XP Display
    Driver Model (XPDM) or WDDM drivers as well as
    the graphics card requirements of Windows XP or
    2000.
  • A more basic interface, Windows Classic, is
    available as well. An option for corporate
    deployments and upgrades, Classic has an
    interface very similar to the appearance of
    Windows 2000, and does not use the new Desktop
    Compositing Engine Flip 3D, live window
    previews, and tearing-free window dragging are
    therefore not supported. Classic requires Windows
    XP Display Driver Model (XPDM) or WDDM drivers
    and the graphics card requirements of Windows
    2000.

41
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