ubiquitous computing and augmented realities · 2004-10-12 · ubiquitous computing • any...
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chapter 20
ubiquitous computing and augmented realities
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ubiquitous computing and augmented realities
• ubiquitous computing– filling the physical world with computers
• virtual and augmented reality– making the physical world in a computer!
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Challenging HCI Assumptions
• What do we imagine when we think of a computer?
“The most profound technologies are those that disappear.”
Weiser
• 1990’s: this was not our imagined computer!
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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
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Scales of devices
• Weiser proposed– Inch– Foot– Yard
• Implications for device size as well as relationship to people
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Device scales
• Inch– PDAs– PARCTAB– Voice Recorders– smart phones
• Individuals own many of them and they can all communicate with each other and environment.
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Device scales
• Foot– notebooks– tablets– digital paper
• Individual owns several but not assumed to be always with them.
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Device scales
• Yard– electronic whiteboards– plasma displays– smart bulletin boards
• Buildings or institutions own them and lots of people share them.
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Defining the Interaction Experience• Implicit input
– Sensor-based input– Extends traditional explicit input (e.g.,
keyboard and mouse)– Towards “awareness”– Use of recognition technologies– Introduces ambiguity because recognizers
are not perfect
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Different Inputs
Capacitive sensing on a table Sensors on a PDA
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Multi-scale and distributed output• Screens of many sizes
– (very) small
– (very) large
• Distributed in space, but coordinated
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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– The Water Lamp (shown)
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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 calendar14/90
Application Themes
• 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
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Virtual and Augmented Reality(VR and AR)
VR - technology & experienceweb, desktop and simulatorsAR – mixing virtual and real
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virtual reality technology
• headsets allow user to “see” the virtual world
• 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
• whole body position sensed, walking etc.
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VR headsets
• small TV screen for each eye• slightly different angles• 3D effect
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immersion
• VR– computer simulation of the real world
• mainly visual, but sound, haptic
– experience life-like situations• too dangerous, too expensive
– see unseen things:• too small, too large, hidden, invisible
– e.g. manipulating molecules
• the experience– aim is immersion, engagement, interaction
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on the desktop
• headset VR– expensive, uncomfortbale
• desktop VR– use ordinary monitor and PC
• cheap and convenient
• in games …• and on the web
– VRML – virtual reality markup language
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VRML … VR on the web
#VRML V1.0 ascii
Separator {Separator { # for sphere
Material {emmissiveColor 0 0 1 # blue
}Sphere { radius 1 }
}Transform { translation 4 2 0 }Separator { # for cone
Texture2 {filename "big_alan.jpg"
}Cone {
radius 1 # N.B. width=2*radiusheight 3
} } }
COSMO, CORONA, plug-in’s to view vrml models in web-browsers
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command and control
• scenes projected on walls• realistic environment• hydraulic rams!• real controls• other people
• for:– flight simulators– ships– military
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Augmented Reality (AR)
• Definition• Typical applications• Forms of Display• AR Examples• AR-Research Focus I and II
Research project overview:http://hci.rsc.rockwell.com/AugmentedReality/research.php
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Augmented Reality (AR)
Definition of Augmented Reality
1. Combines real and virtual
2. Is interactive in real time
3. Is registered in three dimensions
(Azuma, 1997)24/90
Augmented Reality (AR)
Typical applications:
• Medical• Manufacturing and repair• Outdoor and Construction• Annotation and visualization• Robot path finding• Entertainment
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Kinds of Displays for AR
• Head-up Display
• Head Mounted Display (HDM)
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Head-up Display - Car
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Head-up Display - Car
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Head-up Display-Taxiway Navigation
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Head-up Display-Taxiway Navigation
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Head Mounted Display (HMDs)
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Head Mounted Display (HDM) are either
• video display, or• see-through display, or• look-around display
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Head Mounted Display (HDM)
video-based see-through HMD
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Head Mounted Display (HDM)
video display34/90
Head Mounted Display (HDM)
look-around display
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Augmented Reality Examples
Real World Wide Web (RWWW), HMD36/90
Augmented Reality Examples
RWWW: Glare and gaze selection
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Augmented Reality Examples
RWWW: Glare and gaze selection38/90
Augmented Reality Examples
Manufacturing and repair
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Augmented Reality Examples
Manufacturing and repair40/90
Augmented Reality Examples
Design
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Augmented Reality Examples
Design42/90
Augmented Reality Examples
Outdoor and Construction
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Augmented Reality Examples
Outdoor and Construction44/90
Augmented Reality Examples
Outdoor and Construction
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Augmented Reality Examples
Stereoscopic telerobotic control46/90
Augmented Reality Examples
Robotic application
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Augmented Reality Examples
Entertainment48/90
Augmented Reality Examples
Entertainment
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Augmented Reality Examples
Museum50/90
High Degr.-of-Freedom Curve Input
Tovi Grossman, Ravin Balakrishnan, Karan Singh. (2003). An interface for creating and manipulating curves using a high degree-of-freedom input device. ACM CHI Conference on Human Factors in Computing Systems. ACM CHI Letters, 5(1). pp. 185-192.Paper: http://www.dgp.toronto.edu/~ravin/papers/chi2003_curvemanipulation.pdfVideo: http://www.dgp.toronto.edu/~ravin/videos/chi2003_curvemanipulation.mpg
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AR-Research Focus I: BUILD-IT, Tangible Interface for Collaborative Design
Fjeld, Rauterberg, BixelETH Zurich
Video: http://www.fjeld.ch/pub/CHI_2000.mpg
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Activity Theory: Complete Task Regulation -- 1
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Activity Theory: Complete Task Regulation -- 2
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AR-Research Focus II:Chemistry EducationA Tangible Interaction Approach
P. Juchli, B. Voegtli, M. Fjeld, HyperWerk FHBB, ETH Zurich
Video: http://www.fjeld.ch/pub/AC.mov58/90
Tangible User Interfaces (TUIs) are often seen as ...
• IntuitiveEasy to learn and to handle
• DirectNatural mapping of taskImmediate feedback
• Task specificRequire considerable developement ressourcesAre difficult to re-use in a different use context
• .. but , non-compliant with standard formatsCAD Interface is rareIntergration with Word/OSX etc. difficult
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For educational use of TUIs, particular challenges are ...
• Combined spatial representation and interaction
• Adaptation to a standard curriculum,e.g. science
• Adaptation to personal learning strategies
• Collaborative learning and human communication
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... but TUI for education also promise significant benefits
• Information pieces attached to physical objects help memorize content
• Limitations of time multiplexed interfaces may beovercome through bi-manual (and collaborative) use
• Enable non-linear, explorative learning strategies
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Educational Context in Focus:Molecular models and modelling; intermediate level
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Physical ball-stick kit Digital spacefill/wireframe GUI
Established tools for molecular modelling
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• Offer direct manipulation of virtual molecular models
• Combine 3D representation and spatial interaction
• Give users audiovisual feedback
• Observe and keep track of user‘s interactive steps
Our strategy in interface design:Combine the strengths of physical and digital interface
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The Augmented Chemistry (AC) System:
A virtual mirroras an augmentationof a tabletop learningenvironment
The mirroris a designmetaphor.An alternativewould be a user‘spoint-of-view.
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CubeBooklet
Gripper Platform
Interactive Tools
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Interaction Sequence1. Element selection 2. Load an element
with the Gripper
3. Place the atom onto the platform
4. Select bindingatom
5. Determine single-double or trible binding
6. User feedbackafter sucessfulcompletion
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Specialized tools
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Recent advances: Electronegativity; dipole-moment (1/4)
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Recent advances: Electronegativity; dipole-moment (2/4)
H
O H
H
O H
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Recent advances: Electronegativity; dipole-moment (3/4)
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Recent advances: Electronegativity; dipole-moment (4/4)
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Work in progress: Learning Studies (1/2)
Same task, three different conditions
Measurement of:- Task completion- User satisfaction- Task load (NASA task load index)
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Work in progress:Learning Studies(2/2)
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information and data visualisation
VR, 3D and 2D displaysscientific and complex data
interactivity central
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scientific and technical data
• number of virtual dimensions that are ‘real’• three dimensional space
– visualise invisible fields or values– e.g. virtual wind tunnel
• two dimensional space– can project data value up from plane– e.g. geographic data– N.B. viewing angle hard for static visualisation
• no ‘real’ dimensions– 2D/3D histograms, scatter plots, pie charts, etc.
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virtual wind tunnel
• fluid dynamics to simulate air flow • virtual bubbles used to show movements
• ‘better’ than real wind tunnel …– no disruption of
air flow– cheaper and faster
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structured informnation
• scientific data – just numbers• information systems … lots of kinds of data
• hierarchies– file trees, organisation charts
• networks– program flow charts, hypertext structure
• free text …– documents, web pages
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visualising hiererchy
• 2D organisation chart– familiar representation– what happens when it gets wide?
managing director
salesmanager
F. Bloggs
J. Smith
F. Bloggs
marketingmanager
A. Jones R.Carter
productionmanager
K. West
P. Larkin
B. Firth
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wide hierarchies … use 3D?
• cone trees (Xerox)• levels become rings• overlap ‘OK’ in 3D
managing director
salesmanager
F. Bloggs
J. Smith
F. Bloggs
marketingmanager
A. Jones R.Carter
productionmanager
K. West
P. Larkin
B. Firth
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visualising knowledge and hiererchy
a) Walden's Path http://www.csdl.tamu.edu/walden/b) File System Navigator http://www.sgi.com/fun/freeware/3d_navigator.htmlc) Cheops http://www.crim.ca/hci/cheops/index1.htmld) VR-VIBE http://www.crg.cs.nott.ac.uk/research/technologies/visualisation/vrvibe/e) Information Pyramides http://www2.iicm.edu/keith/papers/vis97/ipyr.htmlf) The Web Book http://www.parc.xerox.com/istl/projects/uir/pubs/pdf/UIR-R-1996-14-Card-CHI96-WebForager.pdf (invalid)g) WWW3D http://www.crg.cs.nott.ac.uk/~dns/vr/www3d/webnet96-final.htmlh) The Task Gallery http://research.microsoft.com/users/marycz/tg2000.pdf 82/90
visualising and interacing with relations
http://www.knetmap.com
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Scientific Visualisation: City O’Scope
http://www.macrofocus.com/cityoscope/index.html 84/90
» Test Details, Chapters from Textbook
Test questions which are based on the textbook(Dix et al., 3rd Edition.), will come from thesechapters and sub-chapters:
1. 1.1 – 1.52. Not relevant3. 3.1 – 3.64. Not relevant5. 5.1 – 5.66. 6.1 – 6.57. 7.1 – 7.58. Not relevant9. 9.1 – 9.510. 10.1 – 10.311. Not relevant12. 12.1 – 12.2, 12.513. 13.1 – 13.314. Not relevant15. 15.1 – 15.716. Not relevant17. Not relevant18. Not relevant19. 19.1 – 19.520. 20.1 – 20.421. Not relevant
15
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» Test Details
The written test is compulsory ("obligatorisk") and will take place on Monday 18th October 2004, 08:30-12:30. The place is V-Huset, please follow indications in V-Huset. The written test consist of a compulsory ("obligatorisk") part and a voluntary ("frivillig") part.
The compulsory part: -presents questions which have a rather clear answer,-reflects the miminum requirement to have the test accepted ("godkänt"), and-must be accepted ("godkänt") for the voluntary part to be corrected at all.
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» Test Details
The voluntary part is for participants who• have answered the compulsory part AND• belive they will have the compulsory part accepted
("godkänt") AND• aim for a higher score (4, 5, or VG)
The voluntary part consists of a few advanced questions/tasks.
Suggestion: Answer at least 7 of the 9 questions in Part I before proceeding to Part II.
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» Test Details
Please answer in Swedish or English
Max points per question is indicated after each question, total max is 60.
PART I: Max 42 points, 25 points NECESSARY FOR PASS (GODKÄNT)
PART II: Max 18 points.This part is only corrected if 25 points or more were obtained in part I.
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» Test-/tente-granskning
Oral feedback on written test, Q&A ("tentegranskning").
Monday 8th November 2004, 16:00-18:00,restaurant in Linsen.
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» Assignment-granskning
Oral feedback on assignment, Q&A (“assignment granskning").
Tuesday 30th November and Thursday 2nd December 2004, 13:00-15:00.
Restaurant in Linsen
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IMPORTANT Assignment file name IMPORTANT
The file submitted electronically for first draft and for final version MUST be named with the 40 first characters (including spaces) in the title of your paper, nothing else is accepted.
E.g. if the title of your paper is “Hand-held devices for whale hunting in Hudson Bay”, then the file name becomes:
hand_held_devices_for_whale_hunting_in_H.pdf