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Diseño y Evaluación de Productos Interactivos Interaction paradigms and virtual environments
Sergio Sayago Master Universitario en Ingeniería Informá5ca Créditos ECTS: 6 Segundo cuatrimestre, curso 2012/2013 Departamento de Informá5ca
Contents • Interac(on paradigms • Ubiquitous / pervasive compu5ng • The seminal idea (and works) • Two examples • Some issues
• Wearable compu5ng (and virtual environments) • The basics • Three examples • Some issues
• Tac5le/Tangible compu5ng • The basics • From GUI to TUI: two examples
• Discussion
Paradigms
2
Interaction paradigms • A par5cular philosophy or way of thinking about interac5on design. It is intended to orient designers to the kinds of ques5ons they need to ask
• We believe that we now design interac5ve products which are beVer than those we designed 5-‐10-‐15… years ago • For many years, the prevailing paradigm was the personal compu5ng (desktop interfaces, single users)
• Paradigms for interac5on have for the most part been dependent on technological advances and their crea(ve applica(on to enhance interac5on
• Interac5on paradigms include ubiquitous / pervasive compu5ng, wearable compu5ng and tangible/tac5le/hap5c compu5ng (others are 5me sharing, the WWW, CSCW…)
Paradigms
Contents • Interac5on paradigms • Ubiquitous / pervasive compu(ng • The seminal idea (and works) • Two examples • Some issues
• Wearable compu5ng (and virtual environments) • The basics • Three examples • Some issues
• Tac5le/Tangible compu5ng • The basics • From GUI to TUI: two examples
• Discussion
Paradigms
4
Ubiquitous/pervasive computing The seminal idea (and works) • Mark Weiser, Xerox Palo Alto Research Center, 1991, “the most profound technologies are those that disappear. They weave themselves into the fabric of everyday life un5l they are indis5nguishable from it”
• “More than 50 million personal computers have been sold, and the computer nonetheless remains largely in a world of its own. It is approachable only through complex jargon that has nothing to do with the tasks for which people use computers” • Consider wri5ng a leVer with a pen. The pen is “invisible” • Now consider wri5ng a leVer with a PC. The PC is far for being “invisible”
Paradigms
M. Weiser, “The Computer for the 21st Century,” Scien&fic American, pp. 94–104, 1991
• “We are trying to conceive a new way of thinking about computers, one that takes into account the human world and allows the computers themselves to vanish into the background”
• “Ubiquitous computers will come in different sizes, each suited to a par5cular task. My colleagues and I have built what we call tabs, pads and boards: inch-‐scale machines that approximate ac5ve post-‐it notes, foot-‐scale ones that behave something like a sheet of paper and yard-‐scale displays that are the equivalent of a blackboard or bulle5ng board” • Tabs -‐> (not exactly inch-‐based, but…) Personal Digital Assistants (PDAs)?
• Pads -‐> tablet PCs (Apple iPad)? • Boards -‐> whiteboards?
Ubiquitous/pervasive computing The seminal idea (and works)
Paradigms
M. Weiser, “The Computer for the 21st Century,” Scien&fic American, pp. 94–104, 1991
• “The technology required for ubiquitous compu5ng comes in three parts: cheap, low-‐power computers that include equally convenient displays, sohware for ubiquitous applica5ons and a network that 5es them all together”
• “My colleagues and I believe that what we call ubiquitous compu5ng will gradually emerged as the dominant mode of computer access over the next 20 years” • Do we have nowadays ‘cheap, low-‐power computers that include equally convenient displays’?
• And ‘sohware and a network that 5es them all together’? • “Specialized elements of hardware and sohware, connected by wires, radio waves and infrared, will be so ubiquitous that no one will no5ce their presence”
Ubiquitous/pervasive computing The seminal idea (and works)
Paradigms
M. Weiser, “The Computer for the 21st Century,” Scien&fic American, pp. 94–104, 1991
• Ageing popula5on & age-‐related changes in func5onal abili5es (vision, cogni5on, mobility, hearing) • Smart homes which • aid older people in conduc5ng ac5vi5es of daily living • monitor certain aspects of a person’s health, with sensors (and other technologies, such as cameras)
• An example of ubiquitous compu5ng in smart homes for suppor5ng beVer independent living • hVp://www.casala.ie/the-‐great-‐northern-‐haven.html
Ubiquitous/pervasive computing Two examples: independent living
Paradigms
• Mobile technologies create a vast, geographically aware sensor web that accumulates tracks to reveal both individual and social behaviors with unprecedented detail
• This ar5cle illustrates the poten5al of user-‐generated electronic trails to remotely reveal the presence and movement of a city’s visitors
• Understanding popula5on dynamics by type, neighborhood, or region would enable customized services (and adver5sing) as well as the accurate 5ming of urban service provisions, such as scheduling monument opening 5mes based on daily, weekly, or monthly tourist demand
Ubiquitous/pervasive computing Two examples: digital footprinting
Paradigms
F. Girardin, J. Blat, F. Calabrese, F. Dal Fiore, and C. Ram, “Digital Footprin5ng: Uncovering Tourists with User-‐Generated Content,” IEEE Pervasive Compu&ng, pp. 36–43, 2008
• Two types of footprint • Passive tracks: leh through interac5on with an infrastructure, such as mobile phone network, that produces entries in loca5onal logs
• Ac5ve prints: users expose loca5onal data in photos, messages, and sensor measurements
• Both types of footprint in Rome • Geo-‐referenced photos made publicly available on the photo-‐sharing web site Flick
• Aggregate records of wireless networks events generated by mobile phone users making class and sending text messages on the Telecom Italia Mobile (TIM) system
Ubiquitous/pervasive computing Two examples: digital footprinting
Paradigms
F. Girardin, J. Blat, F. Calabrese, F. Dal Fiore, and C. Ram, “Digital Footprin5ng: Uncovering Tourists with User-‐Generated Content,” IEEE Pervasive Compu&ng, pp. 36–43, 2008
• Analyze three years of data, from November 2004 to November 2007. 144,501 geo-‐referenced photos
• Over a period of three months, 5med to coincide with the Venice Biennale from September to November 2006: phone calls
Ubiquitous/pervasive computing Two examples: digital footprinting
Paradigms
F. Girardin, J. Blat, F. Calabrese, F. Dal Fiore, and C. Ram, “Digital Footprin5ng: Uncovering Tourists with User-‐Generated Content,” IEEE Pervasive Compu&ng, pp. 36–43, 2008
38 PERVASIVE computing www.computer.org/pervasive
USER-GENERATED CONTENT
behaviors. We elected to use Google Earth to support visual synthesis and our preliminary investigation of digi-tal traces. Accordingly, we stored data collected by the Lochness platform and the Flickr service on a MySQL server, enabling us to flexibly query and ag-gregate the data further as required. Using software developed in house, we then exported the aggregate results in a format compatible with Google Earth for interactive visual exploration. Pre-cise digital satellite imagery from Teles-pazio, which is a company providing satellite services, was added as image overlay. Applying these techniques and tools to process digital footprints lets us uncover the presence of crowds and the patterns of movement over time as well as compare user behaviors to generate new hypotheses.
Analyzing Digital FootprintsWe used user-originated digital foot-prints to uncover some new aspects of the presence and movement of tourists during their visit to Rome. Specifically, we used spatial and temporal pres-ence data to visualize user-generated information.
Spatial PresenceTo map users’ spatial distribution, we store data in a matrix covering the en-tire study area. Each cell in the matrix includes data about the number of pho-tos taken, the number of photographers
present, and the number of phone calls made by foreigners over a given period of time. The geovisualization in Figure 1 reveals the main areas of tourist ac-tivity in part of central Rome over the three-month period of September to November 2006.
Figure 1a shows the presence of pho-tographers, and Figure 1b depicts the areas of heavy mobile phone usage by foreigners. The union between visiting photographers and foreign mobile phone customers quickly uncovers the area’s major visitor attractions such as the Col-iseum and the main train station next to Piazza della Repubblica. It appears that the Coliseum attracts sightseeing photographers whereas foreign mobile phone users, typically on the move, tend to be active around the train station.
Temporal PresenceTurning to the temporal patterns ob-tained from the digital traces, we com-pared the number of photographers and the volume of phone activity for each day over the three-month study pe-riod. Figure 2 shows the difference be-tween the average weekly distribution of phone calls made by visitors and the presence of visiting photographers in the areas around the Coliseum and Pi-azza della Repubblica. The histograms show the normalized variation between the average number of calls and pho-tographs for each day and the average amount for the whole week.
The resulting temporal signatures for the Coliseum area show related trends for both data sets, with higher activity over the weekend than on weekdays. However, the Piazza della Repubblica area reveals a markedly different pattern: photographers, though fewer in number than at the Coliseum, also tend to be active on the weekend, whereas the foreign mobile phone users are much more active dur-ing the weekdays.
These temporal signatures provide further evidence to the different types of presence that occur at the tourist points of interest. We can further hy-pothesize that the Coliseum attracts sightseeing activities (photographers) over the weekend and the train station neighborhood provides facilities for visitors on the move (such as people on business trips) during the weekdays.
Desire Lines from Digital TracesThe study of digital footprints also lets us uncover the digital desire lines, which embody people’s paths through the city. Based on the time stamp and location of photos, our software or-ganizes the images chronologically to reconstruct the photographers’ move-ment. More precisely, we start by re-vealing the most active areas obtained by spatial data clustering. Next, we aggregate these individual paths to generate desire lines that capture the sequential preferences of visitors. We check the location of each user activ-ity (photo) to see if it’s contained in a cluster and, in the case of a match, add the point to the trace generated by the
(b)(a)
Figure 1. Geovisualizations of the presence of (a) 932 tourist photographers and (b) 520,000 phone calls from foreign mobile phones in the Coliseum and Piazza della Repubblica area from September to November 2006. Both types of data cover the train station area in the proximity of the Piazza della Republica. The values in each cell are normalized.
It appears that the Coliseum aVracts sightseeing photographers whereas foreign mobile phone users, typically on the move, tend to be ac5ve around the train sta5on.
Ubiquitous/pervasive computing Two examples: digital footprinting
Paradigms
F. Girardin, J. Blat, F. Calabrese, F. Dal Fiore, and C. Ram, “Digital Footprin5ng: Uncovering Tourists with User-‐Generated Content,” IEEE Pervasive Compu&ng, pp. 36–43, 2008
OCTOBER–NOVEMBER 2008 PERVASIVE computing 39
photo’s owner. This process produces multiple directed graphs that support better quantitative analysis, which gives us the number of sites visited by season, the most visited and photo-graphed points of interests, and data on where photographers start and end their journeys.
Formatting this data according to the open Keyhole Markup Language standard lets us import it into Google Earth to explore the traveling behaviors of specific types of visitors. The result-ing visualization in Figure 3 suggests
the main points of interest in the city as a whole. Building asymmetric matrices of the number of photographers who moved from point of interest x to point of interest y reveals the predominant se-quence of site visits. We can also base queries on the users’ nationalities, the number of days of activity in the city, the number of photos taken, and areas visited during a trip.
Semantic DescriptionPrevious work has demonstrated that we can use spatially and temporally an-
notated material available on the Web to extract place- and event-related se-mantic information.13 In a similar vein, we analyzed the tags associated with the user-originating photos to reveal clues of people’s perception of their environ-ment and the semantics of their per-spective of urban space. For instance, the word “ruins” is one of the most-used tags to describe photos in Rome. Mapping the distribution of this tag for 2,866 photos uncovers the most ancient and “decayed” part of the city: the Coli-seum and the Forum (Figure 4).
1.0
0.5
0
–0.5
–1.0
CallPhotographers
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
Average photographers per day: 331. Standard deviation: 49.5Average phone call per day: 620.47. Standard deviation: 99.65
1.0
0.5
0
–0.5
–1.0
CallPhotographers
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
Average photographers per day: 10.85. Standard deviation: 3.43Average phone call per day: 1,165.35. Standard deviation: 198.43
Train station
Colloseum
(b)
(a)
Figure 2. Comparison of the temporal signature of foreigners’ phone activity and number of tourist photographers. It reveals patterns of below-average activity on weekdays and a rise of presence over the weekend at (a) the Coliseum. In contrast, (b) the train station’s temporal signature shows a higher presence of foreigners calling from their mobile phones during the week, whereas photographers indicate a reverse pattern and increased presence over the weekend.
Ubiquitous/pervasive computing Two examples: digital footprinting
Paradigms
F. Girardin, J. Blat, F. Calabrese, F. Dal Fiore, and C. Ram, “Digital Footprin5ng: Uncovering Tourists with User-‐Generated Content,” IEEE Pervasive Compu&ng, pp. 36–43, 2008
40 PERVASIVE computing www.computer.org/pervasive
USER-GENERATED CONTENT
Significance of User-Generated DataThese aggregate spatiotemporal records seem to lead to an improved under-
standing of different aspects of mobility and travel. Although the results are still fairly coarse, we’ve shown the potential for geographically referenced digital
footprints to reveal patterns of mobility and preference among different visitor groups. However, in the context of our study, traditional methods would help us better define the usefulness of perva-sive user-generated content. For exam-ple, hotel occupancy and museum sur-veys would let us observe and quantify visitors’ presence and movement. Along this vein, the Rome tourism office sup-plied us with monthly ticket receipts for the Coliseum in 2006.
Figure 5 compares sales figures with mobile usage and photographic ac-tivity. Ticket receipts show that there are slightly more Coliseum visitors in October than September, with a ma-jor drop in attendance in November. This pattern matches the activity of foreign-registered mobile phones in the area, but it doesn’t coincide with photographer activity. These discrep-ancies likely exist because the data sets are capturing the activity of different sets of visitors. For example, correla-tion with ticket sales from the Coli-seum fails to account for the fact that users can easily photograph the arena or make a call from the vicinity of the monument without bothering to pay the entry fee. Due to the large differ-ence in the nature of the activity pro-ducing the data, it might be that cor-relating it with user-generated content doesn’t reinforce existing tourism and travel knowledge, but does reveal new dimensions of behavior.
Challenges of User-Generated Data SetsOur data-processing techniques have tried to account for the fluctuating
(b)
(a)
Figure 3. Geovisualiation of the main paths taken by photographers between points of interests in Rome. Significantly, (a) the 753 visiting Italian photographers are active across many areas of the city, whereas (b) the 675 American visitors stay on a narrow path between the Vatican, Forum, and Coliseum. (Different scales apply to each geovisualization.)
Figure 4. Geovisualization of the areas defined by the position of the 2,886 photos with the tag “ruins” as uploaded by 260 photographers. It reveals the Coliseum and Forum areas known for their multitude of ancient ruins.
Ubiquitous/pervasive computing Two examples: digital footprinting
Geovisualia5on of the main paths taken by photographers between points of interests in Rome. Significantly, (a) the 753 visi5ng Italian photographers are ac5ve across many areas of the city, whereas (b) the 675 American visitors stay on a narrow path between the Va5can, Forum, and Coliseum. (Different scales apply to each geovisualiza5on.)
Paradigms
F. Girardin, J. Blat, F. Calabrese, F. Dal Fiore, and C. Ram, “Digital Footprin5ng: Uncovering Tourists with User-‐Generated Content,” IEEE Pervasive Compu&ng, pp. 36–43, 2008
• The disappearance of ubiquitous compu(ng • from the first genera5on of the mainframe to a second genera5on of the personal computer to the third genera5on of ubiquitous compu5ng
• Weiser’s vision has succeeded in pervading the thoughts of a large community of researchers. Connected devices, at a variety of sizes and with varying models of ownership, define our world of compu5ng today
• It is increasingly hard to iden5fy what cons5tutes ubicomp research today, because it is hard to rule anything out as being unrelated to this current genera5on of compu5ng
• the only concrete sugges5on about where we go next is to disappear into the larger compu5ng research agenda, or into the research literature of other domains, and cease to be a niche topic
Ubiquitous/pervasive computing Some issues
G. D. Abowd, “What next , Ubicomp ? Celebra5ng an intellectual disappearing act,” in UbiComp, 2012, pp. 31–41.
Paradigms
• A fourth genera(on of compu(ng? • First genera5on: one computer to many people (e.g. the first computers) • Second genera5on: one computer per individual (personal compu5ng) • Third genera5on: many computers per individual (ubicomp) • Fourth genera5on: the human–computer experience will be more conjoined than ever before
Ubiquitous/pervasive computing Some issues
G. D. Abowd, “What next , Ubicomp ? Celebra5ng an intellectual disappearing act,” in UbiComp, 2012, pp. 31–41.
Paradigms
Contents • Interac5on paradigms • Ubiquitous / pervasive compu5ng • The seminal idea (and works) • Two examples • Some issues
• Wearable compu(ng (and virtual environments) • The basics • Three examples • Some issues
• Tac5le/Tangible compu5ng • The basics • From GUI to TUI: two examples
• Discussion
Paradigms
17
Wearable computing The basics • Wearable compu5ng is the study or prac5ce of inven5ng, designing, building and using miniature body-‐borne computa5onal and sensory devices • Wearable computers may be worn under, over, or in clothing, or may also be themselves clothes • Wearable computers versus portable computers • The goal of wearable compu5ng is to posi5on or contextualize the computer in such a way that the human and computer are inextricably intertwined
Paradigms
Mann, Steve. (2013): Wearable Compu5ng. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-‐Computer Interac5on, 2nd Ed.". Aarhus, Denmark: The Interac5on Design Founda5on. Available online at hVp://www.interac5on-‐design.org/encyclopedia/wearable_compu5ng.html
18
Wearable computing Three examples: more reality • Wearable compu5ng and virtual environments • Augmented reality: means to super-‐impose an extra layer on a real-‐world environment, thereby augmen5ng it
• Wikitude applica5on for the iPhone: lets you point your iPhone’s camera at something, which is then “augmented” with informa5on from the Wikipedia
Paradigms
Mann, Steve. (2013): Wearable Compu5ng. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-‐Computer Interac5on, 2nd Ed.". Aarhus, Denmark: The Interac5on Design Founda5on. Available online at hVp://www.interac5on-‐design.org/encyclopedia/wearable_compu5ng.html
19
• Diminished Reality • Some5mes there are situa5ons where it is appropriate to remove or diminish cluVer.
• The electric eyeglasses (www.eyetap.org) can assist the visually impaired by simplifying rather than complexifying visual input. To do this, visual reality can be re-‐drawn as a high-‐contrast cartoon-‐like world where lines and edges are made more bold and crisp and clear, thus being visible to a person with limited vision.
Wearable computing Three examples: less reality
Paradigms
Mann, Steve. (2013): Wearable Compu5ng. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-‐Computer Interac5on, 2nd Ed.". Aarhus, Denmark: The Interac5on Design Founda5on. Available online at hVp://www.interac5on-‐design.org/encyclopedia/wearable_compu5ng.html
20
• Children-‐driven play can be regarded as free-‐play
• Spontaneous play, no fixed rules (they are defined while playing)
• Playful objects (bags, toys) and social interac5on
• Develop social skills, learn,…
Wearable computing Three examples: wearable sounds
Paradigms
21 A. Rosales, E. Arroyo, J. Blat, 2011. Evoca5ve Experiences in the Design of Objects to Encourage Free-‐Play for Children. In Proceedings of the Interna&onal Joint Conference on Ambient Intelligence – AmI’11. Amsterdam, Netherlands A. Rosales, E. Arroyo, J. Blat, 2011. Playful accessories. Design process of two objects to encourage free-‐play. In Proceedings of the 4th World Conference on Design Research, IASDR’11.
• Free-‐play possibili5es of movement-‐to-‐sound interac5on amongst school children (wearable “device” in blue) • What is the play? • How do they play?
Wearable computing Three examples: wearable sounds
Paradigms
22 A. Rosales, E. Arroyo, J. Blat, 2011. Evoca5ve Experiences in the Design of Objects to Encourage Free-‐Play for Children. In Proceedings of the Interna&onal Joint Conference on Ambient Intelligence – AmI’11. Amsterdam, Netherlands A. Rosales, E. Arroyo, J. Blat, 2011. Playful accessories. Design process of two objects to encourage free-‐play. In Proceedings of the 4th World Conference on Design Research, IASDR’11.
• Movement-‐to-‐Sound in augmented dance, theater and games • The focus is on visualiza5on, which would restrict free-‐play • Wearable interfaces to manipulate music…with teenagers and adults
Wearable computing Three examples: wearable sounds
Paradigms
23 A. Rosales, E. Arroyo, J. Blat, 2011. Evoca5ve Experiences in the Design of Objects to Encourage Free-‐Play for Children. In Proceedings of the Interna&onal Joint Conference on Ambient Intelligence – AmI’11. Amsterdam, Netherlands A. Rosales, E. Arroyo, J. Blat, 2011. Playful accessories. Design process of two objects to encourage free-‐play. In Proceedings of the 4th World Conference on Design Research, IASDR’11.
• Playful accessories • Augment everyday clothes • The most relevant playful object in their free-‐play is the body (based on observa5ons & conversa5ons in different contexts)
• Anywhere and at any 5me
Wearable computing Three examples: wearable sounds
Paradigms
24 A. Rosales, E. Arroyo, J. Blat, 2011. Evoca5ve Experiences in the Design of Objects to Encourage Free-‐Play for Children. In Proceedings of the Interna&onal Joint Conference on Ambient Intelligence – AmI’11. Amsterdam, Netherlands A. Rosales, E. Arroyo, J. Blat, 2011. Playful accessories. Design process of two objects to encourage free-‐play. In Proceedings of the 4th World Conference on Design Research, IASDR’11.
• This concept comes from co-‐design ac5vi5es with kids • They had to use their imagina5on (summer school) • We would like to change the sounds…
Wearable computing Three examples: wearable sounds
Paradigms
25 A. Rosales, E. Arroyo, J. Blat, 2011. Evoca5ve Experiences in the Design of Objects to Encourage Free-‐Play for Children. In Proceedings of the Interna&onal Joint Conference on Ambient Intelligence – AmI’11. Amsterdam, Netherlands A. Rosales, E. Arroyo, J. Blat, 2011. Playful accessories. Design process of two objects to encourage free-‐play. In Proceedings of the 4th World Conference on Design Research, IASDR’11.
Wearable computing Three examples: wearable sounds
Paradigms
26 A. Rosales, E. Arroyo, J. Blat, 2011. Evoca5ve Experiences in the Design of Objects to Encourage Free-‐Play for Children. In Proceedings of the Interna&onal Joint Conference on Ambient Intelligence – AmI’11. Amsterdam, Netherlands A. Rosales, E. Arroyo, J. Blat, 2011. Playful accessories. Design process of two objects to encourage free-‐play. In Proceedings of the 4th World Conference on Design Research, IASDR’11.
• hVps://www.youtube.com/watch?v=LBBe8iDeFrs • Some ini(al results • Ars Electrónica 2012, 274 players (0-‐7: 25; 8-‐12: 76; 13-‐17: 17; 18-‐30: 68; 31-‐60: 83; 60+: 5)
• 0-‐7: the wearable kit is not suitable • Teenagers (13-‐17): high interest, long-‐5me interac5ng • Young adults (18+): tried to understand how it works and took pictures
• Adults (31-‐60): tried to understand how it works; short crea5ve performances
• Schoolchildren (8-‐12): crea5ve, diverse uses, personal uses
Wearable computing Three examples: wearable sounds
Paradigms
27
• Surveillance is an established prac5ce, and while controversial, much of the controversies have been (or are being) worked out • Digital cameras on train coaches -‐> security (more important than privacy)
• Sousveillance, (individuals wearing digital cameras in their phones) however, being a newer prac5ce, remains, in many ways, yet to be worked out • Department store: it is illegal to take photos…but you can scan this QR code with your phone to know more about our products (?)
Wearable computing Some issues: surveillance vs sousveillance
Paradigms
Mann, Steve. (2013): Wearable Compu5ng. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-‐Computer Interac5on, 2nd Ed.". Aarhus, Denmark: The Interac5on Design Founda5on. Available online at hVp://www.interac5on-‐design.org/encyclopedia/wearable_compu5ng.html
28
Contents • Interac5on paradigms • Ubiquitous / pervasive compu5ng • The seminal idea (and works) • Two examples • Some issues
• Wearable compu5ng (and virtual environments) • The basics • Three examples • Some issues
• Tac(le/Tangible compu(ng • The basics • From GUI to TUI: two examples
• Discussion
Paradigms
29
Tactile/Tangible computing The basics • Tac5le? Tangible? Hap5c? But is it not generally the visual channel that features most prominently within any given interface?
• Visually dominant display might some5mes be either imprac5cal or impossible: • Extraordinary people under ordinary situa5ons -‐ Non-‐visual interfaces for people with visual disabili5es (e.g. the blind)
• Ordinary people under extraordinary situa5ons –the environment might not offer enough light to easily see what is happening
Challis, Ben. (2013): Tac5le Compu5ng. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-‐Computer Interac5on, 2nd Ed.". Aarhus, Denmark: The Interac5on Design Founda5on. Available online at hVp://www.interac5on-‐design.org/encyclopedia/tac5le_compu5ng.html
Paradigms
30
• Two fundamental and dis5nct senses that together provide us with a sense of touch: the cutaneous sense and kinesthesis
• The cutaneous sense provides an awareness of the s5mula5on of the receptors within the skin
• The kinesthe5c sense provides an awareness of the rela5ve posi5oning of the body (head, torso, limbs…)
• Thus, we dis5nguish between: • Tac(le percep(on: varia5ons in cutaneous s5mula5on; the individual must be sta5c
• Kinesthe(c percep(on: varia5ons in kinesthe5c s5mula5on • Hap(c percep(on: both tac5le and kinesthe5c (explore and understand our surrounding using touch)
Tactile/Tangible computing The basics
Challis, Ben. (2013): Tac5le Compu5ng. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-‐Computer Interac5on, 2nd Ed.". Aarhus, Denmark: The Interac5on Design Founda5on. Available online at hVp://www.interac5on-‐design.org/encyclopedia/tac5le_compu5ng.html
Paradigms
31
Tactile/Tangible computing From GUI to TUI (Tangible UI)
model, the building surface material is switched from bricks toglass, and a projected reflection of sunlight appears to bounceoff the walls of the building. Moving the building allows urbandesigners to be aware of the relationship between the buildingreflection and other infrastructure. For example, the reflectionoff the building at sundown might result in distraction to driverson a nearby highway. The designer can then experiment withaltering the angles of the building to oncoming traffic or mov-ing the building further away from the roadway. Tapping againwith the material wand changes the material back to brick, andthe sunlight reflection disappears, leaving only the projectedshadow.
By placing the “wind tool” on the workbench surface, a windflow simulation is activated based on a computational fluid dy-namics simulation, with field lines graphically flowing aroundthe buildings. Changing the wind tool’s physical orientationcorrespondingly alters the orientation of the computationallysimulated wind. Urban planners can identify any potential windproblems, such as areas of high pressure that may result inhad-to-open doors or unpleasant walking environments. An“anemometer” object allows point monitoring of the wind speed(Photo 24.3). By placing the anemometer onto the workspace,the wind speed of that point is shown. After a few seconds, thepoint moves along the flow lines, to show the wind speed alongthat particular flow line. The interaction between the buildingsand their environment allows urban planners to visualize anddiscuss inter-shadowing, wind, and placement problems.
In Urp, physical models of buildings are used as tangible rep-resentations of digital models of the buildings. To change the lo-cation and orientation of buildings, users simply grab and movethe physical model as opposed to pointing and dragging agraphical representation on a screen with a mouse. The physicalforms of Urp’s building models, and the information associatedwith their position and orientation upon the workbench, rep-resent and control the state of the urban simulation.
Although standard interface devices for GUIs, such as key-boards, mice, and screens, are also physical in form, the role ofthe physical representation in TUI provides an important dis-tinction. The physical embodiment of the buildings to representthe computation involving building dimensions and locationallows a tight coupling of control of the object and manipulationof its parameters in the underlying digital simulation.
In Urp, the building models and interactive tools are bothphysical representations of digital information (shadow dimen-sions and wind speed) and computational functions (shadow in-terplay). The physical artifacts also serve as controls of the un-derlying computational simulation (specifying the locations ofobjects). The specific physical embodiment allows a dual use inrepresenting the digital model and allowing control of the digital
24. Tangible User Interfaces • 471
PHOTO 24.1. Urp and shadow stimulation.
PHOTO 24.2. Urp and wind stimulation.
PHOTO 24.3. inTouch.
ch24_8166_Sears-Jacko_LEA 7/13/07 8:04 PM Page 471
Urp” (Urban Planning Workbench). Urp uses scaled physical models of architectural buildings to configure and control an underlying urban simula5on of shadow, light reflec5on, wind flow, and so on. Urp also provides a variety of interac5ve tools for querying and controlling the parameters of the urban simula5on. These tools include a clock tool to change the posi5on of sun, a material wand to change the building surface between bricks and glass (with light reflec5on), a wind tool to change the wind direc5on, and an anemometer to measure wind speed Cited in: H. Ishii, “Tangible User Interfaces,” in The handbook of Human-‐Computer Interac&on. Fundamentals,
Evolving Technologies and Emerging applica&ons, A. Sears and J. Jacko, Eds. New York: Lawrence Erlbaum Associates, 2008, pp. 470–495
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• Prolifera5on of tabletop tangible musical interfaces • Turn live music performance into a test-‐bed for advanced HCI • Combines expression and crea5vity with entertainment • Files, folders and hyperlinks might not be needed • Social experience that integrated collabora5on and compe55on • Experts, non-‐experts, children, adults…who plays music?
• Poten5al of tabletop tangible interfaces as new musical instruments • Dis5nc5on between the controllers and the sound-‐genera5ng system is closer to non-‐keyboard tradi5onal musical instruments (the guitar) than most computer systems (mice, sliders…)
• Direct control of the musician – movement, small varia5on
Tactile/Tangible computing From GUI to TUI (Tangible UI)
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33
S. Jordà, G. Geiger, M. Alonso, and M. Kaltenbrunner, “The reacTable: Exploring the Synergy between Live Music Performance and Tabletop Tangible Interfaces,” in Tangible and Embedded Interac&on, Baton, 2007, 139-‐146
Tactile/Tangible computing From GUI to TUI (Tangible UI) • The reacTable has been designed
for installa5ons and causal users as well as for professionals in concert
• It is based on a round table, and with no privileged points-‐of-‐view or points-‐of-‐control
• Several musicians can share the control of the instrument by caressing, rota5ng and moving physical ar5facts on the luminous surface
• Each reacTable object represents a modular synthesizer component with a dedicated func5on for the genera5on, modifica5on or control of sound
including the first author. It was with this know-how and with the idea of surpassing mice limitations that the reacTable project started in 2003.
The reacTable: Conception and Description The first step was to believe that everything is feasible, assuming access to a universal sensor which can provide all the necessary information about the instrument and the player state, and enabling thus the conception and design of an ideal instrument without being constrained by technological issues. Luckily enough, the current implementation almost fully coincides with the original model [19].
Figure 2. Four hands at the reacTable
The reacTable, has been designed for installations and casual users as well as for professionals in concert. It seeks to combine immediate and intuitive access in a relaxed and immersive way, with the flexibility and the power of digital sound design algorithms, resulting in endless improvement possibilities and mastership. It is based on a round table, thus a table with no head position or leading voice, and with no privileged points-of-view or points-of-control. Like in other circular tables such as the Personal Digital Historian (PDH) System [32] the reacTable uses a radial coordinate system and a radial symmetry.
In the reacTable several musicians can share the control of the instrument by caressing, rotating and moving physical artifacts on the luminous surface, constructing different audio topologies in a kind of tangible modular synthesizer or graspable flow-controlled programming language. Each reacTable object represents a modular synthesizer component with a dedicated function for the generation, modification or control of sound. A simple set of rules automatically connects and disconnects these objects, according to their type and affinity and proximity with the other neighbors. The resulting sonic topologies are permanently represented on the same table surface by a graphic synthesizer in charge of the visual feedback, as shown in figure 2. Auras around the physical objects bring information about their behavior, their parameters values and configuration states, while the lines that draw the connections between the objects, convey the real waveforms of the sound flow being produced or modified at each node.
THE REACTABLE IMPLEMENTATION Computer Vision In the previous years, researchers have often criticized the application of computer vision techniques in tabletop development, pointing out drawbacks such as slowness and high latency, instability, lack of robustness and occlusion problems, while favoring other techniques such as electromagnetic field sensing with the use of RFID tagged objects [25] or acoustic tracking by means of ultrasound [23]. Recent implementations such as the PlayAnywhere [40] or the reacTable itself, clearly demonstrate that these reservations are not applicable anymore. For tracking pucks and fingers, the reacTable uses an IR camera situated beneath the translucent table, avoiding therefore any type of occlusion (see Figure 3).
Figure 3. The reacTable components
Additionally, some of the advantages we have found in the use of computer vision (CV) are:
• CV can be combined with beneath projection, permitting a compact all-in-one system, in which both camera and projector are hidden
• Almost unlimited number of different markers (currently several hundreds)
• Almost unlimited number of simultaneous pucks (only limited by the table surface), and with a processing time independent of this number (>= 60 fps)
• Possibility to use cheap pucks (such as for example, specially printed business cards)
• Detection of puck orientation (pucks are not treated as points)
• Natural integration of pucks and finger detection for additional control
ReacTIVision, the reacTable vision engine, is a high-performance computer vision framework for the fast and robust tracking of fiducial markers in a real-time video stream. Fiducial markers are specially designed graphical symbols, which allow the easy identification and location of
including the first author. It was with this know-how and with the idea of surpassing mice limitations that the reacTable project started in 2003.
The reacTable: Conception and Description The first step was to believe that everything is feasible, assuming access to a universal sensor which can provide all the necessary information about the instrument and the player state, and enabling thus the conception and design of an ideal instrument without being constrained by technological issues. Luckily enough, the current implementation almost fully coincides with the original model [19].
Figure 2. Four hands at the reacTable
The reacTable, has been designed for installations and casual users as well as for professionals in concert. It seeks to combine immediate and intuitive access in a relaxed and immersive way, with the flexibility and the power of digital sound design algorithms, resulting in endless improvement possibilities and mastership. It is based on a round table, thus a table with no head position or leading voice, and with no privileged points-of-view or points-of-control. Like in other circular tables such as the Personal Digital Historian (PDH) System [32] the reacTable uses a radial coordinate system and a radial symmetry.
In the reacTable several musicians can share the control of the instrument by caressing, rotating and moving physical artifacts on the luminous surface, constructing different audio topologies in a kind of tangible modular synthesizer or graspable flow-controlled programming language. Each reacTable object represents a modular synthesizer component with a dedicated function for the generation, modification or control of sound. A simple set of rules automatically connects and disconnects these objects, according to their type and affinity and proximity with the other neighbors. The resulting sonic topologies are permanently represented on the same table surface by a graphic synthesizer in charge of the visual feedback, as shown in figure 2. Auras around the physical objects bring information about their behavior, their parameters values and configuration states, while the lines that draw the connections between the objects, convey the real waveforms of the sound flow being produced or modified at each node.
THE REACTABLE IMPLEMENTATION Computer Vision In the previous years, researchers have often criticized the application of computer vision techniques in tabletop development, pointing out drawbacks such as slowness and high latency, instability, lack of robustness and occlusion problems, while favoring other techniques such as electromagnetic field sensing with the use of RFID tagged objects [25] or acoustic tracking by means of ultrasound [23]. Recent implementations such as the PlayAnywhere [40] or the reacTable itself, clearly demonstrate that these reservations are not applicable anymore. For tracking pucks and fingers, the reacTable uses an IR camera situated beneath the translucent table, avoiding therefore any type of occlusion (see Figure 3).
Figure 3. The reacTable components
Additionally, some of the advantages we have found in the use of computer vision (CV) are:
• CV can be combined with beneath projection, permitting a compact all-in-one system, in which both camera and projector are hidden
• Almost unlimited number of different markers (currently several hundreds)
• Almost unlimited number of simultaneous pucks (only limited by the table surface), and with a processing time independent of this number (>= 60 fps)
• Possibility to use cheap pucks (such as for example, specially printed business cards)
• Detection of puck orientation (pucks are not treated as points)
• Natural integration of pucks and finger detection for additional control
ReacTIVision, the reacTable vision engine, is a high-performance computer vision framework for the fast and robust tracking of fiducial markers in a real-time video stream. Fiducial markers are specially designed graphical symbols, which allow the easy identification and location of
Paradigms
34
S. Jordà, G. Geiger, M. Alonso, and M. Kaltenbrunner, “The reacTable: Exploring the Synergy between Live Music Performance and Tabletop Tangible Interfaces,” in Tangible and Embedded Interac&on, Baton, 2007, 139-‐146
Contents • Interac5on paradigms • Ubiquitous / pervasive compu5ng • The seminal idea (and works) • Two examples • Some issues
• Wearable compu5ng (and virtual environments) • The basics • Three examples • Some issues
• Tac5le/Tangible compu5ng • The basics • From GUI to TUI: two examples
• Discussion
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Discussion • At what moment in class did you feel most engaged with what was happening?
• At what moment in class were you most distanced from what was happening?
• What ac5on that anyone (teacher or student) took did you find most affirming or helpful?
• What ac5on that anyone took did you find most puzzling or confusing?
• What about the class surprised you the most? (This could be about your own reac5ons to what went on, something that someone did, or anything else that occurs)
36
Paradigms
Some readings • A. Rosales, E. Arroyo, J. Blat, 2011. Evoca5ve Experiences in the Design of Objects to Encourage
Free-‐Play for Children. In Proceedings of the Interna&onal Joint Conference on Ambient Intelligence – AmI’11. Amsterdam, Netherlands
• A. Rosales, E. Arroyo, J. Blat, 2011. Playful accessories. Design process of two objects to encourage free-‐play. In Proceedings of the 4th World Conference on Design Research, IASDR’11
• A. Schmidt, P. Bas5an, F. Alt, and G. Fitzpatrick, “Interac5ng with 21st-‐Century Computers,” Pervasive Compu&ng, no. January-‐March 2012, pp. 22–30, 2012
• F. Girardin, J. Blat, F. Calabrese, F. Dal Fiore, and C. Ram, “Digital Footprin5ng: Uncovering Tourists with User-‐Generated Content,” IEEE Pervasive Compu&ng, pp. 36–43, 2008
• G. D. Abowd, “What next , Ubicomp ? Celebra5ng an intellectual disappearing act,” in UbiComp, 2012, pp. 31–41
• H. Ishii, “Tangible User Interfaces,” in The handbook of Human-‐Computer Interac&on. Fundamentals, Evolving Technologies and Emerging applica&ons, A. Sears and J. Jacko, Eds. New York: Lawrence Erlbaum Associates, 2008, pp. 470–495
• Mann, Steve. (2013): Wearable Compu5ng. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-‐Computer Interac5on, 2nd Ed.". Aarhus, Denmark: The Interac5on Design Founda5on. Available online at hVp://www.interac5on-‐design.org/encyclopedia/wearable_compu5ng.html
• M. Weiser, “The Computer for the 21st Century,” Scien&fic American, pp. 94–104, 1991 • S. Jordà, G. Geiger, M. Alonso, and M. Kaltenbrunner, “The reacTable: Exploring the Synergy
between Live Music Performance and Tabletop Tangible Interfaces,” in Tangible and Embedded Interac&on, Baton, 2007, 139-‐146
Paradigms
37