october 20, 2014 lecture 13liacs.leidenuniv.nl/~verbeekfj/courses/hci/hci2014-l13.pdflecture 13...
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LECTURE 13UBIQUITOUS COMPUTING,
CAPTOLOGY,
FEELING –THINKING
October 20, 2014
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Recapitulation Lecture #12
• Usability
• Analytical/Heuristic evaluation
• Empirical evaluation
• Groupware
– Space –Time matrix
– Awareness
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Example – Remote Interaction
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UBIQUITOUS COMPUTING
Bringing the interface to the environment, beyond the desktop thinking
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Changing Paradigms
• Main Frame (till 1985):
One computer for Many Persons
• Personal Computer (1985-1995):
One computer for One Person
• Ubiquitous computing (1995 …
Many computers for One Person
Shared by Many Persons
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Ubiquitous Computing
• Introduced by Weiser 1991:
“Invisibly enhancing the world that already exists”
• Computers disappear in environment
• Goal:
“Make the interface metaphor visible to user”
• Beyond GUI and WIMP
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Synonyms to Ubiquitous
• Ubiquitous computing AKA
– Pervasive computing
• Broad range of applications
– Physical computing
• Involvement of haptics
– Tangible media
• Interaction by touch, not necessarily feedback by touch
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EveryWare
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•2006, Adam Greenfield “Everyware,
The dawning age of ubiquitous computing”
•Comprehensive essays on state of the art
•Prospective;
•Everyware is new paradigm for UI
The origin: Weiser cs @ Xerox Parc
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The UbiComp Tea-Scene
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See also the paper of Marc Weiser at hci.liacs.nl
• Devices of several Scales connected to The EveryWare Space
• Collaboration
• Awareness
Scales of devices
• Weiser proposed
– Inch NL/EU: pocket
– Foot NL/EU: hand/lap
– Yard NL/EU: mounted wall/table
• Implications for
– device size as well as
– relationship to people
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Device scales (Inch)
• Inch
– PDAs
– PARCTAB
– Voice Recorders
– Smart phones
– 2007: this will mostly be Phones/PDA’s
– 201X: this will be Smart Phones, (iPhone etc ...)
• vision:Individuals own many of them and they can all
communicate with each other and
environment.11human computer interaction 2014, fjv
Device scales (Foot)
• Foot– notebooks– tablets– digital paper– digital paper. now becoming
reality, invading in our lives– AKA e-book, eReader– 201X: we should add the iPad,
Tablet PC in general
• vision: Individual owns several but not assumed to be always with them.
• Holds, partially true
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Device scales (Yard)
• Yard
– Electronic whiteboards
– Plasma displays
– Smart bulletin boards
– Media Walls
• Vision:
Buildings or institutions own them and lots of
people share them.
Stanford interactive Mural
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Digital Touch Wall
Defining Interaction Experience
• Implicit input
– Sensor-based input
– Extends traditional explicit input
• e.g., keyboard and mouse
– Towards “awareness”
• Typical groupware: consciousness of what other people have been/are doing
– Use of recognition technologies
– Introduces ambiguity because recognizers are not perfect
• Ubiquitous: Many Computers, Many Users
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Pervasive Computing
• Access and Interact with information any place and anytime
• Intelligent buildings
– Integration of computing in environment
– Sensors, Actuators, High-Speed Networks
• Pervasive computers - WiFi
– e.g. IBM e-paper
– e.g. extended use of Cell-phone
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Anytime ... Then and Now
• IBM e-Paper
• Cell Phone Extensions
• Advanced eReader
• iPad, GalaxyTab, WinTab, BB-tab
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Pervasive & Ubiquitous Computing
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Wearable Computing (1)
• Portable communication with clothing
headgear etc.
• e.g. Levi ‘s
Body area Network
connect to WWW
• Recently,
design that includes
mp3-player in clothing
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• New Fire-man suit (2006)
• Sensor based, typical for wearable
• Gives commander control
• Q: HCI aspects ?
– Stakeholders
– How is the control
accomplished
– Evaluation ?
– Alarm = Haptic
– Optimize alertness fireman
Wearable Computing (2)
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• New programmable T-Shirt (August, 2012)
• Sensor based, typical for wearable
• Social Media Gadget
• tShirtOS
• Crowd sourcing
• Q: HCI aspects ?
– Stakeholders
– How is the control
accomplished
– Multi Modal application
– Evaluation ?
Wearable Computing (3)
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Body-sensors, Haptic-IO
Body-Pad, gaming
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Example (early) Wearable
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Augmented Reality
• Definition:– Augmented reality is an environment that
includes both virtual reality and real-world elements.
• Application areas– Video, Surgery, Wiring, Art, Instruction
• HCI aspects– People should be aware of interaction
– Physical aspects of behavior of augmentation
– Perceived Affordance – is it perceived?
– Visibility
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Augmented Reality Systems
• Augmented reality system
– Generates a composite view for the user
– Combination of
• the real scene viewed by the user and
• a virtual scene generated by the computer
– augments the scene with additional information.
• Important
– Registration of virtual and real world.
• Applications in:
– Medical systems (surgery planning)
– Advertisements (NL. Soccer !)
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Seeing Augmented Reality
Examples Augmented Reality
• from Jim Vallino
• Rochester Inst. Tech., NY
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This image cannot currently be displayed.
Augmented Reality
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• Projecting information on physical world
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Other Applications of AR
•Maintenance
– Overlay instructions
– Display schematics
•Examples
– Photocopier engineers
• registration critical arrows point to parts
– Aircraft wiring looms
• registration perhaps too hard, use schematic
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• Actualization of real-life situation
• Emergency assistance
– Maps
– Assess a local situation
– Multi-modal interface
– Simulation for emergencies
Augmented Reality
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Univ. Cambridge
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Example Augmented Maps
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Example AR in a book
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www.daarbenik.nl
Example AR in a book
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www.daarbenik.nl
Interaction Tables - GroupWare
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Example SenseTable
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SenseTable
human computer interaction 2014, fjv 34Comparable to David Merill’s Toy Tiles
Example Ubiquitous - Groupware
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G-Speak
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Evaluation Challenges
• How can we adapt other HCI techniques to
apply to UbiComp settings?
– UbiComp activities not so much task-oriented
– New Technologies
• Hard to get long-term authentic summative evaluation
– Different Metric of success
• Playfulness
• Non-Distraction versus Efficiency
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UbiComp & Virtual Reality
• Virtual Reality
– brings Humans into a Computer Space.
– Interaction.
• Ubiquitous Computing
– brings Computer Spaces to Humans.
– Interaction
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PERSUASIVE TECHNOLOGY
Principles of Captology
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Definition Persuasive Technology
• Using computers to change what
we think and do.
• Persuasion is the common denominator and
computers are the vehicle to persuade with
• Persuasion is selling
– A product
– An idea, concept
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Selling a Product
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Can be annoying!
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Persuasion can be Pervasive
• Persuasion and persuasive technology should
not be mistaken with pervasive
technology/computing
• Pervasive computing can be used in
persuasive technology
• HCI describes when/how human acts with a
computer
• CMC (computer mediated communication)
means using a computer for interaction
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Captology
• Acronym based on phrase
“Computers as Persuasive Technologies”
• Focuses on
– Design, research and analysis
of interactive computer products
created for the purpose of
changing peoples attitudes
or behavior
• Persuasive Technology,
BJ Fogg (2003)
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Examples Persuasive Technology
• Social impact games
• Phoebia therapy
• Empathy experience
• Educational programmes
• Persuasive Technology
– requires behavioral design
Social Impact Games
• Managing Asthma
– Dino “bronkie”, Nintendo like game: Dynamic
– "Bronkie the Bronchiasaurus"
– “Influtainment”, help strategy day-to-day self care
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Phobia Impact Applications
• Overcoming Phobias
– Virtual headset, Controlled by therapist
– Arachnophobia, Fear of Flying
– Get in touch with virtual Spider,
and learn how to interact.
– Being immersed in plane,
and flight.
– Proven results
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Experiencing “Fatigue”
• Empathizing with Cancer patients:
My Steps
– Virtual headset & Audio cues
– Virtual world is house of the Cancer patient
– Adapt to the pace of the patient
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Touring VR-My Steps
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Infant Simulator
• Young parenthood, Baby Think It Over
– Crying baby, needs care, attention
– Conveys feel of care; In real world
– Positive effect on “to early parenting”
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Neon “Drunk Drivin’ Test”
• Combination Alcohol & Driving dangerous
• Learn: On board Computer influences steering
and using of brakes (delay)
• Learn: experience reflexes with alcohol
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Simulation: Persuasive Media
Principles:
• Cause and effect– Persuade to change attitude/behavior
– Observe immediate cause and effect
• Virtual Rehearsal– Rehearse a “new” behavior
• Virtual Rewards– Reward targeted behavior
– Use application more frequently
• Real world context Simulation– Highlight impact of certain behavior
– motivate attitude change
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Persuasion and HCI
Persuaded to
• Think of the users as part of the design
• Apply a user centered design where
appropriate
• Get the flavors of typical CS issues in design
• Get understanding of Human Factors
• Get understanding of Cognitive Factors
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Evaluating Persuasion
• Success is measurable
• Controlled experiments
• Are current evaluation techniques sufficient
• Do all usability principles apply
• Realize: this is not a conventional product.
• Aim of persuasion: Change Behavior
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VIRTUAL CHARACTERS
They help and they seem to be able to observe ...
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Virtual Characters (VC)
• Avatar, artificial representations of people
• Animation, it does something.
• User-Facing Agents
– Does something for users
– Intelligent
– Shows human behavior
• choices, inferring, knowledge
• Typical in persuasive environments and
applications
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aka Bots, make your own
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Properties Intelligent VC’s
• Autonomy, agent acts on own accord,no human intervention
• Reactivity, takes stimuli from environment
• Proactivity, takes initiative to act; through user or through environment
• Collaboration, able to collaborate with other agents
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Example Virtual Companion
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VC: Conflict Coach, Scenarios
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Maaike de Jong, MediaTechnology, 2006
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Relation to Role Playing with Persona’s
Persona’s Virtual Characters
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Maaike de Jong, MediaTechnology, 2006
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CONNECTING EMOTION
Direct Interaction through Emotions
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Emotional InterFace
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• Virtual Characters
positive affect
– Attribute emotions
– How to learn
– How to model emotion
– Agents
• Empathy of computer
• Gaming
Wired, december 2003. David Hammond.Workout assistant
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Affective Computing
• Affective Computing: Human-Computer Interaction in which a device is capable of registering emotions and other stimuli and generates a correct response to these stimuli.
• Affective output
– Computer has empathy, reacts on a situation
– Learning system of user’ states
• Affective input
– Sensors measure affective state of users (or learn)
– heart rate, blood pressure, Transpiration,vision, gesture, speech
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Inter-Face: Facial Expression
Bruzard, Virtual Character
showing different emotions MIT,
Media Lab
Database, Psychology Department
Kyushu University.
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Kismet, emotions & social behavior
• Kismet, robot-baby with humanoid head learns expressions & emotions;
research:
– Effect of emotions on human during human machine interaction.
– Learning of social behaviour robot during human-robot play.
– Obtaining new behavior, based on cognition (AI).
Cynthia Breazeal, MIThuman computer interaction 2014, fjv
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Interpretation Facial Expression
• Mona Lisa (Sebe & Gevers)
• 85 % happy
• 9 % repulsion
• 6 % fear
• Based on analysis
faces Mediterranean
women
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CONNECTING THE BRAIN
Direct interaction with Thought through readout of the Brain
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Brian Interfaces
• New direction
• Chip Implant – Read out
• EEG Readout
• Combination with Augmented reality
• Persuasive technology
• Neuro-Informatics
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Example BrainGate
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Example Brain Interface + AR
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Neuro Feedback – EEG readout
Example Brain Interface + AR (2)
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Example Brain Interface + HCI
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Review #13
• Ubiquitous Computing
– Tangible interfaces
– Pervasive Computing
– Wearable Computing
– Augmented reality
• Persuasive Technology
• Virtual Characters - Interaction
• Affective Computing
• Brain Interfacing
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Review #1-13
• Important principles in Interface Design– Cognetics
– Affordance
– Visibility
– Awareness (GroupWare)
• Interaction models - Conceptual– Norman
– Abowd & Beale
• Paradigms in Interaction– Single ~ Multi User // Single ~ Multi System
– Interaction Hardware
• Software Lifecycle models
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Review #1-13
• Analysis tools for Interface Development
– Problem Statement
– User Analysis
– Task Analysis
– Usability Specification
– Prototyping
– Cognitive Analysis
– Evaluation
• Heuristics – Golden Rules - Principles
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30th of October
Written Exam, 10.00 – 13.00
B2, B3, 413
According to Notice Boards
3rd of November
Start team presentations
413!
According to Schedule – Published on hci.liacs.nl