ubiquitous computing and augmented realities material from authors of human computer interaction...

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Ubiquitous Computing and Augmented Realities Material from Authors of Human Computer Interaction Alan Dix, et al

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Ubiquitous Computing and Augmented Realities

Material from

Authors of Human Computer Interaction

Alan Dix, et al

Overview

Breaking the tradition of the computer box

ubiquitous computing virtual reality augmented reality information visualization

Introduction

Ubiquitous computing (pervasive computing) single user --> groups and larger

organizations traditional desk top --> computational power in

the environment user search out computer --> interface locates

and serves user

Three challenges

1. Defining appropriate physical interaction experience

2. Discovering general application features

3. Theories for designing and evaluation human experience with ubicomp

Challenge 1: Input

Textual input --> pointing devices for variety of data types

Explicit input --> implicit input (natural interactions with environment) tipping a PDA to move between pages walking into a space announces one’s

presence

Better support for natural human communication (handwriting, gestures, etc.)

Challenge 1: Input

Large scale touch interactive surfaces (capacitive coupling)

RFID sensors (security tags)

Infrared range finders

Incorporation into artifacts

Challenge 1: Output

Concerns must address technology and aesthetics Size of displays Multiple displays Multiple modalities Ambient forms of communication

Challenge 2: Output

Size of displays Small (inch)- mobile devices

Medium (foot)- traditional desktop displays

Large (yard) multiple low-resolution projected

displays display wall coordinate interaction between

them

Challenge 1: Output

Ambient displays peripheral output information is medium to low priority aesthetic appeal Examples:

Dangling String (detects network traffic) Audio Aura (auditory cues eg. email) Kandinsky (collage of images from

keywords)

Challenge 1: Seamless integration

Merge computation artifacts with world of physical artifacts

Augmented reality Use objects in physical world to

manipulate electronic artifacts

Challenge 2: Application themes

To make computing disappear, need a combination of a large range of services

Context-aware computing Capture and record experiences

Challenge 2: Context Aware Computing

Location aware appliances simple context - user location (where and who) provide services like

automatic cell forwarding updated maps of user locations GPS navigation systems tour guide systems

need more context When - relative changes of time, vary from routine What - perceiving and interpreting human activity

(Cookies) Why

Challenge 2: Automated capture and access Augment inefficiency of human record taking Record multiple streams of activity

Old idea : Vannevar Bush and Memex to store artifacts we come in contact with in

everyday lives and the associations that we create between them

Applications Meeting capture at Xerox Parc

Understanding interaction

Everyday computing Continuous interaction

orchestrates daily routines, communicate with others, and manages information

Focus on activities (eg. writing), not tasks Problems:

no clear start or end interruptions concurrent activities

Understanding Interaction In Ubiquitous Computing Integrate numerous devices in one setting Need knowledge in the world (rather than in

the head) Need models that consider nature of

relationship between internal cognitive processes and the outside world

Three main theories serve as guides Activity Theory Situated Action Distributed Cognition

Challenge 3: Evaluation Challenges

Develop assessment and evaluation techniques for ubicomp

Predict how novel technologies serve human need

Observe authentic use and co-evolution of human activities and novel technologies

Challenge 3: Evaluation Challenges

Little research to date on this topic understanding is on structuring activities

and tasks not clear when we move away from

structured work ubicomp systems not yet reliable and

robust to support continuous activity --> how to evaluate?

Essentially we have living laboratories

Virtual and Augmented Reality

VR refers to computer-generated simulation of a world or a subset of it immersive (cave) desktop (command and control situations) augmented reality

where virtuality and reality meet

Information and Data Visualization

Scientific and technical data virtual reality 3D maps

Structured information Hierarchies and networks

Time and interactivityUse of color to determine patterns