UI2

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INTRODUCTION
TO
COMPUTER
GRAPHIC S
User Interface II
Display and Interaction Devices
(Based in part on previous lectures by Matt Ayers, Kenneth Herndon,
and Scott Sona Snibbe. Updated by Fareed Behmaram-Mosavat)
Andries van Dam
November 19, 2009
User Interface II ‹#›/50
INTRODUCTION
TO
COMPUTER
GRAPHIC S
Display and Interaction
Devices
Roadmap
• Distinguishing characteristics of devices
• Input devices
– standard
– research
• Output devices
– video
– other
• Virtual devices
• WIMP vs. Post-WIMP interfaces
• Where do we go from here?
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Input Device Hardware (1/3)
Hardware characteristics
• Absolute vs. relative
• Polled vs. interrupt-driven
• Discrete vs. continuous input
• Degrees of freedom (DOF)
– number of simultaneous, independent data
values that arrive in one record
– normally 1, 2, 3, or 6
Potential problem areas
• Spatial resolution
• Registration and calibration
– Accuracy and repeatability
• Sample frequency (temporal resolution)
• Lag
• Data synchronization
Abstractions
• Hardware level
• Logical level
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Input Device Hardware (2/3)
Device interface level
• Wired vs. wireless
• Connection
– IrDA (Infrared)
– Universal Serial Bus (USB)
– Firewire (IEEE1394)
– Bluetooth
– older: RS 232, parallel, mini-din 8
• Power source
– AC power supply
– batteries
– mechanical motion, solar
– connection to computer
• Type of data transferred
– binary or text
– floating point, integers, text, etc.
Andries van Dam
November 19, 2009
User Interface II ‹#›/50
INTRODUCTION
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COMPUTER
GRAPHIC S
Input Device Hardware (3/3)
Logical level
• Divides devices into task-oriented categories
– navigation in a scene
– object selection
– positioning of an object or camera in 1, 2, 3 or more
dimensions
– orientation of an object or camera in 1, 2, 3 or more
dimensions
– text input
– scalar value input
– ink, i.e. draw a line
– indication of complex shape contours
• Hides hardware issues such as absolute vs. relative
values
• Can be remapped in software
• Logical abstractions easy for WIMP, more difficult
for non-WIMP and Immersive VR applications
– non-deterministic, noisy input means difficult
disambiguation
– mapping from n DoF devices to 2D or 3D
– especially non-trivial for gesture recognition
Andries van Dam
November 19, 2009
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INTRODUCTION
TO
COMPUTER
GRAPHIC S
Traditional Input Devices (1/5)
Commonly used today
• Mouse-like devices
– mouse
– wheel mouse (up to 2 wheels offer extra DOF)
– trackball
– trackpad
• Keyboards
– QWERTY, Dvorak, Maltron
– one handed vs. two handed
– standard vs. ergonomic
– chording keyboards
– DataHand keyboard
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Traditional Input Devices (2/5)
Pen/Stylus (+ multi-touch see slide 17)
• Data provided
– Absolute position
– Pressure, distance from surface
• Tablets for desktop computers
– Alternative to mouse
WACOM Bamboo
• Tablet PCs (can be used as laptops or slates)
– Toshiba Portege M200, M400
– Multi touch Dell Latitude XT2
– Acer TravelMate C200, C310
• and many more…
• Palm-top devices
–
–
–
–
–
WACOM Cintiq 21UX
HP iPaq Pocket PC
Handspring, PalmOS™
Sony Clie, Treo
BlackBerry
Nintendo DS
HP iPaq
Andries van Dam
Nintendo DS
November 19, 2009
Dell Latitude XT2
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INTRODUCTION
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Traditional Input Devices (4/5)
• Dial boxes
– number of dials (1 DOF per dial)
• Joysticks
– game pads
– flightsticks (2 or 3 DOF plus a myriad
of buttons and sliders)
– Nintendo Wii’s controller
Andries van Dam
November 19, 2009
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INTRODUCTION
TO
COMPUTER
GRAPHIC S
Traditional Input Devices (5/5)
• Touchscreens
• Microphones
– wireless vs. wired
– headset
– unencumbering
• Digital still and video cameras,
scanners
– Sony Eye
– Project Natal
– Uses basic image recognition to
track body movements as an input
to console games
– TrackIR by NaturalPoint
• MIDI devices
– input from electronic musical
instruments
– more convenient than entering scores
with just a mouse/keyboard
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
3D Input Devices (1/4)
Use may become more common in future
• Electromagnetic trackers
– 3 or 6 DOF (position and orientation in space)
– can be attached to any head, hands, joints, objects
– must deal with noise, calibration
– Polhemus FASTRAK™(used in Brown’s Cave)
 provides X,Y,Z position and Euler angle orientation at
120 Hz, and 0.03” accuracy
 receivers attached to user detect a field generated
by a mounted transmitter
– Flock of Birds (used on Graphics Lab Fakespace
table)
• Acoustic-inertial trackers
– no interference from metal objects
– wider range, higher accuracy
– Intersense IS-900
 receivers attached to user detect ultrasound from
many inexpensive and small emitters to determine
position
 also uses inertial measurement unit to determine
angular acceleration, integrate for orientation
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
3D Input Devices (2/4)
Use may become more common in future
• Infrared trackers
– Short range (normally around 3 or 4 feet)
– high accuracy
– Nintendo Power Glove
• Optical trackers
– photogrammetric technique: space-resection
by collinearity
– no EM interference to worry about
– self-calibration
– Provides high update rate and low latency
– UNC’s Highball (commercialized by 3rdTech)
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
3D Input Devices (3/4)
• Gloves
– attach electromagnetic tracker to the hand
• Pinch gloves
– contact between digits is a “pinch” gesture
– in Cave, extended Fakespace PINCH™
gloves with extra contacts
– Brown’s FingerSleeve - single finger device,
combines tracker and pop-through buttons.
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
3D Input Devices (4/4)
• Mouselike
– relative 6 DOF, with multiple buttons
 6 DOF trackers are easier to control and
versatile
– Logicad Magellan controller, used to be in
the CAVE early on, replaced by Intersense 6
DOF wand
• Hybrid
– Wand/Wanda (Murray Consulting)
 6 DOF tracking, relative joystick and buttons
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Unsuccessful 3D Input Devices
Commercial failures
• Spaceball
– broke ground for the Magellan puck
– 6 DOF designed for easy navigation
– mostly used for 3D modeling
• Flymouse
– tracks motion of mouse held in mid-air
– limited range of motion
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Products for specialized markets
• UI hardware for the disabled
• Animation/keyframing
– Full body and facial motion capture
http://www.specialneedscomputers.ca/c-erica.htm
www.organicmotion.com
www.cgchannel.com
www.moven.com
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Some Current Input Device Research
Non-standard Input Devices
• Reconfigurable devices
– Brown’s Lego toolkit
• Tool handles/props, with attached sensors
• phicons (physical icons, Hiroshi Ishii, MIT
Media Lab)
Passive input devices
• Premise: all devices are encumbering
– repetitive stress
– limited range of expression
– unsanitary
• Would like to separate user from devices
• Voice recognition without a headset
– not successful yet
• Image-based analysis
–
–
–
–
–
video camera trained on user
gaze tracking
gesture tracking
expression tracking
see multitouch (next slide)
Andries van Dam
November 19, 2009
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INTRODUCTION
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Multitouch
iPhone, iTouch, Macbook Pro
• Can use two fingers at once
• No need for buttons!
– UI elements are displayed on screen
Frustrated Total Internal Reflection (FTIR)
• Jeff Han (NYU) 2005
• Infrared lights placed at edges of acrylic surface
– complete internal reflection until user touches surface
– computer vision algorithms determine points of contact
– multiple users can interact at the same time
http://www.perceptivepixel.com/
Microsoft Surface
• Developed in parallel with Han’s work
• Extended to recognize paintbrushes, cell phones,
and other objects (with IR tags/Bluetooth)
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Virtual Input Devices (1/8)
a.k.a. gestures and 3D widgets
• Part of a windowing system, UI toolkit, or 3D
environment
• Widgets – a combination of behavior and
geometry
Motivation
• Advanced hardware devices are expensive, and
not always available for all platforms
• Most users already know how to use traditional
input devices (mouse & keyboard)
• It is inefficient to have to continuously switch
devices
– try to keep hands on the mouse or the keyboard
• Would like to perform complicated inputs with
simple gestures
• You will implement a virtual trackball and other
virtual devices in the Modeler assignment
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Virtual Input Devices (2/8)
2D widgets
• Windowing systems (e.g. X, Mac, Windows)
– window
– scrollbar
• UI toolkits (e.g. Java Swing/AWT, Motif,
Windows Forms)
– button
– dialog box
– drawing area
– object handles
• Simulating hardware devices
– sliders as virtual dials
– windows as virtual tablet
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Virtual Input Devices (3/8)
3D widgets
• Ambiguity of gestures
– 2D mouse gesture  3D movement
– interface must make decisions
– complex geometry involved to make these
decisions
• Fundamental differences between 2D and
3D graphics
– multiple coordinate systems
– hidden surfaces
– more complicated primitives (3D objects,
not 2D windows)
• Combine geometry & behavior
– make sure that target users can infer the
widget’s functionality based on it’s
geometry
– reduce the cognitive distance between the
function you are actually performing and the
interaction you are doing
– virtual devices should show the “affordances”
of the actions they are designed to do
Andries van Dam
November 19, 2009
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INTRODUCTION
TO
COMPUTER
GRAPHIC S
Virtual Input Devices (4/8)
Disambiguating 2D gestures
• How do we interpret a 2D mouse gesture
for 3D translation?
– Axis-aligned
– Screen-aligned
– Surface-aligned
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Virtual Input Devices (5/8)
Gestural axis-aligned translation
• Compare 2D mouse vector with projected
3D object axes
Y axis
X axis
Z axis
– we choose the axis whose direction matches
most closely
 mathematically, this is the axis whose
[screen-projected] 2D dot product with the
mouse vector has the largest magnitude
– in this case, we choose the X axis
– special cases crop up when the projected
axes cannot be disambiguated
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Virtual Input Devices (6/8)
Virtual sphere rotation (Chen ’88)
• Project mouse motions onto the surface of a sphere
surrounding the object (an “object trackball”)
• Construct two vectors from center of sphere to the
surface of the sphere
– first vector: sphere center to beginning of mouse motion
– second vector: sphere center to end of mouse motion
• Cross product of two vectors gives the axis around
which to rotate
• Normalized dot product gives the cosine of angle to
rotate object through
• Used for “camera trackball” as well
• You will implement this in Modeler!
Andries van Dam
November 19, 2009
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INTRODUCTION
TO
COMPUTER
GRAPHIC S
Virtual Input Devices (7/8)
Inherent difficulties of 3D input
• Different coordinate systems
– world
– object
– camera
– UV coordinates on object’s surface
– screen
• More complex math
– 3D points, vectors, transformation matrices,
quaternions
– ray casting, hidden surface calculations
• 2D view of 3D scene
– information is missing in a flat display
– objects obscured or off screen
– spatial relationships difficult to perceive
– need to be able to form “object hypothesis”
(James Gibson, perceptual psychologist)
Andries van Dam
November 19, 2009
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INTRODUCTION
TO
COMPUTER
GRAPHIC S
Virtual Input Devices (8/8)
Comparison of real and virtual devices
• Some systems (i.e., our Cave) have many
physical devices
– 2D input device: mouse, keypad, WACOM tablet
– Crystal Eyes shutter glasses for stereo output
– up to 3 Intersense or Polhemus trackers (6 DOF
each)
 tracker on shutter glasses
 tracker on each hand
– immediately accessible, all might work
simultaneously
• Many users prefer mouse & virtual devices
– not a lot of space on a physical desktop
– don’t have to keep fumbling around the desk
– a certain amount of time to reacquaint yourself
with the devices can be more important than
actual 3D input
– feel is more important
– easier to adapt behavior as users transition from
novice to expert
• Experimental results
– in an experiment, Marceli Wein presented users
with an actual trackball directly beside a tablet
with virtual sphere control
– all of his users abandoned the actual trackball in
favor of the virtual sphere algorithm
– but don’t assume! User testing is crucial!
Andries van Dam
November 19, 2009
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INTRODUCTION
TO
COMPUTER
GRAPHIC S
Video Output Devices (1/6)
Classifications
Stereo
• considered necessary (better depth cues)
• demands extra hardware
– head-mounted displays
– shutter glasses (CrystalEyes glasses used in
our CaveTM)
• demands faster update rates
– no more than 300ms lag
– at least 60 frames per
second
Degree of immersion
• conventional desktop screen
• walkup VR, semi-immersive
displays
• immersive virtual
reality
• augmented (mixed) reality
with video or optical blending
– see slide 32
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
Video Output Devices (2/6)
Desktop
• CRT
• LCD flatpanel
– Desktop displays
(Sun Lab)
– PC and Mac laptops
– Tablet computers and palmtops
– Wacom Cintiq 12WX display tablet
Semi-Immersive Desktop
• Rear projected
• Typically in stereo
• Fakespace M1 Desk™
• Holografika’s Holovizio
• Fishtank (slide 29)
• Depth cube (slide 29)
Fakespace M1 Desk
Semi-Immersive Wall
• Single projector, often DLP (Digital Light
Processing) based (Texas Instruments)
• Power Wall (see next slide)
– e.g. 3x3 wall in CCV at 180 George Street
Andries van Dam
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INTRODUCTION
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Power Wall
http://graphics.idav.ucdavis.edu/newsletter/oct04
• First created at SGI
• Mono or stereo
• Semi-immersive via
head-tracked stereo
http://www.emercedesbenz.com/Apr06/18DesignOfThe2007MercedesSClass.html
Significant registration and blending problems
Andries van Dam
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INTRODUCTION
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Video Output Devices (3/6)
Fishtank VR
• Cheap VR setup
• Uses stereo (separate image
to each eye) to create 3D
illusion
• Input through force-feedback
haptic devices
DepthCube
• Composed of 20 liquid
crystal scattering shutters
• At any one time, 19 of
these screens are
transparent, and 1 is
in a scattering state
• Uses z-buffer to determine
image displayed on each
screen
• 3D anti-aliasing removes
discontinuities between
layers
• http://lightspacetech.com/
Andries van Dam
November 19, 2009
Daniel Keefe using the Fishtank
The LightSpace DepthCube
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Video Output Devices (4/6)
Immersive
• Head-mounted displays (HMD)
– Cognitive Science Department
has the VENlab for human
navigation experiments
 Uses Kaiser Proview HMD and
Intersense IS-900 trackers
 Allows subjects to wander a 1600
sq.ft. room (nearly) freely
 Working on making HMD wireless
• CAVETM Automatic Virtual
Environment
– Invented at University of Illinois
Electronic Visualization Lab by
Carolina Cruz-Neira, Daneil
Sandin, and Tom DeFanti
(SIGGRAPH 1992)
– projection onto 3 walls and floor
– also 5 and even 6-sided CAVEs,
and a RAVE, a reconfigurable
CAVE
• FakeSpace Rave
– Reconfigurable large screen
stereoscopic display
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
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Video Output Devices (5/6)
Immersive
• Virtual Retinal Display (VRD)
– University of Washington HIT Lab
• VirtuSphere
– Fully immersive VR
– 360 degrees of motion
– Floor moves as you move
User with
VRD
– Wireless
VirtuSphere
Andries van Dam
November 19, 2009
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Video Output Devices (6/6)
• Sony 3D 360-degree display
– Stereoscopic
– Viewable at 360 degrees
Andries van Dam
November 19, 2009
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Augmented Reality
• Augmented reality devices
– Optical see-through or video-based
– research going on at UNC, University of Vienna,
Columbia (Steven Feiner), Takamura Lab at
Osaka Univeristy, Bauhaus University
– University of South Australia made AR Quake –
can play a first person shooter around campus
Columbia’s MARS
Head Tracker
(IS900)
Sony LDID100B
Microphone
P5 Glove
Diamond Touch
Table
Connector
Andries van Dam
November 19, 2009
Hand Tracker
(IS900)
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Sixth Sense – Wearable User
Interface
• Augments physical world with digital
information
– Gesture recognition using a camera
– Uses physical surfaces as an interface
– Able to use physical data into the digital
realm easily
(http://www.ted.com/talks/pranav_mist
ry_the_thrilling_potential_of_sixthsense
_technology.html)
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
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Other Output Devices
Audio
• Do not underestimate the importance of
sound!
• Speakers
• 3D spatial sound
• Headphones
Printers
• Selectric-style impact printing
• Plotters
• Ink jet
• Thermal transfer
• Laser
• Braille
• Slides/film
• Dye-sublimation
• Holographs
– MIT Media Lab Spatial Imaging Group
• Rapid prototyping systems and 3D raster
scan devices
Andries van Dam
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Haptic Devices (1/2)
Haptic: relating to or based on the sense of
touch
• Actively provides tactile feedback
• Caveat: Almost all tactile output devices
are also input devices
• Some examples
– piezoelectric gloves
 Piezo pads apply pressure or vibration to
Phantom 3D force
user’s fingers
feedback
– solenoid mouse
haptic interface
 Mouse vibrates via an electromagnetic
solenoid
– SensAble’s PHANToM in the Graphics Lab
• Also “passive” haptic devices
– prop or “phicon” based interaction
Phicons
Andries van Dam
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INTRODUCTION
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Haptic Devices (2/2)
Kinetic devices
• Force-feedback
joystick
• Sarco’s Dextrous
Arm
Andries van Dam
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INTRODUCTION
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Computer vs. Human
Performance
Goal: increase bandwidth to the brain
Andries van Dam
November 19, 2009
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INTRODUCTION
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COMPUTER
GRAPHIC S
WIMP Pros
• WIMP encourages ease of x: learning,
remembering, transferring…
• WIMP has become a “standard” GUI
– but not everyone can or wants to use a
mouse…
• Layers of support software => ease of
implementation, maintainability
– Toolkits (Qt, Motif, etc.)
– interface builder
– User Interface Management Systems (UIMS)
• Lots of documentation about “how to come
up with a good GUI”
– “GUI Design for Dummies” by Laura Arlov
(’97)
Andries van Dam
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WIMP Cons
• Imposes ping-pong dialog model based on
mouse and keyboard input, 2D graphics
output
– deterministic and discrete
– hard to handle simultaneous input
– pure WIMP doesn’t use other senses:
hearing, touch…
– 70% of our neurons in visual cortex, but try
to communicate without speech, sound…
• Not usable in immersive VR
• Does not support multiple, simultaneous
users
Andries van Dam
November 19, 2009
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Impedance-matching Limitations of
WIMP GUI
Limited Vision (Flat, 2D)
No Speech
Limited Audio
No Gestures
Limited Tactile
One Hand Tied Behind Back
Andries van Dam
November 19, 2009
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Post-WIMP interfaces
Gestural interfaces
• Microsoft Center for Research in Pencentric Computing at Brown
– Music Notepad
– MathPad
– ChemPad
– Diagrammer
Multitouch
• Jeff Han (NYU), Perceptive Pixel
• Microsoft Surface
– Surface Math
– Garibaldi
Multimodal
• XHTML+Voice
(IBM, Motorola, Opera)
VR interfaces
• CAVE, VENLab
Andries van Dam
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Post-WIMP Characteristics
• Multiple channels; possibly multiple
participants
• High bandwidth, continuous input
– body part tracking (head, hand…)
– gesture and speech recognition=>probabilistic
disambiguation (e.g. handwriting recognition
for PDA’s, data gloves in VR)
– multimodal interfaces: mutually reinforcing
parallel channels
– perceptual interfaces: typically multimodal –
passive sensing
• Autonomous objects in active world
– MIT Media Lab’s “Put that there” from the 80’s
– MIT AI Lab’s “Intelligent Room”
Andries van Dam
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Post-WIMP World: Push and
Pull
• Push from new technology, from form factors
– PDAs
– flat panels
– wearables
– embedded computing, smart x
• Pull from new applications that both leverage and
drive technology trends
• These interact to raise expectations continuously
Andries van Dam
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WIMP GUI’s Will Be
Augmented, Not Replaced
• UI spectrum
– direct control (direct manipulation, dragand-drop, 2D and 3D widgets)
– indirect control (agents, social interfaces)
• WIMP enhanced by
– speech and gesture recognition, passive
sensing (video based)
– agents/wizards
– 3D widgets (interface tools)
• From Human Computer Interaction (HCI)
to Human Human Interaction (HHI)
Andries van Dam
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Bill Buxton-Surface and Tangible
Computing
•Acoustic transducers are
bi-directional, e.g.,
microphone/speaker;
- displays soon will be:
pixel = (R,G, B, I) where I puns
eye and is basically a photodiode
• Size matters (large screen displays, the Cave)
- multiple technologies will make it possible to replace
whiteboards cheaply with 100-200 DPI color screens (e.g.,
Organic LEDs); can be put on thin, flexible substrates
•Phicons/tangible objects become interesting when they
have built-in intelligence - our e-gadgets all do (microchips,
wireless)
- Surface becomes the connecting "ground" on which these
"figures“ interact and amplify their ability
•http://www.popularmechanics.com/technology/industry/4217348.html
Andries van Dam
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From HCI to HHI (HumanHuman Interaction)
Note: each human typically controls
many devices and user interfaces
Andries van Dam
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Multiple, Interconnected
Devices and UIs per User (1/3)
Office/Home
• wall displays + personal notepad
• video-tracking for user id, location, gaze, gesture
• continuous speech recognition + natural language
understanding + intelligent information processing
• Furniture: chair is instrumented to help detect
posture, adjust to the user’s preferred position
Health-care
• Prostheses (today, heart pacemakers, hearing
aids, cochlear implants, voice boxes, artificial
joints and organs…)
• Electro-chemical monitors, probes
(increasingly less obtrusive)
– Smart toilet to monitor bodily wastes
Tele-collaboration for multidisciplinary industrial design
• Immersive VR environment
• Emphasis on small team collaboration
Andries van Dam
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Where are We Today?
Andries van Dam
November 19, 2009
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INTRODUCTION
TO
COMPUTER
GRAPHIC S
Further Resources
• Check out the newest research in the Brown CS
Computer Graphics Lab
– Interactive Visual Computing Laboratory
 http://orca.st.usm.edu/~jchen/ivcl/Home.html
 http://vis.cs.brown.edu
– CAVE
 http://www.cs.brown.edu/research/graphics/research/c
ave/home.html
– Haptics
 http://www.cs.brown.edu/research/graphics/research/h
aptics/home.html
– Pen-centric Computing
 http://pen.cs.brown.edu/
 https://pcc.cs.brown.edu/wiki/
Andries van Dam
November 19, 2009
User Interface II ‹#›/50
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