LCC 3710 Principles of Interaction Design. Readings. Sound in Interfaces. Speech Interfaces. Speech Applications. Motivation for Speech Interfaces

Similar documents
User Interface Agents

Multi-Modal User Interaction

Direct Manipulation. and Instrumental Interaction. CS Direct Manipulation

Glasgow eprints Service

Interface Design V: Beyond the Desktop

Human Factors. We take a closer look at the human factors that affect how people interact with computers and software:

creation stations AUDIO RECORDING WITH AUDACITY 120 West 14th Street

Conversational Gestures For Direct Manipulation On The Audio Desktop

creation stations AUDIO RECORDING WITH AUDACITY 120 West 14th Street

Spatial Interfaces and Interactive 3D Environments for Immersive Musical Performances

Tangible User Interfaces

9/29/09. Input/Output (HCI) Explicit Input/Output. Natural/Implicit Interfaces. explicit input. explicit output

Audacity 5EBI Manual

Introduction Installation Switch Skills 1 Windows Auto-run CDs My Computer Setup.exe Apple Macintosh Switch Skills 1

Issues and Challenges of 3D User Interfaces: Effects of Distraction

Perceptual Interfaces. Matthew Turk s (UCSB) and George G. Robertson s (Microsoft Research) slides on perceptual p interfaces

Introduction to HCI. CS4HC3 / SE4HC3/ SE6DO3 Fall Instructor: Kevin Browne

SpringerBriefs in Computer Science

Interactive Exploration of City Maps with Auditory Torches

Multimodal Interaction and Proactive Computing

Pinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data

Designing & Deploying Multimodal UIs in Autonomous Vehicles

- applications on same or different network node of the workstation - portability of application software - multiple displays - open architecture

The Deep Sound of a Global Tweet: Sonic Window #1

Human Robot Dialogue Interaction. Barry Lumpkin

Ubiquitous Computing Summer Episode 16: HCI. Hannes Frey and Peter Sturm University of Trier. Hannes Frey and Peter Sturm, University of Trier 1

Computer Graphics. Spring April Ghada Ahmed, PhD Dept. of Computer Science Helwan University

Mobile Audio Designs Monkey: A Tool for Audio Augmented Reality

CS 315 Intro to Human Computer Interaction (HCI)

RV - AULA 05 - PSI3502/2018. User Experience, Human Computer Interaction and UI

Using Audacity to make a recording

CSC 2524, Fall 2017 AR/VR Interaction Interface

Buddy Bearings: A Person-To-Person Navigation System

Sketching Interface. Larry Rudolph April 24, Pervasive Computing MIT SMA 5508 Spring 2006 Larry Rudolph

Sketching Interface. Motivation

Glasgow eprints Service

Heads up interaction: glasgow university multimodal research. Eve Hoggan

Principles of Musical Acoustics

AUDIO-ENHANCED COLLABORATION AT AN INTERACTIVE ELECTRONIC WHITEBOARD. Christian Müller Tomfelde and Sascha Steiner

Monaural and Binaural Speech Separation

Design and evaluation of Hapticons for enriched Instant Messaging

The psychoacoustics of reverberation

Interactive Simulation: UCF EIN5255. VR Software. Audio Output. Page 4-1

Intelligence Augmentation

Recording guidebook This provides information and handy tips on recording vocals and live instruments at home.

HUMAN-COMPUTER INTERACTION: OVERVIEW ON STATE OF THE ART TECHNOLOGY

Auditory System For a Mobile Robot

Microsoft Scrolling Strip Prototype: Technical Description

What was the first gestural interface?

IDENTIFYING AND COMMUNICATING 2D SHAPES USING AUDITORY FEEDBACK. Javier Sanchez

University of Pennsylvania Department of Electrical and Systems Engineering Digital Audio Basics

Abstract. 2. Related Work. 1. Introduction Icon Design

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

IMGD 3xxx - HCI for Real, Virtual, and Teleoperated Environments: Human Hearing and Audio Display Technologies. by Robert W. Lindeman

THE 10 MAJOR MIXING MISTAKES

User Interface Software Projects

Before You Start. Program Configuration. Power On

Interactive Multimedia Contents in the IllusionHole

Realtime 3D Computer Graphics Virtual Reality

Rethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process

Owner s Guide. DB-303 Version 1.0 Copyright Pulse Code, Inc. 2009, All Rights Reserved

Short Course on Computational Illumination

Do You Feel What I Hear?

EXPERIMENTAL BILATERAL CONTROL TELEMANIPULATION USING A VIRTUAL EXOSKELETON

Ubiquitous Smart Spaces

Vox s Paladins Spectator Mode Guide

Fundamentals of Digital Audio *

"From Dots To Shapes": an auditory haptic game platform for teaching geometry to blind pupils. Patrick Roth, Lori Petrucci, Thierry Pun

Blindstation : a Game Platform Adapted to Visually Impaired Children

MPEG-4 Structured Audio Systems

How to start podcasting

Chapter 2 Introduction to Haptics 2.1 Definition of Haptics

Virtual Reality Calendar Tour Guide

Toward an Augmented Reality System for Violin Learning Support

SIMULATION MODELING WITH ARTIFICIAL REALITY TECHNOLOGY (SMART): AN INTEGRATION OF VIRTUAL REALITY AND SIMULATION MODELING

STRANDS AND STANDARDS

SOPA version 2. Revised July SOPA project. September 21, Introduction 2. 2 Basic concept 3. 3 Capturing spatial audio 4

Article. Reference. A comparison of three nonvisual methods for presenting scientific graphs. ROTH, Patrick, et al.

THE CONTRIBUTION OF 3-D SOUND TO THE HUMAN-COMPUTER INTERFACE

PLEASE NOTE: EVERY ACTIVITY IN THIS SECTION MUST BE SAVED AS A WAV AND UPLOADED TO YOUR BOX.COM FOLDER FOR GRADING.

Interactive and Immersive 3D Visualization for ATC. Matt Cooper Norrköping Visualization and Interaction Studio University of Linköping, Sweden

Virtual, augmented and mixed reality: Opportunities for destinations

Evaluating Haptic and Auditory Guidance to Assist Blind People in Reading Printed Text Using Finger-Mounted Cameras

Copyright 2010 by Dimitris Grammenos. to Share to copy, distribute and transmit the work.

DESIGNING ENVIRONMENTAL SOUNDS BASED ON THE RESULTS OF INTERACTION BETWEEN OBJECTS IN THE REAL WORLD

CS415 Human Computer Interaction

Revision 1.1 May Front End DSP Audio Technologies for In-Car Applications ROADMAP 2016

A Brief Survey of HCI Technology. Lecture #3

Chapter 3. Communication and Data Communications Table of Contents

Trigonometric Transformations TEACHER NOTES MATH NSPIRED

Designing an Audio System for Effective Use in Mixed Reality

Podcasting. (with or without an ipod or ipad!) August 17, 2011 * Creating a 21st Century Learning Environment. Friday, November 25, 2011

The University of Algarve Informatics Laboratory

Virtual Acoustic Space as Assistive Technology

Environmental Sound Recognition using MP-based Features

Spatialization and Timbre for Effective Auditory Graphing

ModaDJ. Development and evaluation of a multimodal user interface. Institute of Computer Science University of Bern

Arbitrating Multimodal Outputs: Using Ambient Displays as Interruptions

A Java Virtual Sound Environment

Auditory Localization

Transcription:

LCC 3710 Principles of Interaction Design Class agenda: - Readings - Speech, Sonification, Music Readings Hermann, T., Hunt, A. (2005). "An Introduction to Interactive Sonification" in IEEE Multimedia, April-June 2005. Schmandt, Chris (1995). "Audio Hallway: A Virtual Acoustic Environment for Browsing" in Proceedings of UIST '98, ACM Press. Sound in Interfaces Some examples: Speech interfaces, require sound input Auditory displays, sound as output only Synthetic sound / music creation Speech Interfaces Motivation for Speech Interfaces Speech Applications I/O can be difficult for smaller devices People can talk at ~90 wpm -> high speed Potentially very large set of commands Freedom of hands and other body parts Imagine you are working on your car and need to know something from the manual Natural interaction for humans Ideal applications Hands are already busy Manual input is already overloaded Disabled users Pervasive information access, mobile devices Examples: Voice mail Handheld voice recorders Audio books Instructional systems

Speech Interface Requirements Speech recognition The computer needs to understand what the user is saying Sound Output Methods To a loudspeaker - Annoys others nearby - Allows multiple users to hear what is happening Speech production The computer needs to respond to the user To headphones - Private to headphone wearer - Unlike visual interfaces, sound can be an input Basic Method of Recognition Recognition vocabulary represented as stored patterns Speech sampled and digitized Waveforms or their parameters compared against patterns But currently speech interfaces are still infrequently used Implementation issues Interfaces issues (though they are getting better over time) Implementation Issues Interface Issues Some major issues: Vocabulary size? Single user or multiple users? Isolated words or continuous speech? Too many individual characteristics of speech (pitch, volume, habits, idioms, accent, etc) Command interfaces are generally simpler: Handling applications, commands inside an application Generally small vocabulary, application dependent Form is usually <verb> <noun> E.g. run firefox, select image1.jpg, hide word, etc Speech recognition is far from perfect and users don't cope well with unpredictable machines Imagine inputting commands with the mouse & getting the wrong result 5-20% of the time Speech UIs have no visible state Users can t see what they have done and what effect their commands have had Speech UIs are hard to learn How do you explore the interface? How do you find out what you can say? Speech UIs have limited vocabularies and impose greater human memory requirements

Speech vs. Visual Interfaces Speech Interface Guidelines Consider speech interfaces when information is short, simple is needed immediately, but not later refers to events over time requires verbal response adds to visual data can t be displayed visually (e.g. light insufficient) Consider visual interfaces when information is long and complex must be remembered refers to spatial relationships requires graphical response adds to auditory data can t be presented through speech (e.g. due to noise) Follow the general interaction design guidelines (consistency, feedback, etc), but also - Allow for user interruptions - Be concise (consider memory constraints) - Provide input alternatives (e.g. keyboard and gestures) - Consider synthesized voice vs. natural voice depending on the application (e.g. voice mail system, news stories) - Be flexible, always offer human assistance - Minimize intrusiveness (e.g. activating speech at a meeting) - Test the pace of the interface with actual users - Exploit traits of utterances such as pauses and abrupt signal changes (e.g. TalkBack) Put That There (1982) Bolt & Schmandt, MIT Media Lab Speech Interfaces Some example research Early example of voice commands augmented by physical gestures - Enables disambiguation - Still difficult to generalize Put That There Video Clip Conversational Desktop (1985) Hyperspeech (1985) Barry Arons, MIT Media Lab Interactive conversational office environment - Vision of a fully conversational workspace - Still hasn't become a reality today Conversational Desktop Video Clip Barry Arons, MIT Media Lab Speech-only hypermedia system - Browsing speech interface, navigation through digital recordings that are manually segmented and structured - No visual display - Speech recognition input, synthetic speech feedback - Technique practical only in limited domains Hyperspeech Video Clip

Impromptu (2001) Kwan Hong Lee, Chris Schmandt MIT Media Lab Mobile IP-based audio computing platform Multi-tasking interaction with multiple simultaneous streaming audio applications Speech services for user interaction Impromptu Chris Schmandt Demo TalkBack (2002) Vidya Lakshmipathy, Natalia Marmasse MIT Media Lab - Interactive messaging device - Respond to voice mail messages as you listen - Waveform analysis, inference about content based on pattern - Long breaks identify discourse segments - Sharp increase then decrease followed by a pause is assumed to be a question - Recording time inserted to allow conversation with the message TalkBack Video Clip Audio Information Auditory Displays The sounds we hear can help us understand what is going on around us in a given situation What are some examples when driving? Audio Information The sounds we hear can help us understand what is going on around us in a given situation What are some examples when driving? Roles for Auditory Displays Provide feedback, confirm actions Status indicators and monitors Alarms and warnings For visually-impaired users Music to provide mood context, e.g. in games Status indicators (e.g. revving engine) Action feedback (e.g. gears grinding) Warning sounds (e.g. screeching tires, blowout)

SonicFinder (1989) Bill Gaver, UCSD Sonification Some examples Desktop interface "earcons" Hear the trash can through a "tinny crash" Hear amount of space on disk through reverberation Hear status of scrolling through ascending or descending tones Issues Appropriate acoustic design Acoustic pollution voice (2005) Peter Meijer Vision technology for the blind Sonification applet for visual imagery Vertical positions represent pitch Horizontal positions represent time Brightness represents amplitude Synthetic Sound and Music http://www.seeingwithsound.com/javoice.htm Real-Time Abstract Animation and Synthetic Sound Golan Levin, MIT Media Lab 2000 AVES Audiovisual Environment Suite Set of 5 interactive systems that allow people to create and perform abstract animation and synthetic sound in real time Harmony Line, Inc. Hyperscore (2005) Expressive music creation software for children Creates music by drawing Yellowtail demo video Screen examples: Aurora clip Floo clip Loom clip Live performance: Scribble clip http://www.hyperscore.com/ Run demo