Outline. Introduction. Chapter 11 : Ubiquitous computing and

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1 Outline Human Computer Interaction Chapter 11 : Ubiquitous computing and augmented realities ดร.ชมพ น ท จ นจาคาม [kjchompo@gmail.com] Introduction Ubiquitous computing applications research Virtual and augmented reality Information and data visualization Summary ภาคว ชาว ศวกรรมคอมพ วเตอร คณะว ศวกรรมศาสตร สถาบ นเทคโนโลย พระจอมเกล าเจ าค ณทหารลาดกระบ ง 2 Introduction Ubiquitous computing and augmented realities The traditional computer is a glass box all you can do is press buttons and see the effect. Ubiquitous computing and augmented reality systems break this glass box by linking real world with the electronic worlds. Applications include: Ubiquitous computing Virtual reality Augmented reality Information visualization Ubiquitous computing Filling the real world with computers Virtual and augmented reality Making the real world in a computer! 3 4

2 Ubiquitous Computing Any computing technology that permits human interaction away from a single workstation Implications for Technology defining the interactive experience Applications or uses Underlying theories of interaction Ubiquitous computing application research The defining characteristic of ubiquitous computing (or unicomp) is the attempt to break away from the traditional desktop interaction paradigm and move computational power into the environment that surrounds the user. 5 6 Ubiquitous computing application research Defining the appropriate physical interaction experience The drive for a ubiquitous computing experience has resulted in a variety of important changes to the input, output and interactions that define the human experience with computing. Ubiquitous computing application research Toward implicit input Input has moved beyond the explicit nature of textual input from keyboards and selection from pointing devices to a greater variety of data types. 7 8

3 Ubiquitous computing application research Defining the Interaction Experience Implicit input Sensor-based input, Ex. RFID (the technology behind the security tags used on library books, clothes in shops, etc.) Extends traditional explicit input (Ex., keyboard and mouse) Towards awareness Use of recognition technologies Introduces ambiguity because recognizers are not perfect 9 10 Ubiquitous computing application research Toward multi-scale and distributed output The integration of ubiquitous computing capabilities into everyday life also requires novel output technologies and techniques. A variety of sizes or scales of visual displays, both smaller and larger than the desktop, are being distributed throughout our environments. Scales of devices Weiser proposed Inch Foot Yard Implications for device size as well as relationship to people 11 Inch PDAs PARCTAB Voice Recorders smart phones Device scales Individuals own many of them and they can all communicate with each other and environment. 12

4 Device scales Device scales Foot notebooks tablets digital paper Yard electronic whiteboards plasma displays smart bulletin boards Individual owns several but not assumed to be always with them. 13 Buildings or institutions own them and lots of people share them. 14 Multi-scale and distributed output Screens of many sizes (very) small (very) large The output experience More than eye-grabbing raster displays Ambient: use features of the physical environment to signal information Peripheral: designed to be in the background Examples: The Dangling String Two important trends have emerged Information move between separate displays easily coordinate the interactions between multiple displays. 15 Using analog sensing of network traffic from the cabling in the ceiling, a motor drove the spin of a long string. The more traffic, the faster the rotation. 16

5 Ubiquitous computing application research Seamless integration of physical and virtual worlds The important feature of ubicomp technology is that it attempts to merge computational artifacts smoothly with the world of physical artifacts. Merging Physical and Digital Worlds How can we remove the barrier? Actions on physical objects have meaning electronically, and vice versa Output from electronic world superimposed on physical world A digital desk An augmented calendar Ambient wood City - shared experience Real wood! filled with electronics Light and moisture meters Recorded with GPRS location Drawn on map later Periscope Shows invisible things Uses RFID Triggered sound Visitors to Mackintosh Interpretation Centre Some on web, some use VR, some really there Interacting Talk via microphones See each other virtually Different places Different modalities Shared experience 19 20

6 Ubiquitous computing application research Application themes for ubicomp Context-aware computing Sensed phenomena facilitate easier interaction Automated capture and access Live experiences stored for future access Toward continuous interaction Everyday activities have no clear begin-end conditions Ubiquitous computing application research Application themes for ubicomp New Opportunities for Theory Knowledge in the world Ubicomp places more emphasis on the physical world Activity theory Goals and actions fluidly adjust to physical state of world Situated action and distributed cognition Emphasizes improvisational/opportunistic behavior versus planned actions Ethnography Deep descriptive understanding of activities in context Ubiquitous computing application research Evaluation challenges for ubicomp How can we adapt other HCI techniques to apply to ubicomp settings? Ubicomp activities not so task-centric Technologies are so new, it is often hard to get longterm authentic summative evaluation Metric of success could be very different (playfulness, non-distraction versus efficiency) virtual and augmented reality VR - technology & experience web, desktop and simulators AR mixing virtual and real 23

7 Virtual and Augmented Reality Virtual and Augmented Reality Virtual reality (VR) refers to the computergenerated simulation of a world, or a subset of it, in which the user is immersed. VR technology Headsets allow user to see the virtual world small TV screen for each eye slightly different angles It presents the state of the art in multimedia systems, but concentrates on the visual senses. 3D effect Virtual and Augmented Reality Virtual and Augmented Reality VR technology VR technology Gesture recognition achieved with DataGlove (lycra glove with optical sensors that measure hand and finger positions) Eyegaze allows users to indicate direction with eyes alone 27 28

8 Virtual and Augmented Reality VR technology Whole body position sensed, walking etc. Immersive VR VR Computer simulation of the real world Mainly visual, but sound, haptic, gesture, too Experience life-like situations Too dangerous, too expensive See unseen things: Too small, too large, hidden, invisible Ex. manipulating molecules The experience Aim is immersion, engagement, interaction VR on the desktop and in home VRML VR on the web Headset VR Expensive, uncomfortable Desktop VR Use ordinary monitor and PC Cheap and convenient In games And on the web VRML virtual reality mark-up language #VRML V1.0 ascii Separator { Separator { # for sphere Material { emmissivecolor # blue } Sphere { radius 1 } } Transform { translation } Separator { # for cone Texture2 { filename "big_alan.jpg" } Cone { radius 1 # N.B. width=2*radius height 3 } } } 31 32

9 Command and control Applications of VR Scenes projected on walls Realistic environment Hydraulic rams! Real controls Other people For: Flight simulators Ships Military Simulation Games, military, training VR holidays Rainforest, safari, surf, ski and moon walk all from your own armchair Medical Surgery Scans and x-rays used to build model then practice operation Force feedback best Phobia treatment Virtual lifts, spiders, etc Augmented Reality (AR) Applications of AR Images projected over the real world Aircraft head-up display Semi-transparent goggles Projecting onto a desktop Types of information Unrelated Ex. reading with wearable Related Ex. virtual objects interacting with world Issues Registration aligning virtual and real Eye gaze direction Maintenance Overlay instructions Display schematics Examples Aircraft wiring looms Registration perhaps too hard, use schematic 35 36

10 scientific and technical data Information and data visualisation VR, 3D and 2D displays scientific and complex data interactivity central Number of virtual dimensions that are real Three dimensional space Visualise invisible fields or values Ex. virtual wind tunnel Two dimensional space Can project data value up from plane Ex. geographic data Note. viewing angle hard for static visualisation No real dimensions 2D/3D histograms, scatter plots, pie charts, etc. 38 Virtual wind tunnel Structured information Fluid dynamics to simulate air flow Scientific data just numbers Virtual bubbles used to show movements Information systems lots of kinds of data Better than real wind tunnel No disruption of air flow Cheaper and faster Hierarchies File trees, organisation charts Networks Program flow charts, hypertext structure Free text Documents, web pages 39 40

11 Visualizing hierarchy Wide hierarchies use 3D? 2D organization chart Familiar representation what happens when it gets wide? sales manager managing director marketing manager production manager F. Bloggs F. Bloggs A. Jones R.Carter K. West B. Firth J. Smith P. Larkin Cone trees (Xerox) Levels become rings Overlap OK in 3D Networks in 2D Visualising in time Time and interactivity Network or graph : Nodes Ex. web pages Links may be directed or not Ex. links Planar can drawn without crossing Non-planar any 2D layout has crossings Time dimension mapped to space Changing values: sales graphs, distance-time Events: Gantt chart, timelines, historical charts Ex. Lifelines Visualising medical and court records Using time Data dimension mapped to time Time to itself: fast/slow replay of events Space to time: Visible Human Project Interactivity Planar graph Non-planar graph Change under user control Ex. influence explorer 43 44

12 Summary Ubiquitous computing Computers fill the real world Virtual reality and visualisation Real world represented in the computer Augmented reality, ambient displays Physical and digital intermingled Maturity VR and visualisation common place AR, ubiquity coming fast! 45

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