CS631p- Human-Computer
Interaction |
Spring 2001 |
Lecture 7 |
Touch, Gesture, and Marking
Haptic input (Greek
for contact) - involves physical contact between computer and user.
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Hands on mouse
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Foot on pedal
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Tongue with joystick
Relating Task and Technology
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Designers must find match between application and input technology.
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Most recognize the relevant dimensions along which an application's
demands can be characterized
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Must know how each technology performs along those dimensions
Basic set of generic
tasks:
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Pursuit tracking
Test: Fly moves
over screen under computer control
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Operator uses control device to track fly's motion
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Test how many times fly can be swatted in a given time interval
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Parametrics: speed target moves
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Control: display ratio (C:D)
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Ratio between distance the controller must be moved to cause
tracker to move given distance on display.
e.g. C:D 2:1, 2 cm of controller results in 1 cm. on
screen.
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C:D ratio can be a variable that changes as controller moves
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Button push is another parameter - good on mouse more, difficult
on tablet
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Target Acquisition
Test: User selects
each of a number of rectangles displayed on screen
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selected by positioning tracking symbol and signaling with
button
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statistics: how long it takes to select full set of targets
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check out target size effect on speed
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Fitts law: MT = a + b log2 (D/W + l)
Movement time (MT): time to move the hand to a target
of width (W) which lies (D) distance away, where a is a constant
and b=100 [70 - 120] msec/bit.
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Variations on task:
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Homingtime - moving between text entry device and
pointing device
- time it takes (test by having user hit space bar after
clicking on rectangle)
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Number of dimensions - higher dimensional tasks
What is effective target within two dimensions or more?
What is effect of approach angle?
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Dragging vs. rubber-band lines - object is dragged
from square to square.
- Also Fitts law task -> Holding mouse down can
effect target acquisition
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Left hand vs. right hand - moving from
dominant to non-dominant varies across devices.
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Free-hand inking - attempt to write signature
with different technologies.
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Tracing and digitizing - CAD, cartography, graphic
arts
- Relative devices useless
- Absolute devices vary widely
- Resolution important (eg cartography)
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Constrained motion - must be able to move tracker
rapidly over a straight-line path.
e.g. - scrollbar mechanism
- Thumbwheels work better than a mouse
- Task: tracking
symbol is a ball that is dragged along a linear path without crossing parallel
lines.
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How is speed affected by input device?
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How is speed affected by path width?
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How about horizontal vs. vertical?
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What about circular motion ?
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3D Input and Interaction:
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Need 3D equivalents of 2D tasks.
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What devices support applications of higher dimensionality?
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Can support 3D with lower devices (eg. virtual 3D trackball).
A Taxonomy of Input
Devices
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Table uses hierarchy of criteria.
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Generality and Extensibility: tradeoff between the
generality of a computer workstation and groups of specialized tasks it
is used for. THUS: No optional device.
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Relative vs. absolute controls: affects dialogs.
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What our taxonomy does not show: Only considers continuous
devices.
Chunking and Phrasing
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Human -Computer dialogs can benefit from appropriate phrasing
such as found in music or speech.
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Most human computer dialogs are composed like speech: selecting/positioning,
positioning/scaling, navigating/scaling.
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Structure that emerges from appropriate phrasing can accelerate
the process.
e.g proof-reading marks
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Novices "chunk" together concepts.
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Modes and Mode Errors:
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Mode error: misclassification of a situation resulting
in actions that are inappropriate for the true situation.
Marking
Style of interaction (gesture driven, e.g. pen-based)
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User's input is stream x,y coordinates called "digital
ink", thus marking interfaces
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Most marking systems are different to use and prone to mode
errors.
Who Does the Recognition?
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Recognition is heart of marking system: block characters,
cursive script, etc.
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Pattern recognition is hard and still unsolved.
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Should focus on systems where marks are recognized by user.
What is Recognition?
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High level marks, such as proofreaders, easier to learn.
Self-Revelation and Marking
Menus:
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Marking systems assume a form-filling style. May not have
enough space, such as on PDA.
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Alternatively marking-menus:
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User presses down, waits until a pie menu appears and strikes
through slice.
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Alternatively, mark-ahead by making a mark without waiting
for menu. System recognizes physical movement.
Working within the Marking
Idiom:
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Problems when designers do not adequately conceptualize the
medium.
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Free-form text sometimes faster than keyboard, 22
& 22 easier drawn.
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But if text is entered on a line, using text with a graphical
keyboard and stylus is faster and more accurate (eg. 0 vs. O, number vs.
letter).
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PDA too small to vie with graphical keyboard but could use
some shortcuts.
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e.g .Uni-strokes alphabet
Strengths:
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Can take about one hour to learn.
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Only single stroke.
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No segmentation problem - which stroke belongs to what.
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Can recognize character when each one is written upon other.
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Marking system leave an explicit audit trail of user's actions.
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Figure/ground relationship on computer - know which marks
made by computer and which by person
Situated Design
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If electronic version of system is not faster than pen and
paper then redesign system.
Gestures
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Some systems "gesture" refers to marking interfaces.
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Other system "gesture" itself is recognized.
e.g. Myron Krueger - Videoplace - non-invasive
(video camera, image processing)
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The "Videoplace" system perceives one or moreparticipants
and responds to their movements in realtime using video cameras.
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The "Videoplace" system identifies each participant's head,
arms, legs, hands and fingers and determines their rate of movement.
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Each participant's image may be moved, scaled or rotated
anywbere on the screen.
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"Videoplace" has two modes:
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It interacts directly with an individual.
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It mediates a dialog between two participants: one
who understands and controls the system and a second naive participant.
The controller can interact with the other person by using the image of
his or her hands.
Gestures in Collaborative Work
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Remote awareness problem arises in collaborative meetings,
etc.
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How do you include hand motion?
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Capture image of hands over work surface.
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Then add Kruger's recognition.
Two-handed Input
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Real world use of two hands: painting, threading a needle,
taking notes, driving a car, preparing food.
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Asymmetrical bimanual action:
Three properties of bimanual asymmetric actions:
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the non-dominant hand determines the frame of action of the
dominant hand.
e.g. holding nail to be hammered.
holding needle to
be thread.
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the sequence of action is non-dominant hand then dominant.
e.g. above examples.
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the action of the non-dominant hand is coarse relative to
the fine action of the dominant.
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People spontaneously use two hands in solving problems.
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Demonstration: - position and scaling
- navigation and selection
New paradigm: see-through
interface
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Uses toolglass and magic lens:
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2 1/2 D functions on 3 planes:
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desktop where icon sits.
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cursor floats above desktop and icons - manipulated with
dominant hand with mouse
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magic lens and tool glass sheets - lie between cursor and
desktop.
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kind of like protractor and rulers.
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you can see tool and its markings and see paper below.
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They get moved with non-dominant hand using trackball or
small touch table.
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Relationship between levels:
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Toolglass sheet with click through buttons.
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Magic lenses are visualization widgets analogous to magnifying
glasses with diverse optical properties.
e.g. An achromatic lens over a drop shadow lens over
a knotwork.
e.g. The local scaling lens
Realizing Inputs Full
Potential
Transparent Access and
the Physically Disabled
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Mouse becomes tongue activated joystick.
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Button replaced by blow/suck tube.
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Need more transparency.
Device Independence and Virtual
Devices
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Generic virtual devices
Application written in device independent way all it
needs to know is kind of input (e.g. text).
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Graphics system such as GKS, OpenGL:
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Locator
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Stroke
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Valuator
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Pick
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String
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Choice