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
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