Models for computer-human interactivity primarily come from the world of traditional interfaces such as mouse+keyboard+touch screen. Models that work for wearable devices such as Google Glass or the Epson Moverio have not been widely explored. In my presentation, I will discuss some of the approaches taken in this growing area, and share some of my recent research.
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
Augmented Reality and the Changing UI
1. augmented reality and the
human computer interface
•an overview and case study
John Reid Perkins-Buzo
Southern Illinois University
rperkinsbuzo@siu.edu
2. late 20th century
UI hardware
• control panels (buttons)
• switches, slots and levers
• lightpens
• keyboard + mouse
• joystick & controller
4. strengths and limitations
• Strengths
– Low bandwidth
– Inexpensive
– Movement constrained
• Limitations
– Tech-training required motions
– Movement constrained
– Less integrated for human sensory
response
6. strengths and limitations
• Strengths
– Less tech-training required
– Relatively Inexpensive
– Movement constrained
• Limitations
– High bandwidth
– Movement constrained
– Less integrated for human sensory
response
7. augmented reality
• virtual controls
– Any virtual reality control can also be
incorporated into AR
– Procedural controls are also possible, and
more natural
• real controls
– Control surfaces in the real world can be
mapped as controllers in AR
– Previous hardware controllers can also be
used
8. strengths and limitations
• Strengths
– Few motion constraints
– Integration for human sensory response
– Less tech-training required
• Limitations
– Relatively expensive
– High bandwidth
– Few motion constraints
9. examples
• Vuphoria (https://developer.vuforia.com)
– QualComm’s AR Software Developers Kit
(SDK) free in beta, now with a licensing
fee (but still with a free version).
• Metaio (http://www.metaio.com/sdk/)
– Leading AR developers. SDK licensing fee
(but with a free feature-limited version).
• Augment (http://augmentedev.com)
– Oriented toward presentation of products.
SDK licensing fee (but with a free
educational version).
12. 12
Directions
Artificial Intelligence needed to provide
the necessary responses motivated by
the reality of the augmented interface.
Lessons to learn from the VR track
record. Always on the cusp of becoming
big, but never actually making it
beyond a recurring fad.
Devices need to be revisited. For
instance, how should AR app interact
with a smart watch?
14. references
• Gotow, J. K. Zienkiewicz, J. White and D. Schmidt.
Addressing Challenges in Delivering Augmented
Reality Applications to Smartphones. Proceedings
of the Third International ICST Conference on
MOBILe Wireless MiddleWARE, Operating
Systems, and Applications. Mobilware 2010,
Chicago, IL, USA.
• Grudin, Jonathan. History in a Time of Rapid
Obsolence. Human Computer Interaction
Handbook ed. Julie A. Jacko. (CRC Press, May 4, 2012).
xxvii-lxi.
• Papagiannakis, G, G. Singh, and N. Magnenat-Thalman. A
Survey of Mobile and Wireless Technologies for
Augmented Reality Systems. Computer
Animation Virtual Worlds 2008. 19(1): 3-22.
• Wagner, D. and D. Schmalstieg. Making Augmented
Notas del editor
At the conceptual level the basic foundations for today’s GUI were in place by 1965 (Grudin, “History in a Time of Rapid Obsolence” xxxiv)
As computing devices moved from the office and lab to homes, expert users became replaced by general users as place for CHI research and innovation. As a result Organization Psychology (important in the 60s thru the 80s) become less important than User-Experience-based Design in CHI. Human Factors became important again, but in a practical way.
In 1994 ACM launched Transactions on Computer Human Interactions, and in 2001 the Association for Information Systems (AIS) established the Special Interest Group in Computer Human Interaction.
Early on, in the 60s-early 80s, Computer Human Interaction was part of Human Factors & Ergonomics research. Both focused on the use of machinery within organizations like government or corporations. Same funding.
The 1990s brought a split between Human Factors & Ergonomics and Computer Human Interaction. HF&E focused on non-discretionary users in organizations, while CHI focused on discretionary users and innovations in technology. CHI continued its focus on exploration of input devices, communication channels, information visualization, and design methods.
CHI has also explored areas of privacy, multitasking, information overload, ethnographic differences, and the use of big-data in design.
Diagram adapted from Otto Traian.
Work of Dr. Paul Ekman, UCSF Prof. Pysch.
Late 70s developed a system for interpreting facial expressions as emotions.
Contemporary Software
ooVoo mobile app incorporates software for interpreting expressions of people you are chatting with.
Emotient applications include security cameras
http://emotient.com
“Emotient Analytics in Action” by Emotient on Vimeo.
https://vimeo.com/122238992
OpticalLCD Driving Method: Poly-silicon TFT active matrixLCD Size: 0.42 inch wide panel (16:9)LCD Pixel Number: 518,400 dots [(960x540) x 3]Refresh Rate: 60 HzField of View: 23°Screen Size (Projected Distance): 80 inch at 5 m - 320 inch at 20 mColor Reproduction: 24 bit-color (16.77 million colors)Android PlatformOS Version: Android [4.0.4]OS Update: Via networkPre-installed Applications:Live wallpaperMoverio Apps MarketMoverio AirMoverio Mirror (for WiFi Miracast)Sensors:Camera: VGAGPS: Yes, in ControllerCompass: Yes, in both Headset and ControllerGyroscope: Yes, in both Headset and ControllerAccelometer: Yes, in both Headset and ControllerMicrophone: YesConnectivityWireless LAN: IEEE 802.11b/g/n with WiFi MiracastBluetooth: 3.0microUSB: USB2.0 (On-The-Go)CPU and MemoryCPU: TI OMAP 4460 1.2Ghz Dual CoreRAM: 1 GBInternal Memory: 8 GBExternal Memory: microSD (max.2GB) / microSDHC(max.32GB)User InterfaceTouch-pad Pointing Method: Capacitive MultitouchFunction Key: Power (lock), Home, Menu, Back , Function (Brightness, 2D/3D), Volume (+/-), ResetSupported File FormatsVideo: MP4 (MPEG4+AAC / Dolby Digital Plus), MPEG2 (H.264+AAC / Dolby Digital Plus)Audio: WAV, MP3, AAC, Dolby Digital Plus3D Supports: Side by SideSound OutputHead-set: 2.0 mW / 16 ohm 3.5 Φ StereoSurround: Yes, Dolby Digital Plus
Have done work with Motorola Moto 360 watch. But have not tried to make it interact with any AR apps.