Title: Universiti Utara Malaysia
1Universiti 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
2Topics
- 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.
3Introduction 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.
4Sample of interface
5History of User Interface
- Batch interface, 1945-1968
- Command-line user interface, 1969-1983
- Graphical user interface, 1984 to present
6Batch 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.
7Batch 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.
8Sample of interface for Batch Interface
IBM 029 card punch
9Command-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
10Command-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.
11Sample interface
Screenshot of the MS-DOS command line interface.
- Screenshot of a sample Bash session, taken on
Gentoo Linux.
12Graphical 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.
13Sample Of GUI
14Evolution
- 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.
15Systems that support GUIs
- Examples of systems that support GUIs are Mac OS,
- Linux,
- Microsoft Windows,
- NEXTSTEP,
- X Window System.
16Features 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
17Virtual 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
18Virtual Reality
19Head-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.
20Head-Mounted Display
213D 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
223D user interfaces
23Zooming 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.
24Zooming User Interface
Sample of Zooming User Interface
25Gesture 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.
26Gesture Recognition
27Gesture Recognition
28Multipoint 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.
29Multipoint Touch screen
30Multipoint Touch screen
31Tangible 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.
32Tangible 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
33marble 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.
34Topobo 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.
35Artificial 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.
36Sound 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.
37Impact
- 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.
38Benefit
- 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.
39Graphical 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.
40Graphical 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.
41Sample
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43Thank You Questions Answers