Scientific domain Human-Computer Interaction Interaction Computer - - PDF document

scientific domain
SMART_READER_LITE
LIVE PREVIEW

Scientific domain Human-Computer Interaction Interaction Computer - - PDF document

1 Usable Digital World Human-Computer Interaction Laurence NIGAY Laurence.Nigay@univ-grenoble-alpes.fr EHCI team - Engineering for Human-Computer Interaction 2 Scientific domain Human-Computer Interaction Interaction Computer science


slide-1
SLIDE 1

Laurence.Nigay@univ-grenoble-alpes.fr 1

Usable Digital World

Human-Computer Interaction

Laurence NIGAY Laurence.Nigay@univ-grenoble-alpes.fr EHCI team - Engineering for Human-Computer Interaction

1

Scientific domain

  • Human-Computer Interaction
  • Designing, developing and evaluating interaction

techniques

  • Development of conceptual and technical tools

based on HCI principles: Utility, Usability, Context

Supported by Social science Computer science contribution

Interaction

2

slide-2
SLIDE 2

Laurence.Nigay@univ-grenoble-alpes.fr 2

Usable Digital World: Context

  • HCI in the context of

Digital and Human Ecosystems – a seamless environment

  • f computing

The Computer for the 21st Century 1991 – M. Weiser

3

Usable Digital World: Context

Invisible technology Technology available at any place Symbiosis of the real and digital worlds

4

slide-3
SLIDE 3

Laurence.Nigay@univ-grenoble-alpes.fr 3

From WIMP - Windows Icons Menus Pointer

slide-4
SLIDE 4

Laurence.Nigay@univ-grenoble-alpes.fr 4

… to Post-WIMP

slide-5
SLIDE 5

Laurence.Nigay@univ-grenoble-alpes.fr 5

Usable Digital World: Context

A seamless environment of computing

The Xerox Star has reached its limits

http://www.digibarn.com/

Computers are everywhere HCI is « out of the box »

9 Graphical User Interfaces Multimodal Interaction UI Adapatation Mixed Reality Interaction Mobile Interaction

Research themes

Device and sensory-motor phenomenon Interaction technique Widget User Interface System 10

slide-6
SLIDE 6

Laurence.Nigay@univ-grenoble-alpes.fr 6

Ubiquitous environments: Distant pointing

11

Distant pointing

  • Physical targets

12

slide-7
SLIDE 7

Laurence.Nigay@univ-grenoble-alpes.fr 7

Distant pointing

  • Digital targets

13

Distant pointing: digital targets

14

slide-8
SLIDE 8

Laurence.Nigay@univ-grenoble-alpes.fr 8

Pointing technologies

15

Pointing gestures

  • Fitts' Law:

Movement Time, Amplitude, Target Width, Index of Difficulty

A W

ID

16

slide-9
SLIDE 9

Laurence.Nigay@univ-grenoble-alpes.fr 9

Pointing gestures

VELOCITY

  • Initial Impulse Model [Meyers, 1988] :

– Ballistic movement + Corrective sub-movements

TIME (ms)

17

Pointing gestures

VELOCITY

  • Initial Impulse Model [Meyers, 1988] :

– Ballistic movement + Corrective sub-movements

TIME (ms)

18

slide-10
SLIDE 10

Laurence.Nigay@univ-grenoble-alpes.fr 10

Pointing gestures

VELOCITY

  • Initial Impulse Model [Meyers, 1988] :

– Ballistic movement + Corrective sub-movements

TIME (ms)

19

  • Target expansion

– Static global target augmentation

  • « Closest target » principle

à Voronoi tessellation

VTE (Voronoi Target Expansion)

20

slide-11
SLIDE 11

Laurence.Nigay@univ-grenoble-alpes.fr 11

VTE Rationale

  • Novice users

– 10 pointings / surgery

  • Cognitive simplicity

– Simple forms – Simple cursor – Visual stability

21

VTE (Voronoi Target Expansion)

22

slide-12
SLIDE 12

Laurence.Nigay@univ-grenoble-alpes.fr 12

Target expansion

23

Distant pointing: physical targets

24

slide-13
SLIDE 13

Laurence.Nigay@univ-grenoble-alpes.fr 13

Distant pointing: physical targets

Handheld AR Direct physical interaction

25

Physical Object Selection: Disambiguating

? 26

slide-14
SLIDE 14

Laurence.Nigay@univ-grenoble-alpes.fr 14

Pointing Task in the Physical World

Ray-Casting is difficult to improve in the physical world Volume-based pointing & disambiguation step

Alternative 27

Balancing Focus And Performance

User’s Focus Physical World Digital Representation

[Ailisto, 2006] [Välkkynen, 2006]

?

è Design of focus-maintaining Disambiguation Techniques Physical Pointing Roll (P2Roll) Physical Pointing Slide (P2Slide)

28

slide-15
SLIDE 15

Laurence.Nigay@univ-grenoble-alpes.fr 15

P2Roll

3" 2" 1" Rolling" Range" A) Poin0ng:" selec0on"volume"" Rolling" Angle" Light"on" Light"off" 4" 2" 3" 1" 4" B)"Touching:"" selec4on"volume"locked" 1 " 3" Current" 2" 3" 1" C)"Rolling"Le.:"the"element"on" the"le."becomes"the"current"one" 1 " 3" 2" 2" 4" 1" D)"Rolling"Right:"the"element"on" the"right"becomes"the"current"one" 1 " 3" 2" 2" 3" 4" 29

P2Roll

30

slide-16
SLIDE 16

Laurence.Nigay@univ-grenoble-alpes.fr 16

P2Slide

31

Baseline: List

32

slide-17
SLIDE 17

Laurence.Nigay@univ-grenoble-alpes.fr 17

Design Rationale: User’s Focus

User’s Focus Physical World Digital Representation

[Ailisto, 2006] [Välkkynen, 2006]

element"on" 1"

ement"on"the"

P2Roll P2Slide List

33

Experiment: Targets

Densities: 2, 4, 8 and 16 targets

34

slide-18
SLIDE 18

Laurence.Nigay@univ-grenoble-alpes.fr 18

Results: Completion Time

35

Distant pointing: physical targets

Handheld AR

Direct physical interaction

36

slide-19
SLIDE 19

Laurence.Nigay@univ-grenoble-alpes.fr 19

AR: Pointing at physical targets

  • Specific to AR:

– ‘Real’ AND ‘Virtual’ – Spatiotemporal relationship between the physical world and digital content

  • How to relax the spatial constraint while

keeping physical/digital colocation?

37

Framework

  • 4 entities

Representation

  • f the physical

world Visual augmentation Touch surface Physical world Display space Control space Handheld device

slide-20
SLIDE 20

Laurence.Nigay@univ-grenoble-alpes.fr 20

Framework

  • 4 entities linked by spatial relationships

Representation

  • f the physical

world Visual augmentation Touch surface Physical world Handheld device

39

Registration jitter Hand tremor Motion induced by touches

Spatial mapping between the physical world and its representation

  • Adapt TapTap [Roudaut 08] to AR
  • Explicit and transient freeze rather than sustained
  • 2 views: one with freeze, the other with live video

40

Represen tation of the physical world Visual augmen- tation Touc h surfa- ce Physi- cal world Handheld device

slide-21
SLIDE 21

Laurence.Nigay@univ-grenoble-alpes.fr 21

Spatial mapping between the physical world and its representation

41

Represen tation of the physical world Visual augmen- tation Touc h surfa- ce Physi- cal world Handheld device

Spatial mapping between the physical world and its representation

  • Adapt Shift [Vogel 2007] with freeze-frame
  • Shift’s callout and cursor overcome the ‘fat finger’ problem
  • Freeze-frame avoids viewpoint instability
  • On-demand precise quasi-mode

42

Represen tation of the physical world Visual augmen- tation Touc h surfa- ce Physi- cal world Handheld device

slide-22
SLIDE 22

Laurence.Nigay@univ-grenoble-alpes.fr 22

Spatial mapping between the physical world and its representation

43

Represen tation of the physical world Visual augmen- tation Touc h surfa- ce Physi- cal world Handheld device

Framework

  • Frames of reference for pointing

Representation

  • f the physical

world Visual augmentation Touch surface Physical world Display space Control space Handheld device

44

Frame of reference of the screen: instability

slide-23
SLIDE 23

Laurence.Nigay@univ-grenoble-alpes.fr 23

Framework

  • Frames of reference for pointing

Representation

  • f the physical

world Visual augmentation Touch surface Physical world Display space Control space Handheld device

45

Frame of reference of the physical object

Frame of reference of the physical object

! Frames of reference No instrument Physical object Cursor Instrument Screen Crosshair Direct Touch Relative Pointing

On the object

46

slide-24
SLIDE 24

Laurence.Nigay@univ-grenoble-alpes.fr 24

Frame of reference of the physical object

! Frames of reference No instrument Physical object Cursor Instrument Screen Crosshair Direct Touch

Relative Pointing

On the object 47

Unstable finger

Handheld AR : Pointing at physical targets

  • 4 entities linked by spatial relationships
  • 2 frames of reference for pointing

Representation

  • f the physical

world Visual augmentation Touch surface Physical world Handheld device

48

slide-25
SLIDE 25

Laurence.Nigay@univ-grenoble-alpes.fr 25

Distant pointing in ubiquitous environment

  • Distant pointing: precision
  • Digital targets
  • Physical targets

49

Conclusion: new research axis

  • Deformable / Shape-changing User Interfaces

50

slide-26
SLIDE 26

Laurence.Nigay@univ-grenoble-alpes.fr 26

Thank you for your attention

Questions? Comments?

http://iihm.imag.fr/en/